SignLink
We will no longer continue development of our plugins
We would like to thanx everyone for the support!
Development builds are no longer available after 15-10-2014 00:00
Plugin Name: SignLink
Bukkit: 1.7.2 R0.1/R0.2
Version: 1.34
Description
This plugin acts as a bridge between plugins and signs to easily display text on signs. Instead of entering commands, clicking the sign, or any other routine plugins could use, players can enter 'variables', key values starting (and ending) with %, to show information at that spot.
It also includes features no other plugin is needed for, such as custom text and ticker values you can set in values.yml. Signs are stored on file, they survive reloads and server restarts.
A video says 1000 times more words than a picture. :)
A lot more information on the WIKI page
Commands
Configuration
The linkedsigns.txt contains information of where signs are located. The values.yml sets the (standard) usable keys.
# In here you can set default values for this plugin. # The ticker property can be LEFT, RIGHT or NONE and sets the direction message is 'ticked'. # tickerInterval sets the amount of ticks (1/20 of a second) are between the ticker update. # The value is the thing to display or tick. # To use colors in your text, use the § sign followed up by a value from 0 - F. # Example: §cRed to display a red colored 'Red' message. # You can find all color codes on the internet (they may use & there, ignore that!) sign: ticker: NONE value: This is a regular message you can set and is updated only once. test: tickerInterval: 3 ticker: LEFT value: 'This is a test message being ticked from right to left. '
Permissions and commands
Use /togglesignupdate to turn sign updating on or off, just in case someone made a huge amount of updating signs that causes lag. Two permission nodes (Bukkit permissions):
signlink.addsign:
description: Allows you to build signs containing variables
default: op
signlink.toggleupdate:
description: Allows you to set if signs are being updated or not
default: op
Plugins that use SignLink
Links
View the source code at GitHub
Changelog
Metrics
This plugin sends server count statistics to MCStats.org. You can (globally) opt out in the PluginMetrics/config.yml file.







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Posted Jun 2, 2013@exfabianex
You need to tell SignLink what the variable is, Type
/variable edit test | Then | /variable set This is a test | Then | /variable setticker right 6
Anything bold you can replace with anything (Apart from right which can be either left or right (From what I know of)).
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Posted Jun 1, 2013Hi! Why do not the sign link plugin works? When i place a sign and write %test% nothing happens and i have the BkCommonLib installed, please help! Sorry for bad english :(
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Posted Jun 1, 2013@harryjamesuk Latest dev-build or the official one that is now pending approval again should resolve your problems. Since isLoaded was already rewritten and VirtualSign 'location' too, this in total should completely get rid of that error and others.
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Posted Jun 1, 2013@bergerkiller
Thanks, Appreciate it :)
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Posted Jun 1, 2013@harryjamesuk I am looking into this now and will probably re-upload the current version as it has several problems apparently. Beta-testing is never bullet-proof...
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Posted May 31, 2013Today I experienced this issue with SignLink which caused this error to loop in my console so much and so fast that it actually stopped the ports working on my Server (Or similar) which meant I was unable to access my Spacebukkit Panel. I had to go into SSH to try to stop the Server which from there was also not possible so in the end I had to force "kill" the screen.
I hope you can look into what caused this so that it doesn't happen again. Here is my error log: http://pastebin.com/GJ4AQavt
I'm not sure if it's something to do with the players logging in on the same second or similar but it just suddenly happened.
Need any more info, just let me know :)
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Posted May 24, 2013Thanks for the awesome plugin! ♥
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Posted May 24, 2013@cuddyier @laurensvh I am now working on some fixes for this and other things. Latest development builds fix some of these issues, of which the NPE occurring when a Sign ends up 'glitched' (way to go Bukkit)
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Posted May 21, 2013Hello,
I got a big error on my server with this plugin. It is spamming this error: 17:48:16 [SEVERE] [SignLink] An error occured while updating the signs: 17:48:16 [SEVERE] java.lang.NullPointerException
I am using Signlink v1.32 and BCCommonLib v1.52 I am also using Traincarts v1.72.7
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Posted May 18, 2013Why am I getting this error? http://pastebin.com/N0f3JPfd I'm on latest version of SignLink and latest BKCommonLib Also, on startup it says: http://pastebin.com/cBTshRdP
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Posted May 13, 2013I checked, and seems like the values.yml changed into "UTF-8 non-BOM" format, when I changed the values in game. Maybe that is why it works correctly now - earlier on, I saved the values.yml in plain "UTF-8" format.
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Posted May 11, 2013I also edited the value with /variable edit, and everything seems to work just fine. Weird. Well, maybe I'll resort to editing the variables in game instead of directly editing them in the file.
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Posted Apr 29, 2013@Etsija Yeah I can't fix that problem, since the client 'predicts' that a sign is gone before the server knows it. Essentially, SignLink still thinks the sign is there and sends an update packet, but the client already removed the block.
There's a fairly big chance that this is a configuration loading problem, where the letters end up scrambled like you see when loading from file. Has to do with charsets and all. I suppose performing the /var set command results in the text gone when restarting the server?
EDIT
Stangely, it works fine when I tried it. I simply used /variable set äëïöü and it set everything right, and on restart it was still fine. I suspect this is an issue with reading, not UTF-8, but UTF-16 or Unicode text. I suspect it reads that as UTF-8, resulting in ä turning into two characters instead.
Can you perhaps upload the values.yml you produced? I'll inspect it using a byte/hexcode editor.
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Posted Apr 29, 2013One more thing: I changed values.yml into UTF-8 to incorporate the use of Scandinavian letters to the messages. I'm writing the word "Tässä" ("here") to the sign, but it shows out like this:
https://dl.dropboxusercontent.com/u/6411310/sign.jpg
Any idea? Signs where I use Scandinavian letters do show OK in Vanilla Minecraft.
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Posted Apr 29, 2013@bergerkiller: congratulations, your latest fixes fixed the signs for me; they are now ticking properly from sign to sign. Unfortunately, I still get "unable to locate sign at x,y,z" whenever I delete a SignLink sign.
Naturally, newest versions of BKCommonLib (build #144) and SignLink (build #13) in use.
No Java errors at the console.
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Posted Apr 28, 2013@BillyGalbreath The space-filling bug, and others, will be fixed in a new official build shortly. Blinking...hmn I want to add it as a new ticker mode, but then I need to know two values to switch in between. For now I'll add a 'blink' as in - blink between full-text and full-spaces.
EDIT
New build can be found. I implemented a basic BLINK ticker mode. set it using /var setticker blink 20 to blink every second. I also fixed various other issues, of which text updating, sign not found warnings and space filling bugs. I also implemented text wrapping: left or right tickers now wrap text around. This means that you can now tick short text properly.
I'm going to test around a bit more tomorrow, then I'll see if an official build can be published.
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Posted Apr 28, 2013Idea: Maybe add a blinking feature with configurable blink rate/delay. That would compliment the tickers, imo. ;)
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Posted Apr 26, 2013%date% and %time% seem to fill the remaining characters with blank spaces. Using build #11 with BK build #134 on CB build #2754
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Posted Apr 26, 2013@Etsija I'll assume that you used the SignLink build found on the CI Jenkins server, and I'll do some tests myself to see what could be wrong. Just in case: see if installing ProtocolLib solves some of your issues, it could be a conflict with the packet listener.
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Posted Apr 24, 2013Nope, still nothing seems to work:
This is the result: https://dl.dropboxusercontent.com/u/6411310/the_signs.png
Am I missing something REALLY obvious here? In the video you are "painting" the signs somehow, at least something like that comes to the chat. So: do I need to do something special to link those empty signs to the leading one?
I did another test: set up a sign all by itself, having the same variables. Same issue, nothing moves.
More tests: after server restarts, the signs always show a different text. After one restart, also the other signs (which are totally empty in my picture above) showed some of the texts, but still nothing moving. After two restarts, the texts had once again changed and the last line of the first sign had been changed back into "%sign".
This is _really_ confusing behaviour. Do you have ANY idea what might be causing it?