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 Jan 7, 2013@lenis0012
Thank you! :)
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Posted Dec 31, 2012I'm confused how to link signs. I looked at your video three times but you don't explain how you start to link signs besides clicking them. I've tried this in both creative and survival on multiple worlds on my server and nothing. The best I accomplished is using %date%.
If possible, could you create a "How to use" section on here or bring that wikipage back up on how to use this plugin? I grasp the concept, just not the specifics.
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Posted Dec 25, 2012made a dev build for 1.4.6
download: https://dl.dropbox.com/u/67122021/SignLink.jar
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Posted Dec 24, 2012CarPet300 is working on a 1.4.6 version, no need to ask :)
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Posted Dec 23, 2012Can you update SignLink for 1.4.6?
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Posted Dec 8, 2012Hey the wiki page has been deleted. If you could fix that soon that would be great. Thanks
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Posted Dec 6, 2012@IModZombies4Fun
same problem here! can anyone help us ?
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Posted Nov 28, 2012Hey, is there any way to remove the "Unable to locate sign" text that will constantly spam my chat and my users chat? Thanks!
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Posted Nov 28, 2012When I place a shield with %playername% variable it will instantly show the player name. When I relog I have to leave the area so the sign loads again, otherwise it shows the real variable instead of the players name. It's not cool e.g. when I have such signs at the spawn area. Is there any command to fix it or not possible to fix or am I just too stupid? =/
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Posted Nov 28, 2012@KeKsKelly The messages are a client bug, there isn't much I can do against it. If it keeps spamming, then something bad is going wrong.
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Posted Nov 24, 2012Its works Fine by Time and Date , wehn i create a %test% sign come : Unable to Locate .........
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Posted Nov 24, 2012Okay, I thank you test it the same if the plugin works again I'm Happy! Because this plugin is and remains COOL!
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Posted Nov 23, 2012@evildr3am It's possible. I envision it, it needs to switch between multiple names instead of characters then. Easiest method would be to use a certain character or code to delimit the names. For example:
What would happen is that it would display the separate words instead of the characters. It would be separate logic in the ticker part.
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Posted Nov 22, 2012Hey!
What do you think about a "blink" feature on signs? Is that possible? I think it would be a very cool feature for your future versions of this awesome plugin! Great job, so far.
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Posted Nov 21, 2012@bergerkiller
Per something I saw in the new Bukkit beta release for 1.4.5, "Unable to locate sign" is a client-side debug message; that's why you couldn't find it! Not sure what is causing it but SignLink seems to set it off pretty hard - hope that helps you trace it back!
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Posted Nov 20, 2012@leagris @KeKsKelly New version is up for MC 1.4.2 R0.1 - 1.4.5 R0.1 [tested]:
http:dev.bukkit.org/server-mods/signlink/files/21-v1-28/
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Posted Nov 20, 2012@leagris This is the weirdest bug I have ever seen. And the "Unable to locate" text is no where to be found on the server. Not in CraftBukkit, not in SignLink and not in BKCommonLib. I really start to wonder what the heck is going on.
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Posted Nov 20, 2012@bergerkiller Yes, it is and this occurs only with 1.4.4/5 craftbukkit. (latest tests with CraftBukkit 1.4.5-R0.1 uild #02481)
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Posted Nov 20, 2012@KeKsKelly @leagris Is this with the 1.4.4/5 compatible version I posted 3 posts below?
https:dl.dropbox.com/u/3681706/DEV%20TEST%201.4.4%20VERSIONS%20OF%20PLUGINS.zip
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Posted Nov 19, 2012@KeKsKelly
in 1.4.4 signlink seems to fail to keep chunks loaded so it complains of not finding a sign when no player is close enough.
Look like it should not complain at all. Who needs to get a sign updated on an unloaded chunk where there is no-one to look at it?
This would save some CPU cycles as well without spamming the chat thread :)