VariableTriggers

Make your own plugin like features and more using VariableTriggers
This is a very powerful plugin that has unlimited potential. Create triggers that run lines of script when a player Clicks or Walks on a block (dirt, door, switch, trigger, torch, any block) or Create Event Triggers such as PlayerDeath , EntityDeath, BlockBreak, BlockPlaced, Join, Quit, Respawn, Interact and EntitySpawn that also run scripts. You can define Area Triggers and Command Triggers as well. You can use Dynamic Object variables and conditional IF and ELSE statements in the scripts. You can run any command that a player or OP can run and many speacial built-in commands to Teleport, Spawn Entities, Play Effects Visual or Sound, Set Blocks, Toggle Blocks, Check Players Heath and much more!. The scripts are executed on their own threads to take the strain off of the main server thread.
















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Posted Sep 19, 2013-> edtrud
I created own arena with different mobs to fight with, and also SKELETONS spawns without weapon. I used another plugin only for spawning mobs :(
-> for Polish users : podziemnyswiat.maxc.pl (NON-Premium)
!!!!!!! ALL by VARIABLE TRIGGERS !!!!!!!!!
Lottery, server calendar (with players birthdays), Arena(now rebuilding), Parkour(3 stages), /tp command , /sethome /home commands , bying WG regions, Server Ranks and many more.
!!!!!!! ALL by VARIABLE TRIGGERS !!!!!!!!!
If you want to see : join
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Posted Sep 19, 2013@edtrud
Check out the plugin, PhatLoots. With this, you can make your Monsters spawn with anything, loots included.
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Posted Sep 19, 2013Edtrud:
I started to create a suggested script. But then, I looked at your post again and realized that what I was going to suggest probably isn't what you need. Your post is very vague as to what you are trying to do. If you outline what you want your script to do one step at a time, in detail, by the time you are finished, you would probably be able to answer your own questions. This is what I do when my scripts start getting too complex. With this, I usually come up with cleaner, more efficient, and rock solid scripting in less time.
If you still need help, post your issue in the VariableTrigger Forums with a detailed discription of what you want this script to do. I'll look for it there.
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Posted Sep 18, 2013How Can I make it so a redstone would re-apear in the same place after 4 seconds? like a want a Piston to be activated 4 seconds without stopping @TOGGLEBLOCK removes it but i can add another scrpt in the script
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Posted Sep 18, 2013Okay, i did a huge discovery. It's actually quite logical.
So, my server seemed to lagg very badly and VariableTriggers was causing it, i could see that with the nolagg examine tool.
I delete all the VT data and files and the lagg was gone, so I knew it wasn't the plugin itself, but something I made. So i imported every fill each and examined them by one. Then i discovered that whenever a script needs to check a variable of a player, it loads the whole file and causing a huge lagg spike.
My VarData file has 50.000 lines. So yeah lol. Because every player that teleports or runs a script gets a variable for the cooldown. For example, teleport walktrigger, CALLING a script. First thing the script does is:
- '@IF i $<playername>.teleport < <secondticks:0>'
- ' @SETINT $<playername>.teleport <secondticks:5>'
So yeah almost every player has like 3 lines for some kind of script or trigger.
I will try to delete the variable for a player when the command is done, maybe that fixes the huge amount of variable information.
Any advice? :)
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Posted Sep 17, 2013Got a Big Problem... Skeletons spawn without bows...
using /vtwalk @ENTITY SKELETON 5
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Posted Sep 16, 2013@laacis2 laacis2, refer to this or the changelog for spigot, i search frequently for his "async" changes on every build now since this is not the first time this has happened. Eventually these spigot updates do get added to bukkit so @lexlaiden HAS TO ADD A FIX EVENTUALLY.
http://dev.bukkit.org/bukkit-plugins/variabletriggers/tickets/83-more-asynchronous-issues-spigot-1057/
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Posted Sep 16, 2013Hey,
Could you tell me if this error is VariableTriggers related or not?
Pastebin: http://pastebin.com/MQmjLNQQ
Also, the plugin gives a lot of lagg. When i examine the server with NoLagg all the lagg spikes are coming from variabletriggers.
I didn't had this issue when the server was 1.5.2 so assume my scripts aren't the problem.
Thanks!
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Posted Sep 15, 2013@SETBLOCK causes java.lang.IllegalStateException Asynchronous block onPlace! block place error with latest spigot builds. Some of my builds has been broken=(
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Posted Sep 14, 2013Hey,
First of all, this is one of my most favorite plugins! Really appreciate the work lex, i scripted a lot of things for my server with this. Including my dungeon, but it has a bug since 1.6.2
When using the @SETBLOCK command it trows me an error when setting a block from sand to 0.
Pastebin: http://pastebin.com/pJcdGFAm
Thanks!
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Posted Sep 9, 2013@MCE626
It's just a hideous spam of @SETBLOCK and @PAUSE
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Posted Sep 9, 2013@gruebchen
Turn the override to true to get rid of the unknown command. (/vtcmdo <cmd> true) or set Override: true in the config.
The spaces and dashes are YAML format - not his doing - you should read up on the rules of YAML.
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Posted Sep 9, 2013Lexlaiden, your plugin has got to be one of my favorites!
I only have two request, tho neither may be possible,
1, is it possible to remove the "unknown command, type help for a list of possible commands' when using the commands i set with vt? 2, could the code in the files be made with less formatting? still keeping all the same code and such, just not so many spaces and dashes?
as a programmer I found this pluggin to be seriously fun more so after I figured out how to turn on loops (nice job hiding them) the coding in files just becomes a real pain after a while when I have to format so much, so precisely (i know you can't easily change the precision requirement)
Thanks!
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Posted Sep 8, 2013are there any tuts on how to make a giant door like in that one vid with the castle looking building? i can't find any video tuts!
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Posted Sep 5, 2013Nikecow:
I would love to except I'm not a Java coder. I need to concentrate on getting my game finished and don't have the time to learn another programming language right now. That's why I chose to go with VT. Lexlaiden has done a great job on VT and anyone that knows basic programming can be creating custom scripts in no time with practally no learning curve.
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Posted Sep 5, 2013@AncientTom
Ah sorry, I misread your post. I didn't even know about the existence of a delobject command. I agree, on your scale it will become a lot more important to keep track of your variables.
By the way, are sure it's not better for you to create your own plugins in Java?
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Posted Sep 4, 2013Nikecow:
Actually, that 1 MB file is the text that represents what will be loaded into memory. What is actually loaded into memory is all the objects, their methods and properties as well as the data loaded into the variables that are represented by those lines of text. When a new object is created, a request for blocks of memory is made to the mmu, not bytes.
The two commands, @DELVAR and /vt delobj, are different things. /vt delobj removes the whole object and according to the documentation, returns it's memory back to the memory pool. @DELVAR only removes that property from the Object.
With all the scripting I am doing to run my game, I am beginning to think about resource usage. If an average variable object is using 256k of memory and with100 scripts running, each creating 5 different variable objects, the amount of displaced memory resources would be enough to displace several players. Unlike a real programming environment that creates and destroys a function along with it's local variables in real time, all VT's variables are static and global. Each time you add a script or command that creates variables for it's operation, testing, and looping, all those variables remain behind after the script is finished. They still occupy memory space. I have 56 scripts created so far and have at least this much more to go.
I asked about your use of @DELVAR at the end of your script to find out if you knew whether or not VT removed the Object when all it's properties were removed. As I said, /vt delobj is very noisy and it would be good to know about this as an option.
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Posted Sep 3, 2013@AncientTom
Hey Tom,
As far as I know @DELVAR does exactly the same as as the command variant.
Honestly, even if it didn't it's not a big deal. We are talking about bytes here. My vardata.yml (This is loaded in your memory) is only 1MB with 75000 lines.
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Posted Sep 3, 2013<<reply 1752733>>
Nikecow:
I see at the bottom of your script that you use @DELVAR to remove variables before exiting. Do you know if this releases any of the object's memory like /vt delobj does? I use /vt delobj to release memory at the end of a script but it spits out lines of text to the player's text line and spews out a long list of all your objects to the console each time it's used. Some might think this to be a Feature but I find it to be anoying while monitoring game activity on the console.
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Posted Sep 2, 2013For the ones interested I've shared one of my scripts here :)