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 Jun 27, 2014@filoghost
Not sure at this point. If it continues to be used and I get a that mood then maybe, but it will be down the road IF it happens.
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Posted Jun 27, 2014@Lyoko_Firelyte
Should i use <playername> in everywhere but long term storage databases instead?
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Posted Jun 27, 2014I didn't use variable triggers for a while.New updates are AWESOME! I love @FORK script command:D:D.I love you guys:D Please improve this plugin more:D
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Posted Jun 26, 2014Could you make this project open source? I think that many would be able to contribute.
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Posted Jun 26, 2014@laacis2
That's probably spigot specific but I also recommend getting the player uuid in a different variable and then using that in event scripts because the playeruuid takes a while to fetch and may alter performance
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Posted Jun 26, 2014@monowii
That is how it should work, I'll look into why it's not working soon.
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Posted Jun 26, 2014Normal comments in the yml files are not persistent, maybe just ignore script command starting with a #. Because every time the script is executed we got an annoying message in the console (example: Script Error: Trigger: world_Click_13993-89 Script: Trigger Line 1 - - Unknown command #myCommentHere). I really need to add comments to large trigger file! Thanks!
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Posted Jun 25, 2014BlockPlaced event:
Placing anything (in lava or not) causes this error:
Spigot user
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Posted Jun 23, 2014@Kiak
I'm sure I can, but I prefer to not try and use perms as variables because of the mess that could ensue.
Pretty much all I'm hoping for are 2 things; set and modify variables (Dynamic Variable Commands and Array Lists in documentation) and @CALL.
I can figure out how to time and balance from there. I don't even need placeholder data, I can pack that up and move it myself. I just need a way to move data, and start a trigger.
Like I said earlier, if it's too much work then never mind. I was just hopeful that something like NetEvent's API could make it easy to adapt in.
-------Unrelated, I've used VT to do some pretty neat stuff around my lobby. When it's all done, I may upload a video of it all. :)
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Posted Jun 23, 2014@KyadCK
If you can pass permissions changes across server then you could very trickily use that to pass VT information for example.
Player 1 on server1 completes quest so you reward him with a pex permission that crosses servers.
Player 1 changes server to Server 2. where a Variable triggers script is able to reward/punish/otherwiseaffect him with a @IF vtpexpermission.whtever = true
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Posted Jun 22, 2014weirdo bug here. When creating command /yes and command /no, it automatically changes it into /true and /false
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Posted Jun 22, 2014Could i suggest making some hooks to other plugins? Such as mcmmo with some mcmmo related events like level up, activate ability, use skill.
worldedit/ worldguard as alternative for area selection, maybe possibility to use worldguard region as area, getting wordguard error messages for denied commands.
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Posted Jun 21, 2014@Lyoko_Firelyte
Well thats why I pointed at NetEvents, PEX is using it to pass events between servers.
Direct server to server, bungee isn't required if i understand right. It has an API.
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Posted Jun 21, 2014@KyadCK
It would probably require a bungee plugin to make cross server chat with VT, which I don't feel like making :P
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Posted Jun 21, 2014@AncientTom
You can save vars in game with /vt sv. However, if you edited the file directly (not recommended) you have to have the plugin disabled, edit it, and then enable the plugin.
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Posted Jun 21, 2014Hi, all. How do I reload my vardata.yml file. It doesn't seem to load with '/vt reloadtriggers or /vt reloadscripts. When I do a game reload, VT writes the old bad vardata.yml file over the top of my good file and reloads that.
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Posted Jun 21, 2014My bad. Sorry I did not see that :P By the way, I am planning on using this plugin to make my own Minigames, including a PropHunt :D
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Posted Jun 20, 2014@Lyoko_Firelyte
So, I've been working on my scripts, adding more and more automation and GUI things, but an idea crossed my mind. When I was working with PEX last, I noticed that they had something new, an optional dependency called NetEvents;
http://dev.bukkit.org/bukkit-plugins/netevents/
Which allows servers to work in more of a Mesh system. If you know what you're doing, you can blur the lines between Server and World to the point that people would be hard pressed to tell the difference, allowing for minecraft to gain something it never had; multithreading.
Being that I have used Bungee for a long time and just implemented a proxy-wide chat system as well, I think it would be really cool if VT could use some inter-server communication. Anything from it passing just Vardata, or even calling scripts. Even at the simplest level it would allow me to run proxy-wide events.
I honestly don't know if NetEvents itself is any good, or if this is even remotely fair to ask in terms of work required to implement. If it takes too much effort or can't be done reasonably I understand. I just think it would be pretty cool to have that level of control. :)
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Posted Jun 20, 2014@GladiatorMoz
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Posted Jun 20, 2014I posted this to the forum, but I am not sure if you will read that, so here I go:
An @WHILE loop would be extremely beneficial to me.