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.
















-
View User Profile
-
Send Message
Posted Sep 30, 2012Does this plugin have a "Only use once per player" feature type thing, where you can set triggers that have a certain amount of uses by each player? I kinda looked but couldnt find anything saying that
-
View User Profile
-
Send Message
Posted Sep 29, 2012Don't forget If you need a script, check out the shared scripts and see if you can find one you need http://dev.bukkit.org/server-mods/variabletriggers/forum/sharescripts/
-
View User Profile
-
Send Message
Posted Sep 28, 2012@Kiak
I have seen you helping others with scripts and posting about VT on the forums.bukkit.org a lot so for your enthusiasm I am going to give you 15 votes to use on the Vote page. PM me and I'll set you up.
-
View User Profile
-
Send Message
Posted Sep 28, 2012@lexlaiden
ah i see thanks for the help and the great plugin
-
View User Profile
-
Send Message
Posted Sep 27, 2012As a show of good faith, here are some commands i made that upgrade Vtriggers for you
-
View User Profile
-
Send Message
Posted Sep 27, 2012Can you please allow us to split up our "CommandTriggers.yml" into pieces like the .script.ymls?
sooooooooo many commands right now :(
And it would be easier to share stuff if i could keep my Command triggers in the same sort of groups as the Scripts they are used for
I didn't put this plugin requests because i'm too poor to give you money :(
-
View User Profile
-
Send Message
Posted Sep 27, 2012@datwerd86
Oh I understand you now. You will have to put a test in the script yourself for that script.
In your script do this
@IF b $myscript.running = false
@SETBOOL $myscript.running true
Put your code here
@PAUSE 10 - this is how much extra time to cooldown beyond how long you script runs
@SETBOOL $myscript.running false
@ENDIF
-
View User Profile
-
Send Message
Posted Sep 27, 2012@lexlaiden
wouldnt that still be a seperate cooldown for each switch?
i have 4 buttons they all do the same thing by calling a script i want to have a cooldown on the called script so once called it cannot be called by ANY trigger till the cooldown runs out.
thanks
EDIT
having the cooldown in the called script of before @CALL script:script makes no difference to how it reacts ingame
each button still has its own cooldown :/ i want the script to have the cooldown regardless of how its called or activated
-
View User Profile
-
Send Message
Posted Sep 27, 2012VariableTriggers v1.1.9 has just been approved and is ready for download.
Download here
-
View User Profile
-
Send Message
Posted Sep 27, 2012@datwerd86
Yes, don't put the @COOLDOWN in your called script. Put your @COOLDOWN as first line on each trigger before you @CALL your script.
@gamerphate
Look you have the ability to make your scripts do what you want, I Have no idea of exactly what your game does or how, but I am sure you have to start it some how or have players join the game so you just need to make a script to delete a players obj.vars so have a trigger or command that the player uses to join. and when they do, just delete the <playername> object and start them in game. If you make all Object.Variables that are important to delete start with the player name like $<playername>.dungeon_gate or what ever. You will need to make some global test variable to see if game is running to determine what you do so they cant do this while this game is started. You could timestamp each game with <secondticks:0> when it starts and use this timestamp to save on each player. This way you check the existin game timestamp with a players timestamp to see if they already started this gamne. If not then use <playername> to delete ther object varianles and then giv ethem this games time stamp.
This is just a point in one of many possible ways to solve your problem. You have the power at your fingertips to script it to do what you want. Just put some though to it and do it.
Guys.... Please reserver this main thread for general post. If you have scripting questions please use the VT forum. Thanks. :)
-
View User Profile
-
Send Message
Posted Sep 27, 2012@lexlaiden
Brilliant, I was trying to think of a way to store a variable that was typed into the command, and that looks like it might work great. Granted last night I figured out I can just do /vt delobj (Playername) and have them relog and it fixes them just the same. This being said, is there ANYWAY to delete ALL the data in the Vardata.yml (a mod would run this at the end of a match to reset everyone). Because as best I can tell, I am unable to use a * type function to delete all objects and I really need a way to do this, because otherwise I have to manually ftp in and delete it before each game, which is fine when I am running the game but I want to toss it off to my mods so they can run the game when I not around.
-
View User Profile
-
Send Message
Posted Sep 27, 2012@datwerd86
I think you could use an @PAUSE (TIME) to make it wait to do the reset of the script, thus locking it down from anyone. In your case maybe at the end after the trigger so it can not go on past that point until the pause has cycled and then it can be reset.
-
View User Profile
-
Send Message
Posted Sep 27, 2012Ive setup a seperate script thats called by multiple buttons on my server, In the script ive set the cooldown to 1800 seconds. The cooldown seems to affect each individual trigger, is there a way i can set the cooldown to the script so once a player uses one trigger all players must wait the 30mins before activating the script again?
also when a player uses a trigger during the cooldown period would it be possible to have a message sent to that player advising them they must wait out the time left?
thanks
-
View User Profile
-
Send Message
Posted Sep 26, 2012@gamerphate
Create a command trigger and give it a permission and then give permission to your Mod's I will use the short alias's
/vtcmd dwarf @IF i <cmdargcount> = 1
/vtcmd dwarf @CMDCON vt delobj <cmdarg:1>
/vtcmd dawrf @ELSE
/vtcmd dwarf @PLAYER Usage: /dwarf [player]
/vtcmd dwarf @ENDIF
/vtcmdo dwarf true
/vtcmdp dwarf dwarf.use
we created a new command and set override to true and set the permission needed to dwarf.use
Now give yor mod's the permission node dwarf.use and they can type this command in game and it will delete the named object.
This is a stert for you if you don't know about Command Triggers then read up on it in the Doc's
If you need more help please post in the VT forum pages.
thanks
-
View User Profile
-
Send Message
Posted Sep 26, 2012Any chance or way you can @delobj ALL'
I need to literally have a command to clear ALL objects at the end of the match. And I have been working for hours today trying to find a shortened way for mods to do something as simple as let's say /dwarf PLAYERNAME to run a script to clear all the variables for that player during a match (in case they died early due to a weird event like mod killing (from banning the REAL derp that just happened to have the same name) or when a player might die from falling through the ground when 80 people all log in at once)
I know I am getting close to knocking the second one out, but i know u can us the /vt delvar playername (one variable) x 2 .. but trying to shorten it into one command so they just go /dwarf playername and BAM they are fixed. I am sure there is a way but having a hard time. But more on the first request, is there a way to /vt delobj * so that I can clear out the whole variable file right before a reset. Sure I can just manually delete the var file, but i want a 24/7 server by the end of this coding so that my mods from all over the world can take over when I require sleep XD
EDIT - It just dawned on me, is there way to do NOT save the vardata on server close out? Thus it wouldn't need to be cleared for each player? This would be the easiest solution for sure. None of the variables roll over into the next round currently and this would be the easy fix.
-
View User Profile
-
Send Message
Posted Sep 26, 2012I will have a little extra time over the next couple weeks so for now I have reduced the number of Votes needed for each group of new features to be added.
-
View User Profile
-
Send Message
Posted Sep 25, 2012VariableTriggers v1.1.9 has just been uploaded. If you are not Subscribed you can go here
http://dev.bukkit.org/server-mods/variabletriggers/files/19-variable-triggers-v1-1-9/
-
View User Profile
-
Send Message
Posted Sep 23, 2012@Kiak
Resolved. it was his use of Ramdrive and it not clearing out of cache.You may have an alias set for /warpi.e. /spawnTicket resolved. :)
-
View User Profile
-
Send Message
Posted Sep 23, 2012@lexlaiden
I'm on it. want me to delete these 2 posts? or just remember that for future ?
-
View User Profile
-
Send Message
Posted Sep 23, 2012@Kiak
I made your postainto a Ticket. Please go to Tickets and lets see if I can help.
I can't seem to get it to repeat this for me. please read Ticket and provide requested info. Thanks