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 Jul 17, 2014I restyled the document layout, I thought I'd try to make the plugin look a little more modern. The extra, wordy information is still on the about page though (question mark icon). And I will see what I can do about like a @TRIGGER walk <coords> <script call> or something. And yes, right/left click as well ^_^. I'll put them all in the same update to save Bukkit trouble, so it may be a few days.
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Posted Jul 16, 2014@AncientTom
I second this request. Being able to create triggers automatically would kick vt to the next level. For example, generating a sign based menu system on the fly. Or a fully scripted building.
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Posted Jul 16, 2014@AncientTom
./door create add @CMD /vtwalk @CALL script hit floor with bone. that would bw quite fast
so all u would have to do is do /door create, rightclick floor with bone.. 700 times
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Posted Jul 16, 2014@Lyoko_Firelyte
Right/Left click events so my players can right-click with a watch to open my GUI menu please. :)
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Posted Jul 16, 2014@Lyoko_Firelyte
Quote: [Also, if anyone has any ideas for the next update, or a work-around to this issue, let me know.]
I would really, really like the ability to create triggers with a script command. I created a script that automaticlly places a door in the wall that is directly in front of where you are standing. Right now, the only thing that I can't generate with this script is the walk triggers. Each door I create, I still have to manually place the walk triggers for that door. This is not a big deal for this project but it would be so much nicer if I could make everything happen with just one command, '/Door create'. I have more than 700 doors to do and it would really speed things up if the triggers were created with this same script.
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Posted Jul 16, 2014@Lyoko_Firelyte
Looking forward to the new version of this wonderful plugin! I hope there will be more new features. I found two bugs of VT 1.3.2. The first is <var:> no longer work with $ in a @IF line, this means that <var:$obj.var> won't work, <var:obj.var> and $obj.var will work the same effect. Then, It seems that Arraylists can't be check in a @IF line at all.
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Posted Jul 14, 2014@AncientTom
Yes <sn: > will be used for infinite nesting. Such as <sn:$test.$orange.$red.$purple.$colorado.$<playername>.$test.var>
It'll read it backwards after it replaces normal placeholders.
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Posted Jul 14, 2014I have surmised that VT has a problem with using <var:> for Block IDs and data with doors. After spending 3+ days on trying to make THIS work, today I ended up rewriting my whole 450 lines plus script file.
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Posted Jul 14, 2014@laacis2
Okay. I'm resolved that from now on, any permanent variable object that I create will be tagged with a boolean $obj.Exists true so that I can absolutely test for it's existence.
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Posted Jul 14, 2014@Lyoko_Firelyte
Is the <sn:> going to be just like a <var:> that allows you to nest a <var:> in it?
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Posted Jul 14, 2014@laacis2
Do you do a boolean check on any variable in the object, int, str, or bool, or do you have to create a boolean for testing? I am looking for the best way to search through object names to find one that was valid, like what '/vt delobj' does looking through the object list for the object to delete.
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Posted Jul 14, 2014I'd like to mention that I've spent the last 3 hours trying to get @CANCEL to be a viable option. I wanted you to be able to cancel events within your scripts, but at the moment I don't think it's possible because the event will be too delayed to cancel after it reads the scripts (they are in a new thread and processed with tons of methods). The result was successful about 40% of the time, which would do no one any good.
However, what I was able to do was add a check to see if @CANCEL true/false is the first line of your script. Only checking one line works with 100% success. Sadly, this means that you won't be able to use conditional statements for effects like muting people. I suppose some good will come of it though, such as maybe making a world view-only or a world with no talking at all.
Also, if anyone has any ideas for the next update, or a work-around to this issue, let me know :) Version 1.3.3 will be released shortly with the <sn: > placeholder, which is for supernesting, along with some other things.
Thanks everyone who still uses the plugin & likes my updates!
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Posted Jul 13, 2014@Lyoko_Firelyte
I still don't even know what @FORK does. :P
String number would be my guess, to handle floats. But as far as I can tell it's in acronym form, so it could be pretty much anything.
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Posted Jul 13, 2014Working on a <sn: > functional placeholder. Any guesses on what it is? :D
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Posted Jul 13, 2014@AncientTom
i use booleans. @IF b $obj.var = false
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Posted Jul 13, 2014@AncientTom
I think testing for 0 works
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Posted Jul 13, 2014@laacis2
Thanks! Very helpful.
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Posted Jul 13, 2014One more question:
What is the best way to test in an @IF statement for whether or not a variable object exists.
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Posted Jul 13, 2014@TheZeusCube
override: true. Vtcmd <command> override true
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Posted Jul 13, 2014When I type a command that I created using the plugin, the command works, but it still gives me the "Unknown command" message. Can this get fixed, or if I'm doing something wrong, how can I fix it?