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 13, 2014Two more questions:
Is VT still dumping a list of all the variable objects to the console each time "/vt delobj" is used? This can consume the use of the console and make it unusable. I'm thinking that this was placed in the "/vt delobj" for debugging purposes but it's now time to remove it if it hasn't been already.
If it would it be possible to add this as a script command, '@DELOBJ', I would like to be able to use an object name appended with <playername>. This is to keep multiple instances of a script when simultaneously executed by multiple players, from stepping on each other's variables. Then, at the end of the script, just delete the whole object.
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Posted Jul 13, 2014Does anyone know of any problems using the <var:$Object.Variable> as Block ID and Data for doors?A link to my forum posting.
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Posted Jul 13, 2014@shmancelot
Okay. I was born in the 1st half of the last Century. What's a "Biggree Rend"?
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Posted Jul 12, 2014@AncientTom
My computer runs on vacuum tubes, 32,672,323 6SN7s in a 22 story building connected to Hoover Dam.
Give NoLagg a try.
I think Hugh_Jassis is another way of saying Biggree Rend..
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Posted Jul 12, 2014@facemywrath
You can make a quick script for that....
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Posted Jul 12, 2014so is there no @TOGGLEBLOCKSAFE?
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Posted Jul 12, 2014Got a really nasty bug deleting my variables.
Click trigger:
fc.script.yml:
EntityDeath Event:
area script:
PlayerDeath event:
When two players play, and one player leaves the area, other players variables get wiped. Such as $fc.laacis2 and $fc.noblejay. If noblejay is playing, i leave, both mine and noblejay's variables get wiped.
Please guide me right way, if i am doing something wrong. This bug is game breaker for me! Thanks
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Posted Jul 12, 2014@shmancelot
I'm good at fixing antiques. They are still state-of-the-art to me. My computer runs on vacuum tubes, 32,672,323 6SN7s in a 22 story building connected to Hoover Dam.
And, by the way, I asked this before. What's a Hugh_Jassis?
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Posted Jul 12, 2014@AncientTom
@KyadCK
This brings up a good point. How would one go about logging a VT event from within a script?
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Posted Jul 12, 2014@Lyoko_Firelyte
It was an interesting thing to find since none of the rest of my triggers required any perms except for my usual rank check (group.player, group.mod, etc). /menu would open whatever menu I put in front of them, but I guess without that perm the "interact with chest inv" event in PEX just got denied, so it never got passed to VT, because clicking on the items did nothing.
@shmancelot
Heh, exactly.
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Posted Jul 12, 2014@AncientTom
My antique chair, broken.. thanks to Hugh_Jasses!
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Posted Jul 12, 2014@KyadCK
Not a joke. I mis-read his question. I thought he wanted to initiate a script from the command line.
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Posted Jul 12, 2014creeper explosion doesn't register as entity death.
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Posted Jul 12, 2014@KyadCK
That's funny, I never thought of that happening before! Tbh I didn't think pex would catch my fake inventories so I didn't worry about permissions or anything. It shouldn't actually throw an event either...
Edit: Added a little note in the triggers page. I'm pretty confident no one will read it though. :P
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Posted Jul 12, 2014@Lyoko_Firelyte
Heh, nice.
I found a... "fun" little quirk today though.
Apparently the Inv trigger requires players to have permission to access chests. This makes sense. However, when you use PEX, the perms are not auto, the players need a modifyworld perm to access chests.
So here I was, on my lobby server, wondering why my /menu wasn't working for anyone but Admins with '*'. Pex debug didn't show any perm requests, but the event was obviously being shut down. It just didn't run at all.
Turns out I just didn't give anyone modifyworld perms since they were never meant to, well, modify that world. Give them the modifyworld perm and voila, it all works.
Moral of the story I guess is, can you add a disclaimer in the docs that players will need to have perms to access chests (or whatever the exact instance is, it may be something similar) in order for Inv triggers to work? I'd rather not see someone else caught in that oh so fun situation.
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Posted Jul 11, 2014@Gaurav1234
There are not any commands besides the /vt commands. All of the "commands" you make yourself are just listening for chat input that starts with "/command" from the PlayerCommandPreProcessEvent. In other words, they're fake, so the console can't read them.
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Posted Jul 11, 2014@KyadCK
It's also my minecraft username. A friend bought me my account a few years ago and choose that name.
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Posted Jul 11, 2014@AncientTom
Say it out loud. It's a joke.
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Posted Jul 11, 2014@Gaurav1234
I believe you can run your script from the console by using; /vt run FileName:ScriptName. If it has to run as a player you can add the player's name as another argument.
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Posted Jul 11, 2014Hey, Is there a way to make it so console recognizes the commands in commandtriggers? They work fine in game but when run through console it just says "Unknown Command"
Thanks!