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 Jul 6, 2014thanks, that worked... it's alot less efficient with the pause... like say if i do something like setblocksafe 0 then pause then setblocksafe 0 then pause etc. it'll not have equal incriments even if i tell it to
either way i'm happy it works and i think that might just be a server problem
thanks bud
-
View User Profile
-
Send Message
Posted Jul 6, 2014@facemywrath
If you are using spigot, please use @SETBLOCKSAFE to get around Spigots
stupid as hellvery nice async blocking.-
View User Profile
-
Send Message
Posted Jul 6, 2014@AncientTom
I replied :)
-
View User Profile
-
Send Message
Posted Jul 6, 2014@Lyoko_Firelyte @facemywrath
Could you look at my latest post on VT's Forum under Scripts Problems? Every issue I face seems to leave me with questions and no answers. Right now, I need to gain a better uderstnding on how object variables are applied in VT.
Thanks
-
View User Profile
-
Send Message
Posted Jul 6, 2014@facemywrath
Are you using the latest version of VT? It should work with setblock and spigot.
-
View User Profile
-
Send Message
Posted Jul 6, 2014@KyadCK
I don't know but i have variabletriggers and it was working fine for making doors with the setblock on area enter but when i installed spigot it stopped working
-
View User Profile
-
Send Message
Posted Jul 6, 2014@facemywrath
I have hundreds of scripts including my entire GUI setup running on 5 spigot servers across my bungeecord group. What isn't working for you?
-
View User Profile
-
Send Message
Posted Jul 6, 2014@Lyoko_Firelyte
Thank you very much. Will vte.* permission work for admins and ops? I use PEX. You might want to add a "You do not have permission to do that!" error message so that this confusing data is not displayed to the player.
-
View User Profile
-
Send Message
Posted Jul 6, 2014Oh so apparently this doesn't work with Spigot... Is there a way to fix that?
-
View User Profile
-
Send Message
Posted Jul 5, 2014@AncientTom
Oh Nope.jpg means you don't have permisssion :P Add vte.itemname to the person trying to use it.
-
View User Profile
-
Send Message
Posted Jul 5, 2014@Lyoko_Firelyte
I posted the following on your VTExtensions page but I'm posting this here also in case you have abandoned the VTExtentions pages.
itemname doesn't work for me. All I get from the preset variable is Nope.jpg and then "0" instead of the item name. No error messages are showing up in the console.
-
View User Profile
-
Send Message
Posted Jul 3, 2014@KyadCK
Simple for statement lol so it's easier to read arrays
-
View User Profile
-
Send Message
Posted Jul 3, 2014@Lyoko_Firelyte
Much easier to read in my opinion.
And what's that I see in test.broadcast? Is that an easier way to cycle off an Arraylist? :P
-
View User Profile
-
Send Message
Posted Jul 3, 2014@KyadCK
Now that I look at it I suppose it would be difficult for most people. Would a XML approach be better?
-
View User Profile
-
Send Message
Posted Jul 3, 2014@Lyoko_Firelyte
Okay I see now.
-
View User Profile
-
Send Message
Posted Jul 3, 2014@Heterosapien
The player loc isn't updated as they move because once it's triggered the same variables are just looping. Trigger loc is in there because a trigger isn't always at a player when activated.
-
View User Profile
-
Send Message
Posted Jul 3, 2014Unfortunately, neither of those give precise decimal measurements that I need in order to do a gravity shift. I am, however, using the <currentloc:> functional place holder instead of <playerloc>.
It seems as though all <playerloc> have been now function exactly like <triggerloc>. This is difficult for me because a lot of my code uses <playerloc> inside functional place holders, and you can't nest two func. place holders inside each other so I have to save all <currentloc:> inside $<playername>.playerloc
-
View User Profile
-
Send Message
Posted Jul 3, 2014@Heterosapien
It's not quite what you want, but <currentloc> and <direction:TEXT> will give you the location and cardinal direction (NORTH_WEST, NORTH_NORTH_EAST, SOUTH..) that a player is facing. That will get you within about 12 degrees of the actual direction they are facing, not accounting for pitch (up or down).
-
View User Profile
-
Send Message
Posted Jul 3, 2014@Kyad
I see what you're saying, it may not look like an improvement but I'm certain it will improve VT scripting speed once you learn it. I'll type an example of your note script shortly as well as another example. Also I really like your in depth responses, they are helpful :)
-
View User Profile
-
Send Message
Posted Jul 3, 2014@Lyoko_Firelyte
I understand. I was able to read your example. I just think that a - ' at the start of every line and a ' at the end is easier to debug. Remembering to use @ENDIF is easier in my opinion then the famous "spend 5 hours looking for that close pran" of C/CPP. @ENDIF is a large and easily searchable/findable thing, as are @ENDLOOP and the others. An arrow... not to much unless you format and indent perfectly.
Three lines is three lines no matter how it's done. In both cases "something" will equal either a placeholder or variable or some form of information, the comparator and value will be the same, IF didn't change, and "do something" is still in it's own line. About the only thing that actually changed in this example is - '@ENDIF' got replaced by an arrow, but since an arrow was also added after IF nothing was truly saved in the long run.
The difference is C/CPP and Java have IDEs to tell you where you messed up. All VT really has going for it is my UDL and the on-reload parser with error checking. So this would, at best, be on par with VT's current debug capability -if- I or someone else made a UDL for it.
I do not oppose a new way to write things, I'm sure some people prefer the Java/C/CPP style coding. But you asked what we thought and I think the current example doesn't really save much time on our end and it makes things more complicated for us to debug.
Perhaps I am wrong, or the examples just don't show what it can really do because they're too simple. If you don't mind, could you make an example from a more complex script from my Notes system to see how they compare?