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Advance Plugins: ScriptedEvents and Pailstone

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Advance Plugins: ScriptedEvents and Pailstone Empty Advance Plugins: ScriptedEvents and Pailstone

Post  HeyLookoverthere Sat Jul 23, 2011 3:21 pm

Today I got updated versions of two awesome plugins that we've had for a bit but haven't been using much because they each had a major bug. Well now both bugs are fixed so here's some information.

Scripted Events lets you set up scripts and triggers in game. then the trigger happens (i.e. switch is it, person enters area, opens a chest) it calls the linked script, which can be a series of commands like /gme or it can more complicated. See the thread on bukkit.

http://forums.bukkit.org/threads/mech-scriptedevents-v1-7-1-make-your-own-plugin-like-functionality-1000.21279/

Pailstone lets you do all sorts of stuff with redstone, including wireless redstone. The sign blanking bug still exists in minecraft itself, but this new version of pailstone protects your pailstone signs from experiencing it.

http://forums.bukkit.org/threads/mech-pailstone-v3-4-1-a-redstone-extension-1000.6570/page-11

HeyLookoverthere

Posts : 922
Join date : 2011-05-01

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Advance Plugins: ScriptedEvents and Pailstone Empty Re: Advance Plugins: ScriptedEvents and Pailstone

Post  HeyLookoverthere Sat Jul 23, 2011 7:14 pm

here's an ScriptedEvents example, my home protection. assume that "adminhome" is a cuboid of my house

trigger:
name:admin,owner:heylookoverthere,event:onEnter(adminhome),condition:none,script:gtfoScript

Script:
if(equals(<triggeringPlayer>,heylookoverthere))
then(messageTo(<triggeringPlayer>, Welcome home.))
else(do)
| messageTo(<triggeringPlayer>, You don't belong here.)
| delay(700)
| playerCommand(<triggeringPlayer>,home)

to set that up trigger in game you would type:
/se.trigger.create admin
/se.trigger.edit admin
/se.edit.event onEnter
/se.edit.entity adminhome
/se.edit.script gtfoscript
/se.edit.save

and to set up that script in game you would type
/se.script.create gtfoscript
/se.script.edit gtfoscript
/se.script.add if(equals(<triggeringPlayer>,heylookoverthere))
/se.script.add then(messageTo(<triggeringPlayer>, Welcome home.))
/se.script.add else(do)
/se.script.add | messageTo(<triggeringPlayer>, You don't belong here.)
/se.script.add | delay(700)
/se.script.add | playerCommand(<triggeringPlayer>,home)
/se.script.save

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