No, chat is only available in the onChat event, put the code in there since it won't do anything at all in the onPlayerJoined.
Okay another question, hopefully the last, I already have something on onChat so how can I add this code to it and not compromise either one. the code I have already on it is -
$${
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
ECHO("Congrats on passing the quiz %&playername%!");
ENDIF;
}$$
I am assuming it would be something like this -
$${
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
ECHO("Congrats on passing the quiz %&playername%!");
ENDIF;
ELSE;
IFMATCHES(%CHAT%,"§7([a-z0-9_\-]{2,16})§f has §2joined§f the server.",&playername,1);
ECHO("Welcome %&playername%!");
ENDIF;
}$$
Also, I have tried the first code by itself on onChat with no luck. I really want this to work so any help will be appreciated.
Okay another question, hopefully the last, I already have something on onChat so how can I add this code to it and not compromise either one. the code I have already on it is -
$${
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
ECHO("Congrats on passing the quiz %&playername%!");
ENDIF;
}$$
I am assuming it would be something like this -
$${
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
ECHO("Congrats on passing the quiz %&playername%!");
ENDIF;
ELSE;
IFMATCHES(%CHAT%,"§7([a-z0-9_\-]{2,16})§f has §2joined§f the server.",&playername,1);
ECHO("Welcome %&playername%!");
ENDIF;
}$$
Also, I have tried the first code by itself on onChat with no luck. I really want this to work so any help will be appreciated.
I am sorry for asking so many questions.
Add another ENDIF at the end for the ELSE and it should be fine.
Well to clarify, the base command does parse the vars, however the interpolator doesn't. It's an oversight on my part.
so..., what, every time it gets a parameter it reads all of them or something?
i'm kinda confused as to how it could get a perfectly valid number from the first, while at the same time not getting to the second one which is already a number proven to work
Does it extract the parameters separately, such as in
MATCH(command,"^Fov\(-?(\d+),",&fov,1)
MATCH(command,"^Fov\(-\d+),(\d+)\)$",&interpolate,1,no)
[Guesses]
I mean, i'd presume that the first thing it does is separate all the parameters based on the commas and parentheses.., and then start thinking about them
but if that were the case, the second parameter should be legal both cases...
If the interpolator is the action of changing fov gradually, then if that fails, why does the fov change at all? does it automatically fall back to a Set-fov command?, is one always triggered when the interpolation has finished? [/guesses]
Do you mean in single player or multiplayer. Obviously in multiplayer it would be quite an undertaking since you'd need a server-side plugin to do the management of the bindings, and another client/server handshake for exchanging and applying the bindings. None of which is out of the question but it's not exactly trivial either.
If on the other hand you just mean for single player (eg. for including the mod in an adventure map pack), then I can add options to disable some of the UI if you like. Can you be more specific about exactly what you need.
Well, sorry for the English. In Russian would describe the maximum information.
I ask to do this in a multiplayer game. Is it possible to create a class that will be in all the system and manage the process, but if this class is removed - then lost the ability to edit?
If there is a file called install.сlass, then player you can edit the binds. If the file is not exist - the ability to edit disappears.
Or any other to do something about this properties.
That would not complicate life is to do without plugins that are embedded in the server - it is too resource capacious.
Fairly good idea for many projects, because not everyone wants that binds to the default settings from the administration changed
so..., what, every time it gets a parameter it reads all of them or something?
i'm kinda confused as to how it could get a perfectly valid number from the first, while at the same time not getting to the second one which is already a number proven to work
Does it extract the parameters separately, such as in
MATCH(command,"^Fov\(-?(\d+),",&fov,1)
MATCH(command,"^Fov\(-\d+),(\d+)\)$",&interpolate,1,no)
[Guesses]
I mean, i'd presume that the first thing it does is separate all the parameters based on the commas and parentheses.., and then start thinking about them
but if that were the case, the second parameter should be legal both cases...
If the interpolator is the action of changing fov gradually, then if that fails, why does the fov change at all? does it automatically fall back to a Set-fov command?, is one always triggered when the interpolation has finished? [/guesses]
Well you're sort of right, the parameters are tokenised initially, but they are not parsed, that is left up to the individual script action, because different script actions handle the parameters in different ways. The behaviour you're seeing is because the option commands are broken down into two sections, the base command and an interpolator that manages the smooth transition when a time is specified. It's the interpolator that's not parsing the arguments.
So the rough pseudocode for the options commands looks like:
if(numParams > 1)
beginInterpolation(param1, param2);
waitForInterpolationToEnd();
endif;
setfov(parseVariables(param1)); // always called, even if interpolating because the interpolator might end on 99.8%
Notice that the parseVariables wrapper is missing from the params being passed into the interpolator. Does that make sense now?
Well, sorry for the English. In Russian would describe the maximum information.
I ask to do this in a multiplayer game. Is it possible to create a class that will be in all the system and manage the process, but if this class is removed - then lost the ability to edit?
If there is a file called install.сlass, then player you can edit the binds. If the file is not exist - the ability to edit disappears.
Or any other to do something about this properties.
That would not complicate life is to do without plugins that are embedded in the server - it is too resource capacious.
Fairly good idea for many projects, because not everyone wants that binds to the default settings from the administration changed
In multiplayer? Well that would be very complex as I already said, and without a plugin? No chance. I think you're fundamentally misunderstanding how mods work. Unless there is some communication from the server you have no way to specify an admin override for bindings, full stop.
As for a single class that could be removed to cripple the mod, if you would do that why on earth would you even install the mod in the first place!?
If you want to ban players on your server from using the mod then install ClientPermissions and set the min required version to a high number as I demonstrate in the video. But what you're asking with regard to changing the way the mod works just isn't feasible.
If you want to ban players on your server from using the mod then install ClientPermissions and set the min required version to a high number as I demonstrate in the video. But what you're asking with regard to changing the way the mod works just isn't feasible.
Uneducated ideas ahead, in large quantities:
Well, the idea really is to just set the binds and settings in stone...
for example..., since scripts are precompiled anyway, some tool to permanently compile them, and they'd be run with a module or different part of the mod
since there is no decompile button, and the scripts would make (hopefully) less sense to the user if he found the files, it would be much more annoying to tamper with it
sure, you can't prevent it; (neither can permissions i presume if you find and disable that part of the mod), but you can make it hard
Kinda like if i wanted to host some kind of team sport on my server..., people wouldn't bother learning javascript just to tamper with their files to get an advantage...
but with the mod as is, reading the code isn't really that hard, and you can definately find some variables you could boost to your advantage
or simply delete the ones that deal you negative effects...
A compiled version would hopefully be all in one file, so unless you can read it, it's all or nothing
Ideally, it wouldn't be backwards convertible, but given the nature of scripts that might not be possible...
obfuscation, cyphering, or some such might work as well
many of these sound like a lot of work though..., i don't know..., maybe you'll get some ideas from this
Okay I have found the issue with the script I have been working on for picking out colored names. Here is what I have -
$${
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
WAIT(5000ms);
LOG("Congrats on passing the quiz %&playername%!");
ENDIF;
ELSE;
IFMATCHES(%CHAT%,"§7([a-z0-9_\-]{2,16})§f has §2joined§f the server. §6Welcome §7[a-z0-9_\-]{2,16}§r§6.",&playername,1);
WAIT(5000ms);
LOG("Welcome %&playername%!");
ENDIF;
endif;
}$$
The issue is the the line §7([a-z0-9_\-]{2,16})§f has §2joined§f the server. §6Welcome §7[a-z0-9_\-]{2,16}§r§6 is actually two lines in chat.
or like this -
§7([a-z0-9_\-]{2,16})§f has §2joined§f the server.
§6Welcome §7[a-z0-9_\-]{2,16}§r§6
Also this works with just the first part (first line) but not both in the way I have it. So now is there a way I can input that the script should look for both lines and then LOG?
In multiplayer? Well that would be very complex as I already said, and without a plugin? No chance. I think you're fundamentally misunderstanding how mods work. Unless there is some communication from the server you have no way to specify an admin override for bindings, full stop.
As for a single class that could be removed to cripple the mod, if you would do that why on earth would you even install the mod in the first place!?
If you want to ban players on your server from using the mod then install ClientPermissions and set the min required version to a high number as I demonstrate in the video. But what you're asking with regard to changing the way the mod works just isn't feasible.
I understand you. But I am more than confident that remove from the button code that spreads to the edit menu binds - you can. Because it is the visual part and the work mode is not affected.
If it is possible to remove the * ~ *, * snake + esc *, click-button from main menu - it's all I ask.
Elementary protection but able to protect from removing the default settings.
Okay I have found the issue with the script I have been working on for picking out colored names. Here is what I have -
$${
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
WAIT(5000ms);
LOG("Congrats on passing the quiz %&playername%!");
ENDIF;
ELSE;
IFMATCHES(%CHAT%,"§7([a-z0-9_\-]{2,16})§f has §2joined§f the server. §6Welcome §7[a-z0-9_\-]{2,16}§r§6.",&playername,1);
WAIT(5000ms);
LOG("Welcome %&playername%!");
ENDIF;
endif;
}$$
The issue is the the line §7([a-z0-9_\-]{2,16})§f has §2joined§f the server. §6Welcome §7[a-z0-9_\-]{2,16}§r§6 is actually two lines in chat.
or like this -
§7([a-z0-9_\-]{2,16})§f has §2joined§f the server.
§6Welcome §7[a-z0-9_\-]{2,16}§r§6
Also this works with just the first part (first line) but not both in the way I have it. So now is there a way I can input that the script should look for both lines and then LOG?
You slightly misunderstand how onChat works
it doesn't read the chat..., it gets triggered by each message, and knows only THE message it was triggered by
most likely your best option is to just trigger for the first OR second part, since they never appear on their own anyway
if you NEED to check for both messages to be consecutive..., do this
IFMATCHES(first line check)
Set(someonejoined)
Else
UnSet(someonejoined)
ENDIF
I understand you. But I am more than confident that remove from the button code that spreads to the edit menu binds - you can. Because it is the visual part and the work mode is not affected.
If it is possible to remove the * ~ *, * snake + esc *, click-button from main menu - it's all I ask.
Elementary protection but able to protect from removing the default settings.
The problem is, people would be able to edit your scripts by downloading the original mod (with edit buttons) and moving the scripts there
asking them not to is about as effective as asking them not to use the menus
Will I have to rebind everything every time it updates, or is it saved?
Rollback Post to RevisionRollBack
95% of teens would scream if Justin Beiber was about to jump of the top of the Empire State Building. If you are in the 5% that would grab a seat and some popcorn and yell JUMP! JUMP! JUMP! post this into your sig. And this fucl< ing sig limit yo'
Put this in your sig if your Minecrafty!
Anything's possible, just ask, the worst I can say is no. In the mean time this might do the trick it works in 2D and you just use POLARXZ(xcoord,zcoord,#yaw,#dist2d)
Do you mean in single player or multiplayer. Obviously in multiplayer it would be quite an undertaking since you'd need a server-side plugin to do the management of the bindings, and another client/server handshake for exchanging and applying the bindings. None of which is out of the question but it's not exactly trivial either.
If on the other hand you just mean for single player (eg. for including the mod in an adventure map pack), then I can add options to disable some of the UI if you like. Can you be more specific about exactly what you need.
Then I honestly have no idea. Do you have any mods that modify ayt.class?
I found out, it's a glitch. I did $${EXEC(Joined.txt)}$$ and put in the commands, but if you do it without the text file and just put {LOG(NDBHASBD)} it works.
Replace the command with the actual command, and make sure the GUI is actually called "GUICONTAINER"
also, if you need it to get non-diamond armor, add those as well
Is anyone able to tell me how to move items from one slot to another? E.g. Items from my inv to my hotbar ?using macros obviously
SLOTCLICK(12);
SLOTCLICK(12,r); // right mouse
SLOTCLICK(12,l,true); // simulate holding shift
Look at the settings screen and find "show slot ID tooltip" or similar to find out which slot is what number
or use GETSLOT(4,#var) and it will tell you the ID of where your cobblestone is, though obviously you can't identify some slots with it
yah its a command /v c opens a virtual chest... the code looks good (im not one to say but it looks good) but it opens the vchest but it dosent take the armor and it leaves the vchest open, it closes it buy hitting (ESC)
Rollback Post to RevisionRollBack
http://entitycraft.com
-Towny -iconomy -pvp -High cap server -active staff -no lag -awesome builds
Okay another question, hopefully the last, I already have something on onChat so how can I add this code to it and not compromise either one. the code I have already on it is -
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
ECHO("Congrats on passing the quiz %&playername%!");
ENDIF;
}$$
I am assuming it would be something like this -
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
ECHO("Congrats on passing the quiz %&playername%!");
ENDIF;
ELSE;
IFMATCHES(%CHAT%,"§7([a-z0-9_\-]{2,16})§f has §2joined§f the server.",&playername,1);
ECHO("Welcome %&playername%!");
ENDIF;
}$$
Also, I have tried the first code by itself on onChat with no luck. I really want this to work so any help will be appreciated.
I am sorry for asking so many questions.
Well to clarify, the base command does parse the vars, however the interpolator doesn't. It's an oversight on my part.
Add another ENDIF at the end for the ELSE and it should be fine.
so..., what, every time it gets a parameter it reads all of them or something?
i'm kinda confused as to how it could get a perfectly valid number from the first, while at the same time not getting to the second one which is already a number proven to work
Does it extract the parameters separately, such as in
MATCH(command,"^Fov\(-?(\d+),",&fov,1)
MATCH(command,"^Fov\(-\d+),(\d+)\)$",&interpolate,1,no)
[Guesses]
I mean, i'd presume that the first thing it does is separate all the parameters based on the commas and parentheses.., and then start thinking about them
but if that were the case, the second parameter should be legal both cases...
If the interpolator is the action of changing fov gradually, then if that fails, why does the fov change at all? does it automatically fall back to a Set-fov command?, is one always triggered when the interpolation has finished?
[/guesses]
'Cause tomorrow spring is here
Well, sorry for the English. In Russian would describe the maximum information.
I ask to do this in a multiplayer game. Is it possible to create a class that will be in all the system and manage the process, but if this class is removed - then lost the ability to edit?
If there is a file called install.сlass, then player you can edit the binds. If the file is not exist - the ability to edit disappears.
Or any other to do something about this properties.
That would not complicate life is to do without plugins that are embedded in the server - it is too resource capacious.
Fairly good idea for many projects, because not everyone wants that binds to the default settings from the administration changed
Well you're sort of right, the parameters are tokenised initially, but they are not parsed, that is left up to the individual script action, because different script actions handle the parameters in different ways. The behaviour you're seeing is because the option commands are broken down into two sections, the base command and an interpolator that manages the smooth transition when a time is specified. It's the interpolator that's not parsing the arguments.
So the rough pseudocode for the options commands looks like:
Notice that the parseVariables wrapper is missing from the params being passed into the interpolator. Does that make sense now?
In multiplayer? Well that would be very complex as I already said, and without a plugin? No chance. I think you're fundamentally misunderstanding how mods work. Unless there is some communication from the server you have no way to specify an admin override for bindings, full stop.
As for a single class that could be removed to cripple the mod, if you would do that why on earth would you even install the mod in the first place!?
If you want to ban players on your server from using the mod then install ClientPermissions and set the min required version to a high number as I demonstrate in the video. But what you're asking with regard to changing the way the mod works just isn't feasible.
Uneducatedideas ahead, in large quantities:Well, the idea really is to just set the binds and settings in stone...
for example..., since scripts are precompiled anyway, some tool to permanently compile them, and they'd be run with a module or different part of the mod
since there is no decompile button, and the scripts would make (hopefully) less sense to the user if he found the files, it would be much more annoying to tamper with it
sure, you can't prevent it; (neither can permissions i presume if you find and disable that part of the mod), but you can make it hard
Kinda like if i wanted to host some kind of team sport on my server..., people wouldn't bother learning javascript just to tamper with their files to get an advantage...
but with the mod as is, reading the code isn't really that hard, and you can definately find some variables you could boost to your advantage
or simply delete the ones that deal you negative effects...
A compiled version would hopefully be all in one file, so unless you can read it, it's all or nothing
Ideally, it wouldn't be backwards convertible, but given the nature of scripts that might not be possible...
obfuscation, cyphering, or some such might work as well
many of these sound like a lot of work though..., i don't know..., maybe you'll get some ideas from this
'Cause tomorrow spring is here
IFMATCHES(%CHATCLEAN%,"\[Server\] ([a-z0-9_\-]{2,16}) has passed the quiz.",&playername,1);
WAIT(5000ms);
LOG("Congrats on passing the quiz %&playername%!");
ENDIF;
ELSE;
IFMATCHES(%CHAT%,"§7([a-z0-9_\-]{2,16})§f has §2joined§f the server. §6Welcome §7[a-z0-9_\-]{2,16}§r§6.",&playername,1);
WAIT(5000ms);
LOG("Welcome %&playername%!");
ENDIF;
endif;
}$$
The issue is the the line §7([a-z0-9_\-]{2,16})§f has §2joined§f the server. §6Welcome §7[a-z0-9_\-]{2,16}§r§6 is actually two lines in chat.
or like this -
§7([a-z0-9_\-]{2,16})§f has §2joined§f the server.
§6Welcome §7[a-z0-9_\-]{2,16}§r§6
Also this works with just the first part (first line) but not both in the way I have it. So now is there a way I can input that the script should look for both lines and then LOG?
I understand you. But I am more than confident that remove from the button code that spreads to the edit menu binds - you can. Because it is the visual part and the work mode is not affected.
If it is possible to remove the * ~ *, * snake + esc *, click-button from main menu - it's all I ask.
Elementary protection but able to protect from removing the default settings.
You slightly misunderstand how onChat works
it doesn't read the chat..., it gets triggered by each message, and knows only THE message it was triggered by
most likely your best option is to just trigger for the first OR second part, since they never appear on their own anyway
if you NEED to check for both messages to be consecutive..., do this
IFMATCHES(first line check)
Set(someonejoined)
Else
UnSet(someonejoined)
ENDIF
IF(someonejoined)
IFMATCHES(second line check
ENDIF
ENDIF
The problem is, people would be able to edit your scripts by downloading the original mod (with edit buttons) and moving the scripts there
asking them not to is about as effective as asking them not to use the menus
'Cause tomorrow spring is here
Put this in your sig if your Minecrafty!
mod works with magic launcher as reported by a hundred people, including me
For this mod, you need to add liteloader to your jar (or to magiclauncher), but place the macros .litemod into .minecraft/mods
Always at least glance over the installation instructions, modloaders are not uncommon
'Cause tomorrow spring is here
I can do something with this, this support md5.
I found out, it's a glitch. I did $${EXEC(Joined.txt)}$$ and put in the commands, but if you do it without the text file and just put {LOG(NDBHASBD)} it works.
-Towny -iconomy -pvp -High cap server -active staff -no lag -awesome builds
I'm gonna presume a virtual chest is one you open with a command (do specify next time)
$${
Echo(/vchest);
DO()
Until(%GUI% = "GUICONTAINER")
GetSlot(310,#armor[0]);
GetSlot(311,#armor[1]);
GetSlot(312,#armor[2]);
GetSlot(313,#armor[3]);
ForEach(#armor,#temp);
SlotClick(%#temp%,l,true);
NEXT;
GUI();
GUI(inventory);
GetSlot(310,#armor[0]);
GetSlot(311,#armor[1]);
GetSlot(312,#armor[2]);
GetSlot(313,#armor[3]);
ForEach(#armor,#temp);
SlotClick(%#temp%,l,true);
NEXT;
}$$
Replace the command with the actual command, and make sure the GUI is actually called "GUICONTAINER"
also, if you need it to get non-diamond armor, add those as well
SLOTCLICK(12);
SLOTCLICK(12,r); // right mouse
SLOTCLICK(12,l,true); // simulate holding shift
Look at the settings screen and find "show slot ID tooltip" or similar to find out which slot is what number
or use GETSLOT(4,#var) and it will tell you the ID of where your cobblestone is, though obviously you can't identify some slots with it
'Cause tomorrow spring is here
Done exactly what the instructions say. Still doesn't work.
(It works fine with the Normal Launcher though.)
yah its a command /v c opens a virtual chest... the code looks good (im not one to say but it looks good) but it opens the vchest but it dosent take the armor and it leaves the vchest open, it closes it buy hitting (ESC)
-Towny -iconomy -pvp -High cap server -active staff -no lag -awesome builds