Command Events
3 KB, 11 years ago, submitted by
Trigger Events with commands!
Say /eventcmd [CommandName] to trigger the event 'onCmd' on all bricks.
(To prevent lag while looping through all bricks to trigger the event, bricks are added to a list when the event is added and removed when the event is removed instead.)
Then, you can choose
onCmd - Self - ifCmd [CommandName] [Restriction Type] [BL_IDs for restrict] [Which events to trigger]
to check whether the entered command is the same as CommandName.
Then, you can choose restrictions.
You have the following:
-Unrestricted (Everyone)
-Same Minigame (Everyone in your minigame)
-BL_ID Allow (Enter IDs in the field to allow them)
-BL_ID Deny (Enter IDs in the field to deny them)
-No Trust (Only people without your trust)
-Build Trust (Only people with your build/full trust)
-Full Trust (Only people with your full trust)
-Distance limit (Everyone within a certain range)
ifCmd triggers onCmdCalled if the command is the same as what you chose...
and triggers onCmdRestricted instead if the command is the same but the restriction failed.
New:
Additional parameters.
Instead of /ec [Command]
You can now also say
/ec [Command] [Param] [Param] [Param] [Param] [Param].
Those parameters get saved to client variables which you can access with VCE_ifValue.
They are
<var:cl:ceparam1> | First parameter
<var:cl:ceparam2> | Next parameter
<var:cl:ceparam3> | Next parameter
<var:cl:ceparam4> | Next parameter
<var:cl:ceparam5> | Last paramter
You can now make awesome things like shops with this!
Example of use: Screenshot 2.
-200 coins removed.
+Sword added!
(turret one fires and kills the other team)
Will you ever unban me?
Ontopic@events
Sweet! I could use this for an evi-er-free candy machine.
What exactly does not work?
Anyways I'll put an update later today
Yes, you can. ANY event.
NOT WORKING