Command Signs
Make signs run commands!
CommandSigns allows you to assign any commands to any block making it easier for your players to do their command-based business!
Required Dependency
- Vault is required for CommandSigns. You can get it here: Vault
Features
- Run commands from signs or any other block with a single click
- Signs can have any other text on them, the commands are linked to the sign behind the scenes
- Elevate user permissions to run any command you choose
- Restrict who can use the sign and when
- Activate your CommandSigns with redstone
How To Use
- Place a sign (or block) and add any writing you want
- Add lines to your clipboard with /commandsigns line<number> <\text or /command>
- Right click the block to make it a CommandSign
Basic Tutorial
Advanced Usage (using money and permissions)
Reference Guide
Auto Updating
CommandSigns automatically checks for updates in order to keep your server up to date with the latest bug fixes! You can set CommandSigns to update completely automatically in config.yml, or to manually update, type /commandsigns update.
Videos
Video by luigi_vampa
Links
View Source on GitHub Feel free to contribute!
Help/Support
If you encounter a problem and it's not something covered by the tutorials and reference guide, please submit a trouble ticket using Bukkit's ticket requester in the menu above.
If it's something simple, post a comment and CJ will get back to you.
@callmemitchs
CommandSigns has no config file. Try typing /commandsigns and see if it loaded. If not, make sure it's in the right place and is a .jar.
Hi, I'm trying to add the latest version of the plugin to my 1.2.5 server, but it looks like the server is ignoring the .jar file. The configs aren't created on reload/restart, and it's not listed under /plugins.
Any thoughts?
I had the plugin working well pre 1.2, it's nice to see some of the Annotate features have been incorporated.
Cheers.
@SRHmcplaya27
What doesn't work about it? Could you be more specific?
The plugin is not working on my server currently.
@Royalgamer06
I just sneaked a fix for your error into 1.5.2. Once it's approved you're good to go! =D
Another note on auto-updating. I can post files to the updater before they're approved on BukkitDev, so you'll be able to download updates as soon as I make them. =D
@Royalgamer06
I was worried this might happen eventually. I'll work on synchronizing commands with the main thread so this doesn't happen.
In other notes, automatic updates are coming out with 1.5.2, which is waiting for approval. Hopefully this will let everyone keep up to date with the latest version easily. When an update is available, CommandSigns will tell ops when they log in. They can then type /cs update to download the latest jar, which will be activated when the server restarts or reloads.
I'd like to kindly ask that everyone update to 1.5.1, as it has some great statistics tracking that will really help me see how people are using my plugins.
If you'd like to see exactly what statistics I'm collecting, you may do so here: http://metrics.griefcraft.com/plugin/CommandSigns
Thanks for helping me out! =D
@KStorm1
The checks for other plugins are done independent of Command Sings, so it would be EXTREMELY difficult to do this without some packet logging and very advanced detection. If you want to do very advanced stuff such as taking specific items from players, I suggest that you try to use Command Signs in conjunction with Command Helper, which allows full scripting of commands. If you want to make it so command helper command can only be run from signs, dd them to a certain group and give the permissions for them with the /* node. (commandsigns.permissions in permissions.yml)
So I read the new notes in the commands section to learn more about negating, but I don't think I can achieve what I wanted still using this method.
Will it be possible for you to put a condition clause where if the first line failed, the 2nd line does not execute? By fail I mean maybe permission not granted or whatever bootlean check the last line checked for came out false?
example:
I have jobs mod installed, and for the life of me their permissions granting does not work. So I have very specific permissions set up in PEX to handle RP and restrictions. Right now I have signs that allow the joining of jobs and the adding of the permissions group in a single sign.
The problem is, jobs will limit said player to say 3 jobs max, and when I set the signs up to give both commands, the first command to say join the 4th job will fail, but will still grant the player full access to the new permissions group because they're not linked together.
I know this is probably gonna take some tweaking on both mods to make them talk, but this would solve a million problems for me. I've also started a ticket on the jobs plugin.
Another use for something like this would be if said player needed to change the time of day, but instead of paying an amount, let's say you need reagents. A red and brown mushroom persay. If the sign sets the command to take the reagents, the time of day change occurs, but if they fail to have said amount, then the time of day change cannot occur.
It would be awesome if this is implementable, or maybe it is already using negation, but I probably am too code tired to figure out a logical way how....
Did someone actually download the source and build 1.5.1? Just wondering because my stats are coming in and someone has 92 commandsigns...
@KStorm1 Negation is both started and ended with a '-'. For example, the following will display a different message if the player is or isn't in a group.
@test
\In group
-
\Not in group
-
\Also in group
Glad to hear that it is, but a follow up question now is how do we implement the negation code? I'm assuming it does basically one line, and if the first line isn't allowed or ran, it will not allow the 2nd to run? Because that's what I really need. There does not seem to be any kind of instruction with 1.5 to show this.
Also as a side note, is there any plans on making the signs modifiable outside of the game via either YML files or some other type of method? That would save me a bunch of time changing the massive amount of signs by not having to run to each of them in game to change their values.
Thanks!
@KStorm1
Yep. =D
Will the 1.5 (or all versions made for 1.2.4 bukkit) be backwards compatible for 1.2.3? I have a bunch of mods that haven't updated yet and am still on 1.2.3, but I am in dire need for a commandsigns mod that lets you put a "else" clause in running multiple lines.
1.5 changelog:
1.5.0 is uploaded! (Just waiting for approval)
The change list is really long, which I guess is a good thing, if you like reading change logs! Please keep up the feedback. Also, if anyone wants to help, I would love it if someone volunteered to write the documentation a bit better. =\
@ezbik
Bad news: 1.5.0 will take a bit more work. Good news: It's because I'm redoing saving from scratch to be much nicer, and also allowing for more than 10 lines. =D
This plugin is amazing, simple, easy to use, and does exactly what it says it does. Love it. :D
@luigi_vampa
I added your video to the page. Thanks so much for making it! It really shows off all of the features.
The 3 super modes are there because each has its caveats: /* has some compat problems, and you can't give a player the permissions assigned by this. /^ can't grant non-op permissions, and you can't op a player using this, as it will revert it. /# won't work with commands that can't be run from console.
Choose your prefix accordingly.
Some more variables would be great, I'm sure I've got two plugins already that use the "/cs" alias though. One of them is an alias for craftscripts I think so maybe "/cmds"?
Also, I tested the $[amount] part of the plugin and was deducted the fee even though I didn't have permissions for the command.
Awesome work though. I've killed three players already with a sign that says "Do not touch" in my spawn area as a lesson in why you should read the signs!
:)