VT2.0.2 not working for me. #163


  • New
  • Defect
Open
Assigned to _ForgeUser8773666
  • ancienttom created this issue Feb 11, 2015

    I just tried VT2.0.2. I read in the documentation for this that VariableTriggers cannot be renamed. I rename all my new jar downloads to try to include version number, and build number, build date, or date I download them to keep things organized. When I read "Do not change the name of the jar" I changed it back to the original "VariableTriggers.jar" before running it for the first time.

    The first time it ran, it wrote to the console that it was modifying my scripts. There was nothing written to the console that it was loading scripts or variables. When in game, it looks like VT is running because I get "VT /vt ?" when I enter the command /vt.

    I can't tell if my scripts have been loaded because when I try the new command, "/vts view MMdoors OpenDoor" I get a "Error parsing command" error message. I followed the VT help sample.

    It looks like my existing triggers wern't loaded ether. They're also not present in the game. Not all of my trigger files were ported to the new triggers directory. The only ones ported Area, Click, and Walk triggers. My Event and Command triggers files are missing.

    I tried restarting the game but the only thing written to the console on startup is it was loaded, Enabled, preparing files, and VT ready. During the course of the game, VT reports Variables saved, scripts saved, and Triggers changed.

    I don't see the detailed reporting of the number of scripts from how many files that were loaded on startup. Has this been removed from VT2's operation? I found this to be a great asset while creating scripts. I use it all the time when reloading updated scripts. It is an instant indicator of a YML error in the script that i'm working on. I am always forgetting the closing single-quote or using a contracted word and forgetting the double hyphen.

    Where do I go from here?

  • ancienttom added the tags New Defect Feb 11, 2015
  • Lyoko_Firelyte posted a comment Feb 11, 2015

    Kyad is working on documenting VTV2 as I have a lot of other projects that I'm working on. Open up the VT folder and see if your scripts imported correctly. Event Triggers are now split up between each event, inside the /events/ folder. One thing you may have to do is edit the event files and add the worlds that you want them to fire on in the Worlds list in each file. I made this change so that you wouldn't have to repeat scripts - just list the worlds and it applies to all of the events. In most cases people have not added the correct worlds to each list, which will make the event not fire.

    I've removed the detailed startup report because VTV2 catches invalid scripts and moves them to the /scripts/invalid/ folder if they don't parse correctly, so it's not necessary to report how many were loaded (I thought it was sort of spammy).

    Let me know if you're still having issues, I'd like to get you up and running with VTV2 :)

  • ancienttom posted a comment Feb 11, 2015

    @Lyoko_Firelyte: Go

    Thanks again for your prompt reply.

    The information written to the console wasn't spammy at all. It only happens when you try to reloads a script. I can see why you would think it spammy because you now have scripts reloading at ten minute intervals. If I am working and testing new work in scripts, I would definately not want my whole script to be removed as a result of a missing single quote in the script. This would compound the process of script creativity. This also seems to be a lot of needless effort on your part when a simple output to the console works just fine.

    THANK YOU VERY MUCH for the addition of world limiting to the scripts. I have added new worlds to the game and I was wondering what kind of inter-world action I was going to get when the same trigger points are crossed in the worng world. So far, I only had trouble with interworld ambiguity with stored coordinates for teleporting. In 1.3.3.1, you can't store coordinates in oneworld to teleport back to them in another world. It would be great if this works that way now for creating custom portal scripts.

    I'll take another look in the VT2 documentation for a discription of the changes of script and trigger structure and see what I need to do wwith their new adaptation.


    Edited Feb 11, 2015
  • ancienttom posted a comment Feb 12, 2015

    @Lyoko_Firelyte: Go

    I went back to your VT2 documentation and found under "Other" that you removed "@LOOP". This presents a problem to me. In quite a number of my scripts, I use "@LOOP". This means a total rewrite for those scripts without it. I hope that you intend on putting it back into the VT arsenal and as soon as possible. I won't be able to upgrade with it missing.

    The reason I went back to the documentation is after searching through all those directories that you scattered the work through, I am at a loss as to figuring out the chema of this new filing system you created. The additions that are made to the trigger files also need an absolute description. Right now I am totally at a loss as to how to proceed without documents that describe the new file layout, it's reasoning, What has been added to the files, and it's proper use and syntax.

    I also saw that you made a change to the @IF syntax. Your change makes a lot of sense but this means that in order to adapt my scripts to VT2, I will have to go through thousands of script lines and change every if statement in then and I use a lot of conditional filtering. So, if I were you, I would put a statement on VT's bukkit page, right at the top, cautioning everyone that if they have scripts they want to port, this will have to be done.

    ALso, one more question. Now that you are using auto-typecasting in this work, does that mean that cross type assignments are allowed, like moving a number in a string variable to an integer? Also, does this mean that strings, integers and floating points are all interchangable in @IF statements and such. And also, if the need arises, is there a way to lock down what type of data a variable will store in it? also, we probably need a way to test what type of data is in a variable because that will be masked through auto-typecasting.

    After reviewing your VT2 text, I look foreword to using the new VT2 but with the pieces that are missing, the excessive work needed to port my scripts over and the lack of documentation, now is not time for me to be doing this.

    Thanks for all your hard work that you have done on this project so far. I look foreword to using it in the future when it's ready.


    Edited Feb 12, 2015
  • Lyoko_Firelyte posted a comment Feb 12, 2015

    Yes, with the auto-casting you can change the types on the fly, and pull them as anything as well - it even checks to see if it should string compare or integer compare, and if you try to do math on a string it will just use the length of the string instead, so you can't really mess up. As for @IF syntax, you can still use the old format, it just ignores the types you assign. You can still use @IF i $some.var and it will skip the "i" just fine, as well as things like @SETSTR - this will just ignore the "STR" part. The file directory I thought was more understandable, but if you're having trouble I guess it's not as easy as I thought! I'll make sure we get a section explaining that.

  • ancienttom posted a comment Feb 12, 2015

    @Lyoko_Firelyte: Go

    Thanks.
    That means that '@IF si $Object.Variable = AnyCase' will still work case insensitive and @ s $Object.Variable = CaseSensitive' will work as it should, also? One problem I can see with this is that =null no longer can be used to test for whether or not a string variable exists because it can exist and be set to a null length and pass the test. We need a way to test if a variable has been created or not.

    I actually do kinda like your directory layout but it was more efficient working with the single directory. While working on scripts and triggers they were all in one place and didn't require moving between directories to find each file. This is just my thaught on the subject as per my experience. Maybe when I get used to it, it won't bee as much of a headache as I anticipate.

    Descriptive documentation is definately needed so that we can get our heads wraped around what goes were, when. Right now, I do need details as to what these new extensions to the triggers files and how and when to use them and not use them. If you could give me the detains on the command and worlds additions and to their syntax and wse, I would appreciate it.

  • ancienttom posted a comment Feb 12, 2015

    Also, is there something you can do right now to get @LOOP back into the mix?
    You can IM me on Skype. I leave skype open and I come up in a Skype search as AncientTom.


    Edited Feb 12, 2015
  • Lyoko_Firelyte posted a comment Feb 12, 2015

    @AncientTom: Go

    I will most likely work on making @LOOP execute a controlled @WHILE.. the reason I didn't add it in V2 yet is because the entire thing is from scratch and I needed to work on other things. @LOOP was having issues with my initial testing, so I ditched it and released the build since I had everything else ready to go.

    And yes, @IF si $o.v and @IF $o.v will both work the same :)

    I'll add you on Skype when I get home.


    Edited Feb 12, 2015
  • ancienttom posted a comment Feb 12, 2015

    @Lyoko_Firelyte: Go

    Thanks. Let me know when there is a build available with @LOOP in it so that I can try VT2 again. PLease make sure that @BREAKLOOP is working also.


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