[REQUEST]Build Commands

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Bux Xray
3 Years of Ace of Spades
3 Years of Ace of Spades
Posts: 218
Joined: Sat Aug 24, 2013 9:07 am


Hey,,,can I suggest build scripts line in build4yourlife or SupercoolBuild?
like this : i`m a builder at sc and b4yl so pls. gimme :3

/login - Usage /login <password> Grants permission to commands associated with the account password.

/build - Give yourself permission to build.

/paint - Use the Sneak Key (Default V) while holding block to change color of block you are aiming at from a distance up to 32 blocks away.

/wall - Usage: /wall # - Each block you place will place a column of blocks the specified # of blocks high. Using a negative number will build a column down from the starting point. (/wall without a # to toggle off)

/dw - Usage: /dw # - Each block you remove with spade will remove the specified # of blocks up from the one you destroy.

/floor - Place a block at each corner of the area you would like to create a rectangular plane. Builds the plane at the height of the first block placed regardless of the height at which the second block is placed.

/df - Break a block at each corner of the area you want to remove. Removes a rectangular plane. Each corner of the selected plane must be at the same height.

/box - Usage: /box or /box filled - Place a block at each corner (bottom corner and opposite upper corner) of a rectangular prism to generate a hollow (default) or filled box shape. It is often necessary to first use /wall to have somewhere to place your upper corner block.

/db - Break blocks at each corner (bottom corner and opposite upper corner) of a rectangular prism to remove any blocks contained within the defined rectangular prism.

/plane - Usage: "/plane 0 0 x y" where x is the starting position (0 being the point that you place the block and negative values being higher for floating blocks) and y is the ending position. You need to actually type a negative sign to make the wall go up. Positive values in y will go down. Place blocks individually or right-click to line build. (ie: /plane 0 0 -20 -25 will build a 5 high wall 20 blocks off of the ground) Also note that this is a deletion tool when using the spade to remove blocks.

/sculpt - Toggles ability to add and remove blocks at a distance by holding a block and left click to add or right click to remove blocks. Can be used with other build commands such as box, floor, wall, etc. (Known bug: May cause blocks to spray uncontrollably if changing tools too quickly.)

/grf - Set the Gradient FROM Color while holding block.
/grt - Set the Gradient TO Color while holding block.
/gr - Toggles gradient drawing on and off. Right-click drag out a gradient line. The longer the line, the more colors between FROM and TO colors.

/rapid - Toggles the ability to quickly place and remove blocks.

/teleport (/tp) - Usage: "/tp <username>" - Teleports you to the named user's location.

/team - Switch yourself to the other team even if that team is locked.

/unstick - Use if you are stuck inside of blocks. You will be moved to the nearest free area.

/p new door" to enter platform mode to place a platform named 'door'.
Place the blocks that will make up the door. (I prefer 1 or 2 blocks wide. Fewer is better to prevent lag.)
"/p" to save the platform dimensions.
"/b new doorknob" Allows you to place a button named 'doorknob'.
Place the 'doorknob' button somewhere convenient.
"/ac set height 3"
Hit the 'door' platform, then hit the 'doorknob' button. (Pay attention to the messages that are displayed as you are working to be sure it worked)
"/ac add height 0"
Hit the 'door' platform, then hit the 'doorknob' button.

Now you have a working door without the lock. You can test it if you like by hitting the 'doorknob' button. If it opens and closes, you did it! If not, start over.
The Combination Lock:

For the sake of simplicity, I will tell you one way to connect a single platform as a combination lock. This process can be repeated for as many digits in the combination as you like.

"/p new count1" to enter platform mode to place a platform named 'count1'.
Place the blocks that will make up the lock. Only 1 block wide. Anything bigger is a waste.)
"/p" to save the platform dimensions.
"/b new up1" Allows you to place a button named 'up1'.
Place the 'up1' button somewhere that makes sense.
"/ac set raise 1"
Hit the 'count1' platform, then hit the 'up1' button.
"/b new down1" Allows you to place a button named 'down1'.
Place the 'down1 button.
"/ac set lower 1"
Hit the 'count1' platform, then hit the 'down1' button.

Repeat for as many digits as you would like in your combination.
Now you have a platform or many platforms that can be raised and lowered to any height. All we have to do is set the trigger to the desired height for each platform. These heights will be the values that make up your combination.
Final Step:

"/t add height 3"
Hit the 'count1' platform then hit the 'doorknob' button.
Repeat for as many 'count' platforms as you have created, changing the height value for each one. When you are done, the door will only open if your 'count' platforms are at ALL of the designated heights.

/p new door" to enter platform mode to place a platform named 'door'.
Place the blocks that will make up the door. (I prefer 1 or 2 blocks wide. Fewer is better to prevent lag.)
"/p" to save the platform dimensions.
"/b new doorknob" Allows you to place a button named 'doorknob'.
Place the 'doorknob' button somewhere convenient.
"/ac set height 3"
Hit the 'door' platform, then hit the 'doorknob' button. (Pay attention to the messages that are displayed as you are working to be sure it worked)
"/ac add height 0"
Hit the 'door' platform, then hit the 'doorknob' button.

Now you have a working door without the lock. You can test it if you like by hitting the 'doorknob' button. If it opens and closes, you did it! If not, start over.

You will be doing almost exactly the same thing for the 'lock' with different values for the height and different names for the platform and button. Then we will connect the two with a height trigger.

I suggest you dig out a small hole to hide the 'lock' platform near the door. Make some extra room so the color of the platform doesn't change later. It will lose its color if it is surrounded on all 6 sides. It will help you find it again if there's ever a problem with it getting stuck.

The Lock:

"/p new lock" to enter platform mode to place a platform named 'lock'.
Place the blocks that will make up the lock. Only 1 block wide. Anything bigger is a waste.)
"/p" to save the platform dimensions.
"/b new deadbolt" Allows you to place a button named 'deadbolt'.
Place the 'deadbolt' button somewhere you can find it.
"/ac set height 2"
Hit the 'lock' platform, then hit the 'deadbolt' button.
"/ac add height 1"
Hit the 'lock' platform, then hit the 'deadbolt' button.

Now you have a lock mechanism. The only thing left to do is add the 'lock' platform height as a trigger for the existing 'doorknob' button to work.

Final Step:

"/t add height 2"
Hit the 'lock' platform then hit the 'doorknob' button.
Done!

Now hide your lock platform with a cover you will be able to find again.

*Extra Credit:
For 5 bonus points and the Locksmith Achievement, make the lock work only when the door is closed!


/p or /platform [command]
Starts a new platform or enables you to edit them by specifying a command. To build a platform, put down blocks delimiting the size of the floor-- two blocks in opposite corners is sufficient.

Press the SNEAK key (V) while in any platform mode to get information about the platform you're looking at. Must be holding spade tool.

command:
new <label>
Starts a new platform with a label already attached.

name <label>
Labels a platform. It's recommended to name things to avoid mistakes.

height <height>
Forces the platform to raise or lower to the specified height.

freeze
Freezes or unfreezes a platform. A frozen platform won't move.

destroy
Destroys a platform, removing all of its blocks.

last
When you get asked to select a platform, you can use this command to automatically choose the last platform you selected or created.


/b or /button [command]
Starts button creation. Just build a block with the desired color. A default button only has a Press trigger and no actions, so you'll need to make it do something with /action.

Press the SNEAK key (V) while in any button mode to get information about the button you're looking at. Must be holding spade tool.



command:
new <label>
Starts button creation with a label already attached.

name <label>
Labels a button. It's recommended to name things to avoid mistakes.


toggle
Disables or enables a button. A disabled button does nothing.


cooldown <seconds>
The button will be able to be activated only once in the specified interval. Default is 0.5 seconds.


destroy
Destroys a button, removing the block.


last
When you get asked to select a button, you can use this command to automatically choose the last button you selected or created.



/action [command]
Makes a button do something.



command:
add <action>
Adds an action to the button.

set <action>
Deletes all previous actions first, making the new action the only one.

See /trigger for more information on who the "activating players" are.
action:
height <height> [speed=0.25] [delay]
raise <amount> [speed=0.25] [delay]
lower <amount> [speed=0.25] [delay]
elevator <height> [speed=0.75] [delay] [wait=3.0]

Speed determines how fast the platform moves, in seconds.
Delay is the amount of time spent waiting before the platform starts to move.

Elevators can wait an amount of time at the end of the journey, before heading back.

teleport <x y z|where>
Moves the activating player to the specified coordinates. Using 'where' instead takes the last location where you stood and executed the /where command.

chat <text>
Sends 'text' to the activating player. You can put text between quotation marks to allow right justifying with spaces, for example: " Hello!"


damage <amount>
Hits the activating players for that many hitpoints. Use negative numbers to heal.


list
Lists the actions present in the button you select.

Example:
"Actions in 'mybutton': #0 platform 'myplat' height(5) --
#1 player teleport(16, 16, 32)"

#0 and #1 are the action indexes to be used with /action delete. 'myplat' is the name of the platform the height action is affecting, in this case making it 5 blocks tall.

delete <#|all>
Delete a single action in a button by specifying its index. Action indexes can be looked up by using /action list.

Negative indexes can be used too: -1 is the last added action, -2 the one before that, and so on. Specifying 'all' instead of a number erases all the actions.

/t or /trigger <command>
Triggers are what makes a button know when to act and when not to.



command:
add <action>
Adds a trigger to the button.
set <action>
Set deletes all previous triggers first, making the new trigger the only one.

action:
press
Fires when a player normally hits the button with the spade.

distance [radius=3]
True when a player gets within <radius> blocks of the button (note: box distance, not sphere).
track [radius=3]
Same as distance, but tracks one player and only one player. Useful for creating a button that requires a specific number of nearby players. Multiple buttons are required for multiple players.

height <height>
True when the platform is exactly the specified height.

list
Lists the triggers present in the button you select.

Example:
"Triggers in 'mybutton': #0 player press OR #1 player distance=5 [CHECK]"

#0 and #1 are the trigger indexes to be used with /trigger delete. [CHECK] means the trigger currently yields true. The player in this case is near the button, but hasn't pressed it.

This button uses OR logic, meaning that EITHER of these triggers firing is enough to activate the button.

delete <#|all>
Delete a single trigger in a button by specifying its index. Trigger indexes can be looked up by using /trigger list.

Negative indexes can be used too: -1 is the last added trigger, -2 the one before that, and so on. Specifying 'all' instead of a number erases all the triggers.

logic <and|or>
"AND" will make the button activate when ALL its triggers yield true.
"OR" will make the button activate when ANY of its triggers fire.

quiet
Makes a button become silent or resume playing the animation when it activates.


/save
Saves all platform and button data to mapname_platform.txt.
Kuma
Scripter
Scripter
Posts: 758
Joined: Fri Mar 22, 2013 10:05 am


I don't think you should host a build server, considering you have problems doing such basic stuff.
Paint - Available with pysnip form default
Platforms - available with pysnip form default, but it maybe old (according to hompy) - LINK (new version)
Something for those /gt commands - supercool
gradients - LINK

Also, you can probably convert your gaurd to have the rights to those commands and then all your builders can get a password. (This method would work without editing pysnip code) If you want the proper thing you could find it at john's blog, it has instructions on hosting a build server.
Louis747
Deuce
Posts: 2
Joined: Sat Nov 21, 2020 7:55 am


I was thong looking forward to getting usage codes that would allow me to play while getting alternate escape routes and assists during each play. The myessaywriter review so excited about this. It's so helpful.
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