#(zemenus) Connect player to another server
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(zemenus) Connect player to another server
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Well, if it's possible of course
Player
Using this will forcibly sync the chat thread.
player chats
message:<matcher> to only process the event if the chat message matches an advanced matcher.
when a player chats.
Always. - this adds switches flagged:<flag name> + permission:<node>, in addition to the <player> link.
<context.message> returns the player's message as an Element.
<context.format> returns the chat message's raw format.
<context.full_text> returns the full text of the chat message (ie, the written message with the format applied to it).
<context.recipients> returns a list of all players that will receive the chat.
ElementTag to change the message.
"FORMAT:<ScriptTag>" to set the format script the message should use.
"RAW_FORMAT:<ElementTag>" to set the format directly (without a format script). (Use with caution, avoid if possible).
"RECIPIENTS:<ListTag(PlayerTag)>" to set the list of players that will receive the message.
True - this adds switches in:<area> + location_flagged:<flag name>.
True - this adds <context.cancelled> and determines cancelled + cancelled:false.
player is going to be connected onto another server and disconnected from the previou
!mechanism send
Did you mean to search for command feed?
!mechanism playertag.send_to
Sends the player to the specified Bungee server.
This also works with other Bungee-Messaging compatible proxy systems, such as Velocity.
BungeeCord
PlayerTag
ElementTag
note this requires bungeecord
Great! Thanks for helping me out