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Coming, going and changing server HyperVelocity

eventon network join:HyperVelocity

Runs on this server when somebody joins the network, whichever server they arrive on. {_player} is their name and {_server} where they arrived. With a name, on network join "lobby":, only for that server

on network join:
    broadcast "&a+ &f%{_player}% &7joined the network on &f%{_server}%"

What this event gives a script

In the blockWhat it is
{_player}Their name
{_server}Where they arrived
eventon network leave:HyperVelocity

Runs when somebody leaves the network. {_player} is their name and {_server} the server they were last seen on

on network leave:
    broadcast "&c- &f%{_player}% &7left the network"

What this event gives a script

In the blockWhat it is
{_player}Their name
{_server}The server they were last seen on
eventon server switch:HyperVelocity

Runs when somebody goes from one server to another. {_player}, {_from} and {_server}, which is where they are now. With a name, only for arrivals on that server

on server switch:
    log "%{_player}% went from %{_from}% to %{_server}%"

What this event gives a script

In the blockWhat it is
{_player}Their name
{_from}And
{_server}Which is where they are now
expressionnetwork server of <who>HyperVelocity

Which server of the network a player is on, by its name on the proxy; unset if they are on none. As of the last refresh for a player on another server

set {_server} to network server of arg.1
expressionping of server <name>HyperVelocity

How long that server took to answer the last time it was tried, in milliseconds, measured from this server; unset if it did not answer

set {_ms} to ping of server arg.1
Guide and examples
on network join:
    broadcast "&a+ &f%{_player}% &7joined the network on &f%{_server}%"

on network leave:
    broadcast "&c- &f%{_player}% &7left the network"

on server switch:
    log "%{_player}% went from %{_from}% to %{_server}%"

on server switch "survival":
    broadcast "&f%{_player}% &7has arrived from &f%{_from}%"

command /find <name>:
    trigger:
        set {_server} to network server of arg.1
        if {_server} is set:
            send "&f%arg.1% &7is on &f%{_server}%&7."
        else:
            send "&7%arg.1% is not on the network."

command /lag <server>:
    trigger:
        set {_ms} to ping of server arg.1
        if {_ms} is set:
            send "&7%arg.1% answers in &f%{_ms}% ms"
        else:
            send "&c%arg.1% is not answering."
SyntaxEffect
on network join:Runs on this server when somebody joins the network, whichever server they arrive on. {_player} is their name and {_server} where they arrived. With a name, on network join "lobby":, only for that server
on network leave:Runs when somebody leaves the network. {_player} is their name and {_server} the server they were last seen on
on server switch:Runs when somebody goes from one server to another. {_player}, {_from} and {_server}, which is where they are now. With a name, only for arrivals on that server
network server of <who>Which server of the network a player is on, by its name on the proxy; unset if they are on none. As of the last refresh for a player on another server
ping of server <name>How long that server took to answer the last time it was tried, in milliseconds, measured from this server; unset if it did not answer
  • These are noticed by comparing the lists of players from one refresh to the next, so they run up to refresh-seconds after it happened, and somebody who joins and leaves between two refreshes is never seen.
  • The player is usually on another server, so there is no player in these blocks: the name is in {_player}. Every server that has HyperVelocity runs its own blocks, so a message to the whole network belongs on one of them only.
  • What a player was seen doing before this server started, or before its first refresh, sets what is known and runs nothing.