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Originally Posted by droopie*:

 

i usually have 2 servers but 1 is unchanging and the 2nd gets changed ips alot either because we are testing expansions,map rotations or moving boxes. what is the best way to take the limits from server 1 to be added to server 2? i have tried simply copy/paste or downloading the server1 config and changing the ip to match server 2 but that ends up having problems. not sure if there is an official way to backup/restore configs.

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Originally Posted by HexaCanon*:

 

i usually have 2 servers but 1 is unchanging and the 2nd gets changed ips alot either because we are testing expansions,map rotations or moving boxes. what is the best way to take the limits from server 1 to be added to server 2? i have tried simply copy/paste or downloading the server1 config and changing the ip to match server 2 but that ends up having problems. not sure if there is an official way to backup/restore configs.

in layer 1, there is a file "Plugins/BF3/InsaneLimits_Server1IP_server1PORT.conf"

 

if you copy the content of that file to "Plugins/BF3/InsaneLimits_Server2IP_server2PORT.conf", and then manually reload the limits from the load limits under custom storage section of the plugin.

 

thats what i do.

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Originally Posted by PapaCharlie9*:

 

i usually have 2 servers but 1 is unchanging and the 2nd gets changed ips alot either because we are testing expansions,map rotations or moving boxes. what is the best way to take the limits from server 1 to be added to server 2? i have tried simply copy/paste or downloading the server1 config and changing the ip to match server 2 but that ends up having problems. not sure if there is an official way to backup/restore configs.

See Post #4 in the main Insane Limits thread:

 

myrcon.net/...insane-limits-bfhl#entry30253

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Originally Posted by shadow2k1*:

 

how can i modify this code to be based on mode and not map

 

Set limit to evaluate OnInterval, and set action to None

 

Set first_check to use this Code snippet:

 

Code:

List<String> map_names = new List<String>();

map_names.Add("MP_003");
map_names.Add("MP_011");

if (map_names.Contains(server.MapFileName))
   plugin.ServerCommand("vars.vehicleSpawnAllowed", "false");
else
  plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");

return false;
EDIT: i tried the above code for XP1_001 (karkand)

 

and the vehciles spawned... is this code correct?

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Originally Posted by PapaCharlie9*:

 

how can i modify this code to be based on mode and not map

Change the limit to evaluate OnRoundOver.

 

Change the code to this:

 

Code:

List<String> mode_names = new List<String>();

mode_names.Add("SquadDeathMatch0");
mode_names.Add("RushLarge0");

if (mode_names.Contains(server.NextGamemode))
   plugin.ServerCommand("vars.vehicleSpawnAllowed", "false");
else
  plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");

return false;
That means, at the end of the current round, if the next round is SQDM or Rush, make it infantry only (no vehicles).

 

If you only want SQDM, deleted the Rush line. If you want other modes, change the text in "double quotes" to match the mode names you want.

 

Note: this might not work if you use more than 1 round per mode. For example, if you do 2 rounds of SQDM, the 2nd might turn vehicles back on. More code is needed to prevent that, but I won't post it unless that's really a problem for you.

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Originally Posted by Tomgun*:

 

ADMIN HUNT!!

 

Yes. The parts about notifying players that admins are on and to hunt them is easy, that's one OnIntervalServer limit.

 

Keeping track of the kills is also easy, that's an OnKill limit.

 

The hard part is the announcing stats at the beginning of the next round. That's actually somewhat difficult. I suppose it could be based on an OnSpawn limit, with some kind of RoundData flag to determine that this is their first spawn.

 

I don't have time right now to write those up, but remind me after MULTIbalancer is finished. Or maybe someone else will tackle it.

Looking forward to what you produce papa, your work is brilliant :ohmy:
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Originally Posted by llB00Nll*:

 

Im not sure if its been requested yet and im still not all that familiar with plugins but is there a skill level limit ? . I just started a server that I would like to cap the skill limit to around 700 or 800 making it more friendly to newer players. Does this exist and if so how would I implement it ?

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Originally Posted by HexaCanon*:

 

Im not sure if its been requested yet and im still not all that familiar with plugins but is there a skill level limit ? . I just started a server that I would like to cap the skill limit to around 700 or 800 making it more friendly to newer players. Does this exist and if so how would I implement it ?

first you must have "use_direct_fetch" to "true"

 

create a new OnSpawn limit:

 

first_check_expression :

 

Code:

(!player.StatsError)
second_check_expression :

 

Code:

player.Skill > 900
set action to kick.
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Originally Posted by p19blo*:

 

Code:

String kCounter = killer.Name + "_TreatAsOne_Count_MaxKills";
String key = "MaxKills_" + killer.Name;
TimeSpan time = TimeSpan.FromSeconds(1000); // Activations within 3 seconds count as 1
String msg = null;

int warnings = 1;
if (server.Data.issetInt(kCounter)) warnings = server.Data.getInt(kCounter);

/*
Check to make sure we are not
getting multiple activations in a short period of time. Ignore if
less than the time span required.
*/

if (limit.Activations(killer.Name, time) > 1) return false;

/*
We get here only if there was exactly one activation in the time span
*/

if (warnings == 0) {
        msg = "You have " + (warnings) + " kill this round, the maximum allowed on this server is 0";
        plugin.ServerCommand("admin.yell", msg, "15", "player", killer.Name);
        plugin.PRoConChat("ADMIN to " + killer.Name + ">" + msg);
} else if (warnings >= 1) {
        if (plugin.Data.issetBool(key)) {
        // Second time, ban this sucker!
        plugin.ConsoleWrite("^b[MAX KILLS]^n ^8BANNING^0 " + killer.FullName + " for exceeding max kills for a second time!");
        msg = "*** Banning " + killer.FullName + " for exceeding max kills a second time!";
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("ADMIN > " + msg);
        plugin.PBBanPlayerWithMessage(PBBanDuration.Permanent, player.Name, 0, "ignoring rules, unbanned @ battlefieldtweaks.com");
       } else {
            msg ="ignoring warnings and killing more than once";
            plugin.KickPlayerWithMessage(killer.Name, msg);
            msg = "Kicking " + killer.FullName + " for " + msg;
            plugin.SendGlobalMessage(msg);
            plugin.PRoConChat("ADMIN > " + msg);
            plugin.PRoConEvent(msg, "Insane Limits");
        }
        plugin.Data.setBool(key, true);
}
server.Data.setInt(kCounter, warnings+1);
return false;
can this be changed so it bans on first kill instead please
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Originally Posted by HexaCanon*:

 

Code:

String kCounter = killer.Name + "_TreatAsOne_Count_MaxKills";
String key = "MaxKills_" + killer.Name;
TimeSpan time = TimeSpan.FromSeconds(1000); // Activations within 3 seconds count as 1
String msg = null;

int warnings = 1;
if (server.Data.issetInt(kCounter)) warnings = server.Data.getInt(kCounter);

/*
Check to make sure we are not
getting multiple activations in a short period of time. Ignore if
less than the time span required.
*/

if (limit.Activations(killer.Name, time) > 1) return false;

/*
We get here only if there was exactly one activation in the time span
*/

if (warnings == 0) {
        msg = "You have " + (warnings) + " kill this round, the maximum allowed on this server is 0";
        plugin.ServerCommand("admin.yell", msg, "15", "player", killer.Name);
        plugin.PRoConChat("ADMIN to " + killer.Name + ">" + msg);
} else if (warnings >= 1) {
        if (plugin.Data.issetBool(key)) {
        // Second time, ban this sucker!
        plugin.ConsoleWrite("^b[MAX KILLS]^n ^8BANNING^0 " + killer.FullName + " for exceeding max kills for a second time!");
        msg = "*** Banning " + killer.FullName + " for exceeding max kills a second time!";
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("ADMIN > " + msg);
        plugin.PBBanPlayerWithMessage(PBBanDuration.Permanent, player.Name, 0, "ignoring rules, unbanned @ battlefieldtweaks.com");
       } else {
            msg ="ignoring warnings and killing more than once";
            plugin.KickPlayerWithMessage(killer.Name, msg);
            msg = "Kicking " + killer.FullName + " for " + msg;
            plugin.SendGlobalMessage(msg);
            plugin.PRoConChat("ADMIN > " + msg);
            plugin.PRoConEvent(msg, "Insane Limits");
        }
        plugin.Data.setBool(key, true);
}
server.Data.setInt(kCounter, warnings+1);
return false;
can this be changed so it bans on first kill instead please
changed, you need to test it though as i did not even try it.

 

Code:

String kCounter = killer.Name + "_TreatAsOne_Count_MaxKills";
TimeSpan time = TimeSpan.FromSeconds(1000); // Activations within 3 seconds count as 1
String msg = null;

int warnings = 1;
if (server.Data.issetInt(kCounter)) warnings = server.Data.getInt(kCounter);

/*
Check to make sure we are not
getting multiple activations in a short period of time. Ignore if
less than the time span required.
*/

if (limit.Activations(killer.Name, time) > 1) return false;

/*
We get here only if there was exactly one activation in the time span
*/

if (warnings == 0) {
        msg = "You have " + (warnings) + " kill this round, the maximum allowed on this server is 0";
        plugin.ServerCommand("admin.yell", msg, "15", "player", killer.Name);
        plugin.PRoConChat("ADMIN to " + killer.Name + ">" + msg);
} if (warnings >= 1) {
            msg ="ignoring warnings and killing more than once";
            plugin.KickPlayerWithMessage(killer.Name, msg);
            msg = "Kicking " + killer.FullName + " for " + msg;
            plugin.SendGlobalMessage(msg);
            plugin.PRoConChat("ADMIN > " + msg);
            plugin.PRoConEvent(msg, "Insane Limits");
        }
server.Data.setInt(kCounter, warnings+1);
return false;
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Originally Posted by HexaCanon*:

 

hello, thanks for changing this, all it does is kick people, its doesnt ban them.

change the kick command line

 

Code:

plugin.KickPlayerWithMessage(killer.Name, msg);
you will find other command/action lines here, Insane Limits: Ban Types by Singh400*. make sure you replace player.Name with killer.Name and "reason" with msg.
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Originally Posted by glenn82*:

 

hey papacharlie

 

why is it that insane limits dont keep the limits if i reboot the layer?

i host my own procon on a server at home

and every time i reboot all the limits are gone and i have the redo every thing

any idears?

 

my specs:

server: quad core cpu 6 gig ram

procon: 1.4.0.9

insanelimits: 0.9.10.0

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Originally Posted by PapaCharlie9*:

 

can this be changed so it bans on first kill instead please

Uh, you don't really mean first kill do you? What is the first_check?

 

This isn't for some flag-runner thing, is it?

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Originally Posted by PapaCharlie9*:

 

hey papacharlie

 

why is it that insane limits dont keep the limits if i reboot the layer?

i host my own procon on a server at home

and every time i reboot all the limits are gone and i have the redo every thing

any idears?

 

my specs:

server: quad core cpu 6 gig ram

procon: 1.4.0.9

insanelimits: 0.9.10.0

Have you moved your game server or layer host? Did the IP/ports change before you noticed this problem? Did you copy/clone your setup when you moved to the new server/host? If so, not being able to save your limits is a symptom of not cloning your setup correctly.

 

See here for instructions on how to do it properly:

myrcon.net/...insane-limits-bfhl#entry30253

 

If you have not moved to a new server/layer host recently AND your other plugin settings are not saving either, you may running into a Procon "legacy" issue. See big red text here:

 

showthread....4-0-6-released*

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Originally Posted by p19blo*:

 

change the kick command line

 

Code:

plugin.KickPlayerWithMessage(killer.Name, msg);
you will find other command/action lines here, Insane Limits: Ban Types by Singh400*. make sure you replace player.Name with killer.Name and "reason" with msg.
Thanks managed it with what you said.
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Originally Posted by netshark*:

 

Hi guys... Im not sure if maybe this question has been solved previoulsy, but I've been trying to set my insane limit to disable vehicles on "Squad Deatch Mmatch"... I read the examples "Disable Vehicles Based on Player Count" and "Disable Vehicles Based on Current Map"... and they're great... but Is there any way to change the code a little bit to get "Disable Vehicles Based on Current Game Mode"

 

I know it might be as easy as changing a simple code line... but I haven't been able to figure it out.. sorry... Any help?

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Originally Posted by HexaCanon*:

 

Hi guys... Im not sure if maybe this question has been solved previoulsy, but I've been trying to set my insane limit to disable vehicles on "Squad Deatch Mmatch"... I read the examples "Disable Vehicles Based on Player Count" and "Disable Vehicles Based on Current Map"... and they're great... but Is there any way to change the code a little bit to get "Disable Vehicles Based on Current Game Mode"

 

I know it might be as easy as changing a simple code line... but I haven't been able to figure it out.. sorry... Any help?

Change the limit to evaluate OnRoundOver.

 

Change the code to this:

 

Code:

List<String> mode_names = new List<String>();

mode_names.Add("SquadDeathMatch0");
mode_names.Add("RushLarge0");

if (mode_names.Contains(server.NextGamemode))
   plugin.ServerCommand("vars.vehicleSpawnAllowed", "false");
else
  plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");

return false;
That means, at the end of the current round, if the next round is SQDM or Rush, make it infantry only (no vehicles).

 

If you only want SQDM, deleted the Rush line. If you want other modes, change the text in "double quotes" to match the mode names you want.

 

Note: this might not work if you use more than 1 round per mode. For example, if you do 2 rounds of SQDM, the 2nd might turn vehicles back on. More code is needed to prevent that, but I won't post it unless that's really a problem for you.

just the previous page. please use search function.
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Originally Posted by netshark*:

 

Thanks man... I really appreciate it... Sorry I think I don't know how to use the search function 'cause I tried it out and I couldn't find anything... :sad: .... I used this code and it works perfectly.. although it changes my server to custom temporarly... but it's ok.. :smile: thanks a lot :smile:

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Originally Posted by HexaCanon*:

 

Thanks man... I really appreciate it... Sorry I think I don't know how to use the search function 'cause I tried it out and I couldn't find anything... :sad: .... I used this code and it works perfectly.. although it changes my server to custom temporarly... but it's ok.. :smile: thanks a lot :smile:

i think there are other server settings that need to be changed to be "infantry only" server but i dont know what they are.
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Originally Posted by MorpheusX(AUT)*:

 

Hey!Im wonder if you have code to mainbase attacking,baseraped,chooper,Jet etc__Im used insane limit in procon Bf3 Jonas

See: showthread....ll=1#post71733*
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Originally Posted by PapaCharlie9*:

 

hi guys was wondering if theres a way to yell a message then a 10 second delay then restart map and yell again for wars ?

Well, I'm going to have to guess at a lot of details here since you didn't provide them, like what the messages should be and whether chat or yell or both and who is allowed to type the command, etc., so if I get anything wrong ... GIGO applies ...

 

NOT TESTED! MIGHT NOT COMPILE!

 

This limit implements a !war command. If anyone with clan XXX tags types !war on, firstMessage is sent, then 10 seconds goes by with a countdown, then the round is restarted, then 8 seconds goes by, then secondMessage is sent. To cancel the countdown, anyone with clan XXX tags can type !war cancel.

 

Create a new limit to evaluate OnAnyChat, call it "War Command", leave Action set to None.

 

Set first_check to this Expression:

 

Code:

(player.Tag == "XXX")
Replace XXX with whatever clan tag you want to allow.

 

Set second_check to this Code:

 

Code:

/* Version 0.9/R2 */
String firstMessage = "Round restart in {0} seconds ...";
String secondMessage = "War is on!";


ThreadStart restartRound = delegate {

                int countdown = 10;
                while (countdown > 0) {
                        plugin.SendGlobalMessage(String.Format(firstMessage, countdown));
                        plugin.SendGlobalYell(String.Format(firstMessage, countdown), 1);
                        Thread.Sleep(1000); // 1 second
                        --countdown;
                        if (plugin.Data.getBool("war cancel")) {
                             plugin.SendGlobalMessage("Countdown cancelled!");
                             plugin.SendGlobalYell("Countdown cancelled!", 10);
                             return;
                        }
                }
                plugin.ServerCommand("mapList.restartRound");
                Thread.Sleep(8*1000); // 8 seconds
                plugin.SendGlobalMessage(secondMessage);
                plugin.SendGlobalYell(secondMessage, 10);

};

if (Regex.Match(player.LastChat, @"^!war\s+on",  RegexOptions.IgnoreCase).Success) {
    plugin.Data.setBool("war cancel", false);
    Thread t = new Thread(restartRound);
    t.Start();
    Thread.Sleep(1);
} else if (Regex.Match(player.LastChat, @"^!war\s+cancel",  RegexOptions.IgnoreCase).Success) {
    plugin.Data.setBool("war cancel", true);
}

return false;
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Originally Posted by Tomgun*:

 

Well, I'm going to have to guess at a lot of details here since you didn't provide them, like what the messages should be and whether chat or yell or both and who is allowed to type the command, etc., so if I get anything wrong ... GIGO applies ...

 

NOT TESTED! MIGHT NOT COMPILE!

 

This limit implements a !war command. If anyone types !war, firstMessage is sent, then 10 seconds goes by with a countdown, then the round is restarted, then 2 seconds goes by, then secondMessage is sent.

 

Create a new limit to evaluate OnAnyChat, call it "War Command", leave Action set to None.

 

Set first_check to this Expression:

 

Code:

(Regex.Match(player.LastChat, @"^!war",  RegexOptions.IgnoreCase).Success)
Set second_check to this Code:

 

Code:

String firstMessage = "Round restart in {0} seconds ...";
String secondMessage = "War is on!";

ThreadStart restartRound = delegate {

                int countdown = 10;
                while (countdown > 0) {
                        plugin.SendGlobalMessage(String.Format(firstMessage, countdown));
                        Thread.Sleep(1000); // 1 second
                        --countdown;
                }
                plugin.ServerCommand("mapList.restartRound");
                Thread.Sleep(2000); // 2 seconds
                plugin.SendGlobalMessage(secondMessage);

};

Thread t = new Thread(restartRound);
t.Start();
Thread.Sleep(1);
return false;
testing now

 

String secondMessage = "War is on!";

doesnt show..

 

, but yeah if a clan tag be put so only those with that clan tag can issue the command that would be great :ohmy: and a possible !cancel option to stop the count down :smile:

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Originally Posted by Apex40000*:

 

Hi PapaCharlie9

 

I have seen on some server -- That announcer details from the prevoius round .. e.g. top kills top headshots top knifes -- can or has this been done already in insane limits? -- I had a look on the examples and could not see anything -- But I might of missed it.

 

Many thanks

 

apex40000

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Originally Posted by Tomgun*:

 

Hi PapaCharlie9

 

I have seen on some server -- That announcer details from the prevoius round .. e.g. top kills top headshots top knifes -- can or has this been done already in insane limits? -- I had a look on the examples and could not see anything -- But I might of missed it.

 

Many thanks

 

apex40000

thats just a normal plugin m8, look for server kills plugin
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