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Insane Limits Requests


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Originally Posted by PapaCharlie9*:

 

HI,PapaCharlie9

I am searching a plug-in..

Player spawn after, check battlelog loadout.

If this weapon is limit, the player will be kill.

This is how to do?

Can you help me?

This is not currently possible with Insane Limits.
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Originally Posted by PapaCharlie9*:

 

Hey PapaCharlie i need the K / D checker..

On our Windows Server works this plugin fine but now have we a linux Server and it didn´t work ..

 

Can you help me ?

Not without more details. What exactly is not working?

 

If you are using Mono on Linux, the most common problem that people run into running Procon plugins is that file paths are not correct. So if you are using a plugin that requires files to be in certain places, that might be the problem.

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Originally Posted by PapaCharlie9*:

 

EDIT: I forgot to add the custom list. Create a custom list called "twitchers", CaseSensitive, and fill with the list of player names allowed to use the command, separated by commas.

I case you already tried the limits, just wanted to call out that I forgot to restrict the !here command to only certain players! Anyone could type the command. I have edited the post and limit #2 to use a custom list.
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Originally Posted by dyn*:

 

Hmmm. How many people are we talking about? It might be better to just have separate limits for each person.

 

I'll just do one generic limit, but you can duplicate that to be specific to a player by changing first_check to this:

Great! This is going to be tested tonight. It does look very easy to use and should work exactly as we thought up. So thank you very much for taking the time to create this.

 

Right now we don't have 'that' many streamers but I could see that this will change over time. Having them in a list and just having one limit will make adding names exponentially easier.

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Originally Posted by LumPenPacK*:

 

This is possible but I need to know what happens on a SoldierCollision event.

 

Whats shown on the event tab?

 

Option1

Player1 [soldierCollision] Player2

 

Option2

Player1 Death [soldierCollision]

Player1 Death [soldierCollision]

 

Option3

Player1 [soldierCollision] Player2

Player2 [soldierCollision] Player1

 

You just need to save the time stamp of any SoldierCollision event with the corresponding player name and check if there was a SoldierCollision event saved the last few seconds if someone writes "rammer".

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Originally Posted by LumPenPacK*:

 

You could try something like this: (not tested yet)

 

First Limit

First Check Expression

 

Code:

kill.Weapon == "SoldierCollision"
Second Check Code

 

Code:

// Save SoldierCollision Event
server.RoundData.setDouble("#" + victim.Name, player.TimeRound);
server.RoundData.setString("#" + victim.Name, killer.Name);
Second Limit

First Check Expression

 

Code:

player.LastChat.Contains("rammer")
Second Check Code

 

Code:

if(!server.RoundData.issetDouble("#" + player.Name))		// Player has not been killed by "SoldierCollision"
	return false;

double Dinterval = player.TimeRound - server.RoundData.getDouble("#" + player.Name);

if(Dinterval > 30.0)
	return false;
else {
    plugin.KillPlayer(server.RoundData.getString("#" + player.Name));
	plugin.SendPlayerMessage(player.Name, server.RoundData.getString(player.Name) + " has been punished!");
	plugin.SendPlayerMessage(server.RoundData.getString(player.Name), player.Name + " has punished you!");
	server.RoundData.unsetDouble("#" + player.Name);
	}

return false;
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Originally Posted by TMiland*:

 

You could try something like this: (not tested yet)

 

First Limit

First Check Expression

 

Code:

kill.Weapon == "SoldierCollision"
Second Check Code

 

Code:

// Save SoldierCollision Event
server.RoundData.setDouble("#" + victim.Name, player.TimeRound);
server.RoundData.setString("#" + victim.Name, killer.Name);
Second Limit

First Check Expression

 

Code:

player.LastChat.Contains("rammer")
Second Check Code

 

Code:

if(!server.RoundData.issetDouble("#" + player.Name))		// Player has not been killed by "SoldierCollision"
	return false;

double Dinterval = player.TimeRound - server.RoundData.getDouble("#" + player.Name);

if(Dinterval > 30.0)
	return false;
else {
    plugin.KillPlayer(server.RoundData.getString("#" + player.Name));
	plugin.SendPlayerMessage(player.Name, server.RoundData.getString(player.Name) + " has been punished!");
	plugin.SendPlayerMessage(server.RoundData.getString(player.Name), player.Name + " has punished you!");
	server.RoundData.unsetDouble("#" + player.Name);
	}

return false;
Nice! Here's from the logs:

Code:

Playerlist	12.17.2014 21:47:10		PlayerKilled	 killed xklauskleberx [Soldier collision]
Playerlist	12.17.2014 21:47:10		PlayerKilled	 killed TopGunTim [Soldier collision]
Judging by the name, i guess they where flying lol!

 

I'll play around with it, and see how it goes! Much appreciated! :ohmy:

 

edit:

Another one with 1 second diff:

Code:

Playerlist	12.18.2014 14:23:35		PlayerKilled	 killed 0TheHighCamel0 [Soldier collision]
Playerlist	12.18.2014 14:23:35		PlayerKilled	Dmitry_Clarke killed Snake_Doctor06 [MK11 Mod 0]
Playerlist	12.18.2014 14:23:35		PlayerKilled	Pyroclast13 killed hansyhop [P226]
Playerlist	12.18.2014 14:23:35		PlayerSwitchedTeams	Perrasta switched from Neutral to Russian Army
Playerlist	12.18.2014 14:23:36		PlayerKilled	 killed Fresh-4-One [Soldier collision]
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Originally Posted by PapaCharlie9*:

 

You could try something like this: (not tested yet)

 

First Limit

First Check Expression

 

Code:

kill.Weapon == "SoldierCollision"
Second Check Code

 

Code:

// Save SoldierCollision Event
server.RoundData.setDouble("#" + victim.Name, player.TimeRound);
server.RoundData.setString("#" + victim.Name, killer.Name);
Second Limit

First Check Expression

 

Code:

player.LastChat.Contains("rammer")
Second Check Code

 

Code:

if(!server.RoundData.issetDouble("#" + player.Name))		// Player has not been killed by "SoldierCollision"
	return false;

double Dinterval = player.TimeRound - server.RoundData.getDouble("#" + player.Name);

if(Dinterval > 30.0)
	return false;
else {
    plugin.KillPlayer(server.RoundData.getString("#" + player.Name));
	plugin.SendPlayerMessage(player.Name, server.RoundData.getString(player.Name) + " has been punished!");
	plugin.SendPlayerMessage(server.RoundData.getString(player.Name), player.Name + " has punished you!");
	server.RoundData.unsetDouble("#" + player.Name);
	}

return false;
You should do an unsetDouble and unsetString in the Dinvertal > 30.0 case. Otherwise it will test for the rest of the round.

 

EDIT: Oh, looks like killer.Name isn't going to be available. Maybe this can't be enforced? Unless the victim times "rammer" and a recognizable player name.

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Originally Posted by TMiland*:

 

You should do an unsetDouble and unsetString in the Dinvertal > 30.0 case. Otherwise it will test for the rest of the round.

 

EDIT: Oh, looks like killer.Name isn't going to be available. Maybe this can't be enforced? Unless the victim times "rammer" and a recognizable player name.

So you are saying the current code wont work?
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Originally Posted by LumPenPacK*:

 

So you are saying the current code wont work?

You might need to gather more information about SoldierCollision event if someone crashes a jet.

 

You could add a simple OnKill Limit and trigger some SoldierCollision events and check what victim.Name, killer.Name and player.Name objectes contain.

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Originally Posted by ColColonCleaner*:

 

You might need to gather more information about SoldierCollision event if someone crashes a jet.

 

You could add a simple OnKill Limit and trigger some SoldierCollision events and check what victim.Name, killer.Name and player.Name objectes contain.

Crashing a jet is just 'Death' to the player with no source. Soldier collision happens on foot, know that much from BF3 on ziba tower when it first came out with all the glitchy ground. Logs would be nice to see where else it happens though.
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Originally Posted by TMiland*:

 

Crashing a jet is just 'Death' to the player with no source. Soldier collision happens on foot, know that much from BF3 on ziba tower when it first came out with all the glitchy ground. Logs would be nice to see where else it happens though.

Ramming a jet into another jet is like this in the eventlog:

Playerlist 12.17.2014 21:47:10 PlayerKilled killed xklauskleberx [soldier collision]

Playerlist 12.17.2014 21:47:10 PlayerKilled killed TopGunTim [soldier collision]

:smile:
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Originally Posted by TMiland*:

 

[00:51:55] KenLDu [soldier collision] KenLDu

 

On Lockers.

Yes, and that's just one soldier, probably a exploding barrel.

 

So when you have 2 soldier colliding at the exact same second, you know it's a jet ram, chances it's something else are slim.

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Originally Posted by TMiland*:

 

You might need to gather more information about SoldierCollision event if someone crashes a jet.

 

You could add a simple OnKill Limit and trigger some SoldierCollision events and check what victim.Name, killer.Name and player.Name objectes contain.

Okay, i'll try to gather some info today, and go on a jet ramming mission. :biggrin:
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Originally Posted by ColColonCleaner*:

 

Yes, and that's just one soldier, probably a exploding barrel.

 

So when you have 2 soldier colliding at the exact same second, you know it's a jet ram, chances it's something else are slim.

Uh, why not just test that out and see if the weapon code is the same? Link a server and i'll ram you.
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Originally Posted by TMiland*:

 

Uh, why not just test that out and see if the weapon code is the same? Link a server and i'll ram you.

Guess i was wrong, looks like this:

Playerlist 12.19.2014 09:29:26 PlayerKilled killed Player1 [J-20 Stealth Jet]

Playerlist 12.19.2014 09:29:26 PlayerKilled killed Player2 [F-35 Stealth Jet]

edit:

So i guess we can use kill.Category == "VehicleAir"

 

edit2: Also, this scenario is quite common: 2 players fly chopper, 1 player rams jet into chopper, then we would have 3 players "PlayerKilled" at the same second.

 

So i guess we need to determine what vehicle the player where flying, to get the punishment right... Hmmm...

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Originally Posted by LumPenPacK*:

 

What happens if a player flies a chopper and crashed it with all passengers? These kills could also be shown as SoldierCollision even if the chopper was hit by a projectile and not crashed on purpose.

 

SoldierCollision could be just too inaccurate to determinate a jet rammer. Even if it's possible to detect there are many situations where it's vague who crashed who, but both can be punished. I don't think this limit could be used in a useful way even if we can detect every jet crash.

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Originally Posted by TMiland*:

 

What happens if a player flies a chopper and crashed it with all passengers? These kills could also be shown as SoldierCollision even if the chopper was hit by a projectile and not crashed on purpose.

 

SoldierCollision could be just too inaccurate to determinate a jet rammer. Even if it's possible to detect there are many situations where it's vague who crashed who, but both can be punished. I don't think this limit could be used in a useful way even if we can detect every jet crash.

No one would type rammer then, unless it was hit by a ramming jet? :smile:
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Originally Posted by TMiland*:

 

Take a look at this: I searched the chatlog, found this:

[14:41:26] Spawl-1 > lame rammer

Then in the eventlog this:

Playerlist 12.18.2014 14:41:11 PlayerKilled killed Spawl-1 [J-20 Stealth Jet]

Playerlist 12.18.2014 14:41:11 PlayerKilled killed Uflaks-Kongen [J-20 Stealth Jet]

Playerlist 12.18.2014 14:41:11 PlayerKilled killed Pinocchio5 [J-20 Stealth Jet]

Here we have 3 players involved in a crash, no idea what went down, so this can be ignored.

 

Also:

Playerlist 12.18.2014 13:32:43 PlayerKilled killed MLGTuaFilha [F-35 Stealth Jet]

Playerlist 12.18.2014 13:32:43 PlayerKilled killed kaffekrus [J-20 Stealth Jet]

and in chatlog:

[13:32:53] MLGTuaFilha > dude dafuck!

[13:33:15] MLGTuaFilha > fuck off rammer

Here we have 2 players involved, the one types rammer in chat, this tells us that the other player is the rammer.

 

And, another issue would be if they find out about how to use this, they would ram someone and instantly type rammer to punish the victim, thats not good. :ohmy:

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Originally Posted by Remi*:

 

Here is a request:

 

Would it be possible to move (when you are a squadleader) one of your squadmembers to another squad (without going into procon fx). Maybe a OnAnyChat cmd that moves them to another squad without killing them aswell?

 

Like !change playername squadname (!change Remi delta)

 

*It's not a super important request, would just be handy sometimes to have.

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Originally Posted by ColColonCleaner*:

 

Take a look at this: I searched the chatlog, found this:

 

 

Then in the eventlog this:

 

 

Here we have 3 players involved in a crash, no idea what went down, so this can be ignored.

 

Also:

 

and in chatlog:

 

 

Here we have 2 players involved, the one types rammer in chat, this tells us that the other player is the rammer.

 

And, another issue would be if they find out about how to use this, they would ram someone and instantly type rammer to punish the victim, thats not good. :ohmy:

Honestly, the only way I would trust this is for jets ramming choppers, always blame the jet, especially if it's a friendly ram. Otherwise it can be a complete accident in many cases. Now, if only jets are involved, you could track possible rammers throughout the game and see who is getting the most and punish them.

 

What is the weapon code by the way, still collision?

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Originally Posted by PapaCharlie9*:

 

Here is a request:

 

Would it be possible to move (when you are a squadleader) one of your squadmembers to another squad (without going into procon fx). Maybe a OnAnyChat cmd that moves them to another squad without killing them aswell?

 

Like !change playername squadname (!change Remi delta)

 

*It's not a super important request, would just be handy sometimes to have.

I don't believe it is possible to move to another squad on the same team without killing. It used to be in BF3, but I think it got changed at some point.

 

Nevertheless, this is a frequently requested in-game chat command, so here you go:

 

showthread....e-team-command*

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Originally Posted by DoMMike*:

 

Hello I want a code similar to this, but I want to kick for a kdr higher then 3.0 and kick players between rank 0 - 45 after the server reaches 32 players.

 

// Limit Player's KDR & Rank

 

double maxKDR = 1.1; // Maximum KD, anyone with higher is kicked

double maxRank = 99; // Maximum Rank, anyone with higher is kicked

 

String[] msgs = { "Sorry, your ",

" is higher than ",

"KDR",

"Rank" };

 

if (player.Kdr > maxKDR || player.Rank > maxRank)

{

String kMsg = msgs[0];

if (player.Kdr > maxKDR)

{

kMsg = kMsg + msgs[2] + msgs[1] + maxKDR.ToString("F1");

}

else

{

kMsg = kMsg + msgs[3] + msgs[1] + maxRank.ToString();

}

plugin.KickPlayerWithMessage(player.Name, kMsg);

}

return false;

 

or will this work? and how would I make this work after 32 players join.

 

(player.Kdr > 3.1 || player.Rank

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