ImportBot Posted January 25, 2015 Author Share Posted January 25, 2015 Originally Posted by TMiland*: LumPenPacK* said: You could do something like this: Code: List<PlayerInfoInterface> all = new List<PlayerInfoInterface>(); int countCommanders = 0; foreach (PlayerInfoInterface p in all) { if (p.Role == 1 || p.Role == 2 ) { countCommanders++; } if(countCommanders == 1) { /* do something because only 1 commander is active */ } return false; Thanks! I give up for now, my head is obviously not working. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 30, 2015 Author Share Posted January 30, 2015 Originally Posted by moacco07*: Hello PapaCharlie9, Could you make a limit for welcome message that display in a box on first spawn in each round, showing below information: Or do you any existing plugin, proconrulz website that can do this? ------------------------------------------------- Player name: xxxxxx Country: xxxxxxxx EA GUID: XXXXXXX Current map/mode: xxxxxxxx ------------------------------------------------- Something like this. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 30, 2015 Author Share Posted January 30, 2015 Originally Posted by LCARSx64*: moacco07* said: Hello PapaCharlie9, Could you make a limit for welcome message that display in a box on first spawn in each round, showing below information: Or do you any existing plugin, proconrulz website that can do this? ------------------------------------------------- Player name: xxxxxx Country: xxxxxxxx EA GUID: XXXXXXX Current map/mode: xxxxxxxx ------------------------------------------------- Something like this. Firstly, you should not display a player's EA Guid to everyone, therefore the following limit sends all the messages ONLY to the spawning player.Secondly, using the title "EA Guid:" can potentially be longer than a single chat line, so the following limit uses the title "Guid:" instead. Thirdly, combined display of the full map and gamemode can potentially be longer than a single chat line, so the following limit displays the current map on a single line and the mode on a seperate line. OnSpawn Messages Create a new limit to evaluate OnSpawn. Set action to None. Set first_check to this Expression: Code: (true)Set second_check to this Code:Code: // OnSpawn Messages - Limit 1 of 1 // v1.0 - OnSpawn - second_check code // String[] msgs = { "------------------------------------------------------------------------------------------", "Player Name: ", "Country: ", "GUID: ", "Current Map: ", "Current Gamemode: ", "------------------------------------------------------------------------------------------" }; if (limit.Activations(player.Name) == 1) { msgs[1] = msgs[1] + player.FullName; msgs[2] = msgs[2] + player.CountryName; msgs[3] = msgs[3] + player.EAGuid; msgs[4] = msgs[4] + plugin.FriendlyMapName(server.MapFileName); msgs[5] = msgs[5] + plugin.FriendlyModeName(server.Gamemode); for (int i = 0; i < 7; i++) { plugin.SendPlayerMessage(player.Name, msgs[i]); } } return false; End of post. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 30, 2015 Author Share Posted January 30, 2015 Originally Posted by moacco07*: Hello LCARSx64, Thanks, i'll give a go. I will inform if there's any issues. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 31, 2015 Author Share Posted January 31, 2015 Originally Posted by PapaCharlie9*: TMiland* said: Why isn't it possible? I know it is possible to detect kill weapon Tomahawk, same for Gunship, that leaves the commander, not possible to kick? There's no way to detect who deployed the gunship. Unless you are talking about maps where only the commander can deploy the Gunship, if such a thing exists? I stopped playing at Naval Strike, so I'm a bit out of date. For Tomahawk + Commander, use this: OnKill first_check Expression Code: (kill.Weapon == "U_Tomahawk" && (killer.Role == 2 || killer.Role == 3))EDIT: LOL, I caught up with the rest of the discussion after. Yeah, that's what I meant! * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 31, 2015 Author Share Posted January 31, 2015 Originally Posted by TMiland*: PapaCharlie9* said: There's no way to detect who deployed the gunship. Unless you are talking about maps where only the commander can deploy the Gunship, if such a thing exists? I stopped playing at Naval Strike, so I'm a bit out of date. For Tomahawk + Commander, use this: OnKill first_check Expression Code: (kill.Weapon == "U_Tomahawk" && (killer.Role == 2 || killer.Role == 3))EDIT: LOL, I caught up with the rest of the discussion after. Yeah, that's what I meant! You would know who deployed it, because the limit is meant for when it's only one commander online. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 1, 2015 Author Share Posted February 1, 2015 Originally Posted by PapaCharlie9*: TMiland* said: You would know who deployed it, because the limit is meant for when it's only one commander online. Can't normal players deploy the gunship? I seem to recall doing that a few times myself. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 2, 2015 Author Share Posted February 2, 2015 Originally Posted by TMiland*: PapaCharlie9* said: Can't normal players deploy the gunship? I seem to recall doing that a few times myself. No, only the commander may deploy the gunship. So the idea was that if someone got a kill with it, we could warn/kick the commander, if it was only one cmdr online. Same with the Tomahawk. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 2, 2015 Author Share Posted February 2, 2015 Originally Posted by LCARSx64*: TMiland* said: No, only the commander may deploy the gunship. So the idea was that if someone got a kill with it, we could warn/kick the commander, if it was only one cmdr online. Same with the Tomahawk. Yeah as far as I know only the commander can call the gunship, but even if a player can/could you could firstly check if only 1 commander is online and punish the player on repeat uses of it if there is only one commander. I'll have a go at coding this as soon as I get the chance. Sent from Samsung Galaxy S5 using Tapatalk * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 2, 2015 Author Share Posted February 2, 2015 Originally Posted by TMiland*: LCARSx64* said: Yeah as far as I know only the commander can call the gunship, but even if a player can/could you could firstly check if only 1 commander is online and punish the player on repeat uses of it if there is only one commander. I'll have a go at coding this as soon as I get the chance. Sent from Samsung Galaxy S5 using Tapatalk Thats great! But, i would rather warn/kick the commander if it is only one commander, then he cannot redeploy the gunship, because he was kicked. Same goes for the Tomahawk. So only when there is one cmdr, tomahawk and gunship is not allowed. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 2, 2015 Author Share Posted February 2, 2015 Originally Posted by LCARSx64*: TMiland* said: Thats great! But, i would rather warn/kick the commander if it is only one commander, then he cannot redeploy the gunship, because he was kicked. Same goes for the Tomahawk. So only when there is one cmdr, tomahawk and gunship is not allowed. That brings us back to the original problem, e.g: There is only 1 commander online, he/she calls a gunship ... Player1 spawns in the gunship and kills someone so the commander gets a warning. Now either Player1 kills again with the gunship or Player2 spawns in it and kills someone, now the commander would be kicked because there have been mutiple kills with the initial gunship. There's no way of telling if the gunship was called for the first time, second time, etc. As I suggested, a better solution would be to warn the commander and all players not to use the gunship whilst only one commander is online. If (as in the case above with Player1) a player kills a second time then that player gets killed with a message stating why. Meanwhile, the commander has a cool off period (does the gunship stay active until shot down or is it a set time_), after that, any additional kills from the gunship will cause the commander to be kicked. Does that sound like a better solution? * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 2, 2015 Author Share Posted February 2, 2015 Originally Posted by Clandestine_ZA*: Hey guys. I'm completely new to Insane Limits....and I'm struggling to find anything on !Votenuke and how to enable it on my server * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 2, 2015 Author Share Posted February 2, 2015 Originally Posted by TMiland*: LCARSx64* said: That brings us back to the original problem, e.g: There is only 1 commander online, he/she calls a gunship ... Player1 spawns in the gunship and kills someone so the commander gets a warning. Now either Player1 kills again with the gunship or Player2 spawns in it and kills someone, now the commander would be kicked because there have been mutiple kills with the initial gunship. There's no way of telling if the gunship was called for the first time, second time, etc. As I suggested, a better solution would be to warn the commander and all players not to use the gunship whilst only one commander is online. If (as in the case above with Player1) a player kills a second time then that player gets killed with a message stating why. Meanwhile, the commander has a cool off period (does the gunship stay active until shot down or is it a set time_), after that, any additional kills from the gunship will cause the commander to be kicked. Does that sound like a better solution? That sound like a good solution. The gunship stays until shot down, and can be deployed immediately after. With your solution, the commander will shoot himself in the foot if he deploys the gunship, and get kicked. As for the Tomahawk, that should get warn/kick i guess. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 2, 2015 Author Share Posted February 2, 2015 Originally Posted by TMiland*: Clandestine_ZA* said: Hey guys. I'm completely new to Insane Limits....and I'm struggling to find anything on !Votenuke and how to enable it on my serverHave a look here: showthread....-%28CQ-Rush%29* * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 2, 2015 Author Share Posted February 2, 2015 Originally Posted by Clandestine_ZA*: TMiland* said: Have a look here: showthread....-%28CQ-Rush%29* Thank...will give it a go * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 3, 2015 Author Share Posted February 3, 2015 Originally Posted by PapaCharlie9*: TMiland* said: That sound like a good solution. The gunship stays until shot down, and can be deployed immediately after. With your solution, the commander will shoot himself in the foot if he deploys the gunship, and get kicked. As for the Tomahawk, that should get warn/kick i guess. Sounds good to me too, though I would admin.kill a killer in the gunship on first violation. BTW, it might be worth experimenting with admin.movePlayer to see if that is an intermediate punishment short of kicking the commander. I think you can remove a commander from the command seat by sending them to another team in a specific non-zero squad and then moving them back to the original team on a specific non-zero squad, or just leave them in the new team. I'm not sure this will work, you should try it first. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 4, 2015 Author Share Posted February 4, 2015 Originally Posted by LjMjollnir*: PapaCharlie9* said: I think you can remove a commander from the command seat by sending them to another team in a specific non-zero squad and then moving them back to the original team on a specific non-zero squad, or just leave them in the new team. I'm not sure this will work, you should try it first.Unless something has changed i dont think this works.. using my my bidmap plugin if Conquest comes up and someone jumps in the commander seat .. then next round a mode that doesnt support commander comes along the player gets booted from the game when trying to spawn.. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 4, 2015 Author Share Posted February 4, 2015 Originally Posted by LCARSx64*: PapaCharlie9* said: Sounds good to me too, though I would admin.kill a killer in the gunship on first violation. BTW, it might be worth experimenting with admin.movePlayer to see if that is an intermediate punishment short of kicking the commander. I think you can remove a commander from the command seat by sending them to another team in a specific non-zero squad and then moving them back to the original team on a specific non-zero squad, or just leave them in the new team. I'm not sure this will work, you should try it first. Hmmm, there's a thought. If an commander calls a gunship and you move him either to the other team or the same team but as a normal player (Role 0) then move him straight back to the original team as commander, I wonder if that would reset the gunship (basically un-spawning it)? LjMjollnir* said: Unless something has changed i dont think this works.. using my my bidmap plugin if Conquest comes up and someone jumps in the commander seat .. then next round a mode that doesnt support commander comes along the player gets booted from the game when trying to spawn..Is that a reported bug? Sent from Samsung Galaxy S5 using Tapatalk * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 4, 2015 Author Share Posted February 4, 2015 Originally Posted by LjMjollnir*: LCARSx64* said: Is that a reported bug?Not that im aware of.. just something i have noticed myself * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 4, 2015 Author Share Posted February 4, 2015 Originally Posted by superg*: Is it possible to create a limit that would remove players with a specific clan tag from all squads at the end of a round? The reason i ask is because we run a small server with truebalancer. We have scramble set to maintain squads with 2 or more clan tags. We would like to exempt our own clan tag so that our members always get scrambled while other clans can maintain their squads. I figured the easiest way to do that would be by removing our members from all squads automatically at the end of round before the scramble takes place. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 4, 2015 Author Share Posted February 4, 2015 Originally Posted by LCARSx64*: superg* said: Is it possible to create a limit that would remove players with a specific clan tag from all squads at the end of a round? The reason i ask is because we run a small server with truebalancer. We have scramble set to maintain squads with 2 or more clan tags. We would like to exempt our own clan tag so that our members always get scrambled while other clans can maintain their squads. I figured the easiest way to do that would be by removing our members from all squads automatically at the end of round before the scramble takes place. Assuming that is members from a single clan that you want to remove from all squads, this should do what you want: Change the string highlighted in red to the clan tag you wish to remove from all squads. Remove Clan from All Squads Create a new limit to evaluate OnRoundOver. Set action to None. Set first_check to this Code: Code: // Remove Clan from All Squads - Limit 1 of 1 // v1.0 - OnRoundOver - first_check code // String sTags = "TAG"; // Clan tag to remove from squads List<PlayerInfoInterface> allPlayers = new List<PlayerInfoInterface>(); allPlayers.AddRange(team1.players); allPlayers.AddRange(team2.players); foreach (PlayerInfoInterface p in allPlayers) { if (p.Tag == sTags && p.Role == 0) { plugin.ServerCommand("admin.movePlayer", p.Name, p.TeamId.ToString(), "0", "true"); } } return false; End of post. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 4, 2015 Author Share Posted February 4, 2015 Originally Posted by PapaCharlie9*: LjMjollnir* said: Unless something has changed i dont think this works.. using my my bidmap plugin if Conquest comes up and someone jumps in the commander seat .. then next round a mode that doesnt support commander comes along the player gets booted from the game when trying to spawn..I meant within the same round. What you observed is expected, though why it works that way, rather than just demoting, is anyone's guess. LCARSx64* said: Hmmm, there's a thought. If an commander calls a gunship and you move him either to the other team or the same team but as a normal player (Role 0) then move him straight back to the original team as commander, I wonder if that would reset the gunship (basically un-spawning it)?It might hasten its demise, but I doubt very much that it would instantly reset it. And you don't have to move him back to the commander seat. Once there is no commander, or the flag that enables the gunship spawn is lost to the other team, the spawned gunship goes on a death timer. Or am I remembering incorrectly? * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 4, 2015 Author Share Posted February 4, 2015 Originally Posted by LCARSx64*: PapaCharlie9* said: It might hasten its demise, but I doubt very much that it would instantly reset it. And you don't have to move him back to the commander seat. Once there is no commander, or the flag that enables the gunship spawn is lost to the other team, the spawned gunship goes on a death timer. Or am I remembering incorrectly?Yeah I'm not sure how that works, I'll have to run some tests to check it. If it did reset it then we wouldn't need a cool down period after the initial warning. If it goes on a death timer when the commander is gone (moved) then we'd move him back and use the death timer period as the cool down. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 6, 2015 Author Share Posted February 6, 2015 Originally Posted by superg*: LCARSx64* said: Assuming that is members from a single clan that you want to remove from all squads, this should do what you want.Thank You very much for the code. It is working perfectly. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 16, 2015 Author Share Posted February 16, 2015 Originally Posted by w262035635*: hi guys.. How to kick the specified clan tag players? * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 16, 2015 Author Share Posted February 16, 2015 Originally Posted by PapaCharlie9*: w262035635* said: hi guys.. How to kick the specified clan tag players? You mean, kick any player with tag XXX? Create a limit to evaluate OnSpawn, call it Clan XXX Kicker Set first_check to this Code: Code: if (player.Tag == "XXX") { plugin.KickPlayerWithMessage(player.Name, "YOUR MESSAGE HERE, like, XXX GTFO!"); // CHANGE } return false; * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 16, 2015 Author Share Posted February 16, 2015 Originally Posted by w262035635*: PapaCharlie9* said: You mean, kick any player with tag XXX? Create a limit to evaluate OnSpawn, call it Clan XXX Kicker Set first_check to this Code: Code: if (player.Tag == "XXX") { plugin.KickPlayerWithMessage(player.Name, "YOUR MESSAGE HERE, like, XXX GTFO!"); // CHANGE } return false; Yes.. This is what I want. And if need to limit multiple tags, need how to set up? * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 17, 2015 Author Share Posted February 17, 2015 Originally Posted by LCARSx64*: w262035635* said: Yes.. This is what I want. And if need to limit multiple tags, need how to set up?There are a couple of ways to do this: Option 1 Using a coded list: Change Papa's code to: Code: List<String> badTags = new List<String>(); badTags.Add("XXX"); badTags.Add("YYY"); // Add more badTags.Add("ZZZ"); lines as needed. if (badTags.Contains(player.Tag)) { plugin.KickPlayerWithMessage(player.Name, "Sorry, [" + player.Tag + "] clan tags are not allowed in this server!"); } return false; Option 2 Using a custom list: Create a new Custom List with the following settings: Code: name: BadTags comparison: CaseSensitive data: XXX, YYY, ...Change Papa's code to:Code: if (plugin.isInList(player.Tag, "BadTags")) { plugin.KickPlayerWithMessage(player.Name, "Sorry, [" + player.Tag + "] clan tags are not allowed in this server!"); } return false; * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 18, 2015 Author Share Posted February 18, 2015 Originally Posted by Proteas*: Request: Force only 2 teams (squads) in Squad Deathmatch mode. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 19, 2015 Author Share Posted February 19, 2015 Originally Posted by moacco07*: Hi PapaCharlie9, Is there any way that insane limit force enable commander mode if server you are hosting runs with multimodes? What i know now commander mode is only available on Conquest, Obliteration and carrier assault right? * Restored post. It could be that the author is no longer active. Link to comment
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