Jump to content

Insane Limits Requests


ImportBot

Recommended Posts

Originally Posted by Rucki*:

 

I'm pretty sure I wrote that limit for someone already. Did you search this thread? Search for player.Tag, that should find it.

Thx, searched.

I think this is not what i will have. :/

 

Ill try it better:

I do not know any Clantag.

 

If all gamers have no clantag -> do nothing.

If only one gamer on the server with a clantag -> do nothing

If 5 gamers are on the server with different clantags -> do nothing

If 2 gamers are on the server with the same clantag -> write in proconchat "2 Players from Clan [yxz] online"

If 5 gamers are on the server with the same clantag -> write in proconchat "5 Players from Clan [yxz] online"

 

If

1 gamer wirth [abc] and

3 gamers with [yxz] and

5 gamers with [trb] are on the server ->

write in proconchat:

 

"3 Players from Clan [yxz] online"

"5 Players from Clan [trb] online"

 

Hope now its more understandable. :ohmy:

Thx!

Rucki

 

---edit---

Ashamed. :mad:

Thx HexaCanon for seaching......

http://www.phogue.net/forumvb/showth...ll=1#post58336*

* Restored post. It could be that the author is no longer active.
Link to comment
  • Replies 3.2k
  • Created
  • Last Reply

Originally Posted by HexaCanon*:

 

this is what i did for a clan counter on procon chat

 

onspawn

 

 

first check expression

Code:

(true)
second check code

Code:

String playerTag = player.Tag;
if (String.IsNullOrEmpty(playerTag)) return false;

List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team1.players);
all.AddRange(team2.players);
if (team3.players.Count > 0) all.AddRange(team3.players);
if (team4.players.Count > 0) all.AddRange(team4.players);

List<PlayerInfoInterface> clan = new List<PlayerInfoInterface>();

foreach (PlayerInfoInterface p in all) {
  String clanTag = p.Tag;
  if (String.IsNullOrEmpty(clanTag)) continue;
  if (clanTag != playerTag) continue;
  // Found a clan member!
  clan.Add(p);
}

String Counter = "Count";
    
int current = 0;
if (server.Data.issetInt(Counter)) current = server.Data.getInt(Counter);

if (clan.Count > 1 && limit.Activations(player.Name) == 1 && clan.Count != current) {
    server.Data.setInt(Counter, clan.Count);
    String message = plugin.R (clan.Count + " [" + playerTag + "] Clan members are online");
    plugin.PRoConChat("ADMIN > " + message);
    }
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by MDV666*:

 

Dear developer as in to bring in this line an exception for the Death weapon. That the condition would be carried out for all types of weapon except Death.

 

Code:

if (!Regex.Match(kill.Weapon, @"(_:Death)", RegexOptions.IgnoreCase).Success) return false;
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

Hi,

 

 

 

working perfect!

Thank you! :smile:

Rucki

fixed something.

 

Code:

String playerTag = player.Tag;
if (String.IsNullOrEmpty(playerTag)) return false;

List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team1.players);
all.AddRange(team2.players);
if (team3.players.Count > 0) all.AddRange(team3.players);
if (team4.players.Count > 0) all.AddRange(team4.players);

List<PlayerInfoInterface> clan = new List<PlayerInfoInterface>();

foreach (PlayerInfoInterface p in all) {
  String clanTag = p.Tag;
  if (String.IsNullOrEmpty(clanTag)) continue;
  if (clanTag != playerTag) continue;
  // Found a clan member!
  clan.Add(p);
}

String Counter = player.Tag + "_Count";
    
int current = 0;
if (server.RoundData.issetInt(Counter)) current = server.RoundData.getInt(Counter);

if (clan.Count > 1 && limit.Activations(player.Name) == 1 && clan.Count != current) {
    server.RoundData.setInt(Counter, clan.Count);
    String message = plugin.R ("^b ^3" + clan.Count + " [^6" + playerTag + "^3] Clan members are online ^0 ^n");
    plugin.PRoConChat("ADMIN > " + message);
    }
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

end of round report for procon chat.

 

Posted Image

 

evaluation : OnRoundOver

 

first check expression

 

Code:

(true)
Code:
TimeSpan Duration = TimeSpan.FromSeconds(server.TimeRound);
String winner = "US";
if (server.WinTeamId == 2) winner = "RU";

String kMaxPlayers = "PCT_max"; // PCT = Player Count Tracker
String kMinPlayers = "PCT_min";
String kPlayers = "PCT_players";
String kTime = "PCT_time";
String kMapRound = "PCT_map_round";

if (!server.Data.issetInt(kPlayers)) {
    server.Data.setInt(kPlayers, 0);
}
if (!server.RoundData.issetInt(kMaxPlayers)) {
    server.RoundData.setInt(kMaxPlayers, 0);
}
if (!server.RoundData.issetInt(kMinPlayers)) {
    server.RoundData.setInt(kMinPlayers, 64);
}
if (!server.RoundData.issetObject(kTime)) {
	server.RoundData.setObject(kTime, DateTime.Now);
}
if (!server.RoundData.issetString(kMapRound)) {
	server.RoundData.setString(kMapRound, server.MapFileName + server.CurrentRound.ToString());
}

int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

/* Check for change */

int lastPlayers = server.Data.getInt(kPlayers);
int currentPlayers = server.PlayerCount;


/* Calculate net change */

int maxPlayers = server.RoundData.getInt(kMaxPlayers);
int minPlayers = server.RoundData.getInt(kMinPlayers);

int netChange = currentPlayers - lastPlayers;

if (maxPlayers < currentPlayers) {
	server.RoundData.setInt(kMaxPlayers, currentPlayers);
	maxPlayers = currentPlayers;
}
if (minPlayers > currentPlayers) {
	server.RoundData.setInt(kMinPlayers, currentPlayers);
	minPlayers = currentPlayers;
}
server.Data.setInt(kPlayers, currentPlayers);
server.RoundData.setObject(kTime, DateTime.Now);

/* BF3 friendly map names, including B2K */
Dictionary<String, String> maps = new Dictionary<String, String>();
maps.Add("MP_001", "Grand Bazaar");
maps.Add("MP_003", "Teheran Highway");
maps.Add("MP_007", "Caspian Border");
maps.Add("MP_011", "Seine Crossing");
maps.Add("MP_012", "Operation Firestorm");
maps.Add("MP_013", "Damavand Peak");
maps.Add("MP_017", "Noshahr Canals");
maps.Add("MP_018", "Kharg Island");
maps.Add("MP_Subway", "Operation Metro");
maps.Add("XP1_001", "Strike at Karkand");
maps.Add("XP1_002", "Gulf of Oman");
maps.Add("XP1_003", "Sharqi Peninsula");
maps.Add("XP1_004", "Wake Island");
maps.Add("XP2_Factory", "Scrapmetal");
maps.Add("XP2_Office", "Operation 925");
maps.Add("XP2_Palace", "Donya Fortress");
maps.Add("XP2_Skybar", "Ziba Tower");
maps.Add("XP3_Desert", "Bandar Desert");
maps.Add("XP3_Alborz", "Alborz Mountains");
maps.Add("XP3_Shield", "Armored Shield");
maps.Add("XP3_Valley", "Death Valley");

/* BF3 friendly game modes, including B2K */
Dictionary<String, String> modes = new Dictionary<String, String>();    
modes.Add("ConquestLarge0", "CQ64");
modes.Add("ConquestSmall0", "CQ");
modes.Add("ConquestSmall1", "CQA");
modes.Add("RushLarge0", "Rush");
modes.Add("SquadRush0", "SQRush");
modes.Add("SquadDeathMatch0", "SQDM");
modes.Add("TeamDeathMatch0", "TDM");
modes.Add("Domination0", "CQD");
modes.Add("GunMaster0", "GM");
modes.Add("TeamDeathMatchC0", "TDMC");
modes.Add("TankSuperiority0", "TankS");

String mapName = (maps.ContainsKey(server.MapFileName)) _ maps[server.MapFileName] : server.MapFileName;
String modeName = (modes.ContainsKey(server.Gamemode)) _ modes[server.Gamemode] : server.Gamemode;
String color = (netChange >= 0) _ "^2+" : "^8";
String time = DateTime.Now.ToString("HH:mm:ss");
String currMapRound = server.MapFileName + server.CurrentRound.ToString();

String ticket = "US : " + team1.Tickets + "/" + server.TargetTickets + " | RU : " + team2.Tickets + "/" + server.TargetTickets;
if (server.Gamemode == "ConquestLarge0" ||
server.Gamemode == "ConquestSmall0" ||
server.Gamemode == "ConquestSmall1" ||
server.Gamemode == "Domination0" ||
server.Gamemode == "TankSuperiority0") ticket = "US : " + team1.Tickets  + " | RU : " + team2.Tickets ;


List<String> LogLines = new List<String>();
LogLines.Add("^8Time : " + time +"^0");
LogLines.Add("^8Duration : " + Duration +"^0");
LogLines.Add("^8Map Name : " + mapName +"^0");
LogLines.Add("^8Mode Name : " + modeName +"^0");
LogLines.Add("^8Round : " + (server.CurrentRound+1) + "/" + server.TotalRounds +"^0");
LogLines.Add("^8winner : " + winner +"^0");
if (server.Gamemode == "ConquestLarge0" ||
server.Gamemode == "ConquestSmall0" ||
server.Gamemode == "ConquestSmall1" ||
server.Gamemode == "Domination0" ||
server.Gamemode == "TankSuperiority0" ||
server.Gamemode == "SquadDeathMatch0" ||
server.Gamemode == "TeamDeathMatch0" ||
server.Gamemode == "TeamDeathMatchC0") LogLines.Add("^8Tickets : " + ticket +"^0");
LogLines.Add("^8Players : "  + currentPlayers + "/" + server.MaxPlayers +"^0");
LogLines.Add("^8Minimum players on round : " + minPlayers +"^0");
LogLines.Add("^8Maximum players on round : " + maxPlayers +"^0");

if (true) {
    plugin.PRoConChat("^8>>>>RoundOver Report<<<<^0");
    foreach(string Line in LogLines) {
        plugin.PRoConChat(Line);
    }
return false;
}
i still need to see if min and max players only working properly hopefully PC can tell.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

Dear developer as in to bring in this line an exception for the Death weapon. That the condition would be carried out for all types of weapon except Death.

 

Code:

if (!Regex.Match(kill.Weapon, @"(_:Death)", RegexOptions.IgnoreCase).Success) return false;
No. You have a double negative. Assuming this is a first_check Expression, you need to do either this:

 

Code:

if (!Regex.Match(kill.Weapon, @"(_:Death)", RegexOptions.IgnoreCase).Success) return true;
or this:

 

Code:

if (Regex.Match(kill.Weapon, @"(_:Death)", RegexOptions.IgnoreCase).Success) return false;
Notice that I removed the ! in the second choice.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

end of round report for procon chat.

 

Posted Image

 

evaluation : OnRoundOver

 

first check expression

 

Code:

(true)
Code:
TimeSpan Duration = TimeSpan.FromSeconds(server.TimeRound);
String winner = "US";
if (server.WinTeamId == 2) winner = "RU";

String kMaxPlayers = "PCT_max"; // PCT = Player Count Tracker
String kMinPlayers = "PCT_min";
String kPlayers = "PCT_players";
String kTime = "PCT_time";
String kMapRound = "PCT_map_round";

if (!server.Data.issetInt(kPlayers)) {
    server.Data.setInt(kPlayers, 0);
}
if (!server.RoundData.issetInt(kMaxPlayers)) {
    server.RoundData.setInt(kMaxPlayers, 0);
}
if (!server.RoundData.issetInt(kMinPlayers)) {
    server.RoundData.setInt(kMinPlayers, 64);
}
if (!server.RoundData.issetObject(kTime)) {
	server.RoundData.setObject(kTime, DateTime.Now);
}
if (!server.RoundData.issetString(kMapRound)) {
	server.RoundData.setString(kMapRound, server.MapFileName + server.CurrentRound.ToString());
}

int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

/* Check for change */

int lastPlayers = server.Data.getInt(kPlayers);
int currentPlayers = server.PlayerCount;


/* Calculate net change */

int maxPlayers = server.RoundData.getInt(kMaxPlayers);
int minPlayers = server.RoundData.getInt(kMinPlayers);

int netChange = currentPlayers - lastPlayers;

if (maxPlayers < currentPlayers) {
	server.RoundData.setInt(kMaxPlayers, currentPlayers);
	maxPlayers = currentPlayers;
}
if (minPlayers > currentPlayers) {
	server.RoundData.setInt(kMinPlayers, currentPlayers);
	minPlayers = currentPlayers;
}
server.Data.setInt(kPlayers, currentPlayers);
server.RoundData.setObject(kTime, DateTime.Now);

/* BF3 friendly map names, including B2K */
Dictionary<String, String> maps = new Dictionary<String, String>();
maps.Add("MP_001", "Grand Bazaar");
maps.Add("MP_003", "Teheran Highway");
maps.Add("MP_007", "Caspian Border");
maps.Add("MP_011", "Seine Crossing");
maps.Add("MP_012", "Operation Firestorm");
maps.Add("MP_013", "Damavand Peak");
maps.Add("MP_017", "Noshahr Canals");
maps.Add("MP_018", "Kharg Island");
maps.Add("MP_Subway", "Operation Metro");
maps.Add("XP1_001", "Strike at Karkand");
maps.Add("XP1_002", "Gulf of Oman");
maps.Add("XP1_003", "Sharqi Peninsula");
maps.Add("XP1_004", "Wake Island");
maps.Add("XP2_Factory", "Scrapmetal");
maps.Add("XP2_Office", "Operation 925");
maps.Add("XP2_Palace", "Donya Fortress");
maps.Add("XP2_Skybar", "Ziba Tower");
maps.Add("XP3_Desert", "Bandar Desert");
maps.Add("XP3_Alborz", "Alborz Mountains");
maps.Add("XP3_Shield", "Armored Shield");
maps.Add("XP3_Valley", "Death Valley");

/* BF3 friendly game modes, including B2K */
Dictionary<String, String> modes = new Dictionary<String, String>();    
modes.Add("ConquestLarge0", "CQ64");
modes.Add("ConquestSmall0", "CQ");
modes.Add("ConquestSmall1", "CQA");
modes.Add("RushLarge0", "Rush");
modes.Add("SquadRush0", "SQRush");
modes.Add("SquadDeathMatch0", "SQDM");
modes.Add("TeamDeathMatch0", "TDM");
modes.Add("Domination0", "CQD");
modes.Add("GunMaster0", "GM");
modes.Add("TeamDeathMatchC0", "TDMC");
modes.Add("TankSuperiority0", "TankS");

String mapName = (maps.ContainsKey(server.MapFileName)) _ maps[server.MapFileName] : server.MapFileName;
String modeName = (modes.ContainsKey(server.Gamemode)) _ modes[server.Gamemode] : server.Gamemode;
String color = (netChange >= 0) _ "^2+" : "^8";
String time = DateTime.Now.ToString("HH:mm:ss");
String currMapRound = server.MapFileName + server.CurrentRound.ToString();

String ticket = "US : " + team1.Tickets + "/" + server.TargetTickets + " | RU : " + team2.Tickets + "/" + server.TargetTickets;
if (server.Gamemode == "ConquestLarge0" ||
server.Gamemode == "ConquestSmall0" ||
server.Gamemode == "ConquestSmall1" ||
server.Gamemode == "Domination0" ||
server.Gamemode == "TankSuperiority0") ticket = "US : " + team1.Tickets  + " | RU : " + team2.Tickets ;


List<String> LogLines = new List<String>();
LogLines.Add("^8Time : " + time +"^0");
LogLines.Add("^8Duration : " + Duration +"^0");
LogLines.Add("^8Map Name : " + mapName +"^0");
LogLines.Add("^8Mode Name : " + modeName +"^0");
LogLines.Add("^8Round : " + (server.CurrentRound+1) + "/" + server.TotalRounds +"^0");
LogLines.Add("^8winner : " + winner +"^0");
if (server.Gamemode == "ConquestLarge0" ||
server.Gamemode == "ConquestSmall0" ||
server.Gamemode == "ConquestSmall1" ||
server.Gamemode == "Domination0" ||
server.Gamemode == "TankSuperiority0" ||
server.Gamemode == "SquadDeathMatch0" ||
server.Gamemode == "TeamDeathMatch0" ||
server.Gamemode == "TeamDeathMatchC0") LogLines.Add("^8Tickets : " + ticket +"^0");
LogLines.Add("^8Players : "  + currentPlayers + "/" + server.MaxPlayers +"^0");
LogLines.Add("^8Minimum players on round : " + minPlayers +"^0");
LogLines.Add("^8Maximum players on round : " + maxPlayers +"^0");

if (true) {
    plugin.PRoConChat("^8>>>>RoundOver Report<<<<^0");
    foreach(string Line in LogLines) {
        plugin.PRoConChat(Line);
    }
return false;
}
i still need to see if min and max players only working properly hopefully PC can tell.
i think to make sure that the "minimum players on round" and "maximum players on round" values to be accurate you need

 

Player Count Tracker* to be on, you will find a nice log version there that logs your rounds into a file (at the end posted by me).

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

i think to make sure that the "minimum players on round" and "maximum players on round" values to be accurate you need

 

Player Count Tracker* to be on, you will find a nice log version there that logs your rounds into a file (at the end posted by me).

No, don't need Player Count Tracker to be on, though having it on makes currentPlayer and netChange correct. All you actually need is a separate limit that evaluates OnIntervalServer every 60 seconds.

 

Move this code into the OnIntervalServer limit (you don't need it in OnRoundOver):

 

Code:

String kMaxPlayers = "PCT_max"; // PCT = Player Count Tracker
String kMinPlayers = "PCT_min";

if (!server.RoundData.issetInt(kMaxPlayers)) {
    server.RoundData.setInt(kMaxPlayers, 0);
}
if (!server.RoundData.issetInt(kMinPlayers)) {
    server.RoundData.setInt(kMinPlayers, 64);
}

int maxPlayers = server.RoundData.getInt(kMaxPlayers);
int minPlayers = server.RoundData.getInt(kMinPlayers);

if (maxPlayers < currentPlayers) {
	server.RoundData.setInt(kMaxPlayers, currentPlayers);
	maxPlayers = currentPlayers;
}
if (minPlayers > currentPlayers) {
	server.RoundData.setInt(kMinPlayers, currentPlayers);
	minPlayers = currentPlayers;
}
Don't do both, though! Either run PCT limit or make your own OnIntervalServer limit.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

No, don't need Player Count Tracker to be on, though having it on makes currentPlayer and netChange correct. All you actually need is a separate limit that evaluates OnIntervalServer every 60 seconds.

 

Move this code into the OnIntervalServer limit (you don't need it in OnRoundOver):

 

Code:

String kMaxPlayers = "PCT_max"; // PCT = Player Count Tracker
String kMinPlayers = "PCT_min";

if (!server.RoundData.issetInt(kMaxPlayers)) {
    server.RoundData.setInt(kMaxPlayers, 0);
}
if (!server.RoundData.issetInt(kMinPlayers)) {
    server.RoundData.setInt(kMinPlayers, 64);
}

int maxPlayers = server.RoundData.getInt(kMaxPlayers);
int minPlayers = server.RoundData.getInt(kMinPlayers);

if (maxPlayers < currentPlayers) {
	server.RoundData.setInt(kMaxPlayers, currentPlayers);
	maxPlayers = currentPlayers;
}
if (minPlayers > currentPlayers) {
	server.RoundData.setInt(kMinPlayers, currentPlayers);
	minPlayers = currentPlayers;
}
Don't do both, though! Either run PCT limit or make your own OnIntervalServer limit.
yeah i refered to PCT because it was already there :smile: , and it gives a real benefit (2 birds 1 stone _)
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by MDV666*:

 

Thanks everything works!

Write how to use please

 

Code:

/* Weapon Stats, Current Round, All Rounds (Total) */
        WeaponStatsInterface this[String WeaponName] { get; }
I want to make a script which will take accuracy percent, percent of headshots and number of the killed on a certain type of the weapon for example M416, M4, AEK971 and other from statistics of battlelog and on certain parameters to execute actions for example a log or kick/
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

Thanks everything works!

Write how to use please

 

Code:

/* Weapon Stats, Current Round, All Rounds (Total) */
        WeaponStatsInterface this[String WeaponName] { get; }
I want to make a script which will take accuracy percent, percent of headshots and number of the killed on a certain type of the weapon for example M416, M4, AEK971 and other from statistics of battlelog and on certain parameters to execute actions for example a log or kick/
yeah i would love to take some weapon stats, but i dont think insane limits really takes weapon stats at the moment.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by pharbehind*:

 

Papa, pairing with the !surrender command from your other limit, can you provide code for a Yell Spam that would start when these thresholds are met?

 

double minTicketPercent = 10; // CUSTOMIZE: minimum ticket percentage remaining in the round

double minTicketGap = 50; // CUSTOMIZE: minimum ticket gap between winning and losing teams

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

Papa, pairing with the !surrender command from your other limit, can you provide code for a Yell Spam that would start when these thresholds are met?

 

double minTicketPercent = 10; // CUSTOMIZE: minimum ticket percentage remaining in the round

double minTicketGap = 50; // CUSTOMIZE: minimum ticket gap between winning and losing teams

what do you want the yell to say ?

 

minTicketPercent is to stop players from !surrender . no idea why you want to spam on it.

 

minTicketGap is also the same :s

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

B/c I want a message to appear telling users that they can use this command, but only show it when they're eligible to.

 

Make sense?

try and test this, i compiled it but did not see if it does the intended function

 

OnIntervalServer

 

interval : 60

 

first check code

 

Code:

String kCount = "mycounter";

int count = 0;
if (plugin.RoundData.issetInt(kCount)) count = plugin.RoundData.getInt(kCount);


double minTicketPercent = 10;
double minTicketGap = 50;
int SpamEveryMinute = 2; // must be 1 , 2 ,3 ,4 ,5 no decimals, at 60 interval this spam will show up every 2 minutes, this is to avoid a bug in insane limits.

if (count % SpamEveryMinute != 0) {
    count  = count + 1;
    plugin.RoundData.setInt(kCount, count);
    return false;
}

if (server.RemainTicketsPercent(1) > minTicketPercent && server.RemainTicketsPercent(2) > minTicketPercent) {
    double t1 = server.RemainTickets(1);
    double t2 = server.RemainTickets(2);
    if (Math.Abs(t1 - t2) > minTicketGap) {
        String message = plugin.R("if you are losing you can !votenext");
        plugin.ServerCommand("admin.yell", message, "12");
    }
}

count  = count + 1;
plugin.RoundData.setInt(kCount, count);

return false;
please read the int SpamEveryMinute note

 

Edit : just tested it and it is working.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

anyone have a team or skill scrambler.

i seen the one for live balancer but it says not for noobs

 

anyone have one that is lol

truebalancer is the only procon balancer that works easly.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

B/c I want a message to appear telling users that they can use this command, but only show it when they're eligible to.

 

Make sense?

Did you want a separate limit like Hex made, or did you want a change to the !surrender limit itself? I thought you wanted a change in the limit itself, otherwise, you have to copy the values of minTicketPercent and minTicketGap into both and make sure they are the same all the time.

 

If you want it in the original limit, post your request in that thread.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by MDV666*:

 

Dear PapaCharlie9. My idea is very important for game process on the server. Prompt please concerning my message placed at the beginning of page about percent headshots from statistics of the player.Thx.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HexaCanon*:

 

Dear PapaCharlie9. My idea is very important for game process on the server. Prompt please concerning my message placed at the beginning of page about percent headshots from statistics of the player.Thx.

i still agree with this.

 

also someway of pulling the maplist will be wonderful , but weapon stats is very important.

 

today this guy joined "Maximanimo", cheatometer.hedix.de stats :

- Kill-Assists-Percentage 1.05

PDW UMP45 Damage per Shot 100

Supporter M249 Damage per Shot 100

Supporter RPK74 Damage per Shot 100

Assault GLOBAL Damage per Shot 95.24

Assault M16 Damage per Shot 95.24

Supporter Type 88 Damage per Shot 91.67

 

 

would have banned him before he joined if we could retrieve weapon stats xD

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by MDV666*:

 

i still agree with this.

 

also someway of pulling the maplist will be wonderful , but weapon stats is very important.

 

today this guy joined "Maximanimo", cheatometer.hedix.de stats :

- Kill-Assists-Percentage 1.05

PDW UMP45 Damage per Shot 100

Supporter M249 Damage per Shot 100

Supporter RPK74 Damage per Shot 100

Assault GLOBAL Damage per Shot 95.24

Assault M16 Damage per Shot 95.24

Supporter Type 88 Damage per Shot 91.67

 

 

would have banned him before he joined if we could retrieve weapon stats xD

Every day I study some log for the last days. Every day I find dishonest players and noted direct link with statistics on the weapon. Namely on headshots percent. Having possibility of requests from battlelog of such parameters on several types of weapon as headshots percent, percent of accuracy and number of kills from it it is possible to lock an input on the server with explicit cheater. Therefore as they have values which are unavailable to honest players. Very much I hope for the help of the developer. It could help very much with creation of an interesting and fair play on the server.

 

Taking an opportunity I want to share a script which found at this forum and a little it added.

 

 

Code:

/* BF3 friendly map names, including B2K */
    Dictionary<String, String> Maps = new Dictionary<String, String>();
    Maps.Add("MP_001", "Grand Bazaar");
    Maps.Add("MP_003", "Teheran Highway");
    Maps.Add("MP_007", "Caspian Border");
    Maps.Add("MP_011", "Seine Crossing");
    Maps.Add("MP_012", "Operation Firestorm");
    Maps.Add("MP_013", "Damavand Peak");
    Maps.Add("MP_017", "Noshahr Canals");
    Maps.Add("MP_018", "Kharg Island");
    Maps.Add("MP_Subway", "Operation Metro");
    Maps.Add("XP1_001", "Strike At Karkand");
    Maps.Add("XP1_002", "Gulf of Oman");
    Maps.Add("XP1_003", "Sharqi Peninsula");
    Maps.Add("XP1_004", "Wake Island");
    
    /* BF3 friendly game modes, including B2K */
    Dictionary<String, String> Modes = new Dictionary<String, String>();    
    Modes.Add("ConquestLarge0", "Conquest64");
    Modes.Add("ConquestSmall0", "Conquest");
    Modes.Add("ConquestSmall1", "Conquest Assault");
    Modes.Add("RushLarge0", "Rush");
    Modes.Add("SquadRush0", "Squad Rush");
    Modes.Add("SquadDeathMatch0", "Squad Deathmatch");
    Modes.Add("TeamDeathMatch0", "Team Deathmatch");
// List all the players
List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team1.players);
all.AddRange(team2.players);
if (team3.players.Count > 0) all.AddRange(team3.players);
if (team4.players.Count > 0) all.AddRange(team4.players);

String header = server.MapFileName + Maps[server.MapFileName] + " - " + Modes[server.Gamemode] + "(" + server.TimeRound + " - " + server.CurrentRound + "/" + server.TotalRounds + ")";
plugin.Log("stats.csv", "");
plugin.Log("stats.csv", header);

if (!plugin.Data.issetBool("FreshLog")) {
    // Write the heading line
    plugin.Log("stats.csv", "Name,Tag,Team,Squad,Kills,Deaths,KDRatio,Score,SPM,KPM,Time,TeamKills,TeamDeaths");
    plugin.Data.setBool("FreshLog", true);
}


// Dump all the players to the log
foreach (PlayerInfoInterface p in all) {
    // Build up the log line:
    String line = p.Name + ",";
    line += p.Tag + ",";
    line += p.TeamId + ",";
    line += p.SquadId + ",";
    line += p.KillsRound + ",";
    line += p.DeathsRound + ",";
    line += p.KdrRound + ",";
    line += p.ScoreRound + ",";
    line += p.SpmRound + ",";
    line += p.KpmRound + ",";
    line += p.TimeRound + ",";
    line += p.TeamKillsRound + ",";
    line += p.TeamDeathsRound + ",";

    // Log it
    plugin.Log("stats.csv", line);
}
return false;
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

Dear PapaCharlie9. My idea is very important for game process on the server. Prompt please concerning my message placed at the beginning of page about percent headshots from statistics of the player.Thx.

I understand. I don't know how to add this feature. The weapon stats code was originally written by micovery. He or someone with more programming skill than me would have to write the new code. That is beyond my skill and knowledge.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by MDV666*:

 

I understand. I don't know how to add this feature. The weapon stats code was originally written by micovery. He or someone with more programming skill than me would have to write the new code. That is beyond my skill and knowledge.

And you can give information on this command? In total that know?

 

Code:

/* Weapon Stats, Current Round, All Rounds (Total) */
        WeaponStatsInterface this[String WeaponName] { get; }
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Itz_cujo666*:

 

Ah...I saw SQDM, the magic word and I thought it was a sparkling new balancer to try... eheh :smile:

 

So, I try my first helpful post, instead of always requesting.

 

For vehicles, to disable or punish in SQDM, there are a couple of options...

 

is probably your best bet.*

 

disables vehicles*, based on map.

 

punishes for weapons*. It's set up for M320, etc...but you can adjust the weapon names to BMP, or whatever vehicles are on your map.

 

I go back to hoping for a SQDM balancer now. :smile:

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

And you can give information on this command? In total that know?

 

Code:

/* Weapon Stats, Current Round, All Rounds (Total) */
        WeaponStatsInterface this[String WeaponName] { get; }
No, sorry. I never used it myself.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by aduh*:

 

This limit combines both Kdr, and Accuracy measurements from Battlelog to kick suspicious players.

 

Set limit to evaluate OnJoin, and action to Kick

 

Set first_check to this Expression:

 

Code:

(  player.Kdr > 4.0   ||  player.Accuracy > 50  )
You may adjust the values of Kdr, and Accuracy as you see fit.
How can I add a "white list" with players excluded from that limit ?
* Restored post. It could be that the author is no longer active.
Link to comment

Archived

This topic is now archived and is closed to further replies.




  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.