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Originally Posted by Itz_cujo666*:

 

Hi,

 

I wanted to ask...will anyone take up the challenge of an limit SQDM balancer? :smile:

 

From ...* or ...*?

 

If it randomizes squads (keeping clans together) at the start of each round, to make the squad numbers balanced, then adds new joiners to the smallest squad, would be great...or any other way, doesn't need to be fancy, just trying to keep 4 squads with even(ish) players...

 

Thanks,

Cujo

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Originally Posted by EBassie*:

 

Hi PapaCharlie9,

 

I have a limit request. I could not find this, so I guess it's not out there yet.

Lately we have some random players posing as clanmembers.

 

So, what I want to have is a custom list of players who can wear our clantag.

 

If players who are not on this list join the server wearing our clantag, they should be kicked.

On multiple kicks, they should be banned automatically.

 

That said, I already have 2 custom lists (admins & admin_tags) with all my fellow clanmembers & clantag for the M320 / GP30 complaints limit. So I guess we can re-use that.

 

Can you help me with that?

 

Greetings,

 

EB

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Originally Posted by HexaCanon*:

 

Hi PapaCharlie9,

 

I have a limit request. I could not find this, so I guess it's not out there yet.

Lately we have some random players posing as clanmembers.

 

So, what I want to have is a custom list of players who can wear our clantag.

 

If players who are not on this list join the server wearing our clantag, they should be kicked.

On multiple kicks, they should be banned automatically.

 

That said, I already have 2 custom lists (admins & admin_tags) with all my fellow clanmembers & clantag for the M320 / GP30 complaints limit. So I guess we can re-use that.

 

Can you help me with that?

 

Greetings,

 

EB

OnSpawn

 

first check code

Code:

String ClanWarning = player.Name + "_ClanNameWarning";
String KickMessage = plugin.R("%p_n% , please change your clan tag");
String BanMessage = plugin.R("%p_n% , you have been banned for using a reserved Tag name");
int CWarning = 0;
if (server.Data.issetInt(ClanWarning)) CWarning = server.Data.getInt(ClanWarning);

if ( (player.Tag == "11" || player.Tag == "11T") && !plugin.isInList(player.Name, "admin_tags")) {
	if (CWarning == 0) {
		plugin.KickPlayerWithMessage(player.Name, KickMessage);
	}
	if (CWarning == 1) {
		plugin.KickPlayerWithMessage(player.Name, KickMessage);
	}
	if (CWarning >= 2) {
		plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Permanent, player.Name, 0, BanMessage);
	}
	server.Data.setInt(ClanWarning, CWarning+1);
	return false;
}
if a player is not in list and has "11" or "11T" as clan tag , he will receive the punishment.
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Originally Posted by EBassie*:

 

Hmm I found a problem with the limit.

 

Players won't get kicked using the unauthorized clantag, because we our clantags are in the standard "clan_white_list".

This means the unauthorized player with this clantag will never be kicked because that clantag is whitelisted :ohmy:

 

Is there a way to override / ignore the standard whitelists (clan_white_list & player_white_list)?

 

The only solution I now have is to remove the clantags in the clan_white_list.

 

BTW Hexacanon, you got me started with this limit. But I changed it a bit so I don't have to change the limit itself when adding other clantags:

 

Code:

String adminList = "admins"; // Name of custom list for admin names
String adminTags = "admin_tags"; // Name of custom list for admin tags

String ClanWarning = player.Name + "_ClanNameWarning";
String KickMessage = plugin.R("%p_n%, please change your ClanTag");
String BanMessage = plugin.R("%p_n%, you have been banned for using a reserved ClanTag");
int CWarning = 0;
if (server.Data.issetInt(ClanWarning)) CWarning = server.Data.getInt(ClanWarning);


if (!plugin.isInList(player.Name, adminList) && plugin.isInList(player.Tag, adminTags)) {
	if (CWarning == 0) {
		plugin.KickPlayerWithMessage(player.Name, KickMessage);
	}
	if (CWarning == 1) {
		plugin.KickPlayerWithMessage(player.Name, KickMessage);
	}
	if (CWarning >= 2) {
		plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Permanent, player.Name, 0, BanMessage);
	}
	server.Data.setInt(ClanWarning, CWarning+1);
	return false;
}
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Originally Posted by Singh400*:

 

Don't use the standard clan tag whitelist. Create your own customized list, I think by default all limits check against the standard white list. Creating a custom one with work around that because you'll need to manually write the code to check against it.

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Originally Posted by PapaCharlie9*:

 

Hi,

 

I wanted to ask...will anyone take up the challenge of an limit SQDM balancer? :smile:

 

From ...* or ...*?

 

If it randomizes squads (keeping clans together) at the start of each round, to make the squad numbers balanced, then adds new joiners to the smallest squad, would be great...or any other way, doesn't need to be fancy, just trying to keep 4 squads with even(ish) players...

 

Thanks,

Cujo

It's on my to-do list, but I have to finish the Zombie Mode 2.0 plugin first. Halloween is coming up fast!
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Originally Posted by Itz_cujo666*:

 

It's on my to-do list, but I have to finish the Zombie Mode 2.0 plugin first. Halloween is coming up fast!

Hi,

 

Ok, great, thanks!! :smile:

 

Eagerly anticipating it.

 

Regards,

Cujo

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Originally Posted by EBassie*:

 

Change "admin_tags" to "admins".

Yup I saw that error, but I changed the limit to use the already available custom list "admin_tags" & "admins". So it's easier to maintain.

 

 

i think you should only use custom lists instead of the standard white list.

 

and yes i thought you had a list with player names named "admin_tag" ......

Don't use the standard clan tag whitelist. Create your own customized list, I think by default all limits check against the standard white list. Creating a custom one with work around that because you'll need to manually write the code to check against it.

Looked at all my limits and I don't really need the standard clan_white_list. So this is working out perfectly.

Thanks again for your help fellas.

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Originally Posted by dyn*:

 

I tried working out this code from before but totally failed. My previous description of what I was trying to do was written poorly. Let me try again. This request will only be for one item: displaying a multi-line player say (chat box) on the players first spawn during the start of his first new round.. Here's how it should work:

 

Player123 connects to server during the middle of a round. The only message Player123 gets is yell welcome message.

ROUND ENDS - NEW ROUND - Player123 is still connected.

On the FIRST spawn of ONLY this round Player123 receives a multi-line player.say message.

Directly sent to Player123 -

"Welcome to this our server"

"Read rules by typing @rules"

"more player say messages here"

 

On subsequent rounds no new messages are displayed when Player123 spawns.

 

-----

 

 

I don't know how much extra information is needed here because I will probably only confuse again. However, the idea behind this is that I actually want the user to see the welcome message in chat. During the middle of the round chances are slim that a player would even be able read the rules fast enough before they're scrolled away.

 

Is this possible? And thank you for any assistance. :cool:

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Originally Posted by HexaCanon*:

 

I tried working out this code from before but totally failed. My previous description of what I was trying to do was written poorly. Let me try again. This request will only be for one item: displaying a multi-line player say (chat box) on the players first spawn during the start of his first new round.. Here's how it should work:

 

Player123 connects to server during the middle of a round. The only message Player123 gets is yell welcome message.

ROUND ENDS - NEW ROUND - Player123 is still connected.

On the FIRST spawn of ONLY this round Player123 receives a multi-line player.say message.

Directly sent to Player123 -

"Welcome to this our server"

"Read rules by typing @rules"

"more player say messages here"

 

On subsequent rounds no new messages are displayed when Player123 spawns.

 

-----

 

 

I don't know how much extra information is needed here because I will probably only confuse again. However, the idea behind this is that I actually want the user to see the welcome message in chat. During the middle of the round chances are slim that a player would even be able read the rules fast enough before they're scrolled away.

 

Is this possible? And thank you for any assistance. :cool:

easy , just define to me when is "middle of the round" .

 

first code expression

 

Code:

server.TimeRound < 120
second check code

 

Code:

List<String> Rules = new List<String>();
Rules.Add("Welcome to our server");
Rules.Add("Read rules by typing @rules");
Rules.Add("more player say messages here");



if (limit.Activations(player.Name) == 1) {
	foreach(string Rule in Rules)
        plugin.ServerCommand("admin.say", Rule, "player", player.Name);
}

return false;
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Originally Posted by pharbehind*:

 

Does a Time-Based idle kick exist? And with that Time-Based, the player count functionality as well?

 

For example, I only want the idle kick to be on if:

- Time is between 6pm-1am

- Player count above 48/64

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Originally Posted by HexaCanon*:

 

Does a Time-Based idle kick exist? And with that Time-Based, the player count functionality as well?

 

For example, I only want the idle kick to be on if:

- Time is between 6pm-1am

- Player count above 48/64

that is possible, it is just that i am not 100% sure what is the time based on from the codes i have xD
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Originally Posted by PapaCharlie9*:

 

that is possible, it is just that i am not 100% sure what is the time based on from the codes i have xD

Between 6pm (18:00) and 1am (7 hours later) is this code:

 

Code:

DateTime from = new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day, 18, 0, 0); // 6pm today
DateTime to = from.AddHours(7); // 1am tomorrow
// plugin.ConsoleWrite("From: " + from);
// plugin.ConsoleWrite("To: " + to);
if (DateTime.Now >= from && DateTime.Now <= to) {
    // Time is between 6pm and 1am
} else {
    // Time is NOT between 6pm and 1am
}
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Originally Posted by HexaCanon*:

 

would love to see a limit that moves players of the same clan tag and on the same team to an empty squad.

 

Edit : ondeath of course and happens only once per round.

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Originally Posted by HexaCanon*:

 

Could I bother someone to create that Time & Count-based idle kick?

oninternalserver (set the period below 100 to avoid a bug)

 

first check code

 

Code:

DateTime from = new DateTime(DateTime.Now.Year, DateTime.Now.Month, DateTime.Now.Day, 18, 0, 0); // 6pm today
DateTime to = from.AddHours(7); // 1am tomorrow
// plugin.ConsoleWrite("From: " + from);
// plugin.ConsoleWrite("To: " + to);
if (DateTime.Now >= from && DateTime.Now <= to) {
    // Time is between 6pm and 1am
	plugin.ServerCommand("vars.idleTimeout", "300");
} else {
    // Time is NOT between 6pm and 1am
	if (server.PlayerCount >= 48) {
		plugin.ServerCommand("vars.idleTimeout", "300");
	}
	if (server.PlayerCount < 48) {
		plugin.ServerCommand("vars.idleTimeout", "0");
	}
}

return false;
sets idle timer to 5 minutes if time between 6pm-1am or else it will set it to 5 minutes if the server has more than 48 players. if less it will disable it.
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Originally Posted by pharbehind*:

 

You rock :smile:

 

edit - after testing, it doesn't seem to work correctly. Only the player count part of it seems to work.

 

There should two scenarios as well:

 

(1) if the time is between 6pm and 1am AND the player count is above 48, then turn idle kick on. otherwise off.

(2) if the time is between 1:01am and 5:59pm, then keep idle kick off, regardless of player count.

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Originally Posted by HexaCanon*:

 

i managed to get stuff like

 

Code:

double Kills_Round = player[kill.Weapon].KillsRound;
double Headshots_Round = player[kill.Weapon].HeadshotsRound;
double Kills_Total = player[kill.Weapon].KillsTotal;
double Headshots_Total = player[kill.Weapon].HeadshotsTotal;
but those are related to the in-game numbers, i am trying to get the battlelog numbers -.-

 

how do we pull these out

 

Code:

public interface BattlelogWeaponStatsInterface
    {
        double Accuracy { get; }
        double Kills { get; }
        double Headshots { get; }
        double ShotsFired { get; }
        double ShotsHit { get; }
        String Name { get; }
        String Slug { get; }
        String Category { get; }
        String Code { get; }
        double TimeEquipped { get; }
    }
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Originally Posted by Singh400*:

 

i managed to get stuff like

 

Code:

double Kills_Round = player[kill.Weapon].KillsRound;
double Headshots_Round = player[kill.Weapon].HeadshotsRound;
double Kills_Total = player[kill.Weapon].KillsTotal;
double Headshots_Total = player[kill.Weapon].HeadshotsTotal;
but those are related to the in-game numbers, i am trying to get the battlelog numbers -.-

 

how do we pull these out

 

Code:

public interface BattlelogWeaponStatsInterface
    {
        double Accuracy { get; }
        double Kills { get; }
        double Headshots { get; }
        double ShotsFired { get; }
        double ShotsHit { get; }
        String Name { get; }
        String Slug { get; }
        String Category { get; }
        String Code { get; }
        double TimeEquipped { get; }
    }
player.Kills and so on.
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Originally Posted by Disturbed11B*:

 

So i've tried searching for it, but for some reason cant find it....

 

Isn't there a limit out there that handles Frag Round issues..

 

Such as someone typing @frag Disturbed11B and you vote him off the server?

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Originally Posted by HexaCanon*:

 

So i've tried searching for it, but for some reason cant find it....

 

Isn't there a limit out there that handles Frag Round issues..

 

Such as someone typing @frag Disturbed11B and you vote him off the server?

www.phogue.net/forumvb/showth...derslung-limit*
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Originally Posted by HexaCanon*:

 

!votenext limit giving retarded time on procon chat

 

Code:

[14:14:45] Carpathian2011 > !votenext
[14:14:38] ADMIN to Carpathian2011 > *** You voted to end this round and start the next round!
[14:14:52] GxInsane > !votenext
[14:14:45] ADMIN to GxInsane > *** You voted to end this round and start the next round!
[14:14:52] Abs0lutez3ro - Russian Army > !revive
[14:14:54] TGillay > 5 more
[14:14:55] d3faultPlayer > !votenext
[14:14:49] ADMIN to d3faultPlayer > *** You voted to end this round and start the next round!
[14:14:51] AUTOBALANCING [Player: C-4ear]
[14:14:57]  h3iva > [SV98] 12 Kills | 11 HeadShots | 91.67% HeadShots per Kill 
[14:15:07] ksuomela > !votenext
[14:15:01] ADMIN to ksuomela > *** You voted to end this round and start the next round!
[14:15:10]  h3iva > [SV98] 13 Kills | 12 HeadShots | 92.31% HeadShots per Kill 
[14:15:18] Le_Harlequinn > !votenext
[14:15:11] ADMIN to Le_Harlequinn > *** You voted to end this round and start the next round!
[14:15:13]  h3iva > [SV98] 14 Kills | 13 HeadShots | 92.86% HeadShots per Kill 
[14:15:24] TGillay > ok
[14:15:24] BandOfGypsys > !votenext
[14:15:17] ADMIN to BandOfGypsys > *** You voted to end this round and start the next round!
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Originally Posted by PapaCharlie9*:

 

!votenext limit giving retarded time on procon chat

LOL, I was confused because I thought you meant "retarded" as in "dumb/wrong" rather than "delayed".

 

That happens all the time for me for all of my plugins, not just Insane Limits. Chat commands will appear after the reply to the command. My guess is that PRoCon lets all the plugins process the chat first, then it processes it last and displays it to the log. Probably the more plugins you have and the longer they take to process an event, the longer the "retardation" delay.

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