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Originally Posted by IAF-SDS*:

 

Give this a try:

 

Create a new custom list (make sure use_custom_lists is True) called idle_whitelist. Set it to CaseSensitive. You can put player names or clan tags in the list, separated by commas.

 

Create a new limit to evaluate OnIntervalServer, call it "Idle Kick", set interval to 60 seconds, leave Action set to None.

 

Set first_check to this Code:

 

Code:

double MaximumIdleSeconds = 10*60; // 10 minutes
double MinimumPlayers = 6;
String KickMessage = "Idle too long";

if (server.PlayerCount < MinimumPlayers) 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);

// Track and update idle players

foreach (PlayerInfoInterface p in all) {
    if (plugin.isInList(p.Name, "idle_whitelist") || (!String.IsNullOrEmpty(p.Tag) && plugin.isInList(p.Tag, "idle_whitelist"))) continue;
    if (plugin.CheckPlayerIdle(p.Name) > MaximumIdleSeconds) {
        plugin.ConsoleWrite("Kicking idle player " + p.FullName);
        plugin.KickPlayerWithMessage(p.Name, KickMessage);
    }
}
return false;
You should change the top three lines.

 

MaximumIdleSeconds is the maximum idle time in seconds. So if you want 15 minutes, make it 15*60, or 900.

 

MinimumPlayers is the minimum number of players that have to be in the server before the idle kicker is enabled. I set it to 6, but you can change it to whatever you want.

 

KickMessage is the message you want the player to see when they are kicked.

 

 

NOTE: I haven't tested this myself, but I've been told that the idle time tracked by the game server is cumulative. So if a player is idle for 5 minutes, then plays for an hour, then is idle for 5 minutes again, his idle time will be reported as 10 minutes. Keep that in mind when you set the maximum.

RE post #1224*

 

Papa, regarding your NOTE above, do you know if idle time is indeed cumulative? (Im hoping it isn't.)

 

Does this count the idle time for all players, whether they are spawned in or not spawned as specs?

 

Also, I would like to use this only during key hours of the day, and have the idle kicker disabled during the slow time in the after hours. Would you please add such a time option for me? (Example, idle kicker works from 9AM to 9PM only.)

 

Thanks Papa.

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Originally Posted by PapaCharlie9*:

 

RE post #1224*

 

Papa, regarding your NOTE above, do you know if idle time is indeed cumulative? (Im hoping it isn't.)

 

Does this count the idle time for all players, whether they are spawned in or not spawned as specs?

 

Also, I would like to use this only during key hours of the day, and have the idle kicker disabled during the slow time in the after hours. Would you please add such a time option for me? (Example, idle kicker works from 9AM to 9PM only.)

 

Thanks Papa.

I'm not sure about cumulative or when it applies, spawned or not, there is no documentation. We'll just have to discover empirically.

 

Timing code is a few posts above. You can have a go at combining (I'm on my phone Tapatalk did I set that in my sig_)

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Originally Posted by Wiggles*:

 

Is this correct if I want a warning with 6 and 7 kills, a yell at 8 kills, kill at 9, and kick at 10 kills? (I assumed that the /* text */ is to have a description in the code, and that it didnt have anything to do with the code, so I deleted it)

 

I also tried make it so that there is a limit on rpg/smaw on metro, but not on the rest of the maps. Does that work?

 

The "%w_p_x%", does it show the number of kills with the weapon (4 kills), or weapon and kills with it (M67, 4 kills)?

 

Im not sure on how to make a counter for each weapon, and how to keep the stats on a round perspective, rather than the join session to the server or in total for player (I want it to remember for each player for each round, even if they are kicked and rejoin, and then reset when the next round starts). Can you help me with that too?

 

 

OnKill - Expression

Code:

( Regex.Match(kill.Weapon, @"(_:M320|GP30|RPG|SMAW|M67)", RegexOptions.IgnoreCase).Success )
Code - action to None

Code:

String kCounter = "_TreatAsOne_Count";
TimeSpan time = TimeSpan.FromSeconds(3);

int warnings = 0;
if (server.Data.issetInt(kCounter)) warnings = server.Data.getInt(kCounter);

if (warnings < 5 && Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|RPG-7|SMAW|M67)", RegexOptions.IgnoreCase).Success) {
} else if (warnings < 5 && ! Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|M67)", RegexOptions.IgnoreCase).Success) {
} else if (warnings == 5 && Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|RPG-7|SMAW|M67)", RegexOptions.IgnoreCase).Success) {
        msg = plugin.R("We have a no explosive rule here %k_n%! You have over 5 kills with the %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("Insane Limits > " + msg);
        server.Data.setInt(kCounter, warnings+1);
} else if (warnings == 5 && ! Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|M67)", RegexOptions.IgnoreCase).Success) {
        msg = plugin.R("We have a no explosive rule here %k_n%! You have over 5 kills with the %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("Insane Limits > " + msg);
        server.Data.setInt(kCounter, warnings+1);
} else if (warnings == 6 && Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|RPG-7|SMAW|M67)", RegexOptions.IgnoreCase).Success) {
        msg = plugin.R("We have a no explosive rule here %k_n%! You have over 5 kills with the %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("Insane Limits > " + msg);
        server.Data.setInt(kCounter, warnings+1);
} else if (warnings == 6 && ! Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|M67)", RegexOptions.IgnoreCase).Success) {
        msg = plugin.R("We have a no explosive rule here %k_n%! You have over 5 kills with the %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("Insane Limits > " + msg);
        server.Data.setInt(kCounter, warnings+1);
} else if (warnings == 7 && Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|RPG-7|SMAW|M67)", RegexOptions.IgnoreCase).Success) { 
        msg = plugin.R("FINAL WARNING %k_n%! You are SPAMMING the %w_n%!");
        plugin.ServerCommand("admin.say", msg, "player", killer. Name);
        plugin.ServerCommand("admin.yell", msg, "15", "player", killer. Name);
        plugin.PRoConChat("Insane Limits yells at " + killer.Name + "> " + msg);
} else if (warnings == 7 && ! Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|M67)", RegexOptions.IgnoreCase).Success) {
        msg = plugin.R("FINAL WARNING %k_n%! You are SPAMMING the %w_n%!");
        plugin.ServerCommand("admin.say", msg, "player", killer. Name);
        plugin.ServerCommand("admin.yell", msg, "15", "player", killer. Name);
        plugin.PRoConChat("Insane Limits yells at " + killer.Name + "> " + msg);
} else if (warnings == 8) && Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|RPG-7|SMAW|M67)", RegexOptions.IgnoreCase).Success) { 
        msg = plugin.R("Killing %k_n% for ignoring warnings and spamming with %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("Insane Limits > " + msg);
        plugin.KillPlayer(killer.Name, 1);
} else if (warnings == 8) && ! Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|M67)", RegexOptions.IgnoreCase).Success) { 
        msg = plugin.R("Killing %k_n% for ignoring warnings and spamming with %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("Insane Limits > " + msg);
        plugin.KillPlayer(killer.Name, 1);
}else if (warnings >= 9) && Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|RPG-7|SMAW|M67)", RegexOptions.IgnoreCase).Success) { 
        msg = plugin.R("Kicking %k_n% for ignoring warnings and spamming with %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("Insane Limits > " + msg);
        plugin.KickPlayerWithMessage(killer.Name, msg);
}else if (warnings >= 9) && ! Regex.Match(server.MapFileName, @"(_:MP_Subway)", RegexOptions.IgnoreCase).Success && Regex.Match(kill.Weapon,  @"(M320|GP30|M67)", RegexOptions.IgnoreCase).Success) { 
        msg = plugin.R("Kicking %k_n% for ignoring warnings and spamming with %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("Insane Limits > " + msg);
        plugin.KickPlayerWithMessage(killer.Name, msg);
}
player.RoundData.setInt(kCounter, warnings+1);
return false;
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Originally Posted by PapaCharlie9*:

 

Is this correct if I want a warning with 6 and 7 kills, a yell at 8 kills, kill at 9, and kick at 10 kills? (I assumed that the /* text */ is to have a description in the code, and that it didnt have anything to do with the code, so I deleted it)

 

I also tried make it so that there is a limit on rpg/smaw on metro, but not on the rest of the maps. Does that work?

 

The "%w_p_x%", does it show the number of kills with the weapon (4 kills), or weapon and kills with it (M67, 4 kills)?

 

Im not sure on how to make a counter for each weapon, and how to keep the stats on a round perspective, rather than the join session to the server or in total for player (I want it to remember for each player for each round, even if they are kicked and rejoin, and then reset when the next round starts). Can you help me with that too?

Let's keep this in the other thread. I answered there.
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Originally Posted by Tomgun*:

 

ive been looking all over the this forum and I cant find anything to announce top scorer in the current round on a set interval. I want it to display this

 

"Current KING OF THE CASTLE is [name]"

 

and I want it to go by score not kills and display both yell and say (I can edit to change) and display at a set interval (which I can edit). I use both limits and rulz plugins so if anybody can help it would be much appreciated.

 

Cheers

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Originally Posted by PapaCharlie9*:

 

ive been looking all over the this forum and I cant find anything to announce top scorer in the current round on a set interval. I want it to display this

 

"Current KING OF THE CASTLE is [name]"

 

and I want it to go by score not kills and display both yell and say (I can edit to change) and display at a set interval (which I can edit). I use both limits and rulz plugins so if anybody can help it would be much appreciated.

 

Cheers

You didn't say what interval to start with. I'll use 5 minutes and you can change that by changing the value of the OnIntervalServer interval, which is in seconds. Change the message by editing the value of message.

 

Create a new limit called Top Score, set it to evaluate OnIntervalServer, set the interval to 300 (5 minutes), leave Action set to None.

 

Set first_check to this Code:

 

Code:

/* Version 0.9/R1 */
// The player name will be inserted where the {0} marker is
// The score will be inserted where the {1} marker is, which you may omit
String message = "Current KING OF THE CASTLE is {0} with {1} points";

// Sort players by score
List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team1.players);
all.AddRange(team2.players);
all.AddRange(team3.players);
all.AddRange(team4.players);

double max = 0;
String name = null;
foreach (PlayerInfoInterface p in all) {
    if (p.ScoreRound > max) {
        max = p.ScoreRound ;
        name = p.Name;
    }
}

if (name == null) return false;
if (max < 101) return false;

String msg = String.Format(message, name, max);
plugin.PRoConChat("Insane Limits > " + msg);
plugin.SendGlobalMessage(msg);
plugin.SendGlobalYell(msg, 10);
return false;
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Originally Posted by p19blo*:

 

Not sure if possible. Is there any way to put clan tags into squads?

 

clan tag {pro} all go into alpha, if alphas occupied they go to next available squad.

 

Is this possible ?

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Originally Posted by PapaCharlie9*:

 

cheers papa, ill try it out :ohmy:

 

is it got a yell option in this, cant see it?

 

great work btw

The same message is used for both chat and yell (yell function is at the bottom). Did you want different messages? If so, give me an idea of how the yell would be different.
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Originally Posted by PapaCharlie9*:

 

Not sure if possible. Is there any way to put clan tags into squads?

 

clan tag {pro} all go into alpha, if alphas occupied they go to next available squad.

 

Is this possible ?

What do you mean by "put" and "go into"? Do you mean kill all the tagged players and move them? Do you mean move them when they die? Do you mean all at once in the middle of a round? Between rounds? As each player joins?

 

Unless you mean between rounds, Alpha is always going to have other players, so it's best to start with an unoccupied squad. So they might start in Golf or Hotel and go up from there.

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Originally Posted by PapaCharlie9*:

 

Probably best for after first death. limits puts all clan tags into a squad. starting aroung Golf or Hotel.

I'm still not clear on what you are looking for. After first death of anyone in the round? Of a clan member? Of someone in the target squad? I'm going to assume you mean the first death of a clan member.

 

How about describing an example in detail, step by step? That would clarify things a lot.

 

Let's say the round has been playing for 10 minutes and [LGN]First joins and [LGN] is one of the special clan tags. He is added as the fourth member of squad Bravo, with 3 other non-clan players, on US. Then he is killed.

 

Now what should happen?

 

Then [LGN]Second joins RU as the second player of Delta squad. The other player in Delta is non-clan. Then [LGN]Second dies.

 

Now what should happen?

 

Now [LGN]First dies again.

 

Now what should happen?

 

Then [LGN]Third joins US in a squad by himself (Echo). Then he dies.

 

Now what should happen?

 

Add [LGN]Fourth to the RU team lone wolf (no squad). Then he dies.

 

Now what should happen?

 

What should happen if after moving all the clan members into one squad, the teams are grossly unbalanced, like 20 to 28?

 

Will this apply to only one clan, e.g. [LGN], or only specifically defined clans, or all clans regardless of what tag they wear? How should the clans be specified?

 

What if there are 5+ members of the clan in the server? What happens then?

 

Software code is very specific and requires every minute decision to be spelled out in detail. Without that level of detail, the answer to your original question is, "No, it is not possible."

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Originally Posted by Singh400*:

 

Remember that limit I setup to detect killings with unusual items? Spawn beacons, med kits etc? Finally got a useful hit but it's all corrupted the logging file shows this...

 

Code:

2013-08-24,07:05:39,firebolt888pb_guid
So I dug into the event log itself and I tracked down the event itself in the event log...

 

Code:

Playerlist 08/24/2013 07:05:39 PlayerKilled firebolt888 killed plzDI3thxbye [{MISSING: global.Weapons.xxxx}]
Anyone seen this before?
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Originally Posted by PapaCharlie9*:

 

Remember that limit I setup to detect killings with unusual items? Spawn beacons, med kits etc? Finally got a useful hit but it's all corrupted the logging file shows this...

 

Code:

2013-08-24,07:05:39,firebolt888,pb_guid
So I dug into the event log itself and I tracked down the event itself in the event log...

 

Code:

Playerlist 08/24/2013 07:05:39 PlayerKilled firebolt888 killed plzDI3thxbye [{MISSING: global.Weapons.xxxx;}]
Anyone seen this before?
Yes. In the R38 update, some weapon got its name mangled. It shows up with exactly that sequence of garbage in Procon. We haven't figured out if it is simply a decoding issue (correct on the wire) or if the game server sends a bad string.
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Originally Posted by PapaCharlie9*:

 

Hi, I have a huge request, I need a script to change the name of the server, depending on the number of players

That's not a huge request. Just write another post on how many players (in ranges, 4 to 15, 16 to 23, 24 to 39, etc.) and what name you want the server to be for that range. Next time, put that info in the original post and save yourself some time.
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Originally Posted by dyfuzor*:

 

That's not a huge request. Just write another post on how many players (in ranges, 4 to 15, 16 to 23, 24 to 39, etc.) and what name you want the server to be for that range. Next time, put that info in the original post and save yourself some time.

Hello I'm doing this because we have continuous DDoS attacks

I would name himself fit show me where to place it

0 - 16

17 - 32

33 - 48

49 - 64

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Originally Posted by PapaCharlie9*:

 

Hello I'm doing this because we have continuous DDoS attacks

I would name himself fit show me where to place it

0 - 16

17 - 32

33 - 48

49 - 64

I'm not sure how this is going to help with ddos attacks, but whatever.

 

Create a new limit called Server Name, evaluate OnIntervalServer, set the interval to 60 seconds, leave Action set to None.

 

Set first_check to this Code:

 

Code:

String msg1 = "Put 0 to 16 player name here";
String msg2 = "Put 17 to 32 player name here";
String msg3 = "Put 33 to 48 player name here";
String msg4 = "Put 49 to 64 player name here";

String msg = msg4;
if (server.PlayerCount <= 16) {
    msg = msg1;
} else if (server.PlayerCount <= 32) {
    msg = msg2;
} else if (server.PlayerCount <= 48) {
    msg = msg3;
}

plugin.ConsoleWrite(server.PlayerCount.ToString() + " players, setting server name to: " + msg);
plugin.ServerCommand("vars.serverName", msg);
return false;
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Originally Posted by Jaythegreat1*:

 

I'm not sure how this is going to help with ddos attacks, but whatever.

 

Create a new limit called Server Name, evaluate OnIntervalServer, set the interval to 60 seconds, leave Action set to None.

 

Set first_check to this Code:

 

Code:

String msg1 = "Put 0 to 16 player name here";
String msg2 = "Put 17 to 32 player name here";
String msg3 = "Put 33 to 48 player name here";
String msg4 = "Put 49 to 64 player name here";

String msg = msg4;
if (server.PlayerCount <= 16) {
    msg = msg1;
} else if (server.PlayerCount <= 32) {
    msg = msg2;
} else if (server.PlayerCount <= 48) {
    msg = msg3;
}

plugin.ConsoleWrite(server.PlayerCount.ToString() + " players, setting server name to: " + msg);
plugin.ServerCommand("vars.serverName", msg);
return false;
Changing a server name probably won't help since BF3 Servers are stored by GUID, rather than name or IP address.
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Originally Posted by PapaCharlie9*:

 

I kinda need some help. I don't really understand what you guys are saying, Could someone either write a tutorial or meet me in my ts and talk me through?

Did you watch the video on post #1 of the plugin thread? That's a good place to start.
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Originally Posted by starsky*:

 

Give this a try:

 

Create a new custom list (make sure use_custom_lists is True) called idle_whitelist. Set it to CaseSensitive. You can put player names or clan tags in the list, separated by commas.

 

Create a new limit to evaluate OnIntervalServer, call it "Idle Kick", set interval to 60 seconds, leave Action set to None.

 

Set first_check to this Code:

 

Code:

double MaximumIdleSeconds = 10*60; // 10 minutes
double MinimumPlayers = 6;
String KickMessage = "Idle too long";

if (server.PlayerCount < MinimumPlayers) 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);

// Track and update idle players

foreach (PlayerInfoInterface p in all) {
    if (plugin.isInList(p.Name, "idle_whitelist") || (!String.IsNullOrEmpty(p.Tag) && plugin.isInList(p.Tag, "idle_whitelist"))) continue;
    if (plugin.CheckPlayerIdle(p.Name) > MaximumIdleSeconds) {
        plugin.ConsoleWrite("Kicking idle player " + p.FullName);
        plugin.KickPlayerWithMessage(p.Name, KickMessage);
    }
}
return false;
You should change the top three lines.

 

MaximumIdleSeconds is the maximum idle time in seconds. So if you want 15 minutes, make it 15*60, or 900.

 

MinimumPlayers is the minimum number of players that have to be in the server before the idle kicker is enabled. I set it to 6, but you can change it to whatever you want.

 

KickMessage is the message you want the player to see when they are kicked.

 

 

NOTE: I haven't tested this myself, but I've been told that the idle time tracked by the game server is cumulative. So if a player is idle for 5 minutes, then plays for an hour, then is idle for 5 minutes again, his idle time will be reported as 10 minutes. Keep that in mind when you set the maximum.

 

 

ive been trying to use this but the player counts not working for me any ideas. also the whitelist wasnt working for me

 

thanks in advance

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Originally Posted by thunderje*:

 

hello everyone

im not good at xml etc, would anyone have time to make me a rules xml for the xtreme weapon limiter,i want to have my server use sniper rifle,mortar,medic,resupply only if it is possible, a big thank you for any help on this

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Originally Posted by Tomgun*:

 

I have a request that may shock afew of you.

 

I want to put a time limit on the rounds so they finish whoever is winning wins the round.

 

I would like to have the option to set the timer to what ever time I want say 20 mins and then on set intervals a yell and say messages displays how many mins left of the round, then last 20 seconds the time counts down in yell form 20... 19... etc

 

then who ever is winning wins the round. Primarily I want this for conquest but over time other modes could be adapted.

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Originally Posted by PapaCharlie9*:

 

I have a request that may shock afew of you.

 

I want to put a time limit on the rounds so they finish whoever is winning wins the round.

 

I would like to have the option to set the timer to what ever time I want say 20 mins and then on set intervals a yell and say messages displays how many mins left of the round, then last 20 seconds the time counts down in yell form 20... 19... etc

 

then who ever is winning wins the round. Primarily I want this for conquest but over time other modes could be adapted.

What's shocking about this? This was a built-in option for BF2. :smile:

 

You you say "set the timer", how exactly do you mean? Based on map rotation? Changing limit code? In-game chat command? Something else?

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Originally Posted by hacktrix2006*:

 

Hi using this awesome plugin in but i was wondering how easy it would be to have a Team Kill !punish and !forgive system?

 

Currently using another plugin for that but it would make sense to just includes this as another Limit with your plugin.

 

Would be grateful if someone would help me on this one. Thanks.

 

PS i have searched this thread and not found anything.

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Originally Posted by Tomgun*:

 

What's shocking about this? This was a built-in option for BF2. :smile:

 

You you say "set the timer", how exactly do you mean? Based on map rotation? Changing limit code? In-game chat command? Something else?

set the time in the script :smile:

 

I also have another request but this one is more important.

 

Ok could it be possible to get the game configs so when it rotates its on a chosen settings but soon after the round starts its on hardcore settings so in battlelog it looks like a hardcore server but infact ita actually a custom server.

 

I have noticed that when you change the settings on procon during a round battelog updates, I noticed it with the softcore to hardcore script.

 

So in effect you could make battlelog see the server as hardcore but the server settings are even more hardcore, you could lower the health or increase the bullet damage so its more realistic.

 

As long as it changes back to the settings on the custom settings on map change then quicky sets the HARDCORE preset after the round starts it should still be ok.

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Originally Posted by PapaCharlie9*:

 

Hi using this awesome plugin in but i was wondering how easy it would be to have a Team Kill !punish and !forgive system?

 

Currently using another plugin for that but it would make sense to just includes this as another Limit with your plugin.

 

Would be grateful if someone would help me on this one. Thanks.

 

PS i have searched this thread and not found anything.

Sorry, I answered this a long time ago, but in the wrong thread. :sad: I'm not aware of any limit for !punish/!forgive, probably because the author of this plugin is the same as Insane Punisher, which does !punish/!forgive. TL;DR, use Insane Punisher.
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Originally Posted by PapaCharlie9*:

 

maybe with more testing it could work

That's never going to work on a ranked server. You can't change damage or soldier health to values different from vanilla or hardcore (regular). Those are your only choices on a ranked server.

 

Do you still want the time limit limit? The hardest part is the countdown yells, otherwise this would be an easy 6-liner, assuming this is for Conquest:

 

OnIntervalServer set to 60 seconds, first_check Code:

 

Code:

double maxTimeInMinutes = 20; // you can change this
if (server.TimeRound > maxTimeInMinutes*60) {
    int winner = (team1.RemainTickets >= team2.RemainTickets) _ 1 : 2;
    plugin.ServerCommand("mapList.endRound", winner.ToString());
}
return false;
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