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Originally Posted by Talzac*:

 

Talzac, I think this will upset many players.

 

You will end up hurting the server more than than helping it, in my opinion.

Yes this might be true, the netruals that are we are seeing in procon are thoese not the people waiting to join?
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Originally Posted by ColColonCleaner*:

 

@Papa can you either unlock or pin the original micovery thread with example limits? It's a real pain having to go to page 5 or 6 to find that thread when needed.

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Originally Posted by PapaCharlie9*:

 

I have to ask you all the "netrual people you see" they are not in queue then? they are joining the server?

Yes, Battlelog has already let them in and they are joining the server. So you may only see 61 players in game (from the scoreboard), but there may really be 64 players because there are 3 players in Neutral who are joining. It takes over a minute, sometimes several minutes, between the time the player clicks Join in Battlelog to the time when they can actually spawn into the game.
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Originally Posted by PapaCharlie9*:

 

@Papa can you either unlock or pin the original micovery thread with example limits? It's a real pain having to go to page 5 or 6 to find that thread when needed.

I'd rather not do that. Most of those limits are outdated or flat out won't work. They will confuse new users.

 

Just bookmark it in your browser.

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Originally Posted by Singh400*:

 

We need a overview of the limits that is created in this thread, it's really hard to find anything in a thread this deep. :ohmy:

Insane Limits Wiki anyone? I'd bet that 90% of the new limit requests can be found in the archives somewhere and just re-factor old code.
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Originally Posted by PapaCharlie9*:

 

Everything that is generally useful gets moved into its own thread, so search the forum, not the thread. One-offs that only help one person with very specific features don't get their own thread, that's all that should be in this thread.

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Originally Posted by Talzac*:

 

Limit vehicle usage on few players.

 

The limit should be active if less than (6 or 8_) people on the server.

The limit should tell people when the spawn and if there are less than (6 or 8_) people that the limit is active:

 

- Killing people with vehicles and mortals is not allowed, until minimum of (6 or 8_) people online.

 

And then it should punish people for killing with vehicles like this:

 

- 1 kill = Warning

- 2 kills Warning / Kill

- 3 kills Warning / Kill

- 4 kills kick the player

 

Perhaps there are more admins that wants this? It would help when we are playing rush with low number of players.

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Originally Posted by PapaCharlie9*:

 

Limit vehicle usage on few players.

 

The limit should be active if less than (6 or 8_) people on the server.

The limit should tell people when the spawn and if there are less than (6 or 8_) people that the limit is active:

 

- Killing people with vehicles and mortals is not allowed, until minimum of (6 or 8_) people online.

 

And then it should punish people for killing with vehicles like this:

 

- 1 kill = Warning

- 2 kills Warning / Kill

- 3 kills Warning / Kill

- 4 kills kick the player

 

Perhaps there are more admins that wants this? It would help when we are playing rush with low number of players.

I agree this may be useful to other admins, so I have made a separate thread for the limit:

 

myrcon.net/.../insane-limits-punish-for-vehicle-kills-when-not-enough-players

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Originally Posted by Tomgun*:

 

can a script be made when on last kill or round over a command is sent to the server vars.vehicleSpawnAllowed False and on the first kill a command is sent vars.vehicleSpawnAllowed True

 

please

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Originally Posted by PapaCharlie9*:

 

can a script be made when on last kill or round over a command is sent to the server vars.vehicleSpawnAllowed False and on the first kill a command is sent vars.vehicleSpawnAllowed True

 

please

I don't think this is going to do what you want it to do, but here is the code. Note that between rounds, Battlelog is going to show your server as Infantry Only

 

This requires TWO limits.

 

First: Create a limit to evaluate OnRoundOver.

 

Set first_check Code to:

 

Code:

plugin.ServerCommand("vars.vehicleSpawnAllowed", "false");
return false;
Second: Create a limit to evaluate OnKill.

 

Set first_check Expression to:

 

Code:

(true)
Set second_check Code to:

 

Code:

if (limit.Activations() > 1) return false;
plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");
return false;
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Originally Posted by PapaCharlie9*:

 

Is it possible to create a limit to keep the commander on the same team (after round end) as the players with same clantag? :smile:

Theoretically, yes, as long as the server isn't Official. What isn't possible is to guarantee that he is commander again in the next round. That is controlled almost entirely by Battlelog (the "not entirely" part is in-game promotions to commander and the tablet commander business, which I know almost nothing about).
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Originally Posted by Mikkaav*:

 

Hello I need help with a Limit enhancement:

 

I have the following 3 things working fine:

 

List #1 - admin_list

Code:

list_1_state             Enabled
list_1_name             admin_list
list_1_comparsion     CaseSensitive
list_1_data              <--- NAMES HERE --->
Limit #3 - AdminWelcome

Code:

limit_3_evaluation           OnSpawn
limit_3_first_check          Expression
limit_3_first_check_expr   plugin.isInList(player.Name, "admin_list")
limit_3_second_check      Expression
limit_3_sec_check_expr   limit.ActivationsTotal(player.Name) == 1
limit_3_action                Say
limit_3_say_message      Admin %p_n% has joined the Server!
limit_3_say_audience      All
limit_3_say_delay          10
Limit #5 - Welcome

Code:

limit_5_evaluation           OnSpawn
limit_5_first_check          Expression
limit_5_first_check_expr   (true)
limit_5_second_check      Expression
limit_5_sec_check_expr   limit.ActivationsTotal(player.Name) == 1
limit_5_action                Say
limit_5_say_message      %p_n% has joined the Server from %p_c%!
limit_5_say_audience      All
limit_5_say_delay          5
These Lists/Limits are working flawlessly at the moment, but I would like to EXCLUDE the players in "admin_list" from receiving the Limit #5 - Welcome message...

 

At the moment, when an Admin spawns, he gets 2 messages:

[ADMIN] "AdminName" has joined the Server from "AdminCountry"!

[ADMIN] Admin "AdminName" has joined the Server!

 

So what I'm looking for is a way to tell the basic welcome limit to greet only people who are not in the admin list...

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Originally Posted by TMiland*:

 

Theoretically, yes, as long as the server isn't Official. What isn't possible is to guarantee that he is commander again in the next round. That is controlled almost entirely by Battlelog (the "not entirely" part is in-game promotions to commander and the tablet commander business, which I know almost nothing about).

Cool! Not running official (DOH!) :biggrin: So, if we can manage to keep the commander when the next round starts on the same team as the teammates, that would be awesome. Maybe someone can shed some light on how this is working?

 

We have this issue every other round, that the commander ends up on the opposite team. :tongue:

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Originally Posted by PapaCharlie9*:

 

Cool! Not running official (DOH!) :biggrin: So, if we can manage to keep the commander when the next round starts on the same team as the teammates, that would be awesome. Maybe someone can shed some light on how this is working?

 

We have this issue every other round, that the commander ends up on the opposite team. :tongue:

Wait until the next update of Insane Limits. Right now you can't tell if a player is a commander or not. In the next update you will be able to tell. Then this becomes easy.
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Originally Posted by PapaCharlie9*:

 

Hello I need help with a Limit enhancement:

 

These Lists/Limits are working flawlessly at the moment, but I would like to EXCLUDE the players in "admin_list" from receiving the Limit #5 - Welcome message...

 

At the moment, when an Admin spawns, he gets 2 messages:

[ADMIN] "AdminName" has joined the Server from "AdminCountry"!

[ADMIN] Admin "AdminName" has joined the Server!

 

So what I'm looking for is a way to tell the basic welcome limit to greet only people who are not in the admin list...

Change the first_check Expression of limit #5 to this:

 

Code:

!plugin.isInList(player.Name, "admin_list")
The ! means "not", as in, the opposite of. So that code reads as, "Activate if player.Name is NOT in admin_list".
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Originally Posted by TMiland*:

 

Wait until the next update of Insane Limits. Right now you can't tell if a player is a commander or not. In the next update you will be able to tell. Then this becomes easy.

Thats great news! Any release date for the next version? :smile:
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Originally Posted by PapaCharlie9*:

 

Hmm, actually, I just realized that it doesn't matter if you can tell if the player is a commander or not, right? All this really amounts to is that when the next round starts, count up all the players with tag XXX. If they are all on the same team, great, done. If there are more on one team than the other, move the smaller group to the team with the bigger group. Right?

 

Like I said before, you can't make a p layer be a commander and you can't guarantee that a player stays a commander, so it just doesn't matter. All that matters is which team clan tags end up on when the round starts.

 

I hope you only want this for one specific tag, or maybe a short list of tags. Moving everyone that has clan tags would make a mess of teams.

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Originally Posted by JEEMY*:

 

Ok, I have to ask ... why? No jumping I could understand due to bunny-hopping, but sprinting?

First thanks for taking an interest and keeping this plugin going. To make a long story short we are a COD clan that has played Crouch only for years we find it more tactical and slower paced for us old people gets away form the running and jumping just keeps it simple. With BF4 crouch is a little slow walking or moving upright is about perfect if the insane limits plugin can work for sprinting than we would sure appreciate it. If I read it properly this plugin can scan on time intervals than it should be possible to ck if a player is sprinting and if so issue a warning to that player. Thanks for any help you could give us and if you ever have time come and ck out our server its 1st-Rangers Tactical.

P.S. the no sprinting is for tdm and small maps only not for gametyps with vehicles.

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Originally Posted by Wiggles*:

 

also, how do you make it understand more versions of a word? ive seen it before but i cant find it again (ie noob, n00b, nooooob, nub and such)(im not kicking for that, just made it easier to explain)

Search for bad_words in this thread and in Insane Examples thread.
i found this by micovery

myrcon.net/...insane-limits-examples#entry18450

and this by you

myrcon.net/...insane-limits-v08r1-bad-name-kicker#entry23826

and tried to combine them so that when saying the bad word combined with a different word, it would still kick.

Code:

List<String> bad_words = new List<String>();
	
	bad_words.Add(@"n+[1i]+g+[3ea]+r*");
	
	String[] chat_words = Regex.Split(player.LastChat, @"\s+");
	
	foreach(String chat_word in chat_words)
	    foreach(String bad_word in bad_words)
		    if (Regex.Match(chat_word, "^"+bad_word+"$", RegexOptions.IgnoreCase).Success)
			{
                    plugin.ConsoleWarn(plugin.R("Kicked %p_n% for saying "+bad_word));
	    plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked for racism!"));
			}	
			
	return false;
im gonna use a nice word to explain

 

if i want to say "you are not a nice person"

but instead say "you are not a niceperson"

or "you are not anice person"

i want that still to count as if i said "nice". is that possible?

 

i tried

Code:

bad_words.Add(@"n+[1i]+g+[3ea]+r*_");
	bad_words.Add(@"n+[1i]+g+[3ea]+r*________");
	bad_words.Add(@"^n+[1i]+g+[3ea]+r*$");
but none of those worked.

with the middle one i got this when typing in the bad word combined with a different word.

Code:

[17:39:26 05] [Insane Limits] EXCEPTION: LimitEvaluator4: System.ArgumentException: parsing "+[1i]+g+[3ea]+r*________$" - Nested quantifier _.
[17:39:26 05] [Insane Limits] Extra information dumped in file InsaneLimits.dump
is it possible to get it to kick how i want it to?
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Originally Posted by PapaCharlie9*:

 

First thanks for taking an interest and keeping this plugin going. To make a long story short we are a COD clan that has played Crouch only for years we find it more tactical and slower paced for us old people gets away form the running and jumping just keeps it simple. With BF4 crouch is a little slow walking or moving upright is about perfect if the insane limits plugin can work for sprinting than we would sure appreciate it. If I read it properly this plugin can scan on time intervals than it should be possible to ck if a player is sprinting and if so issue a warning to that player. Thanks for any help you could give us and if you ever have time come and ck out our server its 1st-Rangers Tactical.

P.S. the no sprinting is for tdm and small maps only not for gametyps with vehicles.

Sorry, there's no way to detect sprinting, or crouching or jumping for that matter.
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Originally Posted by PapaCharlie9*:

 

i found this by micovery

myrcon.net/...insane-limits-examples#entry18450

and this by you

myrcon.net/...insane-limits-v08r1-bad-name-kicker#entry23826

and tried to combine them so that when saying the bad word combined with a different word, it would still kick.

Code:

List<String> bad_words = new List<String>();
	
	bad_words.Add(@"n+[1i]+g+[3ea]+r*");
	
	String[] chat_words = Regex.Split(player.LastChat, @"\s+");
	
	foreach(String chat_word in chat_words)
	    foreach(String bad_word in bad_words)
		    if (Regex.Match(chat_word, "^"+bad_word+"$", RegexOptions.IgnoreCase).Success)
			{
                    plugin.ConsoleWarn(plugin.R("Kicked %p_n% for saying "+bad_word));
	    plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked for racism!"));
			}	
			
	return false;
im gonna use a nice word to explain

 

if i want to say "you are not a nice person"

but instead say "you are not a niceperson"

or "you are not anice person"

i want that still to count as if i said "nice". is that possible?

 

i tried

Code:

bad_words.Add(@"n+[1i]+g+[3ea]+r*_");
	bad_words.Add(@"n+[1i]+g+[3ea]+r*________");
	bad_words.Add(@"^n+[1i]+g+[3ea]+r*$");
but none of those worked.

with the middle one i got this when typing in the bad word combined with a different word.

Code:

[17:39:26 05] [Insane Limits] EXCEPTION: LimitEvaluator4: System.ArgumentException: parsing "+[1i]+g+[3ea]+r*________$" - Nested quantifier _.
[17:39:26 05] [Insane Limits] Extra information dumped in file InsaneLimits.dump
is it possible to get it to kick how i want it to?
First, remove all the red characters.

 

Then, in the Regex.Match line of the code, remove the "^"+ and the +"$", so that you only have bad_word. Also in the Regex.Match, change chat_word to player.LastChat. If you want, remove the outer foreach since it is not necessary, but doesn't hurt to leave it in, just wastes time.

 

That will do what you want. It will match "a nice person" or "a niceperson" or "anice person".

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Originally Posted by Wiggles*:

 

If you want, remove the outer foreach since it is not necessary, but doesn't hurt to leave it in, just wastes time.

i dont understand what that means

 

 

 

is this code good? i added procon chat and ingame message.

Code:

List<String> bad_words = new List<String>();
	
	bad_words.Add(@"n+[1i]+g+[3ea]+r*");
	
	String[] chat_words = Regex.Split(player.LastChat, @"\s+");
	
	foreach(String chat_word in chat_words)
	    foreach(String bad_word in bad_words)
		    if (Regex.Match(player.LastChat, bad_word, RegexOptions.IgnoreCase).Success)
			{
        plugin.SendGlobalMessage("Kicking %p_n% for racism!");
        plugin.PRoConChat("^6Insane Limits - ^8(5) ^6Bad Word Kicker > ^8" + player.Name + ": ^0Kicked for racism!");
                    plugin.ConsoleWarn(plugin.R("Kicked %p_n% for saying "+bad_word));
	    plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked for racism!"));
			}	
			
	return false;
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