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Originally Posted by LumPenPacK*:

 

I could use someones help with the following problem:

 

 

I would like to use the Battlelog Weapon Stats function.

Code:

/* Battlelog Weapon Stats function: use kill.Weapon for WeaponName */
  BattlelogWeaponStatsInterface GetBattlelog(String WeaponName);
The problem here:

I want to evaluate this function not for that player who's triggered it, instead I want to check certain weapon stats for a player name that is stored in a player.Data.setString object.

 

 

Example:

 

First Limit

OnDeath

Code

Code:

player.Data.setString("LastDeathWeapon", kill.Weapon);
player.Data.setString("LastKiller", killer.Name);
return false;
Second limit

OnAnyChat

Expression

Code:

player.LastChat.Contains("wstats")
Code

Code:

if (player.Data.issetString("LastKiller")) {
	
	String LastDeathWeapon = player.Data.getString("LastDeathWeapon");
	String LastKiller = player.Data.getString("LastKiller");

	BattlelogWeaponStatsInterface WeaponStats = [b]LastKiller.GetBattlelog(LastDeathWeapon)[/b];
}
else

%

return false;
I know this doesn't work but it shows what I want to do.

Is it even possible to use BattlelogWeaponStatsInterface on anything else than Player, Killer, Victim objects?

 

My first idea here was to check the stats with the first limit but this will cause too many BL requests, especially because I don't need weapon stats from every player.

 

Another idea could be to check the needed player stats with an additional OnJoin limit but I'm also not sure if this is a good idea since BL cache isn't supported for BF4 and I don't need all players stats.

 

It might work with generic objects but I don't know how to use:

 

/* Generic set/get methods */

Object set(Type type, String key, Object value);

Long story short:

 

I'm looking for a limit that checks certain BL stats from a certain player with a OnAnyChat evaluation.

 

Any ideas? :ohmy: Thanks :smile:

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Originally Posted by PapaCharlie9*:

 

I could use someones help with the following problem:

 

 

I would like to use the Battlelog Weapon Stats function.

Code:

/* Battlelog Weapon Stats function: use kill.Weapon for WeaponName */
  BattlelogWeaponStatsInterface GetBattlelog(String WeaponName);
The problem here:

I want to evaluate this function not for that player who's triggered it, instead I want to check certain weapon stats for a player name that is stored in a player.Data.setString object.

 

 

Example:

 

First Limit

OnDeath

Code

Code:

player.Data.setString("LastDeathWeapon", kill.Weapon);
player.Data.setString("LastKiller", killer.Name);
return false;
Second limit

OnAnyChat

Expression

Code:

player.LastChat.Contains("wstats")
Code

Code:

if (player.Data.issetString("LastKiller")) {
	
	String LastDeathWeapon = player.Data.getString("LastDeathWeapon");
	String LastKiller = player.Data.getString("LastKiller");

	BattlelogWeaponStatsInterface WeaponStats = [b]LastKiller.GetBattlelog(LastDeathWeapon)[/b];
}
else

%

return false;
I know this doesn't work but it shows what I want to do.

Is it even possible to use BattlelogWeaponStatsInterface on anything else than Player, Killer, Victim objects?

 

My first idea here was to check the stats with the first limit but this will cause too many BL requests, especially because I don't need weapon stats from every player.

 

Another idea could be to check the needed player stats with an additional OnJoin limit but I'm also not sure if this is a good idea since BL cache isn't supported for BF4 and I don't need all players stats.

 

It might work with generic objects but I don't know how to use:

 

 

 

Long story short:

 

I'm looking for a limit that checks certain BL stats from a certain player with a OnAnyChat evaluation.

 

Any ideas? :ohmy: Thanks :smile:

You need to call the function that uses a name string to lookup the PlayerInfoInterface object.

 

Code:

PlayerInfoInterface LastPlayer = plugin.GetPlayer(LastKiller, false);
if (LastPlayer != null) {
    BattlelogWeaponStatsInterface WeaponStats = LastPlayer.GetBattlelog(LastDeathWeapon);
    if (WeaponStats != null) {
        ...
    }
}
Make sure you set Insane Limits to use_slow_weapon_stats, or else you won't get anything.
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Originally Posted by L1_Minor*:

 

Hello, could someone help me create the following script:

 

Disable commander mode and kick all commanders (if there are any) at the end of a round if there are more than x players?

 

Code:

Round Over > player count check > kick commanders > disable commander mode

The part with turning it back on is taken care of by a different limit.
The reason: I only run obliteration maps on my server and disabling cmd mode changes the preset to "Custom" (it doesn't affect mix-mode servers, apparently). This script would help with filling the server up at the beginning.

 

I can't put it all in one limit and don't know yet how to communicate between different ones.

 

Thanks in advance.

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Originally Posted by HexaCanon*:

 

Hello, could someone help me create the following script:

 

Disable commander mode and kick all commanders (if there are any) at the end of a round if there are more than x players?

 

Code:

Round Over > player count check > kick commanders > disable commander mode

The part with turning it back on is taken care of by a different limit.
The reason: I only run obliteration maps on my server and disabling cmd mode changes the preset to "Custom" (it doesn't affect mix-mode servers, apparently). This script would help with filling the server up at the beginning.

 

I can't put it all in one limit and don't know yet how to communicate between different ones.

 

Thanks in advance.

onroundover

 

Code:

if (server.PlayerCount < XX) return false; // check if player less than xx then it will stop

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);

foreach (PlayerInfoInterface p in all) {
		if (p.Role >1) plugin.KickPlayerWithMessage(p.Name, plugin.R("Reason")); // kicking commanders
	}

plugin.ServerCommand("vars.commander", "false"); // double check please could need change from "false" to false without ""

return false;
one thing i am not sure of is if the plugin consider the commander in the team or not for the teamX.players
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Originally Posted by L1_Minor*:

 

Thanks again. I'll check the code, try it and report back.

EDIT:Changed player.role -> player.Role, compiled fine.

EDIT2:It didn't work for me. Commander mode hasn't been disabled.

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Originally Posted by HexaCanon*:

 

Thanks again. I'll check the code, try it and report back.

EDIT:Changed player.role -> player.Role, compiled fine.

EDIT2:It didn't work for me. Commander mode hasn't been disabled.

shift failed me there -.-

 

maybe commander mode is one of those settings that change over the round ?

 

did you try both "false" and false without "?

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Originally Posted by L1_Minor*:

 

shift failed me there -.-

 

maybe commander mode is one of those settings that change over the round ?

 

did you try both "false" and false without "?

Commander mode appears to be difficult to operate with indeed, for example, if you just disable it between rounds, it doesnt kick commanders like it would normal players if slots count is decreased.

 

I'm pretty positive that "false" needs to have quotation marks. EDIT: it doesn't even compile without them

 

I'll try some more stuff and report back

 

EDIT2: Maybe the kick action should be changed to temp. ban (1min), so the commander doesn't insta-rejoin and interrupt the process.

Could you help me with that? I'm not sure how this works:

Code:

EABanPlayerWithMessage(EABanType type, EABanDuration duration, String name, int minutes, String message);
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Originally Posted by HexaCanon*:

 

Commander mode appears to be difficult to operate with indeed, for example, if you just disable it between rounds, it doesnt kick commanders like it would normal players if slots count is decreased.

 

I'm pretty positive that "false" needs to have quotation marks. EDIT: it doesn't even compile without them

 

I'll try some more stuff and report back

 

EDIT2: Maybe the kick action should be changed to temp. ban (1min), so the commander doesn't insta-rejoin and interrupt the process.

Could you help me with that? I'm not sure how this works:

Code:

EABanPlayerWithMessage(EABanType type, EABanDuration duration, String name, int minutes, String message);
Insane Limits: Ban Types by Singh400*
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Originally Posted by PapaCharlie9*:

 

As I described in a different thread, Battlelog controls Commander joins. It takes time for the game server to send a message to Battlelog about whether or not the Join button for Commanders should be shown for your server. We don't know what the trigger is for that message or how long it takes Battlelog to update. It's not instant, unless you restart the server.

 

What is it exactly you are trying to do? Trick Battlelog into showing that your Obliteration server allows commanders (Normal preset) when in fact you don't want to allow commanders (would be Custom)? Only allow commanders on the first round after a restart and otherwise don't allow them? I'm not understanding.

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Originally Posted by L1_Minor*:

 

What is it exactly you are trying to do? Trick Battlelog into showing that your Obliteration server allows commanders (Normal preset) when in fact you don't want to allow commanders (would be Custom)? Only allow commanders on the first round after a restart and otherwise don't allow them? I'm not understanding.

Apparently, now you can't switch your server preset on-the-fly, so what I was trying to do isn't possible anymore.

 

I didn't want to trick anyone into anything. I just wanted to keep the server preset as "Normal" when there are

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Originally Posted by Talzac*:

 

Limit Rush to 24 players when 19 are online.

 

Hi, I would like to request a very special limit, here is a short description of why

and what the limit should do:

 

- We want to lock our server to 24 when playing rush because now all the clan members thinks that it is too much people and not fun to play rush with 32 players. (This is a request from the members)

I have tried to set the server to 24 limit but then no one will join on the server,

I think this is because 32 is more popular to search for.

 

So here is my idea:

I want to show the server with all the 32 slots when game mode is rush but when there are 19 people online it should lock down the server to 24 people, and if the population drops below 18 it should once again show 32 slots on the server.

But this should ONLY be on rush if we are playing any other mode the default server size of 32 should be activated again.

 

Extra:

I do not know how the spectator limit is working if it is possible to increase and decrease the spectator limit based on the people online then we could use some of the slots being disabled when rush is more than 19 players?

 

Thanks for a great plug-in.

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Originally Posted by PapaCharlie9*:

 

Limit Rush to 24 players when 19 are online.

 

Hi, I would like to request a very special limit, here is a short description of why

and what the limit should do:

 

- We want to lock our server to 24 when playing rush because now all the clan members thinks that it is too much people and not fun to play rush with 32 players. (This is a request from the members)

I have tried to set the server to 24 limit but then no one will join on the server,

I think this is because 32 is more popular to search for.

 

So here is my idea:

I want to show the server with all the 32 slots when game mode is rush but when there are 19 people online it should lock down the server to 24 people, and if the population drops below 18 it should once again show 32 slots on the server.

But this should ONLY be on rush if we are playing any other mode the default server size of 32 should be activated again.

 

Extra:

I do not know how the spectator limit is working if it is possible to increase and decrease the spectator limit based on the people online then we could use some of the slots being disabled when rush is more than 19 players?

 

Thanks for a great plug-in.

For the first part, you could use the Adaptive Server Size plugin. Have you tried that out yet?

 

For the Extra, I'm not sure when changes to vars.maxSpectators become effective, and in any case, that's bugged in BF4 right now. Let's wait until that problem is fixed before we start trying to manipulate the setting. Once it is fixed, try typing vars.maxSpectators 0 and vars.maxSpectators 4 into Procon Console and see what happens in Battlelog and how long it takes to change.

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Originally Posted by JR8355*:

 

Hi, not sure if this is possible but is there a limit or rule that can distinguish whether or not a player has all unlocks for a given class, e.g. stealth jets or attack helis etc?

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Originally Posted by LumPenPacK*:

 

Limit Rush to 24 players when 19 are online.

 

Hi, I would like to request a very special limit, here is a short description of why

and what the limit should do:

 

- We want to lock our server to 24 when playing rush because now all the clan members thinks that it is too much people and not fun to play rush with 32 players. (This is a request from the members)

I have tried to set the server to 24 limit but then no one will join on the server,

I think this is because 32 is more popular to search for.

 

So here is my idea:

I want to show the server with all the 32 slots when game mode is rush but when there are 19 people online it should lock down the server to 24 people, and if the population drops below 18 it should once again show 32 slots on the server.

But this should ONLY be on rush if we are playing any other mode the default server size of 32 should be activated again.

 

Extra:

I do not know how the spectator limit is working if it is possible to increase and decrease the spectator limit based on the people online then we could use some of the slots being disabled when rush is more than 19 players?

 

Thanks for a great plug-in.

You can do that with IL but believe me, it's quite useless. I did so many tests with server size to check what's the best way to fill the server and using adpative server size is still the best.

Most players use this "free slots" settings to find a server, so it's more helpful to adjust the server size limits in Adaptive Server Size plugin.

Furthermore, I'm not sure whether it could cause some problems in some cases if you change the server size with IL in case lots of players are joining and leaving at the same time.

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Originally Posted by HexaCanon*:

 

No adaptive server size can not be used, then I have to change all the time. It is not per game mode settings in adaptive server size.

Edit: nevermind i mixed it with adaptive ticket count.
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Originally Posted by PapaCharlie9*:

 

No adaptive server size can not be used, then I have to change all the time. It is not per game mode settings in adaptive server size.

You mean your server is mixed mode? Because if it was all Rush you could use Adaptive Server Size.

 

Okay, we'll try this out, but Adaptive Server Size is very smart and handles lots of typical situations, like a map restart or a next map command, which this limit will not handle. If you do anything unusual with your maplist, this will probably fail to work.

 

Also notice that this limit doesn't do anything if there are less than 4 players, so when your server starts from empty, it will show as 32. This is necessary to avoid spamming the server with commands when it is empty. You'll have to tell your friends to not worry if they join the empty server and it says 32 players. Once there are 4 players AND someone gets a kill, it will reduce to 24. Using kills to trigger the check insures that the check only happens during a round, not between rounds.

 

This requires 2 limits.

 

FIRST LIMIT

 

Create a limit OnKill, call it "Adaptive Rush", leave Action set to None.

 

Set first_check to this Code:

 

Code:

if (!server.Gamemode.Contains("Rush")) return false; // only work on Rush
if (server.PlayerCount < 4) return false; // only work if server is active

String key = "TimeCheck_Rush";
DateTime last = DateTime.Now;
if (plugin.RoundData.issetObject(key)) last = (DateTime)plugin.RoundData.getObject(key);
double seconds = DateTime.Now.Subtract(last).TotalSeconds;
if (seconds < 20.0) return false; // only check every 20 seconds or more
plugin.RoundData.setObject(key, (Object)DateTime.Now);

if (server.PlayerCount <= 19) {
    plugin.ServerCommand("vars.maxPlayers", "24");
} else {
    plugin.ServerCommand("vars.maxPlayers", "32");
}
return false;
SECOND LIMIT

 

Create a limit OnRoundOver, call it "Adaptive Rush Disable", leave Action set to None.

 

Set first_check to this Code:

 

Code:

plugin.ServerCommand("vars.maxPlayers", "32");
return false;
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Originally Posted by Ruffneck*:

 

Hi,

 

Another* section of the forum told me post my question here:

 

Hi all,

 

I've been looking for a simple plugin which announces messages with a certain timefall.

 

Something like this:

 

say message 1

/pause 60

say message 2

pause 60

yell message 3

/pause 120

say message 4

/pause 600

yell message 5

/pause 30

 

etc. etc.

 

After the last message/pause it starts over again from the top.

 

I did search the forum thoroughly but did not find a plugin which only does that. I'm not a coder and I don't need more functionality's :smile: This is enough for my server.

 

Please advice which plugin I need, or maybe it does not exist yet?

 

Looking forward to hear from you guys.

 

Regards,

 

Marcel

 

--

 

I hope someone here can answer my question :smile:

 

Kind regards,

 

Marcel

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Originally Posted by PapaCharlie9*:

 

Hi,

 

Another* section of the forum told me post my question here:

 

Hi all,

 

I've been looking for a simple plugin which announces messages with a certain timefall.

 

Something like this:

 

say message 1

/pause 60

say message 2

pause 60

yell message 3

/pause 120

say message 4

/pause 600

yell message 5

/pause 30

 

etc. etc.

 

After the last message/pause it starts over again from the top.

 

I did search the forum thoroughly but did not find a plugin which only does that. I'm not a coder and I don't need more functionality's :smile: This is enough for my server.

 

Please advice which plugin I need, or maybe it does not exist yet?

 

Looking forward to hear from you guys.

 

Regards,

 

Marcel

 

--

 

I hope someone here can answer my question :smile:

 

Kind regards,

 

Marcel

Here ya go: myrcon.net/.../insane-limits-programmable-chat-yell-spambot-with-pauses
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Originally Posted by Mikkaav*:

 

Hello!

 

I need some advice...

 

I've created a limit that should set Max Spectators 0 every Round Start but I need to delay it... Otherwise it will be overrun by the Hardcore Limit...

 

I need to tell this Limit to Sleep 30 seconds before executing...

 

Code:

plugin.ConsoleWrite("^2Set preset to Hardcore");
plugin.ServerCommand("vars.preset", "Hardcore", "false");
plugin.ConsoleWrite("^2Preset is now ^bHardcore^n");
[b]--->I need a 30 sec pause here<---[/b]
plugin.ConsoleWrite("^2Set MaxSpectators to 0");
plugin.ServerCommand("vars.maxSpectators", "0", "false");
plugin.ConsoleWrite("^2MaxSpectators is now ^b0^n");
return false;
Thanks in advance!
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Originally Posted by PapaCharlie9*:

 

Hello!

 

I need some advice...

 

I've created a limit that should set Max Spectators 0 every Round Start but I need to delay it... Otherwise it will be overrun by the Hardcore Limit...

 

I need to tell this Limit to Sleep 30 seconds before executing...

 

Code:

plugin.ConsoleWrite("^2Set preset to Hardcore");
plugin.ServerCommand("vars.preset", "Hardcore", "false");
plugin.ConsoleWrite("^2Preset is now ^bHardcore^n");
[b]--->I need a 30 sec pause here<---[/b]
plugin.ConsoleWrite("^2Set MaxSpectators to 0");
plugin.ServerCommand("vars.maxSpectators", "0", "false");
plugin.ConsoleWrite("^2MaxSpectators is now ^b0^n");
return false;
Thanks in advance!
Your vars.maxSpectator command is incorrect. Maybe that is the real problem?

 

Why not just do the vars.maxSpectators at the same time as the Hardcore limit? That's what I did, I do both commands at the same time and it works fine:

 

Code:

plugin.ServerCommand("vars.preset", "Hardcore", "false");
plugin.ServerCommand("vars.maxSpectators", "0");
Delaying something by 30 seconds is possible, but complicated. Are you sure you need it?
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Originally Posted by Mikkaav*:

 

Your vars.maxSpectator command is incorrect. Maybe that is the real problem?

 

Why not just do the vars.maxSpectators at the same time as the Hardcore limit? That's what I did, I do both commands at the same time and it works fine:

 

Code:

plugin.ServerCommand("vars.preset", "Hardcore", "false");
plugin.ServerCommand("vars.maxSpectators", "0");
Delaying something by 30 seconds is possible, but complicated. Are you sure you need it?
Working like a charm, thank you!

 

OnRoundStart:

Code:

plugin.ServerCommand("vars.preset", "Hardcore", "false");
plugin.ServerCommand("vars.maxSpectators", "0");
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Originally Posted by glenn82*:

 

hello all

i just need to know if this one still works its a old bf3 weapon limiter

(i put already the wapons in that i want to limit)

 

SOURCE: myrcon.net/...insane-limits-examples#entry18504

 

 

Code:

Regex.Match(kill.Weapon, @"(U_L85a2_M320_LVG_V2|U_L85a2_M320_HE_V2|U_SteyrAug_M320_LVG|U_SteyrAug_M320_HE|U_SCAR-H_M320_LVG|U_SCAR-H_M320_HE|U_SAR21_M320_LVG|U_SAR21_M320_HE|U_QBZ951_M320_LVG|U_QBZ951_M320_HE|U_M416_M320_LVG|U_M416_M320_HE|U_M16A4_M320_LVG|U_M16A4_M320_HE|U_CZ805_M320_LVG|U_CZ805_M320_HE|U_AK12_M320_LVG|U_AK12_M320_HE|U_AEK971_M320_LVG|U_AEK971_M320_HE|U_M320_LVG|U_M320_HE|U_XM25)", RegexOptions.IgnoreCase).Success
Code:
if (limit.Data.issetBool(player.Name))
  {
     plugin.SendGlobalMessage(plugin.R("%p_n% has been banned for using %w_n%, after a kick!"));
     plugin.PBBanPlayerWithMessage(PBBanDuration.Temporary, player.Name, 15, plugin.R("%p_n% you have been banned for 15 minutes for using %w_n%"));
     limit.Data.unsetBool(player.Name);
  }
  
  int count = (int) limit.Activations(player.Name);
   
  if (count == 1)
  {
      plugin.SendGlobalMessage(plugin.R("%p_n% do not use %w_n%!"));
      plugin.KillPlayer(player.Name);
  }
  else if (count == 2)
  {
     plugin.SendGlobalMessage(plugin.R("%p_n% has been kicked for using %w_n%"));
     plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n% you have been kicked for using %w_n%"));
     
     if (!limit.Data.issetBool(player.Name))
         limit.Data.setBool(player.Name, true);
  }
just checking if the massages/warning/kicks/bans still work
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Originally Posted by PapaCharlie9*:

 

hello all

i just need to know if this one still works its a old bf3 weapon limiter

(i put already the wapons in that i want to limit)

 

SOURCE: myrcon.net/...insane-limits-examples#entry18504

 

 

Code:

Regex.Match(kill.Weapon, @"(U_L85a2_M320_LVG_V2|U_L85a2_M320_HE_V2|U_SteyrAug_M320_LVG|U_SteyrAug_M320_HE|U_SCAR-H_M320_LVG|U_SCAR-H_M320_HE|U_SAR21_M320_LVG|U_SAR21_M320_HE|U_QBZ951_M320_LVG|U_QBZ951_M320_HE|U_M416_M320_LVG|U_M416_M320_HE|U_M16A4_M320_LVG|U_M16A4_M320_HE|U_CZ805_M320_LVG|U_CZ805_M320_HE|U_AK12_M320_LVG|U_AK12_M320_HE|U_AEK971_M320_LVG|U_AEK971_M320_HE|U_M320_LVG|U_M320_HE|U_XM25)", RegexOptions.IgnoreCase).Success
Code:
if (limit.Data.issetBool(player.Name))
  {
     plugin.SendGlobalMessage(plugin.R("%p_n% has been banned for using %w_n%, after a kick!"));
     plugin.PBBanPlayerWithMessage(PBBanDuration.Temporary, player.Name, 15, plugin.R("%p_n% you have been banned for 15 minutes for using %w_n%"));
     limit.Data.unsetBool(player.Name);
  }
  
  int count = (int) limit.Activations(player.Name);
   
  if (count == 1)
  {
      plugin.SendGlobalMessage(plugin.R("%p_n% do not use %w_n%!"));
      plugin.KillPlayer(player.Name);
  }
  else if (count == 2)
  {
     plugin.SendGlobalMessage(plugin.R("%p_n% has been kicked for using %w_n%"));
     plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n% you have been kicked for using %w_n%"));
     
     if (!limit.Data.issetBool(player.Name))
         limit.Data.setBool(player.Name, true);
  }
just checking if the massages/warning/kicks/bans still work
Sure. That should work for BF4.

 

BTW, all you needed to use was "M320", it will match all those weapons that have M320 in it. This will work the same way:

 

Code:

Regex.Match(kill.Weapon, @"(M320|XM25)", RegexOptions.IgnoreCase).Success
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Originally Posted by Wiggles*:

 

hi

 

i used to have the plugin "server rules on request" to show a welcome message when someone joined to tell them about the rules. it was yelling it in bf3, but with the yelling in bf4 it wont disapear untill its replaced. i found this* by micovery, but its "too simple". can you help me make one that yells a message a certain time after they join (or spawn for the first time if do difficult) and shows it for x time?

 

 

something like

 

Code:

on join
wait 90 sec
player yell msg for 30 sec
msg = welcome playername. type !rules to see the rules
the old message was this, but its a different pluginCode:
Welcome to our server %pn%
Please type !%cmd% in chat to see a list of our server rules
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Originally Posted by PapaCharlie9*:

 

hi

 

i used to have the plugin "server rules on request" to show a welcome message when someone joined to tell them about the rules. it was yelling it in bf3, but with the yelling in bf4 it wont disapear untill its replaced. i found this* by micovery, but its "too simple". can you help me make one that yells a message a certain time after they join (or spawn for the first time if do difficult) and shows it for x time?

 

 

something like

 

Code:

on join
wait 90 sec
player yell msg for 30 sec
msg = welcome playername. type !rules to see the rules
the old message was this, but its a different pluginCode:
Welcome to our server %pn%
Please type !%cmd% in chat to see a list of our server rules
Waiting 90 seconds is too complicated. Instead, this limit will send the yell on the player's first spawn. That's better than OnJoin anyway since they could take more than 90 seconds to figure out what squad and loadout to spawn with on first join.

 

 

Create a new limit to evaluate OnSpawn, call it "Welcome rules".

 

Set first_check to this Expression:

 

Code:

(true)
Set second_check to this Code:

 

Code:

return (limit.ActivationsTotal(player.Name) == 1);
Set Action to Yell. Fill in the yell items:

 

_yell_message: Welcome %p_n%, type !rules to see the rules

_yell_audience: Player

_yell_duration: 30

_yell_procon_chat: False

* Restored post. It could be that the author is no longer active.
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Originally Posted by Mikkaav*:

 

I am using a PrivateWelcome Limit for my Server. Everything worked fine, but for a week or so it has been messed up.

Haven't changed anything on the limit, but suddenly it stopped working as intended.

 

Code:

Evaluation: OnSpawn
First_Check: Expression
Code: [code=nocode:0]!plugin.isInList(player.Name, "admin_list") | !plugin.isInList(player.Name, "vip_list")[/code]Second_Check: Expression
Code: [code=nocode:0]limit.ActivationsTotal(player.Name) == 1[/code]Action: Say
Say_Message: My welcome message here<---
Say_Audience: Player
Say_Delay: 5
So it should privately welcome every player who is not in "admin_list" or "vip_list" but it gives a PlayerSay message to everybody including admins and vips...

 

I have other Limits set up for VIP Welcome that prints a Global Say for everyone on the "vip_list" (Other words it working as intended)

And another Limit is for Global Yelling Admin Welcome messages that pulls the names from "admin_list" and is working fine too.

 

The problem is with the private welcome message. Players in "vip_list" and "admin_List" should not get the Private Welcome Message.

 

Otherwise everything is working - regular players get their Private Welcome message as they should.

 

Just would like to exclude Admins and VIPs

 

 

Thanks in advance,

Mikkaav

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