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Originally Posted by DownArrowMagnet*:

 

Best practice is to use this code to form the path:

 

Code:

String logName = Path.Combine("Logs", Path.Combine(server.Host + "_" + server.Port, DateTime.Now.ToString("yyyyMMdd") + "_mylogfile.csv"));
plugin.Log(logName, msg);
That insures that the log file is deposited in the appropriate Log folder for a specific connection, and that it is log rolled for each date, just like plugin.log and console.log and chat.log, etc.
Thanks very much.
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Originally Posted by Tomgun*:

 

Ticket Changer player dependent.

 

ok I have made a very basic ticket changer dependent on how many are in the server but I lack the knowledge to make it gametype specific

 

OnIntervalServer

300

Code

int threshold = 24;

int ticketcount = 200;

 

if (server.PlayerCount

plugin.ServerCommand("vars.gameModeCounter", "125");

}

else {

plugin.ServerCommand("vars.gameModeCounter", ticketcount.ToString());

}

return false;

Now obviously over the set amount it will increase the tickets to 200% but I would like to add to the script different amounts to each gametype and it change on round end and look at next map in procon to make the adjustment. It works nicely as it is but I want to add conquest large to the maplist without the tickets being 1600.

 

As the adaptive ticket plugin needs updating to include chain link I use this instead but need someone with a better understanding on limits to edit it.

 

Can anyone help?

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Originally Posted by LCARSx64*:

 

Ticket Changer player dependent.

 

ok I have made a very basic ticket changer dependent on how many are in the server but I lack the knowledge to make it gametype specific

 

OnIntervalServer

300

Code

 

 

Now obviously over the set amount it will increase the tickets to 200% but I would like to add to the script different amounts to each gametype and it change on round end and look at next map in procon to make the adjustment. It works nicely as it is but I want to add conquest large to the maplist without the tickets being 1600.

 

As the adaptive ticket plugin needs updating to include chain link I use this instead but need someone with a better understanding on limits to edit it.

 

Can anyone help?

When you say that you want it to change on round end, do you mean that you want the gamemode, tickets or tickets based on the number of players to change?

 

As for changing the ticket count per gamemode based on player count, this modified version of your code will allow it:

Code:

// OnIntervalServer

int threshold = 24;
int ticketcount = 200;

if (server.PlayerCount < threshold)
{
    if (server.Gamemode == "ConquestLarge0")
    {
        ticketcount = 100;
    }
    else
    {
        ticketcount = 125;
    }
}
else
{
    if (server.Gamemode == "ConquestLarge0") ticketcount = 125;
}
plugin.ServerCommand("vars.gameModeCounter", ticketcount.ToString());

return false;
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Originally Posted by Tomgun*:

 

well the way im thinking I need to to know the next map as I run it on a mixed server, so on round end if the next map is conquest large I need it to tell the counter to be less than all the other gametypes e.g.

 

Next map gametype:

Conquest large = 125% tickets

Rest of the gametypes = 200%

 

Will you edit work this way? (btw thanks for replying)

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Originally Posted by LCARSx64*:

 

well the way im thinking I need to to know the next map as I run it on a mixed server, so on round end if the next map is conquest large I need it to tell the counter to be less than all the other gametypes e.g.

 

Next map gametype:

Conquest large = 125% tickets

Rest of the gametypes = 200%

 

Will you edit work this way? (btw thanks for replying)

The code I posted above will handle all gamemodes but will only set specific ticket count per mode in the dictionary. To retrieve the next map (I'm assuming you actually want to know the next gammode) you would use server.NextGamemode

I'm not at home at the moment, I'll have a look when I do get home. :smile:

 

Sent from Samsung Galaxy S5 using Tapatalk

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Originally Posted by LCARSx64*:

 

@Tomgun

 

The following limit will change the ticket count at the end of the round for the next gamemode to 125% for Conquest Large and 200% for all other gamemodes. It does not take player count into consideration, this limit can still be used with the OnIntervalServer limit.

 


Change Ticket Count for CQ Large

 

Create a new limit to evaluate OnRoundOver. Set action to None.

 

Set first_check to this Code:

Code:

int ticketcount = 125; // Default ticket count

if (server.NextGamemode == "ConquestLarge0") ticketcount = 100;
plugin.ServerCommand("vars.gameModeCounter", ticketcount.ToString());

return false;

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Originally Posted by Tomgun*:

 

thank you LCARSx64 we are almost there, as on my first post I have lower tickets below 24 players so this is what im looking for

 

0-24 125% all gamemodes apart from conquest large

0-24 100% conquest large

25-64 200% all gamemodes apart from conquest large

25-64 125% conquest large

 

as I said I run a mixed mode server so it will need to look for the next map selected and set the tickets accordingly

 

here is the server

 

battlelog.battlefield.com/bf4/servers/show/PC/33a687aa-0fda-4e9d-b71d-ede661d853de/1-EU-PHOENIX-SERVER-24-7-Mixed-Modes-Map-Vote

 

http://www.gametracker.com/server_in...6.86.30:25450/

 

thanks for you efforts so far :ohmy:

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Originally Posted by LCARSx64*:

 

thank you LCARSx64 we are almost there, as on my first post I have lower tickets below 24 players so this is what im looking for

 

0-24 125% all gamemodes apart from conquest large

0-24 100% conquest large

25-64 200% all gamemodes apart from conquest large

25-64 125% conquest large

 

as I said I run a mixed mode server so it will need to look for the next map selected and set the tickets accordingly

 

here is the server

 

battlelog.battlefield.com/bf4/servers/show/PC/33a687aa-0fda-4e9d-b71d-ede661d853de/1-EU-PHOENIX-SERVER-24-7-Mixed-Modes-Map-Vote

 

http://www.gametracker.com/server_in...6.86.30:25450/

 

thanks for you efforts so far :ohmy:

Honestly, It's kind of pointless to use player count OnRoundOver since that can change due to the fact that players tend to leave the server then. Say you check the player count at the end of the round and it's over the threshold, so you set the ticket count to the highest value for the next round. By the time that round has begun, most of those players may have left the server and therefore the ticket count really should've been set to the lowest value.

Now if you use both the OnRoundOver event as is (I've edited my previous OnRoundOver code to default to the low ticket count per round) and also use the above OnIntervalServer (which I've also edited to your requirements), you'll have both situations covered.

If you still want to adjust OnRoundOver using player count as well, then you can replace the previous OnRoundOver code with this code (which is just the OnIntervalServer code above only altered for next gamemode):

Code:

// OnRoundOver

int threshold = 24;
int ticketcount = 200;

if (server.PlayerCount < threshold)
{
    if (server.NextGamemode == "ConquestLarge0")
    {
        ticketcount = 100;
    }
    else
    {
        ticketcount = 125;
    }
}
else
{
    if (server.NextGamemode == "ConquestLarge0") ticketcount = 125;
}
plugin.ServerCommand("vars.gameModeCounter", ticketcount.ToString());

return false;
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Originally Posted by bckrv*:

 

BF3 or BF4?

 

1) No, it is not possible to determine that a player was rez'd.

 

2) It is possible to limit consecutive Defib kills within a specified number of seconds.

 

I'm going to assume the weapon code for defibrillator kill is Defib. If it is something else, like Death, this won't work.

 

Create a limit to evaluate OnKill, call it "No defib spawnkils".

 

Set first_check to this Code:

 

Code:

double Seconds = 60; // CHANGE, number of seconds between Defib kills must be more than this

String key = "LastKillWeapon";
String last = null;
double ut = 0;
if (killer.RoundData.issetString(key))
    last = killer.RoundData.getString(key);
killer.RoundData.setString(key, kill.Weapon);
if (killer.RoundData.issetDouble(key))
    ut = killer.RoundData.getDouble(key);
killer.RoundData.setDouble(key, server.TimeRound);
if (last == null || !last.Contains("Defib") || !kill.Weapon.Contains("Defib"))
    return false;
double elapsedTime = server.TimeRound - ut;
if (elapsedTime > Seconds)
    return false;
// Otherwise, two Defib kills in a row in less than Seconds
return true;
Set Action to whatever punishment actions you want, Say, Yell, Kick, etc.

 

Hello Papa,

 

Thanks for your reply.

 

It is for BF3.

 

I have again some question:

 

1. About time, if want limit every 10 secondes, I have to change this code: "double Seconds = 10; // CHANGE, number of seconds between Defib kills must be more than this"is right?

 

2. Which command I have to set to punishment actions to kill?

 

3. if I want add a message when a player abuse defibrillator, like "Don't abuse defibrillator - Limit 10 sec per kill" how I can do?

 

Thanks for your support.

Hello,

Someone can help me please?

Regards

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Originally Posted by Tomgun*:

 

thank you and I know what your saying about "most people leave" at the end of the round, the good thing is that does not happen on the server I run as it is very popular and havent seen it dip below 28-30 players hardly atall once its going. Ill try what you put, again thanks.

 

as a thought would "onplayerjoin" and "onplayerleave" cover it just the same?

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Originally Posted by avengedthedead*:

 

Hello, Good day.

 

Anyone can assist me?

 

Is there any existing insane limits that protects specific players in-game from randomly kicked by the reserved slots? This is for BF4.

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Originally Posted by ColColonCleaner*:

 

Hello, Good day.

 

Anyone can assist me?

 

Is there any existing insane limits that protects specific players in-game from randomly kicked by the reserved slots? This is for BF4.

No limit can do this. However, you can add those players to the reserved slot list so they will not be kicked for other reserved slot players.
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Originally Posted by avengedthedead*:

 

No limit can do this. However, you can add those players to the reserved slot list so they will not be kicked for other reserved slot players.

Noted and thank you for the reply.
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Originally Posted by LCARSx64*:

 

Is there a sniper limit i can set up ? and how ?

A sniper limit to do what exactly?

If you mean restrict the number of snipers, then you could use PapaCharlie's ...* limit.

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Originally Posted by Wiggles*:

 

hi

 

i have this code for kicking when using the n-word and it works great.

 

Code:

List<String> bad_words = new List<String>();
	
	bad_words.Add(@"n+[1i]+g+[3ea]+r*");
	
	    foreach(String bad_word in bad_words)
		    if (Regex.Match(player.LastChat, bad_word, RegexOptions.IgnoreCase).Success)
			{
        plugin.SendGlobalMessage("Kicked for racism!");
        plugin.PRoConChat("^2Insane Limits - ^7Bad Word Kicker ^2> ^8" + player.Name + ": ^0Kicked for racism!");
	    plugin.KickPlayerWithMessage(player.Name, plugin.R("Kicked for racism!"));
			}	
			
	return false;
what i was wondering is, is it possible to make several "lists" of words with different "actions" based on each list? i also wanted it to be easily scaleable so i could add/remove without much changing of the code (ie different messages or punishments)

 

what i was thinking was, lets say, "list a", "list b", "list c", and "list d" where "a" is warning, "b" is warning then kill, "c" is kill then kick, and "d" is straight kick. i also want it to have a "memory" for some time (ie 6 hrs) so that during each session (rather than map or forever) they get a fresh "start".

 

is this possible to have in one limit or would it need a limit for each?

 

also is it possible to have a white list for just this limit (or for a list) (for admining) rather than the entire plugin?

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Originally Posted by PapaCharlie9*:

 

Honestly, It's kind of pointless to use player count OnRoundOver since that can change due to the fact that players tend to leave the server then. Say you check the player count at the end of the round and it's over the threshold, so you set the ticket count to the highest value for the next round. By the time that round has begun, most of those players may have left the server and therefore the ticket count really should've been set to the lowest value.

Now if you use both the OnRoundOver event as is (I've edited my previous OnRoundOver code to default to the low ticket count per round) and also use the above OnIntervalServer (which I've also edited to your requirements), you'll have both situations covered.

If you still want to adjust OnRoundOver using player count as well, then you can replace the previous OnRoundOver code with this code (which is just the OnIntervalServer code above only altered for next gamemode):

Code:

// OnRoundOver

int threshold = 24;
int ticketcount = 200;

if (server.PlayerCount < threshold)
{
    if (server.NextGamemode == "ConquestLarge0")
    {
        ticketcount = 100;
    }
    else
    {
        ticketcount = 125;
    }
}
else
{
    if (server.NextGamemode == "ConquestLarge0") ticketcount = 125;
}
plugin.ServerCommand("vars.gameModeCounter", ticketcount.ToString());

return false;
FYI, when the are more than two game modes you cared about, such as one level for Rush, one for Conquest Large, one for Domination, you'd use a switch for more concise code:

 

Code:

switch (server.NextGamemode) {
    case "ConquestLarge0": ticketpercent = 100; break;
    case "RushLarge0": ticketpercent = 200; break;
    case "Domination0": ticketpercent = 300; break;
    default: ticketpercent = 125; break;
}
}
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Originally Posted by PapaCharlie9*:

 

Hello Papa,

 

Thanks for your reply.

 

It is for BF3.

 

I have again some question:

 

1. About time, if want limit every 10 secondes, I have to change this code: "double Seconds = 10; // CHANGE, number of seconds between Defib kills must be more than this"is right?

 

2. Which command I have to set to punishment actions to kill?

 

3. if I want add a message when a player abuse defibrillator, like "Don't abuse defibrillator - Limit 10 sec per kill" how I can do?

 

Thanks for your support.

1) Yes.

 

2) Find limit_X_new_action in your limit. Click on the ... menu. That gives you a list of all the actions, including Kill. Just select it from the menu. You can have more than one action by selecting them one at a time.

 

3) Use the Say action also. So you would first select the Say action, fill it in, then select the Kill action, fill it in with maybe a 5 second delay, so that they can see the message before they are killed.

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Originally Posted by naurel*:

 

Few days ago I was playing on BF3 and I found a server where a full team is being nuke as long as they have full flags. And I was like : Damned this is so great I want it on my Locker only (so BF4). But when I look at the events on Insane Limits I don't know how to detect when all flags are captured by a team.

 

Any idea ? I didn't found anything on the forum (by the way I think i'll try to make a index of all limits available, searching function isn't so great when it's inside a post of 212 pages :biggrin: )

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Originally Posted by PapaCharlie9*:

 

Few days ago I was playing on BF3 and I found a server where a full team is being nuke as long as they have full flags. And I was like : Damned this is so great I want it on my Locker only (so BF4). But when I look at the events on Insane Limits I don't know how to detect when all flags are captured by a team.

 

Any idea ? I didn't found anything on the forum (by the way I think i'll try to make a index of all limits available, searching function isn't so great when it's inside a post of 212 pages :biggrin: )

Check with ColColonCleaner. I think that was AdKats doing that.
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Originally Posted by fiergna*:

 

Hi

 

I am searching for a code.

 

I would detect x suicides at the same time.

Baisicly when the tower in Siege of Shanghai get destroyed, players would die (Killed in Action) should result in a yell message

 

sorry for my bad english

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Originally Posted by aduh*:

 

We'r using "Take PunkBuster Screenshot at Specified K/D Ratio" limit:

myrcon.net/...insane-limits-examples#entry18465

 

I have add Limit action: Log / Plugin: PunkBuster Screenshot has requested from %p_n% (KdrRound limit exceeded)

So we have now nice info in logs about PB SS request.

However the problem is that it send requests all the time and its little bit spamming Procon.

Can we add some time limit (60 seconds for example) between SS request ?

I have try to change onKill for OnIntervalServer but after that plugin is not compiled (some name problems)

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Originally Posted by LCARSx64*:

 

Hi

 

I am searching for a code.

 

I would detect x suicides at the same time.

Baisicly when the tower in Siege of Shanghai get destroyed, players would die (Killed in Action) should result in a yell message

 

sorry for my bad english

It is not possible to detect if the players are dying due to the tower collapse. I'm pretty sure that causes DamageArea deaths. Now you can use that to determine if X number of players have all died at the same time, however, this same reason would also be triggered if there are X number of players that die together from a wall collapse (e.g. a tank blows up a wall and X players are crushed by it).

 

We'r using "Take PunkBuster Screenshot at Specified K/D Ratio" limit:

myrcon.net/...insane-limits-examples#entry18465

 

I have add Limit action: Log / Plugin: PunkBuster Screenshot has requested from %p_n% (KdrRound limit exceeded)

So we have now nice info in logs about PB SS request.

However the problem is that it send requests all the time and its little bit spamming Procon.

Can we add some time limit (60 seconds for example) between SS request ?

I have try to change onKill for OnIntervalServer but after that plugin is not compiled (some name problems)

I think this will work:

 

Leave this set to OnKill event.

 

Leave first_check Expression as:

Code:

(player.KdrRound > 4.0)
Change second_check Code to (change the value highlighted red to your desired time in seconds):

Code:

TimeSpan time = TimeSpan.FromSeconds(60);
if (limit.Activations(player.Name, time) == 1)
{
    plugin.ServerCommand("punkBuster.pb_sv_command", "PB_SV_GetSs \"" + killer.Name + "\"");
}
return false;
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Originally Posted by aduh*:

 

It is not possible to detect if the players are dying due to the tower collapse. I'm pretty sure that causes DamageArea deaths. Now you can use that to determine if X number of players have all died at the same time, however, this same reason would also be triggered if there are X number of players that die together from a wall collapse (e.g. a tank blows up a wall and X players are crushed by it).

 

 

I think this will work:

 

Leave this set to OnKill event.

 

Leave first_check Expression as:

Code:

(player.KdrRound > 4.0)
Change second_check Code to (change the value highlighted red to your desired time in seconds):

Code:

TimeSpan time = TimeSpan.FromSeconds(60);
if (limit.Activations(player.Name, time) == 1)
{
    plugin.ServerCommand("punkBuster.pb_sv_command", "PB_SV_GetSs \"" + killer.Name + "\"");
}
return false;
Yes it works thx. However "limit_action: Log" not work. There is no info about screenshot request in plugin logs (only on PunkBuster console).

settings:

http://i.imgur.com/MTjQK1b.png

 

One more thing. Can we add minimum Kills restrict before PB SS is requested? For example PBSS is taken from player with KdrRound > 3.5 and minimum 10 Kills on round

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Originally Posted by LCARSx64*:

 

Yes it works thx. However "limit_action: Log" not work. There is no info about screenshot request in plugin logs (only on PunkBuster console).

settings:

http://i.imgur.com/MTjQK1b.png

Oh my bad, change the second_check Code to:

Code:

TimeSpan time = TimeSpan.FromSeconds(60);
if (limit.Activations(player.Name, time) == 1)
{
    plugin.ServerCommand("punkBuster.pb_sv_command", "PB_SV_GetSs \"" + killer.Name + "\"");
    return true;
}
return false;
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Originally Posted by aduh*:

 

Oh my bad, change the second_check Code to:

Code:

TimeSpan time = TimeSpan.FromSeconds(60);
if (limit.Activations(player.Name, time) == 1)
{
    plugin.ServerCommand("punkBuster.pb_sv_command", "PB_SV_GetSs \"" + killer.Name + "\"");
    return true;
}
return false;
Now it works. Thank you.

What about that:

Can we add minimum Kills restrict before PB SS is requested? For example PBSS is taken from player with KdrRound > 3.5 and minimum 10 Kills on round

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Originally Posted by LCARSx64*:

 

Now it works. Thank you.

What about that:

Can we add minimum Kills restrict before PB SS is requested? For example PBSS is taken from player with KdrRound > 3.5 and minimum 10 Kills on round

Just change the first_check Expression to:

Code:

(player.KdrRound > 3.5 && player.KillsRound >= 10)
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Originally Posted by aduh*:

 

Just change the first_check Expression to:

Code:

(player.KdrRound > 3.5 && player.KillsRound >= 10)
Thank you :smile:

I suppose there is no way to limit request from one player up to 3 screenshots for 10 minutes (like PB restrict) ?

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Originally Posted by LCARSx64*:

 

Thank you :smile:

I suppose there is no way to limit request from one player up to 3 screenshots for 10 minutes (like PB restrict) ?

There is but I don't actually have the time to do that just now. I'll do it for you ASAP. :ohmy:
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      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


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


      Each layer will automatically restart if Procon crashes. 


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


      Custom plugins can be installed by submitting a support ticket.




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


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





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

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

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

       
      • 9 replies
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