Jump to content

Insane Limits Requests


ImportBot

Recommended Posts

Originally Posted by W00dyR*:

 

Hello,

 

I am looking for a setup where the following thing happens in Battlefield 3. This idea came up after a discussion in this (link)* topic:

 

- Player A gets killed by any player

- a timer (or something like that) starts running

- if player A is killed within 13 seconds by player B, player B will gain a temporarily number increase (for example, when it never happened, its at "0". After one time, he would be at "1")

- Once a player reached number 5 (AKA 5 times killing within 13 seconds), the server will force-kill him

 

- After a player was force killed for doing this 5 times, he will be round banned (AKA reach number 10)

 

The thought behind this is regarding a server we host, where we have knife only.

 

Basically, "spawnkill" happens. People jump around and revive a lot. So if a player dies and gets revived, people kill him before they can get up. We call this "spawnkill" and it's a thing that ruins the servers that we host, because people do it purposely and it's a real pain. For some people you can't imagine this, but please read the topic (as linked above) before you reply that it's useless.

 

In the topic I was told this was possible through Insane Limits, so if it is, I would really love to see it!

 

Thanks ahead,

W00dyR

 

 

 

PS: If anybody knows a way to detect a player being revived (parameters: player that is being revived), that would be much better and I would love to know about it, feel free to send me a private message!

* Restored post. It could be that the author is no longer active.
Link to comment
  • Replies 3.2k
  • Created
  • Last Reply

Originally Posted by PapaCharlie9*:

 

Hello,

 

I am looking for a setup where the following thing happens in Battlefield 3. This idea came up after a discussion in this (link)* topic:

 

- Player A gets killed by any player

- a timer (or something like that) starts running

- if player A is killed within 13 seconds by player B, player B will gain a temporarily number increase (for example, when it never happened, its at "0". After one time, he would be at "1")

- Once a player reached number 5 (AKA 5 times killing within 13 seconds), the server will force-kill him

 

- After a player was force killed for doing this 5 times, he will be round banned (AKA reach number 10)

 

The thought behind this is regarding a server we host, where we have knife only.

 

Basically, "spawnkill" happens. People jump around and revive a lot. So if a player dies and gets revived, people kill him before they can get up. We call this "spawnkill" and it's a thing that ruins the servers that we host, because people do it purposely and it's a real pain. For some people you can't imagine this, but please read the topic (as linked above) before you reply that it's useless.

 

In the topic I was told this was possible through Insane Limits, so if it is, I would really love to see it!

 

Thanks ahead,

W00dyR

 

 

 

PS: If anybody knows a way to detect a player being revived (parameters: player that is being revived), that would be much better and I would love to know about it, feel free to send me a private message!

You left out one important detail. Is the count against a single victim, or any victim? For example, at time 0 (t0), Killer kills VictimA, then at t3 (3 seconds later) kills VictimB, then at t5 kills VictimC, then at t7 kills VictimD, then at t11 kills VictimE. Is the killer now punished for each additional kill, or is his count effectively just 1 for 5 different victims?

 

I'm going to assume the count is per victim (count is just 1 for each of the five victims in the example above). If the count applies to any and all victims, that is actually much easier to code, but I don't think that's what you want.

 

showthread....e-only-servers*

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

Originally Posted by W00dyR*:

 

You left out one important detail. Is the count against a single victim, or any victim? For example, at time 0 (t0), Killer kills VictimA, then at t3 (3 seconds later) kills VictimB, then at t5 kills VictimC, then at t7 kills VictimD, then at t11 kills VictimE. Is the killer now punished for each additional kill, or is his count effectively just 1 for 5 different victims?

 

I'm going to assume the count is per victim (count is just 1 for each of the five victims in the example above). If the count applies to any and all victims, that is actually much easier to code, but I don't think that's what you want.

 

showthread....e-only-servers*

Basically, the rules on the server are:

 

- 5 spawnkill PER player PER round MAX

 

So I think you understood right :smile:

 

Thanks for the code, we will give it a try and let you know!

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

Originally Posted by Remi*:

 

Might as well use Tango, for 'T' as in 'Teamplay'.

 

The "if full use next squad" is kind of hard, so I left that part out.

 

Create a limit to evaluate OnAnyChat, call it "teamplay command".

 

Set first_check to this Code:

 

Code:

if (!Regex.Match(player.LastChat, @"^\s*!teamplay", RegexOptions.IgnoreCase).Success)
    return false;
plugin.SendPlayerMessage(player.Name, "Attempting to move you to squad Tango ...");
plugin.MovePlayer(player.Name, player.TeamId, 20 /* Tango */, true);
return false;
Thanks PC9! I suppose I can just change the code to fit in more squads, like...

 

Code:

if (!Regex.Match(player.LastChat, @"^\s*!tp2", RegexOptions.IgnoreCase).Success)
    return false;
plugin.SendPlayerMessage(player.Name, "Attempting to move you to squad November ...");
plugin.MovePlayer(player.Name, player.TeamId, 20 /* November */, true);
return false;
I might just keep it at Tango squad only for now to see if anyone uses it.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by 397Seth*:

 

Hello again,

 

I have one question: Can insane limits activate or deactivate certain plug-ins based on the player count?

I have two maplists: Startup and full depending on the player count. I would like to activate votemap only when the full mapcycle (e.g. > 20 players) is active.

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

Originally Posted by LumPenPacK*:

 

is there any way to do that? besides changing the source code of votemap?

Changing the source code might be the only way to disable it under the described conditions.

 

One idea to use insane limits could be to write a limit which discards any vote result. Players could still vote and votemap would still show the vote result but IL could set the next map back to the original next map in map cycle.

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

Originally Posted by 397Seth*:

 

Changing the source code might be the only way to disable it under the described conditions.

 

One idea to use insane limits could be to write a limit which discards any vote result. Players could still vote and votemap would still show the vote result but IL could set the next map back to the original next map in map cycle.

would do the trick. Suppose this is not that easy to do?
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by TMiland*:

 

Are there any limits for a Code:

!join playername
command?

 

What i need is something like the opposite of the !recruit script, where a player with reserved slot can type the command to join a player.

 

I have searched but found nothing i could use.

 

I know AdKats has this function, but there's no way to automatically allow this for res. slots atm.

 

Edit:

And with unlock private squad, if thats possible.

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

Originally Posted by PapaCharlie9*:

 

Basically, the rules on the server are:

 

- 5 spawnkill PER player PER round MAX

 

So I think you understood right :smile:

 

Thanks for the code, we will give it a try and let you know!

Er, no, I don't think so. It depends on what you mean by "PER player". If you mean per victim, then yes I got it right. If you mean per killer, that is, I as a killer can only do 5 spawnkills total, regardless of who the victim is, I got it wrong.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

Thanks PC9! I suppose I can just change the code to fit in more squads, like...

 

Code:

if (!Regex.Match(player.LastChat, @"^\s*!tp2", RegexOptions.IgnoreCase).Success)
    return false;
plugin.SendPlayerMessage(player.Name, "Attempting to move you to squad November ...");
plugin.MovePlayer(player.Name, player.TeamId, 20 /* November */, true);
return false;
I might just keep it at Tango squad only for now to see if anyone uses it.
Yes, though you have to change the number 20 in the MovePlayer line. That's the squad number for Tango. After Tango is Uniform, which would be 21. November would be 14. The /* xxx */ is just a comment as a reminder for what 20 means.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

Are there any limits for a Code:

!join playername
command?

 

What i need is something like the opposite of the !recruit script, where a player with reserved slot can type the command to join a player.

 

I have searched but found nothing i could use.

 

I know AdKats has this function, but there's no way to automatically allow this for res. slots atm.

 

Edit:

And with unlock private squad, if thats possible.

Here ya go:

 

showthread....layer)-command*

 

Note all the warnings and caveats in the text of the description.

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

Originally Posted by shunyong9*:

 

Greetings all.

 

We are planning to implement multi game mode, mainly conquest large, rush and dominations.

 

We need custom gamecounters per game mode. In this case we would like conquest large to be set at 125%, rush at 180% and domination 300%.

 

We have referred to page 167 in this thread and have tried to implement PapaCharlie9 codes into our insane limit but have since been unsuccessful. We suspect it might be a case of outdated codes since we are using server version R46 and that post was aimed towards other server versions since that was quite some time ago.

 

We would like to include that we are currently using xvotemap plugins.

 

Any assistance are greatly appreciated.

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

Originally Posted by v3rs0*:

 

Dear,

 

I have a special request, i don't know if someone already asked:

 

Exemple:

Player "Damnit" is on the US team and got killed by player "IamSoPro" flying with stolen AH1Z-Viper (US heli) or any other US vehicle and got a temporary ban of 3 day

Same goes if "IamSoPro" got killed by "Damnit" with MI-28 Havoc or any other RU vehicle

 

The best would be that the player got a temp ban for the simple fact to use a enemy vehicle but i guess that wouldn't be possible at all

 

Thanks in advance

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

Originally Posted by TMiland*:

 

Dear,

 

I have a special request, i don't know if someone already asked:

 

Exemple:

Player "Damnit" is on the US team and got killed by player "IamSoPro" flying with stolen AH1Z-Viper (US heli) or any other US vehicle and got a temporary ban of 3 day

Same goes if "IamSoPro" got killed by "Damnit" with MI-28 Havoc or any other RU vehicle

 

The best would be that the player got a temp ban for the simple fact to use a enemy vehicle but i guess that wouldn't be possible at all

 

Thanks in advance

We allow players to use enemy vehicle if it is stolen from a player on the battlefield, but NOT from the main base.

 

So your limit would have to not allow usage of any enemy vehicles at all, and i like the idea, cause that would stop players from jumping in a plane, only to fly to the enemy base and steal a heli f.eks.

 

So if a player is on Team US & kill weapon is f.eks MI-28 = do punishment?

 

PC9? I would also be interested! :biggrin:

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

Originally Posted by LumPenPacK*:

 

would do the trick. Suppose this is not that easy to do?

You could try something like this. But you might want to add some warnings in chat. This is not included here.

 

Important: Vote must be finished BEFORE round has ended!

 

Warning: Not tested yet.

 

Add 2 new limits.

 

First Limit

Evaluation: OnRoundStart

Code:

Code:

if(server.NextMapIndex == null)
	return false;
 
server.Data.setInt("NextMapIndex", server.NextMapIndex);
	return false;
Second Limit

Evaluation: OnRoundOver

Code:

Code:

int StartTime = 21; // ---> 9pm
int EndTime = 9;   // ---> 9am

if( !(DateTime.Now.TimeOfDay.CompareTo(TimeSpan.FromHours(StartTime)) > 0 && DateTime.Now.TimeOfDay.CompareTo(TimeSpan.FromHours(EndTime)) < 0) || !server.Data.issetInt("NextMapIndex"))
	return false;

if(server.Data.getInt("NextMapIndex") != server.NextMapIndex)
	plugin.ServerCommand("mapList.setNextMapIndex", server.Data.getInt("NextMapIndex").ToString());
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by glenn82*:

 

hello

 

i search plugin or script to let players vote to restart a round

this is for a seige no levolution server

this must have a option in % how many votes needed

 

pls let me know

 

greets

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

Originally Posted by w262035635*:

 

i have a request:

kick the specified Tag player.

 

Or when the members of the same Tag is more than X number.

Will perform a kick redundant the same Tag

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

Originally Posted by PapaCharlie9*:

 

Greetings all.

 

We are planning to implement multi game mode, mainly conquest large, rush and dominations.

 

We need custom gamecounters per game mode. In this case we would like conquest large to be set at 125%, rush at 180% and domination 300%.

 

We have referred to page 167 in this thread and have tried to implement PapaCharlie9 codes into our insane limit but have since been unsuccessful. We suspect it might be a case of outdated codes since we are using server version R46 and that post was aimed towards other server versions since that was quite some time ago.

 

We would like to include that we are currently using xvotemap plugins.

 

Any assistance are greatly appreciated.

Use the Ultimate Map Manager plugin:

 

showthread....-4-0-02-03-14)*

 

That's what everyone running mixed mode uses.

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

Originally Posted by PapaCharlie9*:

 

hello

 

i search plugin or script to let players vote to restart a round

this is for a seige no levolution server

this must have a option in % how many votes needed

 

pls let me know

 

greets

Here you go:

 

myrcon.net/...insane-limits-v09r6-vote-to-nuke-campingbase-raping-team-or-surrender#entry28948

 

Which refers to:

 

myrcon.net/.../insane-limits-v09r6-vote-to-nuke-campingbase-raping-team-or-surrender

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

Originally Posted by w262035635*:

 

thank you PapaCharlie9,

I have been using these plugins

 

And I also a request

How to limit specified Tag players joined server?

Or limit the number of the tag player..

When the new tag specified players join server. And reach a certain quantity. Will kick this player.

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

Originally Posted by LumPenPacK*:

 

This is a Tag protection

Instead of the Tag Kicked

Are you looking for a limit of same clan tags on the server?

 

Example: You have 5 players using [ABC] clan tag. As soon as a 6th player with [ABC] clan tag is joining the server, this new player should be kicked?

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

Originally Posted by w262035635*:

 

Are you looking for a limit of same clan tags on the server?

 

Example: You have 5 players using [ABC] clan tag. As soon as a 6th player with [ABC] clan tag is joining the server, this new player should be kicked?

Yeah.

And I hope can set the limit number

Do you know where I can get this code?

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

Originally Posted by TMiland*:

 

I have a question; Is it possible to check, if a player has [TAG] & player emblem is set to platoon emblem, OK do nothing.

 

But if player has [TAG] & Player emblem is not set to the platoon image, do action on player? :tongue:

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

Originally Posted by w262035635*:

 

Yeah

if player tag is [VVC] or Player Name have VVC character,will be kick.

e.g: [VVC]SSW will be kicked,

e.g [AA]VVC-AA also will be kicked

e.g [abc]SSW not kicked

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

Archived

This topic is now archived and is closed to further replies.




  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      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
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.