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Originally Posted by PapaCharlie9*:

 

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:

No, not currently possible.
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Originally Posted by PapaCharlie9*:

 

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

Create a limit to evaluate OnJoin, call it "Tag Limiter".

 

Set first_check to this Code:

 

Code:

String checkTag = "XXX"; // CHANGE
int maxTagCount = 5; // CHANGE


String ptag = player.Tag;
if (String.IsNullOrEmpty(ptag)) {
    // Maybe they are using [_-=]XXX[=-_]PlayerName format
    Match tm = Regex.Match(player.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
    if (tm.Success) {
        ptag = tm.Groups[1].Value;
    }
}

if (ptag != checkTag)
    return false;

List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team1.players);
all.AddRange(team2.players);

int count = 0;
foreach (PlayerInfoInterface p in all) {
    ptag = p.Tag;
    if (String.IsNullOrEmpty(ptag)) {
        // Maybe they are using [_-=]XXX[=-_]PlayerName format
        Match tm = Regex.Match(p.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
        if (tm.Success) {
            ptag = tm.Groups[1].Value;
        }
    }
    if (ptag == checkTag) {
        count = count + 1;
    }
}

// Check count and kick
if (count > maxTagCount) {
    plugin.KickPlayerWithMessage(player.Name, "Too many players with [" + checkTag + "] clan tag"); // CHANGE
}
return false;
Change checkTag to be the tag you want to limit.

 

Change maxTagCount to the number of tags you want to allow. If you set it to 5, the sixth player will be kicked.

 

Change the kick message, as needed (find all lines that end with // CHANGE).

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Originally Posted by Hodor*:

 

Hi, tell me how to do !Rules

between words in a delay of 2-3 seconds

And also yell message delay and duration of showing

 

I've seen it, but there is no delay and no yell messages

 

Code:

// Edit rules here
List<String> Rules = new List<String>();
Rules.Add("----- SERVER RULES -----");
Rules.Add("No Cheating, Glitching, Statspadding!");
Rules.Add("No Baserape or spawncamping");
Rules.Add("No mainbase camping");
// Try not to add more Rules.Add because it won't fit in the chat box.


if(limit.Activations(player.Name) <= 2)
    foreach(string Rule in Rules)
        plugin.SendSquadMessage(player.TeamId, player.SquadId, Rule);

return false;
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Originally Posted by TMiland*:

 

No, not currently possible.

Okay chief! :smile:

 

I have another question: Is it possible to announce the top scoring squad at the end of the round, maybe based on this limit: myrcon.net/...insane-limits-examples#entry18454 :cool:

 

NM, totally forgot about this; showthread....-0-0-3-6-2014)*

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Originally Posted by LumPenPacK*:

 

Okay chief! :smile:

 

I have another question: Is it possible to announce the top scoring squad at the end of the round, maybe based on this limit: myrcon.net/...insane-limits-examples#entry18454 :cool:

It should be possible with IL but if you want this feature I will add it as an option to my Squad Manager plugin that will be released the next few days after I've fixed some smaller bugs.
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Originally Posted by TMiland*:

 

It should be possible with IL but if you want this feature I will add it as an option to my Squad Manager plugin that will be released the next few days after I've fixed some smaller bugs.

That would be awesome! I edited the post, and the Ace squad is kind of nice, but what i really wanted is to display the best squad with the same tag, like if a squad has 2 or more players with the same tag, to promote team-work with your mates. :smile:
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Originally Posted by LumPenPacK*:

 

That would be awesome! I edited the post, and the Ace squad is kind of nice, but what i really wanted is to display the best squad with the same tag, like if a squad has 2 or more players with the same tag, to promote team-work with your mates. :smile:

But wouldn't this mean that most of the time the squad with the most clan players will be "the best squad"? It's quite hard to have with 2 players with the same tag more points than any squad with 3 or more players.
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Originally Posted by w262035635*:

 

Create a limit to evaluate OnJoin, call it "Tag Limiter".

 

Set first_check to this Code:

 

Code:

String checkTag = "XXX"; // CHANGE
int maxTagCount = 5; // CHANGE


String ptag = player.Tag;
if (String.IsNullOrEmpty(ptag)) {
    // Maybe they are using [_-=]XXX[=-_]PlayerName format
    Match tm = Regex.Match(player.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
    if (tm.Success) {
        ptag = tm.Groups[1].Value;
    }
}

if (ptag != checkTag)
    return false;

List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team1.players);
all.AddRange(team2.players);

int count = 0;
foreach (PlayerInfoInterface p in all) {
    ptag = p.Tag;
    if (String.IsNullOrEmpty(ptag)) {
        // Maybe they are using [_-=]XXX[=-_]PlayerName format
        Match tm = Regex.Match(p.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
        if (tm.Success) {
            ptag = tm.Groups[1].Value;
        }
    }
    if (ptag == checkTag) {
        count = count + 1;
    }
}

// Check count and kick
if (count > maxTagCount) {
    plugin.KickPlayerWithMessage(player.Name, "Too many players with [" + checkTag + "] clan tag"); // CHANGE
}
return false;
Change checkTag to be the tag you want to limit.

 

Change maxTagCount to the number of tags you want to allow. If you set it to 5, the sixth player will be kicked.

 

Change the kick message, as needed (find all lines that end with // CHANGE).

If need to limit multiple tag team. I need to create multiple limit?
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Originally Posted by TMiland*:

 

But wouldn't this mean that most of the time the squad with the most clan players will be "the best squad"? It's quite hard to have with 2 players with the same tag more points than any squad with 3 or more players.

Yes, exactly, to promote team-play, or to squad up and do a good job as a squad for the team. Thats what BF4 is all about. :smile:

 

You could count a squad with one player as well, but then he would have to be better that other squads right? That would just point out that the other squads must have been really bad to be beaten by one player! :biggrin:

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Originally Posted by PapaCharlie9*:

 

Request:

Enable FairFight after server restart

 

Reason:

showthread....112#post115112*

This will only work if the plugin/Procon stays active while the game server is rebooted. If the plugin is deactivated because the connection to the game server is lost, this will not work.

 

Is it ok to wait until the first player joins before activating fairfight?

 

If so, create the limit to evaluate OnJoin, call it "FairFight activate".

 

If you MUST have it activated as soon as possible, create the limit to evaluate OnIntervalServer, set interval to 10 seconds, call it "FairFight Activate ASAP". NOTE THAT WILL TAKE AT LEAST 10 SECONDS AFTER RESTART TO BE ACTIVATED.

 

Set first_check to this Code:

 

Code:

String key = "uptime total";
if (!plugin.Data.issetDouble(key)) {
    plugin.Data.setDouble(key, server.TimeUp);
    plugin.PRoConEvent("FairFight activate!", "Insane Limits");
    plugin.ServerCommand("fairFight.activate");
    return false;
}
double last = plugin.Data.getDouble(key);
if (server.TimeUp < last) {
    plugin.PRoConEvent("FairFight activate!", "Insane Limits");
    plugin.ServerCommand("fairFight.activate");
}
plugin.Data.setDouble(key, server.TimeUp);
return false;
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Originally Posted by w262035635*:

 

Create a limit to evaluate OnJoin, call it "Tag Limiter".

 

Set first_check to this Code:

 

Code:

String checkTag = "XXX"; // CHANGE
int maxTagCount = 5; // CHANGE


String ptag = player.Tag;
if (String.IsNullOrEmpty(ptag)) {
    // Maybe they are using [_-=]XXX[=-_]PlayerName format
    Match tm = Regex.Match(player.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
    if (tm.Success) {
        ptag = tm.Groups[1].Value;
    }
}

if (ptag != checkTag)
    return false;

List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team1.players);
all.AddRange(team2.players);

int count = 0;
foreach (PlayerInfoInterface p in all) {
    ptag = p.Tag;
    if (String.IsNullOrEmpty(ptag)) {
        // Maybe they are using [_-=]XXX[=-_]PlayerName format
        Match tm = Regex.Match(p.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
        if (tm.Success) {
            ptag = tm.Groups[1].Value;
        }
    }
    if (ptag == checkTag) {
        count = count + 1;
    }
}

// Check count and kick
if (count > maxTagCount) {
    plugin.KickPlayerWithMessage(player.Name, "Too many players with [" + checkTag + "] clan tag"); // CHANGE
}
return false;
Change checkTag to be the tag you want to limit.

 

Change maxTagCount to the number of tags you want to allow. If you set it to 5, the sixth player will be kicked.

 

Change the kick message, as needed (find all lines that end with // CHANGE).

If they are not using the Tag

But in setting the game ID tag. You can limit?

e.g [ww]-EOC-xxww

e.g [ssff]-EOC-sffwww

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Originally Posted by PapaCharlie9*:

 

If they are not using the Tag

But in setting the game ID tag. You can limit?

e.g [ww]-EOC-xxww

e.g [ssff]-EOC-sffwww

Which part is the part you want to match? [ww]? EOC? xxww? Is it even possible to define a player name that has [ww] in it?

 

For players who do not have a clan tag defined, the code will match patterns like this:

 

xxx-name

xxx_name

xxx=name

 

-xxx-name

_xxx_name

=xxx=name

 

Also xxx may be xx or xxxx (from 2 to 4 letters or numbers).

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Originally Posted by w262035635*:

 

Which part is the part you want to match? [ww]? EOC? xxww? Is it even possible to define a player name that has [ww] in it?

 

For players who do not have a clan tag defined, the code will match patterns like this:

 

xxx-name

xxx_name

xxx=name

 

-xxx-name

_xxx_name

=xxx=name

 

Also xxx may be xx or xxxx (from 2 to 4 letters or numbers).

[tag]-XXX-name

or

[tag]XXXname

 

tag may be is Tag A or Tag B,

But player ID must contain XXX

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Originally Posted by PapaCharlie9*:

 

[tag]-XXX-name

or

[tag]XXXname

 

tag may be is Tag A or Tag B,

But player ID must contain XXX

What is [tag]? I thought you said players do not have clan tags? I'm confused.
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Originally Posted by w262035635*:

 

What is [tag]? I thought you said players do not have clan tags? I'm confused.

e.g. one clan name is "SAGA"

Their members. Will exist in name : -SAGA-{name},

Such as:

-SAGA-KKWW

-SAGA-wjhgrlle

-SAGA-LKTLT

 

 

Their Tag. Just for recognition. They are how many squad

e.g

[X]-SAGA-KKWW

[X]-SAGA-wjhgrlle

[Z]-SAGA-LKTLT

 

 

So.. I just want to.. Can limit the keywords in the game ID

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Originally Posted by burt568*:

 

I don't know if this request should be in this thread, xVoteMap or Ultimate Map Manager but here goes, I think I would like to use Insane Limits to tie everything together

 

I have 32 man server

If the player numbers are below 12 (to start the server) UMM uses a maplist which only has Noshahr TDM on it

If the player numbers go over 12 it changes to a conquest / rush mix BUT it does not change until the current round ends

If the player numbers fall back below 12 is changes immediately to TDM

 

I would like to use xVotemap on the second maplist when the player numbers are greater than 14

 

If I enable xVotemap server wide it would kick in on the TDM maplist when the player numbers go over 14, but the maplist only has Noshahr Canals on it!!!! Which would be silly

 

What I would like to do is roughly the following but using the correct code

 

Code:

On round start 
-> Check to see if the current map is Noshahr Canals 
-> If False then  enablevotemap 
-> If True then  disablevotemap
End of check
Noshahr Canals does not appear in the conquest / rush map list so that would be the easier check, the other way would be to check the game mode

 

Code:

On round start 
-> Check to see if the current game mode is TDM
-> If False then enablevotemap 
-> If True then disablevotemap
End of check
Just in case i decide to put Noshahr canals into the conquest list in the future, it would be better to do the check on gamemode

 

Or if we could obtain the map list ID from UMM ( maplist0 or LowNum for my starter TDM) that would be the best then all maps and modes could be used in the future but if the server was on the the starter maplist of 1 map then it would disable the xvotemap

 

Code:

On round start 
-> Check to see if the current maplist is 0 ot called LowNum
-> If False then enablevotemap 
-> If True then disablevotemap
End of check
Is any of this making any sense and can it be done with insane limits?
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Originally Posted by burt568*:

 

e.g. one clan name is "SAGA"

Their members. Will exist in name : -SAGA-{name},

Such as:

-SAGA-KKWW

-SAGA-wjhgrlle

-SAGA-LKTLT

 

 

Their Tag. Just for recognition. They are how many squad

e.g

[X]-SAGA-KKWW

[X]-SAGA-wjhgrlle

[Z]-SAGA-LKTLT

 

 

So.. I just want to.. Can limit the keywords in the game ID

So what I think you are asking here is:-

You provide a Custom List of Clan Tags you want to restrict for whatever purpose

You want the system to check clan tags of players to make sure they are not on your Custom Lists

You want the system then to check each player to make sure that the first characters in their GameName do not appear in your clan tag list

 

The problem is that you are going to have a potential list of false positives, random players made have the same 4 letters as the start of their name and may not be a clan assignment name

 

Let's say you have SAGA in your Custom List, then players with the name like Sagarion / Sagarator / SagaOver50 would all be put in your "Do Something with" List even though they have no affiliation to clan SAGA

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Originally Posted by PapaCharlie9*:

 

e.g. one clan name is "SAGA"

Their members. Will exist in name : -SAGA-{name},

Such as:

-SAGA-KKWW

-SAGA-wjhgrlle

-SAGA-LKTLT

I understand this part.

 

 

Their Tag. Just for recognition. They are how many squad

e.g

[X]-SAGA-KKWW

[X]-SAGA-wjhgrlle

[Z]-SAGA-LKTLT

 

 

So.. I just want to.. Can limit the keywords in the game ID

I do not understand this part. What is [X] and [Z]?
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Originally Posted by PapaCharlie9*:

 

So what I think you are asking here is:-

You provide a Custom List of Clan Tags you want to restrict for whatever purpose

You want the system to check clan tags of players to make sure they are not on your Custom Lists

You want the system then to check each player to make sure that the first characters in their GameName do not appear in your clan tag list

 

The problem is that you are going to have a potential list of false positives, random players made have the same 4 letters as the start of their name and may not be a clan assignment name

 

Let's say you have SAGA in your Custom List, then players with the name like Sagarion / Sagarator / SagaOver50 would all be put in your "Do Something with" List even though they have no affiliation to clan SAGA

That part is already handled in the code I provided. The code detects patterns that include -XXX- or _XXX_, etc. It's not just any prefix of the name, it has to match the specific bracketing patterns. XXX- and XXX? are also detected.

 

All of that I understand.

 

What I don't understand is what the poster means by [X]-SAGA- and [Z]-SAGA-. Is that a clan tag? Do players have both a clan tag AND a prefix that looks like a tag?

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Originally Posted by LCARSx64*:

 

What I don't understand is what the poster means by [X]-SAGA- and [Z]-SAGA-. Is that a clan tag? Do players have both a clan tag AND a prefix that looks like a tag?

I think he means that [x] and [y] can be any tag or no tag, the match would need to be on the begining of the player name (in the example that is "SAGA"). Basically, these would all match:

 

[TAG] SAGA-player1

SAGA-player2

[sAGA] SAGA-player3

 

If the hythen isn't an important part of the match conditions, then the following would also match:

 

[ABC] SAGAplayer4

SAGAplayer5

 

 

Sent from Samsung Galaxy S5 using Tapatalk

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Originally Posted by PapaCharlie9*:

 

I think he means that [x] and [y] can be any tag or no tag, the match would need to be on the begining of the player name (in the example that is "SAGA"). Basically, these would all match:

 

[TAG] SAGA-player1

SAGA-player2

[sAGA] SAGA-player3

 

If the hythen isn't an important part of the match conditions, then the following would also match:

 

[ABC] SAGAplayer4

SAGAplayer5

 

 

Sent from Samsung Galaxy S5 using Tapatalk

Now that makes sense. I hope that is actually what was meant. :smile:

 

If the goal is to IGNORE the clan tag, that just means removing code. Try this:

 

Code:

String checkTag = "XXX"; // CHANGE
int maxTagCount = 5; // CHANGE


String ptag = null;
if (String.IsNullOrEmpty(ptag)) {
    // Maybe they are using [_-=]XXX[=-_]PlayerName format
    Match tm = Regex.Match(player.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
    if (tm.Success) {
        ptag = tm.Groups[1].Value;
    }
}

if (ptag != checkTag)
    return false;

List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team1.players);
all.AddRange(team2.players);

int count = 0;
foreach (PlayerInfoInterface p in all) {
    ptag = null;
    if (String.IsNullOrEmpty(ptag)) {
        // Maybe they are using [_-=]XXX[=-_]PlayerName format
        Match tm = Regex.Match(p.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
        if (tm.Success) {
            ptag = tm.Groups[1].Value;
        }
    }
    if (ptag == checkTag) {
        count = count + 1;
    }
}

// Check count and kick
if (count > maxTagCount) {
    plugin.KickPlayerWithMessage(player.Name, "Too many players with [" + checkTag + "] clan tag"); // CHANGE
}
return false;
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Originally Posted by _gp_*:

 

So here's how I would write this limit.

 

Create a limit to evaluate OnIntervalPlayers, set interval to 30, leave Action set to None.

 

Set first_check to this Code:

 

Code:

int minimumPlayers = 24; // ping is ignored if fewer than these players
int maximumPing = 200; // highest ping allowed
int maximumCount = 5; // number of times max ping is allowed before kick

String key = "PingCounter";

if (server.PlayerCount < minimumPlayers) return false;
if (plugin.isInList(player.Name, "ping_whitelist")) return false;

if (player.Ping > maximumPing) plugin.ServerCommand("player.ping", player.Name);

if (player.MedianPing > maximumPing) {
    int count = 0;
    if (player.Data.issetInt(key)) count = player.Data.getInt(key);
    count = count + 1;
    player.Data.setInt(key, count);
    if (count > maximumCount) {
        plugin.KickPlayerWithMessage(player.Name, plugin.R("Sorry, but your ping was too high."));
        plugin.PRoConChat(plugin.R("[Ping Kicker] > %p_n% has been KICKED for high ping."));
    }
}
return false;
I realize this is a year old, what am I missing?

 

tries to compile this and get this error:

Code:

[15:25:18 58] [Insane Limits] ERROR: 8 errors compiling Code
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 30, column: 33):  The name 'player' does not exist in the current context
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 32, column: 17):  The name 'player' does not exist in the current context
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 32, column: 80):  The name 'player' does not exist in the current context
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 34, column: 17):  The name 'player' does not exist in the current context
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 36, column: 21):  The name 'player' does not exist in the current context
[15:25:18 61] [Insane Limits] ERROR: (CS0103, line: 36, column: 56):  The name 'player' does not exist in the current context
[15:25:18 61] [Insane Limits] ERROR: (CS0103, line: 38, column: 17):  The name 'player' does not exist in the current context
[15:25:18 61] [Insane Limits] ERROR: (CS0103, line: 40, column: 50):  The name 'player' does not exist in the current context
thx

 

_gp?

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Originally Posted by TMiland*:

 

I realize this is a year old, what am I missing?

 

tries to compile this and get this error:

Code:

[15:25:18 58] [Insane Limits] ERROR: 8 errors compiling Code
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 30, column: 33):  The name 'player' does not exist in the current context
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 32, column: 17):  The name 'player' does not exist in the current context
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 32, column: 80):  The name 'player' does not exist in the current context
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 34, column: 17):  The name 'player' does not exist in the current context
[15:25:18 58] [Insane Limits] ERROR: (CS0103, line: 36, column: 21):  The name 'player' does not exist in the current context
[15:25:18 61] [Insane Limits] ERROR: (CS0103, line: 36, column: 56):  The name 'player' does not exist in the current context
[15:25:18 61] [Insane Limits] ERROR: (CS0103, line: 38, column: 17):  The name 'player' does not exist in the current context
[15:25:18 61] [Insane Limits] ERROR: (CS0103, line: 40, column: 50):  The name 'player' does not exist in the current context
thx

 

_gp?

Hi,

 

this is the limit i used before, i know it compiles:

 

Create a limit to evaluate OnIntervalPlayers, set interval to 30, leave Action set to None.

 

Set first_check to this Code:

Code:

int minimumPlayers = 16; // ping is ignored if fewer than these players
int maximumPing = 200; // highest ping allowed
int maximumCount = 5; // number of times max ping is allowed before kick

String msg = "none";
String key = "PingCounter";

if (server.PlayerCount < minimumPlayers) return false;
if (plugin.isInList(player.Name, "admins")) return false;

if (player.Ping > maximumPing) plugin.ServerCommand("player.ping", player.Name);

if (player.MedianPing > maximumPing) {
	int count = 0;
	if (player.Data.issetInt(key)) count = player.Data.getInt(key);
	count = count + 1;
	player.Data.setInt(key, count);
	if (count > maximumCount) {
		msg = "[Ping Kicker] > %p_n% has been KICKED for high ping.";
		plugin.KickPlayerWithMessage(player.Name, plugin.R("Sorry, but your ping was too high."));
		plugin.PRoConChat(plugin.R(msg));
		plugin.ServerCommand("admin.say", msg);
    }
}
return false;
Adjust for your needs. :smile:
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Originally Posted by _gp_*:

 

@post 2340

 

will give it a try.

 

I use latency manager already, I am trying to get all plugins to convert and run under insane limits if I can do it..

Using 15 plugins and 29 Limits.. at the moment...

 

thx

 

_gp?

 

It did compile, running in virtual now....thx again

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Originally Posted by TMiland*:

 

@post 2340

 

will give it a try.

 

I use latency manager already, I am trying to get all plugins to convert and run under insane limits if I can do it..

Using 15 plugins and 29 Limits.. at the moment...

 

thx

 

_gp?

 

It did compile, running in virtual now....thx again

No problem, glad i could help! :smile:
* Restored post. It could be that the author is no longer active.
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