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Originally Posted by LjMjollnir*:

 

Hi PapaCharlie9,

 

Is there any way that insane limit force enable commander mode if server you are hosting runs with multimodes?

What i know now commander mode is only available on Conquest, Obliteration and carrier assault right?

Nope.. if the current maplist contains any map/mode that does not support commander you cant enable it...
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Originally Posted by 397Seth*:

 

Nope.. if the current maplist contains any map/mode that does not support commander you cant enable it...

I have the same problem. I "solved" it with UMM and two mapcylces. One with all game modes and one with the commander maps.

Sucks, but it's the only solution

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Originally Posted by ColColonCleaner*:

 

I have the same problem. I "solved" it with UMM and two mapcylces. One with all game modes and one with the commander maps.

Sucks, but it's the only solution

What they are trying to prevent is commanders simply being kicked because the map changed when normal players are not affected.
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Originally Posted by PapaCharlie9*:

 

Can insane limits, limits specific weapons on the maps and modes we choose? Is there any exist codes here already?

Which weapons and which maps?

 

Explosives on Lockers/Metro?

 

showthread....etro-Op-Locker*

 

Snipers?

 

showthread....hlight=snipers*

 

You can use forum search and type in the weapons you want to limit to find other examples.

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Originally Posted by PapaCharlie9*:

 

Request: Force only 2 teams (squads) in Squad Deathmatch mode.

No one has helped you yet? Sorry for the wait.

 

YOU MUST DISABLE ALL BALANCING AND THE vars.autobalance SETTING MUST BE SET TO false! OR THIS WILL NOT WORK!

 

THIS MAY NOT WORK IF TEAMS ARE NOT ALLOWED TO HAVE MORE THAN 25% OF YOUR vars.maxPlayers SETTING!

 

For example, suppose you have 32 slots and vars.maxPlayers is 32. The game server may not allow more than 8 players per team. So say you have 8 v 8 v 0 v 0. A new player joins on Charlie, giving you 8 v 8 v 1 v 0. The limit will try to move the 1 player to Alpha or Bravo. That move will FAIL if the game server does not allow more than 8 players per team.

 

THERE IS A HIGH PROBABILITY THAT THIS LIMIT WILL NOT WORK! YOU HAVE BEEN WARNED.

 

Create a limit to evaluate OnSpawn, call it "Force 2 teams".

 

Set first_check to this Code:

 

Code:

List<PlayerInfoInterface> all = new List<PlayerInfoInterface>();
all.AddRange(team3.players);
all.AddRange(team4.players);
Random r = new Random();

foreach (PlayerInfoInterface p in all) {
    int t1n = team1.players.Count;
    int t2n = team2.players.Count;
    int to = (t1n > t2n) _ 2 : 1;
    int squad = r.Next(4) + 1;
    plugin.MovePlayer(p.Name, to, squad, true);
    String msg = ": MOVED! This SQDM server forces all players to team Alpha or Bravo only!";
    plugin.SendGlobalMessage(p.Name + msg);
}
return false;
The moves happen every time a player tries to spawn on team Charlie or Delta.
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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;
this limit works good for me...Stopped using Latency Manager...

I did have to change the line for Plugin.proconchat becasue it was printing %p_n% instead of player name.

Here is what I am using for settings, allow higher ping as my server is in Chicago.

 

PapCharlie9

 

thx for this limit sir.

 

_gp?

 

Code:

//Line for proconchat revised 02132015 _gp_

int minimumPlayers = 3; // ping is ignored if fewer than these players
int maximumPing = 250; // highest ping allowed
int maximumCount = 10; // 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, "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) {
		msg = "[Ping Kicker] > "+player.Name+" has been KICKED for high ping.";
		plugin.KickPlayerWithMessage(player.Name, plugin.R("Sorry, but your ping was too high."));
		plugin.PRoConChat(msg + player.MedianPing);
		plugin.SendGlobalMessage(msg + player.MedianPing);
    }
}
return false;
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Originally Posted by dyn*:

 

We run a Vanilla server and the Gametime cheaters have been going crazy these past few days. Just took a limit from the examples thread and edited it a little bit. Have a request after this, too.

 

Limit Name:

KPM Kicker Low Rank

 

Evaluation:

OnKill

 

first_check Expression:

( player.Rank

 

second_check Expression:

( limit.Activations(player.Name, TimeSpan.FromSeconds(30)) > 10 )

 

Limit Action:

EABan

Permanent

 

ea_ban_message %p_n% banned: hacking / cheating

 

 

I believe the above will check to ensure the player is under rank 25 and will then evaluate to see if that player obtains 10 kills in 30 seconds. Reason for this is that these game time accounts come in and try to clear out the server. We don't check the older accounts to try and limit false detections.

 

We also use a headshot detector for procon rulz but I do not believe that procon rulz can use player rank.

 

The request:

Combine the above limit with a limit that will evaluate head shot percentage across multiple weapons and individually per weapon.

- Should headshot percentage go above XX for all weapons after YY kills (other than sniper rifles) a ban will be issued.

- Should headshot percentage go above XX for a single weapon after YY kills (other than sniper rifle) a ban will be issued.

- Should headshot percentage go above XX for sniper files after YY kills a ban will be issued.

- Battlelog KDR is greater than XX, issue a ban.

 

Woudl probably set up two limits with different values for this. One would be for a low rank with a stricter cut off. The thought being that these low rank players, on vanilla, are new players. The other limit would be for individuals with a higher rank so more skill could be taken into account.

 

I thought there was a hacker detector like this already but wasn't able to find it. My searching-foo has been lacking. Trying site:myrcon.com did not help either. =(

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Originally Posted by moacco07*:

 

Which weapons and which maps?

 

Explosives on Lockers/Metro?

 

showthread....etro-Op-Locker*

 

Snipers?

 

showthread....hlight=snipers*

 

You can use forum search and type in the weapons you want to limit to find other examples.

Hi PapaCharlie9,

 

Limit Javelin, stinger on rush for naval strike maps. But the limit is base on the first 5 mins of the game. Players are not allowed to use for the first 5 mins of the game. Is it possible?

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Originally Posted by PapaCharlie9*:

 

We run a Vanilla server and the Gametime cheaters have been going crazy these past few days. Just took a limit from the examples thread and edited it a little bit. Have a request after this, too.

 

Limit Name:

KPM Kicker Low Rank

 

Evaluation:

OnKill

 

first_check Expression:

( player.Rank

 

second_check Expression:

( limit.Activations(player.Name, TimeSpan.FromSeconds(30)) > 10 )

 

Limit Action:

EABan

Permanent

 

ea_ban_message %p_n% banned: hacking / cheating

 

 

I believe the above will check to ensure the player is under rank 25 and will then evaluate to see if that player obtains 10 kills in 30 seconds. Reason for this is that these game time accounts come in and try to clear out the server. We don't check the older accounts to try and limit false detections.

 

We also use a headshot detector for procon rulz but I do not believe that procon rulz can use player rank.

 

The request:

Combine the above limit with a limit that will evaluate head shot percentage across multiple weapons and individually per weapon.

- Should headshot percentage go above XX for all weapons after YY kills (other than sniper rifles) a ban will be issued.

- Should headshot percentage go above XX for a single weapon after YY kills (other than sniper rifle) a ban will be issued.

- Should headshot percentage go above XX for sniper files after YY kills a ban will be issued.

- Battlelog KDR is greater than XX, issue a ban.

 

Woudl probably set up two limits with different values for this. One would be for a low rank with a stricter cut off. The thought being that these low rank players, on vanilla, are new players. The other limit would be for individuals with a higher rank so more skill could be taken into account.

 

I thought there was a hacker detector like this already but wasn't able to find it. My searching-foo has been lacking. Trying site:myrcon.com did not help either. =(

First, modify your first_check to this:

 

Code:

( killer.Rank < 25 && killer.KillsRound > 1)
Makes the code simpler later, since I don't have to worry about handling 0 kills in percentages.

 

One at a time:

 

- Should headshot percentage go above XX for all weapons after YY kills (other than sniper rifles) a ban will be issued.

 

This is easy, since headshots for all weapons are available as killer.HeadshotsRound. To eliminate sniper rifles, you use the kill.Category feature.

 

Rewriting your second_check Expression as Code, so that these all can be combined into one limit:

 

Code:

if (
   ( limit.Activations(killer.Name, TimeSpan.FromSeconds(30)) > 10 )
|| ( (killer.HeadshotsRound/killer.KillsRound) * 100 > XX && kill.Category != "SniperRifle" )
) {
 // Punishments here
}
- Should headshot percentage go above XX for a single weapon after YY kills (other than sniper rifle) a ban will be issued.

 

I'm not sure what you mean be "single weapon". Do you mean the current weapon used in this particular kill, or one particular abused weapon, like 870 shotgun? I'm assuming the former, the weapon used in this kill.

 

I hadn't used the per weapon feature in over a year, so I had to do some experimenting to restore my memory. In general,

 

Code:

killer[kill.Weapon].XXX
Gives you the following values for XXX:

 

KillsRound

DeathsRound

SuicidesRound

TeamKillsRound

TeamDeathsRound

HeadshotsRound

 

KillsTotal

DeathsTotal

SuicidesTotal

TeamKillsTotal

TeamDeathsTotal

HeadshotsTotal

 

Total in this context means total for this player across all rounds he's played so far, noot total across all players for this round.

 

Code:

if (
   ( limit.Activations(killer.Name, TimeSpan.FromSeconds(30)) > 10 )
|| ( (killer.HeadshotsRound/killer.KillsRound) * 100 > XX && kill.Category != "SniperRifle" )
|| ( (killer[kill.Weapon].HeadshotsRound/killer.KillsRound) * 100 > XX && kill.Category != "SniperRifle" )
) {
 // Punishments here
}
- Should headshot percentage go above XX for sniper files after YY kills a ban will be issued.

 

Just the reverse of the above, plus the addition of a kill count YY.

 

Code:

if (
   ( limit.Activations(killer.Name, TimeSpan.FromSeconds(30)) > 10 )
|| ( (killer.HeadshotsRound/killer.KillsRound) * 100 > XX && kill.Category != "SniperRifle" )
|| ( (killer[kill.Weapon].HeadshotsRound/killer.KillsRound) * 100 > XX && kill.Category != "SniperRifle" )
|| ( kill.Category == "SniperRifle" && (killer.HeadshotsRound/killer.KillsRound) * 100 > XX && killer.KillsRound > YY )
) {
 // Punishments here
}
- Battlelog KDR is greater than XX, issue a ban.

 

 

Should have done that one first!

 

Code:

if (
   ( killer.Kdr > ZZ )
|| ( limit.Activations(killer.Name, TimeSpan.FromSeconds(30)) > 10 )
|| ( (killer.HeadshotsRound/killer.KillsRound) * 100 > XX && kill.Category != "SniperRifle" )
|| ( (killer[kill.Weapon].HeadshotsRound/killer.KillsRound) * 100 > XX && kill.Category != "SniperRifle" )
|| ( kill.Category == "SniperRifle" && (killer.HeadshotsRound/killer.KillsRound) * 100 > XX && killer.KillsRound > YY )
) {
 // Punishments here
}
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Originally Posted by PapaCharlie9*:

 

Hi PapaCharlie9,

 

Limit Javelin, stinger on rush for naval strike maps. But the limit is base on the first 5 mins of the game. Players are not allowed to use for the first 5 mins of the game. Is it possible?

Not with a 5 minute time limit, no. You can prevent them from using those weapons for the whole round using the Loadout Enforcer plugin:

 

myrcon.net/.../on-spawn-loadout-enforcer-for-infantryvehicles-adkatslrt

 

I don't think it has time limits as an option, though. Maybe if combined with AdKats? Ask on that thread.

 

You can alternatively punish players after they use such weapons, for the first 5 minutes. What exactly is the abuse with Javelin/Stinger on Rush? Can't get any aircraft or rafts to land?

 

Create a limit to evaluate OnKill, call it to "NS: No Jave/Sting for 5 mins".

 

Set first_check to this Code:

 

Code:

// Skip maps that are not XP2 (Naval Strike) on Rush
if (!server.MapFileName.ToUpper().StartsWith("XP2") || !server.Gamemode.ToUpper().Contains("RUSH")) 
    return false;
// Skip if more than 5 minutes into this round
if (server.TimeRound > (5*60))
    return false;
// Punish Javelin or Stinger kills
if (kill.Weapon == "U_FGM148" || kill.Weapon == "U_FIM92") {
    String msg = ": Do not use Javelin or Stinger for first 5 minutes of round!";
    plugin.SendGlobalMessage(killer.Name + msg);
    plugin.KickPlayerWithMessage(killer.Name, msg);
}
return false;
I set it to kick the offending player. You could kill instead, but they would probably ignore. This is the best you can do with Insane Limits.
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Originally Posted by moacco07*:

 

Not with a 5 minute time limit, no. You can prevent them from using those weapons for the whole round using the Loadout Enforcer plugin:

 

myrcon.net/.../on-spawn-loadout-enforcer-for-infantryvehicles-adkatslrt

 

I don't think it has time limits as an option, though. Maybe if combined with AdKats? Ask on that thread.

 

You can alternatively punish players after they use such weapons, for the first 5 minutes. What exactly is the abuse with Javelin/Stinger on Rush? Can't get any aircraft or rafts to land?

 

Create a limit to evaluate OnKill, call it to "NS: No Jave/Sting for 5 mins".

 

Set first_check to this Code:

 

Code:

// Skip maps that are not XP2 (Naval Strike) on Rush
if (!server.MapFileName.ToUpper().StartsWith("XP2") || !server.Gamemode.ToUpper().Contains("RUSH")) 
    return false;
// Skip if more than 5 minutes into this round
if (server.TimeRound > (5*60))
    return false;
// Punish Javelin or Stinger kills
if (kill.Weapon == "U_FGM148" || kill.Weapon == "U_FIM92") {
    String msg = ": Do not use Javelin or Stinger for first 5 minutes of round!";
    plugin.SendGlobalMessage(killer.Name + msg);
    plugin.KickPlayerWithMessage(killer.Name, msg);
}
return false;
I set it to kick the offending player. You could kill instead, but they would probably ignore. This is the best you can do with Insane Limits.
Hi PC9,

 

The reason is because most of the rush mode on naval strike maps starts from the ship base and requires to travel to the land for the attackers and due to this the defenders will spam javelins and stingers.

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Originally Posted by ColColonCleaner*:

 

Hi PC9,

 

The reason is because most of the rush mode on naval strike maps starts from the ship base and requires to travel to the land for the attackers and due to this the defenders will spam javelins and stingers.

I could modify the loadout enforcer to optionally only operate before/after a certain time limit has elapsed in the round, if you're interested in that. This way no players could spawn early round with those weapons.
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Originally Posted by LCARSx64*:

 

Hi PC9,

 

The reason is because most of the rush mode on naval strike maps starts from the ship base and requires to travel to the land for the attackers and due to this the defenders will spam javelins and stingers.

This could be done using the Timed Messaging System limit. I'll code it when I get home.

 

Sent from Samsung Galaxy S5 using Tapatalk

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Originally Posted by LCARSx64*:

 

Awesome. Thanks.

No problem, here you go (note that the only issue I can see with this would be if the round is restarted prematurely):

 

NOTE: This limit requires the Insane Limits Timed Messaging System v2.0 (ILTMS) Core, ...* for details.

 


NS Rush Javelin && Stinger Limiter - 1 of 2

 

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

 

Set first_check to this Code:

Code:

// NS Rush: Javelin & Stinger Limiter - Limit 1 of 2
// v1.0 - OnRoundStart - first_check
//
// REQUIRES INSANE LIMITS TIMED MESSAGING SYSTEM (ILTMS)!!!
//

Queue<Dictionary<String, Object>> _Queue = null;
Dictionary<String, Object> myMsgBlock = null;
List<Object> myADel = null;

Action<Object> Callback = delegate(Object _dummy)
                          {
                              if (plugin.RoundData.issetBool("_JSL_FLAG_"))
                              {
                                  plugin.RoundData.unsetBool("_JSL_FLAG_");
                              }
                              plugin.SendGlobalYell("/nJavelins and Stingers are now permitted!", 5);
                              plugin.ConsoleWrite("^b^1NS Rush Limiter^0^n: Javelins and Stingers are now permitted!");
                              plugin.PRoConChat("^b^1NS Rush Limiter^0^n: Javelins and Stingers are now permitted!");
                          };
if (plugin.Data.issetObject("_ILTMS_THREAD_") && plugin.Data.issetObject("_ILTMS_QUEUE_") && plugin.Data.issetBool("_ILTMS_FLAG_"))
{
    if (plugin.Data.getBool("_ILTMS_FLAG_"))
    {
        _Queue = (Queue<Dictionary<String, Object>>) plugin.Data.getObject("_ILTMS_QUEUE_");
    }
}
if (_Queue == null) return false;
if (!server.Gamemode.ToUpper().Contains("RUSH") && !server.MapFileName.ToUpper().StartsWith("XP2")) return false;
plugin.RoundData.setBool("_JSL_FLAG_", true);
myADel = new List<Object>();
myADel.Add(Callback);
myADel.Add(null);
myMsgBlock = new Dictionary<String, Object>();
myMsgBlock.Add("time", 300);
myMsgBlock.Add("adel", myADel);
lock (_Queue)
{
    _Queue.Enqueue(myMsgBlock);
    Monitor.Pulse(_Queue);
}
plugin.SendGlobalYell("/nJavelins and Stingers are NOT permitted for the next 5 minutes!", 5);
plugin.ConsoleWrite("^b^1NS Rush Limiter^0^n: Javelins and Stingers are NOT permitted!");
plugin.PRoConChat("^b^1NS Rush Limiter^0^n: Javelins and Stingers are NOT permitted!");

return false;

NS Rush Javelin && Stinger Limiter - 2 of 2

 

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

 

Set first_check to this Code:

Code:

// NS Rush: Javelin & Stinger Limiter - Limit 2 of 2
// v1.0 - OnKill - first_check
//
// REQUIRES INSANE LIMITS TIMED MESSAGING SYSTEM (ILTMS)!!!
//

String msg = " are NOT yet permitted!";

if (!plugin.RoundData.issetBool("_JSL_FLAG_")) return false;
if (kill.Weapon == "U_FGM148" || kill.Weapon == "U_FIM92")
{
    if (kill.Weapon == "U_FGM148")
    {
        msg = "Javelins" + msg;
    }
    else
    {
        msg = "Stingers" + msg;
    }
    plugin.SendPlayerMessage(killer.Name, msg);
    plugin.SendPlayerYell(killer.Name, "\n" + msg, 8);
    plugin.KillPlayer(killer.Name);
}

return false;

End of post!

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Originally Posted by dyn*:

 

Modified the code a bit to add in some checks to ensure that kills for that round is over 20 and let it run for several days. Over all it seems that the checker was working well, but with a few hickups.

 

What was happening with the 3rd 'or' (maybe__) statement is that if someone had 3 kills, for example, and 2 of those kills were headshots their head shot percentage is now 66%. Since it's greater than 65, they were banned immediately. This is not the desired behavior so now it will only trigger if kills over the round is 20.

 

In addition to that we are seeing players get headshots with sniper rifles -- let's say 70% -- and then once they get a kill with any weapon other than a sniper rifle their head shot rate is now above 65% and they are banned. Saw this happen just a moment ago with a player who had a bunch of headshots with a sniper rifle and then got one single kill with C4... player was instantly banned.

 

Code:

if (
   (  player.Kdr > 20.0   ||  player.Accuracy > 60  )
|| ( limit.Activations(killer.Name, TimeSpan.FromSeconds(30)) > 10 )
|| ( (killer.HeadshotsRound/killer.KillsRound) * 100 > 65 && killer.KillsRound > 20 && kill.Category != "SniperRifle" )
|| ( (killer[kill.Weapon].HeadshotsRound/killer.KillsRound) * 100 > 65 && killer.KillsRound > 20 && kill.Category != "SniperRifle" )
|| ( kill.Category == "SniperRifle" && (killer.HeadshotsRound/killer.KillsRound) * 100 > 80 && killer.KillsRound > 20 )
) {
 plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Permanent, player.Name, 0, "Player Ban Message Here");
}
Taking what we have above here is what is trying to be accomplished and banned for:

 

  • Battlelog KDR is over 20 or Accuracy is over 60.
  • 10 kills in 30 seconds with any weapon / vehicle.
  • 65% headshots with multiple weapons other than a sniper rifle. The kills per round is not necessarily important but rather the overall kills during that player's session. Possible to catch a cheater who only gets 15 kills a round but gets 95% headshots over multiple rounds?
  • 65% headshots with any single weapon other than a sniper rifle. The kills per round is not necessarily important but rather the overall kills during that player's session. Possible to catch a cheater who only gets 15 kills a round but gets 95% headshots over multiple rounds?
  • 80% headshots with any sniper rifle. Again, the kills per round is not important as the overall kills during that player's session.

Having a lower limit should ensure that a player who gets 2 headhots with a pistol is not immediately banned. If it's possible to carry the headshot % across multiple rounds that would further ensure that hackers do no have to get a bunch of kills "in that round" to be quickly banned.

 

It's these damn Game Time accounts that are causing the most mess. Some of the hackers come in and do not even try to hide it while others are not as obvious but are still getting HSs across the map with a LMG. Being able to quickly ban them ensures the server is not completely killed.

 

Any suggestions? Thank you.

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Originally Posted by ColColonCleaner*:

 

Modified the code a bit to add in some checks to ensure that kills for that round is over 20 and let it run for several days. Over all it seems that the checker was working well, but with a few hickups.

 

What was happening with the 3rd 'or' (maybe__) statement is that if someone had 3 kills, for example, and 2 of those kills were headshots their head shot percentage is now 66%. Since it's greater than 65, they were banned immediately. This is not the desired behavior so now it will only trigger if kills over the round is 20.

 

In addition to that we are seeing players get headshots with sniper rifles -- let's say 70% -- and then once they get a kill with any weapon other than a sniper rifle their head shot rate is now above 65% and they are banned. Saw this happen just a moment ago with a player who had a bunch of headshots with a sniper rifle and then got one single kill with C4... player was instantly banned.

 

Code:

if (
   (  player.Kdr > 20.0   ||  player.Accuracy > 60  )
|| ( limit.Activations(killer.Name, TimeSpan.FromSeconds(30)) > 10 )
|| ( (killer.HeadshotsRound/killer.KillsRound) * 100 > 65 && killer.KillsRound > 20 && kill.Category != "SniperRifle" )
|| ( (killer[kill.Weapon].HeadshotsRound/killer.KillsRound) * 100 > 65 && killer.KillsRound > 20 && kill.Category != "SniperRifle" )
|| ( kill.Category == "SniperRifle" && (killer.HeadshotsRound/killer.KillsRound) * 100 > 80 && killer.KillsRound > 20 )
) {
 plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Permanent, player.Name, 0, "Player Ban Message Here");
}
Taking what we have above here is what is trying to be accomplished and banned for:

 

  • Battlelog KDR is over 20 or Accuracy is over 60.
  • 10 kills in 30 seconds with any weapon / vehicle.
  • 65% headshots with multiple weapons other than a sniper rifle. The kills per round is not necessarily important but rather the overall kills during that player's session. Possible to catch a cheater who only gets 15 kills a round but gets 95% headshots over multiple rounds?
  • 65% headshots with any single weapon other than a sniper rifle. The kills per round is not necessarily important but rather the overall kills during that player's session. Possible to catch a cheater who only gets 15 kills a round but gets 95% headshots over multiple rounds?
  • 80% headshots with any sniper rifle. Again, the kills per round is not important as the overall kills during that player's session.

Having a lower limit should ensure that a player who gets 2 headhots with a pistol is not immediately banned. If it's possible to carry the headshot % across multiple rounds that would further ensure that hackers do no have to get a bunch of kills "in that round" to be quickly banned.

 

It's these damn Game Time accounts that are causing the most mess. Some of the hackers come in and do not even try to hide it while others are not as obvious but are still getting HSs across the map with a LMG. Being able to quickly ban them ensures the server is not completely killed.

 

Any suggestions? Thank you.

This entire issue is being fixed by a new plugin, along with a bunch of other things. I'll have a test version ready soon...ish
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Originally Posted by virusdead*:

 

Hello, someone could make me a limit motart M224

A can near the same type as the snipe limit

3 players by maps and modifiable if needed

thanks

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Originally Posted by )RAG()N*:

 

what I want to do is to stop people getting in the attack choppers when there is not many players in the server,

 

is there a way to kill any player that kills someone with the attack choppers if there is a low player count ?

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Originally Posted by ColColonCleaner*:

 

what I want to do is to stop people getting in the attack choppers when there is not many players in the server,

 

is there a way to kill any player that kills someone with the attack choppers if there is a low player count ?

Kill/Kick/TBan for usage of BF4 helicopters when 10 or fewer players are online. Completely untested.

 

 

State: Enabled

Name: LowPopHeliLimiter

Evaluation: OnKill

FirstCheck: Expression

FirstCheckExpression:

Code:

(server.PlayerCount <= 10 && Regex.Match(kill.Weapon, @"(_:AH6/AH6_Littlebird|Z11W/Z-11w|Z11W/spec/Z-11w_CH|AH1Z/AH1Z|Mi28/Mi28|Z-10w)", RegexOptions.IgnoreCase).Success)
SecondCheck: Code

SecondCheckCode:

Code:

if (limit.Activations(killer.Name, TimeSpan.FromSeconds(2)) > 1){
    return false;
}
String kCounter = killer.Name + "_TreatAsOne_Count";
int warnings = 0;
if (server.RoundData.issetInt(kCounter)) 
{
    warnings = server.RoundData.getInt(kCounter);
}
warnings += 1;
server.RoundData.setInt(kCounter, warnings);
if (warnings <= 1) 
{
    String globalMessage = killer.Name + " slain for using helicopters during low population.";
    plugin.SendGlobalMessage(globalMessage);
    plugin.PRoConChat("InsaneLimits > Say > " + globalMessage);
    String privateMessage = "HELICOPTERS ARE NOT ALLOWED DURING LOW POPULATION";
    plugin.SendPlayerYell(killer.Name, privateMessage, 6);
    plugin.PRoConChat("InsaneLimits > Yell[6] > " + killer.Name + " > " + privateMessage);
    plugin.KillPlayer(killer.Name, 6);
}
else if (warnings == 2)
{
    String globalMessage = killer.Name + " kicked for using helicopters during low population.";
    plugin.SendGlobalMessage(globalMessage);
    plugin.PRoConChat("InsaneLimits > Say > " + globalMessage);
    plugin.KickPlayerWithMessage(killer.Name, "Using helicopters during low population. You were warned. [AutoAdmin]");
}
else 
{
    String globalMessage = killer.Name + " banned for using helicopters during low population.";
    plugin.SendGlobalMessage(globalMessage);
    plugin.PRoConChat("InsaneLimits > Say > " + globalMessage);
    plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, killer.Name, 120, "Ignoring warnings and using helicopters during low population. [AutoAdmin]");
}
return false;
Action: None
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Originally Posted by )RAG()N*:

 

thanks mate,

 

I seen your other post with this in it,, and was just looking for the chopper codes to change the jets codes out but you beat me to it :smile:

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Originally Posted by ColColonCleaner*:

 

thanks mate,

 

I seen your other post with this in it,, and was just looking for the chopper codes to change the jets codes out but you beat me to it :smile:

I didn't switch out some of the jet text, use the updated code block.

 

Papa, is there just a generic killkicktban code block with the no duplicate catch posted somewhere? I'm sure that would be useful for people who want to have killkicktban functionality for an assortment of first check expressions, perhaps with a base warning count defaulting to 0 too.

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Originally Posted by PapaCharlie9*:

 

I didn't switch out some of the jet text, use the updated code block.

 

Papa, is there just a generic killkicktban code block with the no duplicate catch posted somewhere? I'm sure that would be useful for people who want to have killkicktban functionality for an assortment of first check expressions, perhaps with a base warning count defaulting to 0 too.

But of course ... it is the most common pattern, so there is a pattern post for it:

 

showthread....Punish-pattern*

 

And the most common instantiation of that pattern is to limit explosives:

 

showthread....etro-Op-Locker*

 

I bump both of those threads from time to time, since they are so useful.

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Originally Posted by avengedthedead*:

 

Hi PapaCharlie9,

 

Good day to you Sir,

 

Is it possible that you create a limit for Squad deathmatch balancing. I'm running multi-gamemode with 64 pax and currently using truebalancer plugin without squad deathmatch balance. I tried multibalancer but i don't enjoy using it.

 

So what i wanted, on round start on squad deathmatch, players will be scramble and sorted out 16ea per team before game starts.

 

16ea Alpha

16ea Bravo

16ea Charlie

16ea Delta

 

When round over, truebalancer will resume its control. What do you think, is it possible?

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Originally Posted by PapaCharlie9*:

 

Hi PapaCharlie9,

 

Good day to you Sir,

 

Is it possible that you create a limit for Squad deathmatch balancing. I'm running multi-gamemode with 64 pax and currently using truebalancer plugin without squad deathmatch balance. I tried multibalancer but i don't enjoy using it.

 

So what i wanted, on round start on squad deathmatch, players will be scramble and sorted out 16ea per team before game starts.

 

16ea Alpha

16ea Bravo

16ea Charlie

16ea Delta

 

When round over, truebalancer will resume its control. What do you think, is it possible?

So let me get this straight. You want me to write a squad deathmatch balancer limit for you, because you don't like my squad deathmatch plugin?
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Originally Posted by droopie*:

 

how can i make a special custom message for each person that comes loads? like i have this guy named bunny, i would like it to say BOING BOING bunny is loading in. and a different message for another admin.

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Originally Posted by avengedthedead*:

 

So let me get this straight. You want me to write a squad deathmatch balancer limit for you, because you don't like my squad deathmatch plugin?

My sincere apologies if i make you angry but i think i can remove my squad deathmatch from the maplist.
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