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Insane Limits V0.9/R6: Vote to nuke camping/base raping team, or !surrender (CQ/Rush)


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Originally Posted by PapaCharlie9*:

 

Hey papa i try again!Can i change this code so i can vote single player and team__Blaze

Are you sure you don't want to use an existing vote kick plugin for the single player? That would be easier. If the killed single player is a member of a squad that is also camping, they will be able to respawn on any of their squad members and get right back to camping. They'd only be down 15 seconds at most. I could move them out of their squad, which would force them to have to rejoin the squad to spawn. That only adds maybe another 5 seconds. Is 20 seconds going to be enough of a punishment? Kicking might be better.

 

In the case of a single player, how many votes do you want to count? Let's say the US team is trapped in their deployment and getting base raped. There's one particular RU player doing most of the killing. How many US players would have to vote in order to kill/kick the RU player?

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Originally Posted by superman50*:

 

Hello, I would like to ask when to capture all the flag, directly to NUKE, like all U.S. troops occupied the position, we directly for 2 NUKE to us, The score gap between the above 200,to help NOOB get. Don't vote. If there is such a plug-in

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Originally Posted by PapaCharlie9*:

 

Hello, I would like to ask when to capture all the flag, directly to NUKE, like all U.S. troops occupied the position, we directly for 2 NUKE to us, The score gap between the above 200,to help NOOB get. Don't vote. If there is such a plug-in

Unfortunately, there is no way for a plugin to know for certain that all flags have been captured. That's why this limit uses voting: only the players know what the situation is.
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Originally Posted by ColColonCleaner*:

 

Hello, I would like to ask when to capture all the flag, directly to NUKE, like all U.S. troops occupied the position, we directly for 2 NUKE to us, The score gap between the above 200,to help NOOB get. Don't vote. If there is such a plug-in

One nuke will not be enough, you will find yourself needing to issue many nukes in a row for that to help. Papa's suggestion works better.
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Originally Posted by superman50*:

 

Many Asian countries are not willing to carry out VOTENUKE, game player, also won't cooperate voting success. This game is meaningless, lost the strong competition for flag, into the massacre site. Very boring. So a good game environment very rare.

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Originally Posted by superman50*:

 

One nuke will not be enough, you will find yourself needing to issue many nukes in a row for that to help. Papa's suggestion works better.

Many Asian countries are not willing to carry out VOTENUKE, game player, also won't cooperate voting success. This game is meaningless, lost the strong competition for flag, into the massacre site. Very boring. So a good game environment very rare.
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Originally Posted by EdgarAllan*:

 

My bad! I reviewed the original request and you clearly asked for that feature to begin with.

Thank you so much! We'll be testing this out extensively and then I'll return with the results.
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  • 3 weeks later...

Originally Posted by Beastman*:

 

Hello there,I encountered with this when using your code:

 

 

[12:16:39 70] [insane Limits] Thread(settings): Compiling Limit #3 - NUKE - OnAnyChat

[12:16:43 42] [insane Limits] Thread(settings): ERROR: 6 errors compiling Expression

[12:16:49 18] [insane Limits] Thread(settings): ERROR: (CS0117, line: 180, column: 33): "PRoConEvents.TeamInfoInterface"____"Faction"_?

[12:16:49 20] [insane Limits] Thread(settings): ERROR: (CS0117, line: 180, column: 56): "PRoConEvents.TeamInfoInterface"____"Faction"_?

[12:16:49 25] [insane Limits] Thread(settings): ERROR: (CS0117, line: 180, column: 81): "PRoConEvents.TeamInfoInterface"____"Faction"_?

[12:16:49 25] [insane Limits] Thread(settings): ERROR: (CS0117, line: 181, column: 33): "PRoConEvents.TeamInfoInterface"____"Faction"_?

[12:16:49 26] [insane Limits] Thread(settings): ERROR: (CS0117, line: 181, column: 56): "PRoConEvents.TeamInfoInterface"____"Faction"_?

[12:16:49 28] [insane Limits] Thread(settings): ERROR: (CS0117, line: 181, column: 81): "PRoConEvents.TeamInfoInterface"____"Faction"_?

 

 

how can I solve this kind of problem?

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Originally Posted by virusdead*:

 

hi I use the code and it works great on my console trying with my code

and do not forget to (ctrl + enter) to validated

 

/* VERSION 0.9.15/R6 */

double percent = 50; // CUSTOMIZE: of losing team that has to vote

double timeout = 5.0; // CUSTOMIZE: number of minutes before vote times out

int minPlayers = 16; // CUSTOMIZE: minimum players to enable vote

double minTicketPercent = 10; // CUSTOMIZE: minimum ticket percentage remaining in the round

double minTicketGap = 50; // CUSTOMIZE: minimum ticket gap between winning and losing teams

 

String kCamp = "votecamp";

String kOncePrefix = "votecamp_once_";

String kVoteTime = "votecamp_time";

 

int level = 2;

 

try {

level = Convert.ToInt32(plugin.getPluginVarValue("debug_le vel"));

} catch (Exception e) {}

 

String msg = "empty";

 

Action ChatPlayer = delegate(String name) {

// closure bound to String msg

plugin.ServerCommand("admin.say", msg, "player", name);

plugin.PRoConChat("ADMIN to " + name + " > *** " + msg);

};

 

 

/* Parse the command */

 

Match campMatch = Regex.Match(player.LastChat, @"^\s*!vote\s*camp", RegexOptions.IgnoreCase);

 

/* Bail out if not a proper vote */

 

if (!campMatch.Success) return false;

 

/* Bail out if round about to end */

 

if (server.RemainTicketsPercent(1)

msg = "Round too close to ending to hold a vote!";

ChatPlayer(player.Name);

return false;

}

 

/* Bail out if ticket ratio isn't large enough */

 

double t1 = server.RemainTickets(1);

double t2 = server.RemainTickets(2);

if (Math.Abs(t1 - t2)

msg = "Ticket counts too close to hold a vote!";

ChatPlayer(player.Name);

return false;

}

 

/* Bail out if voter is not on the losing team */

 

int losing = (t1

 

if (player.TeamId != losing) {

msg = "You are not on the losing team!";

ChatPlayer(player.Name);

return false;

}

 

/* Bail out if this team already completed a vote camp this round */

 

String key = kOncePrefix + losing;

if (server.RoundData.issetBool(key)) {

msg = "Your team already completed a vote camp this round!";

ChatPlayer(player.Name);

return false;

}

 

/* Bail out if not enough players to enable vote */

 

if (server.PlayerCount

msg = "Not enough players to hold a vote!";

ChatPlayer(player.Name);

return false;

}

 

/* Count the vote in the voter's dictionary */

/* Votes are kept with the voter */

/* If the voter leaves, his votes are not counted */

 

if (!player.RoundData.issetBool(kCamp)) player.RoundData.setBool(kCamp, true);

 

if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + player.FullName + " voted to stop camping");

 

msg = "You voted to stop the other team from camping your deployment";

ChatPlayer(player.Name);

 

/* Tally the votes */

 

int votes = 0;

List losers = (losing == 1) ? team1.players : team2.players;

 

/* Bail out if too much time has past */

 

if (!server.RoundData.issetObject(kVoteTime)) {

server.RoundData.setObject(kVoteTime, DateTime.Now);

if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n vote timer started");

}

DateTime started = (DateTime)server.RoundData.getObject(kVoteTime);

TimeSpan since = DateTime.Now.Subtract(started);

 

if (since.TotalMinutes > timeout) {

msg = "The voting time has expired, the vote is cancelled!";

plugin.SendGlobalMessage(msg);

plugin.SendGlobalYell(msg, 10);

if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n vote timeout expired");

foreach (PlayerInfoInterface can in losers) {

// Erase the vote

if (can.RoundData.issetBool(kCamp)) can.RoundData.unsetBool(kCamp);

}

server.RoundData.unsetObject(kVoteTime);

 

/* Losing team only gets to try this vote once per round */

server.RoundData.setBool(key, true);

 

return false;

}

 

/* Otherwise tally */

 

foreach(PlayerInfoInterface p in losers) {

if (p.RoundData.issetBool(kCamp)) votes++;

}

if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n loser votes = " + votes + " of " + losers.Count);

 

int needed = Convert.ToInt32(Math.Ceiling((double) losers.Count * (percent/100.0)));

int remain = needed - votes;

 

if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n needed = " + needed);

 

String campers = (losing == 1) ? "RU" : "US"; // BF4

String voters = (losing == 1) ? "US" : "RU"; // BF4

 

if (server.GameVersion == "BF4") {

String[] factionNames = new String[]{"US", "RU", "CN"};

int f1 = (team1.Faction == -1 || team1.Faction > 2) ? 0 : team1.Faction;

int f2 = (team2.Faction == -1 || team2.Faction > 2) ? 1 : team2.Faction;

campers = (losing == 1) ? factionNames[f2] : factionNames[f1];

voters = (losing == 1) ? factionNames[f1] : factionNames[f2];

}

 

if (remain > 0) {

msg = remain + " " + voters + " votes needed to punish " + campers + " team! " + Convert.ToInt32(Math.Ceiling(timeout - since.TotalMinutes)) + " mins left to vote!";

plugin.SendGlobalMessage(msg);

plugin.SendGlobalYell(msg, 8);

if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + msg);

return false;

}

 

/* Punish the campers */

 

msg = "Vote succeeded: " + campers + " team is being nuked for camping your deployment! Break out now!";

plugin.SendTeamMessage(losing, msg);

plugin.SendGlobalMessage(msg, 15);

if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + msg);

 

List bad = (losing == 1) ? team2.players : team1.players;

foreach (PlayerInfoInterface nuke in bad) {

plugin.KillPlayer(nuke.Name, 1);

if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);

}

 

/* Losing team only gets to do this once */

 

server.RoundData.setBool(key, true);

 

return false;

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Originally Posted by Beastman*:

 

hi I use the code and it works great on my console trying with my code

and do not forget to (ctrl + enter) to validated

do you know what's problem with mine ?
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Originally Posted by LCARSx64*:

 

how to set autonuke when base be rape ?

If you mean having this limit auto-nuke a team when it's base raping another, you can't. There is no way to tell when a team is being base raped, only the players in game can tell that.
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Originally Posted by PapaCharlie9*:

 

do you know what's problem with mine ?

You are using an old version of Procon or an old version of Insane Limits. You need these versions:

 

Procon: 1.4.2.3

Insane Limits: 0.9.16.0

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Originally Posted by CoVeX*:

 

Hi,

 

is it possible that two times a nuke taking place one after the other?

 

and give it a list with some limits ?

 

Thanks and best Regards

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Originally Posted by PapaCharlie9*:

 

Hi,

 

is it possible that two times a nuke taking place one after the other?

 

and give it a list with some limits ?

 

Thanks and best Regards

Two times: yes, it is possible.

 

I don't understand what you mean by "list with some limits"?

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Originally Posted by CoVeX*:

 

Hi PapaCharlie9,

 

thanks for your answer but how can i make it that two times a nuke after a nuke in the same vote progress ?

 

Sorry for my english but i think you know what i mean ;-)

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Originally Posted by PapaCharlie9*:

 

Hi PapaCharlie9,

 

thanks for your answer but how can i make it that two times a nuke after a nuke in the same vote progress ?

 

Sorry for my english but i think you know what i mean ;-)

It depends on what you mean. Do you mean kill each player twice immediately?

 

Kill PapaCharlieNiner

Kill PapaCharlieNiner (before he even gets a chance to spawn_)

 

Or do you mean kill all players, wait a certain amount of time, then kill them all again?

 

One of the problems is that the nuking is done one player at a time, and each kill takes time. So on a full server with 32 players on a team, by the time the last player is killed, the first one might have respawned. In that case, killing each player immediately, with no delay, is fine.

 

The fewer the players, though, the more likely that the second kill will happen before the player has a chance to spawn, which is just a waste since it doesn't do anything useful.

 

The easiest thing to do is to wait until the player tries to spawn again and then kill them again. That's what the code below does.

 

In second_check of the code in post #1 or post #101, find this code:

 

Code:

List<PlayerInfoInterface> bad = (losing == 1) _ team2.players : team1.players;
foreach (PlayerInfoInterface nuke in bad) {
    plugin.KillPlayer(nuke.Name, 1);
    if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);
}
Change it to this:

 

Code:

List<PlayerInfoInterface> bad = (losing == 1) _ team2.players : team1.players;
foreach (PlayerInfoInterface nuke in bad) {
    nuke.RoundData.setBool("NUKE TWICE", true);
    plugin.KillPlayer(nuke.Name, 1);
    if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);
}
Now, create a new limit to evaluate OnSpawn, call it "Second Nuke".

 

Set first_check to this Code:

 

Code:

int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

if (player.RoundData.issetBool("NUKE TWICE")) {
    player.RoundData.unsetBool("NUKE TWICE");
    plugin.SendPlayerMessage(player.Name, "You will be ADMIN KILLED one more time, then you can spawn again!");
    plugin.KillPlayer(player.Name, 5);
    if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n SECOND killing of " + player.FullName);
}
return false;
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Originally Posted by Blaze2014*:

 

Hey papa!Iuse plugin bf3Antispawncamp 0.6 ver.This plugins works really bad for me.:sad:All messages not shows in chat etc.Can i create a code in insanelimits in same way__Imean works in same way like this plugin do._Can you help me with that__Blaze

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Originally Posted by PapaCharlie9*:

 

Hey papa!Iuse plugin bf3Antispawncamp 0.6 ver.This plugins works really bad for me.:sad:All messages not shows in chat etc.Can i create a code in insanelimits in same way__Imean works in same way like this plugin do._Can you help me with that__Blaze

What's the link to that plugin? Never heard of it.
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Originally Posted by w262035635*:

 

How to modify the plug. Achieve the following results

Started before the bomb

Countdown 10 seconds, notify the owner

Use "Say" and "Yell" notice

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Originally Posted by PapaCharlie9*:

 

How to modify the plug. Achieve the following results

Started before the bomb

Countdown 10 seconds, notify the owner

Use "Say" and "Yell" notice

There's already a 15 second yell, that serves as the countdown.

 

Who do you mean by "owner"?

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Originally Posted by w262035635*:

 

There's already a 15 second yell, that serves as the countdown.

 

Who do you mean by "owner"?

There's already a 15 second yell, that serves as the countdown.

 

Who do you mean by "owner"?

"owner" The wrong words

It should be "all player"

 

I mean:

When the vote determine success.

Kill all players before

After a countdown to perform again

 

example:

Vote success. Nuke bomb will be implemented after 10 seconds..

Vote success. Nuke bomb will be implemented after 9seconds..

Vote success. Nuke bomb will be implemented after 8 seconds..

...

...

Vote success. Nuke bomb will be implemented after 2 seconds..

Vote success. Nuke bomb will be implemented after 1 seconds..

Vote success. Nuke bomb will be implemented after 0 seconds..

The successful launch of nuke Bomb,Please see all players to sprint

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Originally Posted by PapaCharlie9*:

 

"owner" The wrong words

It should be "all player"

 

I mean:

When the vote determine success.

Kill all players before

After a countdown to perform again

 

example:

Vote success. Nuke bomb will be implemented after 10 seconds..

Vote success. Nuke bomb will be implemented after 9seconds..

Vote success. Nuke bomb will be implemented after 8 seconds..

...

...

Vote success. Nuke bomb will be implemented after 2 seconds..

Vote success. Nuke bomb will be implemented after 1 seconds..

Vote success. Nuke bomb will be implemented after 0 seconds..

The successful launch of nuke Bomb,Please see all players to sprint

I understand. Using the limit from post #1, find this code in second_check:

 

Code:

/* Punish the campers */

msg = "Vote succeeded: " + campers + " team is being nuked for camping your deployment! Break out now!";
plugin.SendTeamMessage(losing, msg);
plugin.SendGlobalMessage(msg, 15);
if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + msg);

List<PlayerInfoInterface> bad = (losing == 1) _ team2.players : team1.players;
foreach (PlayerInfoInterface nuke in bad) {
    plugin.KillPlayer(nuke.Name, 1);
    if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);
}

/* Losing team only gets to do this once */

server.RoundData.setBool(key, true);
and REPLACE IT with this code:

 

Code:

/* Punish the campers */

String amsg = "Vote succeeded: " + campers + " team is being nuked for camping your deployment! Break out now!";
if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + amsg);
msg = "Vote succeeded: {0} seconds to nuke of " + campers + " team!";
//plugin.SendTeamMessage(losing, msg);
plugin.SendGlobalYell("Vote succeeded: 10 seconds to nuke of " + campers + " team!", 15);

List<PlayerInfoInterface> bad = (losing == 1) _ team2.players : team1.players;

Thread nuker = new Thread(new ThreadStart(delegate {
    /* Losing team only gets to do this once */

    server.RoundData.setBool(key, true);

    int rsecs = 10;
    while (rsecs > 0) {
        plugin.SendGlobalMessage(String.Format(msg, rsecs));
        --rsecs;
        Thread.Sleep(1*1000);
    }
    plugin.SendTeamMessage(losing, amsg);
    plugin.SendTeamYell(losing, amsg, 15);
    foreach (PlayerInfoInterface nuke in bad) {
        plugin.KillPlayer(nuke.Name, 1);
        if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);
    }
}));

nuker.Name = "Nuker";
nuker.Start();
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Originally Posted by PapaCharlie9*:

 

@PapaCharlie9 can it work for TDM? I see from the script null : Confus:

TDM does not have camping in a deployment, so why would you need it for TDM?
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Originally Posted by w262035635*:

 

This code

What changes are needed

In order to increase the 10 seconds countdown?

 

 

Code:

/* Punish the campers */

msg = "Vote succeeded: " + campers + " Team suffered nuke bombs attacks .. all player killed!!!!!!";
plugin.SendTeamMessage(losing, msg);
plugin.SendGlobalMessage(msg, 15);
if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + msg);

List<PlayerInfoInterface> bad = (losing == 1) _ team2.players : team1.players;
foreach (PlayerInfoInterface nuke in bad) {
    nuke.RoundData.setBool("NUKE TWICE", true);
    plugin.KillPlayer(nuke.Name, 1);
    if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);
}


/* Increment count of votes for this team */

server.RoundData.setInt(key, numVotes+1);

return false;
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Originally Posted by Beastman*:

 

how to change command !votecamp to !votenuke ? and how to set minimum players to enable vote to 4 ? I have tried to set minimum players to enable vote to 4 , but in game it's still need 16 players

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