Jump to content

Insane Limits: Player/Weapon (Sniper) Permission Lottery (not SQDM)


ImportBot

Recommended Posts

Originally Posted by God_Zilla*:

 

In Step 1, first_check Code, add this at the very top, so that it becomes the first two lines of code.

 

Code:

if (Regex.Match(server.Gamemode, @"(GunMaster0|Scavenger0)").Success)
    return false;
In Step 2, first_check Code, add the same lines at the very top.
Thanks, that helped.

 

==================

 

If it is possible have one more question.

 

How to modify a message about the winners of the lottery?

After completion of the lottery message sent not in main chat. Script sent private messages in chat and Hub only to the winner, for example: "You win the lottery can use Sniper Rifle and DMR on this round.".

 

Nick of winners very often exceeds the maximum chat length...

* Restored post. It could be that the author is no longer active.
Link to comment
  • Replies 125
  • Created
  • Last Reply

Originally Posted by PapaCharlie9*:

 

Thanks, that helped.

 

==================

 

If it is possible have one more question.

 

How to modify a message about the winners of the lottery?

After completion of the lottery message sent not in main chat. Script sent private messages in chat and Hub only to the winner, for example: "You win the lottery can use Sniper Rifle and DMR on this round.".

 

Nick of winners very often exceeds the maximum chat length...

See here:

 

myrcon.net/...insane-limits-playerweapon-permission-lottery#entry29274

 

And here:

 

myrcon.net/...insane-limits-playerweapon-permission-lottery#entry29276

 

Any player can just type "snipers" to see the list, but if you want it to show every time to all players:

 

In Step 1, add the red lines:

 

Code:

/* VERSION 0.9/R8 (BF4) */

// CUSTOMIZE
double maxMinutes = 5; // Number of minutes to collect players for the lottery
int maxSnipers = 3; // Number of snipers per team to choose from the lottery

String msg = "test";

Action<String> ChatPlayer = delegate(String who) {
    plugin.ServerCommand("admin.yell", msg, "15", "player", who);
    plugin.ServerCommand("admin.say", msg, "player", who);
};

// Use kills to update the lotto time limit
// Means it won't be exact

String kState = "Lotto_State"; // plugin.RoundData int
String kTime = "Lotto_Time"; // plugin.RoundData Object (DateTime)
String kEntries1 = "Lotto_Entries1"; // Team 1: plugin.RoundData Object (List<String>)
String kEntries2 = "Lotto_Entries2"; // Team 2: plugin.RoundData Object (List<String>)
String kPrefix = "Lotto_";
String kWinners = "Lotto_Winners"; // plugin.RoundData String
String key = kPrefix + killer.Name;

int state = 0;
if (plugin.RoundData.issetInt(kState)) state = plugin.RoundData.getInt(kState);

bool sniperRifleUsed = (kill.Category == "SniperRifle");

// State 0: Waiting for first player to type the !sniper command
if (state == 0) {
    if (!sniperRifleUsed) return false;
    // Punish and remind
    msg = "No sniping until after lottery: type !sniper to enter the lottery";
    ChatPlayer(killer.Name); // Remind player
    plugin.KillPlayer(killer.Name, 5);
    plugin.ServerCommand("admin.yell", msg, "8"); // Remind everyone
    return false;
}

// State 1: Running the lotto for maxMinutes
if (state == 1) {
    DateTime start = DateTime.Now;
    if (!plugin.RoundData.issetObject(kTime)) {
        plugin.RoundData.setObject(kTime, (Object)start);
    } else {
        start = (DateTime)plugin.RoundData.getObject(kTime);
    }
    TimeSpan since = DateTime.Now.Subtract(start);
        if (((int)since.TotalSeconds) % 10 == 0) plugin.ConsoleWrite("^b[Lotto]^n Lottery has been running for " + since.TotalSeconds.ToString("F0") + " seconds ...");
    if (since.TotalMinutes < maxMinutes) {
        if (!sniperRifleUsed) return false;
        // Punish and remind
        msg = "No sniping until after lottery: type !sniper to enter the lottery";
        ChatPlayer(killer.Name); // Remind player
        plugin.KillPlayer(killer.Name, 5);
        plugin.ServerCommand("admin.yell", msg, "8"); // Remind everyone
        return false;
    }
    if (!plugin.RoundData.issetObject(kEntries1) && !plugin.RoundData.issetObject(kEntries2)) {
        plugin.ConsoleWrite("^b[Lotto]^n no entrants and time has expired!");
        plugin.RoundData.setInt(kState, 2);
        return false;
    }
    List<String> entrants1 = new List<String>();
        if (plugin.RoundData.issetObject(kEntries1)) entrants1 = (List<String>)plugin.RoundData.getObject(kEntries1);
    List<String> entrants2 = new List<String>();
        if (plugin.RoundData.issetObject(kEntries2)) entrants2 = (List<String>)plugin.RoundData.getObject(kEntries2);
    if (entrants1.Count == 0 && entrants2.Count == 0)  {
        plugin.ConsoleWrite("^b[Lotto]^n no entrants and time has expired!");
        plugin.RoundData.setInt(kState, 2);
        return false;
    }
    msg = "The lottery is over! The winners are:";
    plugin.SendGlobalMessage(msg);
    Random rnd = new Random();
    int pick = maxSnipers;
    // Team 1
    msg = ": may use sniper rifles this round!";
    while (pick > 0 && entrants1.Count > 0) {
        int winner = (entrants1.Count > 2) _ rnd.Next(entrants1.Count) : 0;
        String name = entrants1[winner];
        entrants1.RemoveAt(winner);
        key = kPrefix + name;
        plugin.RoundData.setBool(key, true);
        msg = name + msg;
        --pick;
        if (pick > 0) msg = ", " + msg;
    }
    // Team 2
    pick = maxSnipers;
    if (entrants2.Count > 0) msg = ", " + msg;
    while (pick > 0 && entrants2.Count > 0) {
        int winner = (entrants2.Count > 2) _ rnd.Next(entrants2.Count) : 0;
        String name = entrants2[winner];
        entrants2.RemoveAt(winner);
        key = kPrefix + name;
        plugin.RoundData.setBool(key, true);
        msg = name + msg;
        --pick;
        if (pick > 0) msg = ", " + msg;
    }
    plugin.SendGlobalMessage(msg);
    plugin.ServerCommand("admin.yell", msg, "15");
    plugin.ConsoleWrite("^b[Lotto]^n " + msg);
        plugin.RoundData.setString(kWinners, msg);

    plugin.RoundData.setInt(kState, 2);
    return false;
}

// State 2: Lottery is over, only winners may use sniper rifles
if (state == 2) {
    if (sniperRifleUsed && !plugin.RoundData.issetBool(key)) {
    if (plugin.RoundData.issetString(kWinners)) {
        plugin.SendGlobalMessage("This round's snipers: " + plugin.RoundData.getString(kWinners));

    }
        msg = killer.Name + ": You are not allowed to use sniper rifles this round!";
        ChatPlayer(killer.Name);
        plugin.KillPlayer(killer.Name, 5);
        return false;    
    }
}

return false;
* Restored post. It could be that the author is no longer active.
Link to comment
  • 3 months later...

Originally Posted by ColColonCleaner*:

 

Hi,

 

Is it possible to use the lottery for specific weapon loadout such as IRNV?

Sights cannot be detected by insane limits. You will need the loadout enforcer plugin to handle sights.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by rimmy*:

 

Hi,

I want to use the lottery for shotguns except shorty.

Is this code correct?

Code:

bool sniperRifleUsed = (kill.Category == "Shotgun") && !Regex.Match(kill.Weapon, @"(U_SerbuShorty").Success;
and how should I change !sniper to !shotgun?

 

Thanks!

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

Originally Posted by staazvaind*:

 

Hi,

 

found this old goldie here and got a question on editing the lottery (great work man !).

 

I would like to edit it to a new sort of sniperlimit/mode called: Sniper-Hunt !

 

- it would begin with the lottery

- sniperlimit = max 6 (not limited per team!)

- so far so good but here the sniper-hunt part:

 

- lets say 1 of 5 kills done with a sniperrifle/dmr, the victim needs to be sniper

in order you can stay sniper, else you loose your sniperslot.

- if you type !sniperhunt you are being enlisted in the sniperhunt and as soon you

kill an enemy sniper you will be granted his sniperslot OR if another sniper in his TEAM

lost the sniperslot by not killing a sniper in 1 of 5.

- if you get killed as sniper by a none-sniper you loose your slot but you stay enlisted for the hunt.

 

design reasons:

- bring some sort of a game into a game

- make snipers have a focus on other snipers

- if someone is camping as sniper there is a high chance he is being hunted

so camping as sniper wont be as comfortable anymore as it used to be.

- dynamics: it can end up having all 6 sniperslots on one team for a while

being hunted down from the other team.

 

any chance someone of you awesome insane limits coders is willing to make this become reality ?

 

cheers and thx for reading !

* 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.