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Insane Limits (0.9.17.0 - 30-MAR-2015) + BFHL


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Originally Posted by Hutchew*:

 

Try it again and this time, post the errors shown in plugin.log when it tries to load the plugin.

 

And make sure you have 1.4.1.5 on both your layer and your local client. Plugin should be installed on your layer, of course.

 

EDIT: There are 18 servers currently using 1.4.1.5 and only 3 of them are my test servers, so other people are successfully loading it.

10 of those are mine. No known issues so far. Just fyi.
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Originally Posted by )RAG()N*:

 

Try it again and this time, post the errors shown in plugin.log when it tries to load the plugin.

 

And make sure you have 1.4.1.5 on both your layer and your local client. Plugin should be installed on your layer, of course.

thanks mate,, I found that my layer wasn't updated, So once I updated it, it worked fir go :smile:
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Originally Posted by TMiland*:

 

Don't know if this is possible or not, or if it's been suggested before, but how about a import/export system for insane limits? Where you can import/export each and every limit.

 

This will make it easier for the regular user, to use limits, and make the plugin more popular! (if that's possible :P)

 

Reason for suggesting this, is because it is so time consuming to create the same limit on 6 different layers,

and if you have a lot of limits, before you know it, the whole day disappeared. :tongue:

 

Yes i know you can save into the InsaneLimits_***.**.**.**_*****.conf, and import it to the next layer, BUT none of the servers contain the same limits. :woot:

 

If there is a easier way of doing this, please let me know. :smile:

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Originally Posted by PapaCharlie9*:

 

Don't know if this is possible or not, or if it's been suggested before, but how about a import/export system for insane limits? Where you can import/export each and every limit.

 

This will make it easier for the regular user, to use limits, and make the plugin more popular! (if that's possible :P)

 

Reason for suggesting this, is because it is so time consuming to create the same limit on 6 different layers,

and if you have a lot of limits, before you know it, the whole day disappeared. :tongue:

 

Yes i know you can save into the InsaneLimits_***.**.**.**_*****.conf, and import it to the next layer, BUT none of the servers contain the same limits. :woot:

 

If there is a easier way of doing this, please let me know. :smile:

I share your pain. That wish is already on the list:

 

https://github.com/PapaCharlie9/insane-limits/issues/24

 

If it were easy it would be done already, but unfortunately, is very hard to get right.

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Originally Posted by Valens*:

 

I'm a total nub, just started this Procon stuff today. Uploaded the insanelimits.cs to my procon but it doesn't show up in the Plugins tab.

 

I'm sure I need a configuration file as I've seen many of you talk about one however, I have no clue or instructions on how to create this config file?

 

Any help getting this running would be great as everyone recommends this plugin to run a pistols/knives only server on. O_o

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Originally Posted by PapaCharlie9*:

 

I'm a total nub, just started this Procon stuff today. Uploaded the insanelimits.cs to my procon but it doesn't show up in the Plugins tab.

 

I'm sure I need a configuration file as I've seen many of you talk about one however, I have no clue or instructions on how to create this config file?

 

Any help getting this running would be great as everyone recommends this plugin to run a pistols/knives only server on. O_o

Where exactly, which Procon folder, did you install InsaneLimits.cs into?

 

Did you restart Procon on your layer host?

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Originally Posted by PapaCharlie9*:

 

Is there a reason i can see the list editor on BF4 servers but not BF3 servers?

What exactly do you mean by "list editor"? I just created a new custom list and edited the comma separated values in it on a BF3 connection, so working fine for me.
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Originally Posted by ColColonCleaner*:

 

What exactly do you mean by "list editor"? I just created a new custom list and edited the comma separated values in it on a BF3 connection, so working fine for me.

I am an idiot, and blind, pay no mind. The different use? settings were not the same between instances.
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Originally Posted by ToM666*:

 

Hi guys

 

I would like to run a Hardcore Infantry only server.

 

The infantry only vars seems to always put the server into a non hardcore setting.

 

Is it possible to have a hardcore infantry only server?

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Originally Posted by PapaCharlie9*:

 

Hi guys

 

I would like to run a Hardcore Infantry only server.

 

The infantry only vars seems to always put the server into a non hardcore setting.

 

Is it possible to have a hardcore infantry only server?

Probably not, particularly since R21. I've never tried it myself, so I don't know for sure.

 

You can make a Custom server that has combined HC and Inf settings, but I don't think it is possible to have Battlelog show your server as Hardcore and also disable vehicle spawns.

 

The best you can do is set vehicleSpawnDelay at the Ranked maximum of 400. Higher values, like 9999, might work without changing your server to Custom, but if it works now, it might not work in some future patch.

 

Of course, you can also create a limit that punishes any kills with Death and just spambot to stay out of vehicles.

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Originally Posted by ToM666*:

 

Okay mate. That's a shame.

 

I was thinking of trying setting the game to infantry only then setting it to hardcore after the 1st player spawns. I take it that wouldn't work then?

 

Many Thanks

 

ToM

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Originally Posted by PapaCharlie9*:

 

Okay mate. That's a shame.

 

I was thinking of trying setting the game to infantry only then setting it to hardcore after the 1st player spawns. I take it that wouldn't work then?

 

Many Thanks

 

ToM

That might work for a while, until some patch plugs that loophole like they did with vehicles.
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Originally Posted by ToM666*:

 

Hmm I don't suppose one of you kind gentlemen could tweak the insane limit script for me to make this happen could you?

 

I have one that sets the gamecounter to 300 at roundover then hardcore after 1st spawn. I've just tried tweaking it and there is alot of stuff there I dont understand LOL.

 

"I was thinking of trying setting the game to infantry only then setting it to hardcore after the 1st player spawns."

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Originally Posted by HexaCanon*:

 

how do i use the !get console command, for example i want server.TimeUp (wanted to see if it is in seconds / minutes or what...)

 

!get TimeUp

or

!get server.TimeUp

 

gives me errors

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Originally Posted by PapaCharlie9*:

 

Hi

 

Is there a way to make a rule for bf3 those people that camp in the C-RAM on northern canals the WHOLE game to auto kill if they kill say more than 3 ppl?

No, sorry. The best you can do is notice that every kill someone makes is with "Death" and they have no deaths themselves. But chopper or jets could have that too, or even a tank for that matter, for small numbers of K and D.
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Originally Posted by PapaCharlie9*:

 

how do i use the !get console command, for example i want server.TimeUp (wanted to see if it is in seconds / minutes or what...)

 

!get TimeUp

or

!get server.TimeUp

 

gives me errors

I had to look-up what !get does, I've never used that myself ...

 

The !get and !set commands refer to plugin variables, like use_slow_weapon_stats or debug_level. It doesn't apply to the game server.

 

BTW, server.TimeUp is in seconds.

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Originally Posted by HexaCanon*:

 

I had to look-up what !get does, I've never used that myself ...

 

The !get and !set commands refer to plugin variables, like use_slow_weapon_stats or debug_level. It doesn't apply to the game server.

 

BTW, server.TimeUp is in seconds.

would be nice to get player or server variables from console instead of writing a code each time.

 

possible wishlist ?

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Originally Posted by PapaCharlie9*:

 

would be nice to get player or server variables from console instead of writing a code each time.

 

possible wishlist ?

Good idea.

 

In the mean time, what I do is always have a "test" limit handy. It's an OnIntervalServer set to 10 seconds and first_check Code. I keep it Disabled, but when I need to see something, I just change the one or two lines of first_check code.

 

To show server properties, I change the code to this:

 

Code:

plugin.ConsoleWrite("server.TimeUp: " + server.TimeUp);
To show player properties for a specific player, I change the code to this:

 

Code:

PlayerInfoInterface p = plugin.GetPlayer("PlayersNameExactlySpelt", false);
plugin.ConsoleWrite("PlayersNameExactlySpelt Kdr: " + p.Kdr);
I only have to wait at most 10 seconds after enabling to see the value. If the server is full or very active (not between rounds), the test code can go into OnSpawn instead, which happens multiple times a second.
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Originally Posted by supermillhouse*:

 

I think I am currently having problems with I think either insane limits or multibalancer crashing my procon layer, if I disable stats fetching in both, the layer stays up, I still get client disconnects but ingame it is still working. I am not too sure what to do about it?

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Originally Posted by PapaCharlie9*:

 

I think I am currently having problems with I think either insane limits or multibalancer crashing my procon layer, if I disable stats fetching in both, the layer stays up, I still get client disconnects but ingame it is still working. I am not too sure what to do about it?

Are you running your layer as the full Procon.exe GUI? If so, it might not be the plugins that are the issue. See here:

 

showthread....he-ProCon-Guys*

 

If you are running your layer as Procon.console.exe or as a Windows Service, do this:

 

* Shut down the layer

 

* Rename (or delete) procon/DEBUG.txt, the idea is to have no DEBUG.txt file so that you start with a clean slate

 

* Restart the layer with all your plugins enabled

 

* Run until you crash the layer

 

What's in the DEBUG.txt file now? That will give a clue about what plugin, if indeed it is a plugin, that is crashing the layer.

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Originally Posted by supermillhouse*:

 

Are you running your layer as the full Procon.exe GUI? If so, it might not be the plugins that are the issue. See here:

 

showthread....he-ProCon-Guys*

 

If you are running your layer as Procon.console.exe or as a Windows Service, do this:

 

* Shut down the layer

 

* Rename (or delete) procon/DEBUG.txt, the idea is to have no DEBUG.txt file so that you start with a clean slate

 

* Restart the layer with all your plugins enabled

 

* Run until you crash the layer

 

What's in the DEBUG.txt file now? That will give a clue about what plugin, if indeed it is a plugin, that is crashing the layer.

My layer is on fragnet.net. I am just contacting them to get access to the file. I take it the cache plugin doesn't work for bf4?
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Originally Posted by supermillhouse*:

 

Client just timed out, first thing that comes up in plugin log after connecting back is the insane limits version number which I believe comes up when the plugin is enabled, there was no debug.txt update or insanelimits.dump update and multibalancer started stats fetching at the same time both with a queue of 64 . Any thoughts, player count is 64, 1 server?

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Originally Posted by PapaCharlie9*:

 

Client just timed out, first thing that comes up in plugin log after connecting back is the insane limits version number which I believe comes up when the plugin is enabled, there was no debug.txt update or insanelimits.dump update and multibalancer started stats fetching at the same time both with a queue of 64 . Any thoughts, player count is 64, 1 server?

It still sounds like the full Procon.exe GUI issue I linked to. Can you find out from Fragnet how they run a layer? Is it the full Procon.exe or something else?

 

In the mean time, if you think it has to do with Battlelog fetching, you can try enabling MB first (leave IL disabled), let it fetch everybody, then enable IL. You can also try lowering the fetch rate in MB with Maximum Request Rate.

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Originally Posted by supermillhouse*:

 

It still sounds like the full Procon.exe GUI issue I linked to. Can you find out from Fragnet how they run a layer? Is it the full Procon.exe or something else?

 

In the mean time, if you think it has to do with Battlelog fetching, you can try enabling MB first (leave IL disabled), let it fetch everybody, then enable IL. You can also try lowering the fetch rate in MB with Maximum Request Rate.

They are using the console version, they just got back to me. Will test out your suggestion, is the MB settings for 10 a second, or batches of 10 for how long?
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Originally Posted by PapaCharlie9*:

 

They are using the console version, they just got back to me. Will test out your suggestion, is the MB settings for 10 a second, or batches of 10 for how long?

Batches per 20 seconds, so a lower number is a lower rate.
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