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


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Originally Posted by IAF-SDS*:

 

I see. I don't need to disable it.

 

It didn't make much sense when !info returned these words in chat:

Battlelog info rank, kdr, kpm, time, kills, wins, skill,

spm, score, deaths, losses, repairs, revives, accuracy

 

I came across it by accident when I was testing the LanguageEnforcer's !langinfo command. I typed !info instead of !langinfo and that's when I saw it. I assume only some of these commands would work if stats fetching was not enabled in IL.

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Originally Posted by OddJob001*:

 

Ive got a major problem. Everytime I restart the procon layer, it wipes everything I have in Insane Limits. Basically goes back to default and tells me I never accepting the agreement. Done it 4 times now.

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Originally Posted by OddJob001*:

 

Would use edit but its been some time, so dont want this missed. For whatever reason, it keeps saving it to an incorrect .conf

 

I have completely removed all of InsaneRules and reinstalled but it keeps creating the wrong .conf to an IP I dont know.

 

Edit 1: Complete Wipe and reinstall of procon server did it.

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Originally Posted by PapaCharlie9*:

 

Would use edit but its been some time, so dont want this missed. For whatever reason, it keeps saving it to an incorrect .conf

 

I have completely removed all of InsaneRules and reinstalled but it keeps creating the wrong .conf to an IP I dont know.

 

Edit 1: Complete Wipe and reinstall of procon server did it.

Did you change the hostname/ip address of the connection recently? That can result in you losing your settings unless you follow these steps:

 

myrcon.net/...insane-limits-bfhl#entry30253

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Originally Posted by PapaCharlie9*:

 

What does this mean? Is it an issue?

It happens for nearly every player.

 

aCFFnjg.png

What's all that "cache" stuff? Battlelog Cache hasn't been updated for BF4. Are you trying to use Battlelog Cache with Insane Limits on BF4? That won't work.
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Originally Posted by OddJob001*:

 

What's all that "cache" stuff? Battlelog Cache hasn't been updated for BF4. Are you trying to use Battlelog Cache with Insane Limits on BF4? That won't work.

Thats the problem then. lol.

 

I read the description of InsaneLimits:

 

Version 0.9.4.0 and later is optionally integrated with a MySQL server (using the Battlelog Cache plugin). This enables caching of Battlelog stats fetching, which over time should reduce the delay caused by restarting Procon/enabling Insane Limits when your server is full. This should also reduce load on Battlelog, which in turn will reduce the number of Web errors and exceptions. This version is compatible with TrueBalancer and other plugins that use stats fetching.

Setup the SQL server. It is actually populating data. Although Im assuming its not doing anything with it? lol.

 

 

Edit:

Did you change the hostname/ip address of the connection recently? That can result in you losing your settings unless you follow these steps:

 

myrcon.net/...insane-limits-bfhl#entry30253

ah man! I was looking forever for that kind of line in the code yesterday. Ah well. Working now and our procon server probably needed a cleaning :smile:
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Originally Posted by supermillhouse*:

 

Is it possible to change other plugin settings from within insanelimits, more specifically proconrulz whitelist?

Or is there some kind of mod I can do to IL so I can use this procon command?

 

procon.protected.plugins.setVariable "ProconRulz" "Player name whitelist" "Supermillhouse|Stellatooth1|Prophet1870|Madscouse r|ChalikeDog"

 

Thanx in advance for your time :smile:

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Originally Posted by Wiggles*:

 

our server provider managed to screw up a port of or server when migrating it. they have now successfully fixed all plugins apart form insane limits. is there a file or something that contains all the limits that i (they) can just move into place and volá?

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Originally Posted by supermillhouse*:

 

our server provider managed to screw up a port of or server when migrating it. they have now successfully fixed all plugins apart form insane limits. is there a file or something that contains all the limits that i (they) can just move into place and volá?

Plugins/BF4/InsaneLimits IP_port .conf

 

rename this to your new server details

 

shutdown procon first as it saves to that file on shutdown.

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Originally Posted by PapaCharlie9*:

 

Is it possible to change other plugin settings from within insanelimits, more specifically proconrulz whitelist?

Or is there some kind of mod I can do to IL so I can use this procon command?

 

procon.protected.plugins.setVariable "ProconRulz" "Player name whitelist" "Supermillhouse|Stellatooth1|Prophet1870|Madscouse r|ChalikeDog"

 

Thanx in advance for your time :smile:

Beats me, I've never tried it. Might need to ask Procon devs on Plugin Development.
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Originally Posted by Wiggles*:

 

thanks charlie. that got rid of the errormessage

Code:

[16:39:43 72] [Insane Limits] Thread(settings): ERROR: file Plugins\BF4\InsaneLimits_xxx.xxx.xxx.xxx_xxxxx.conf does not exist
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Originally Posted by supermillhouse*:

 

Beats me, I've never tried it. Might need to ask Procon devs on Plugin Development.

showthread....385#post101385*

 

Code:

//Calls setVariable with the given parameters
public void SetExternalPluginSetting(String pluginName, String settingName, String settingValue) {
	if (String.IsNullOrEmpty(pluginName) || String.IsNullOrEmpty(settingName) || settingValue == null) {
		ConsoleError("Required inputs null or empty in setExternalPluginSetting");
		return;
	}
	ExecuteCommand("procon.protected.plugins.setVariable", pluginName, settingName, settingValue);
This may have already been identified in some form. If this is possible is there any chance it could be implemented in InsaneLimits?

 

There is also a bit on how to update the Procon window so the new settings are reflected in the GUI

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Originally Posted by supermillhouse*:

 

Yes, it is possible. However, there are some things you should note when feeding plugin settings.

 

 

  • You get zero feedback, not even if the plugin you are attempting to feed exists or not. This means you will need to perform batch calls of setVariable at interval for all variables you are feeding to make sure things are kept updated.
  • When you execute setVariable all aspects of that call take place on the thread you called it from, it is not passed off to procon's handling.
  • setVariable will only return after the targeted plugin has finished processing it, so it can be instant or take forever if the plugin is heavy or not optimized in its setting handling causing unexpected lag in your code.
  • Every time you issue a setVariable procon attempts to perform a UI update of all clients connected to that layer for each setting you feed. This update process can completely cripple your instance and make it nearly unusable, so you need to either spread out your calls to setVariable, or do them all at once but put a much longer interval between updates.
There we are, it is possible as it turns out if not with a great deal of warning, but I believe it would be useful. I just got a request to sync my Reserve Slot for Server Starter with multibalancer's whitelist and this may be possible with the above function. :smile:

 

edit:

I think I have the SetExternalPluginSetting working in Insane Limits now, been at the fiddling.

I am wondering how I can safely implement the below as I know you use it for stats fetching?

 

 

Code:

WebClient client1 = new WebClient();
string downloadString = client1.DownloadString("http://slagsareus.com/donation/whitelist_tracker_add.php");
client1 = null;
plugin.ConsoleWrite(downloadString);
return false;
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Originally Posted by PapaCharlie9*:

 

I think I have the SetExternalPluginSetting working in Insane Limits now, been at the fiddling.

What do you mean by "in Insane Limits"? In a limit? Can't be, it doesn't support ExecuteCommand. So you must mean you are modifying Insane Limits itself.

 

There's something you guys should know: I've have long discussions with the Procon devs about what is appropriate and not appropriate for Insane Limits to do. There is real concern, and I agree with the concern, that Insane Limits unfairly inhibits new plugin development. Why create a new plugin if you can hack it into Insane Limits? So I've drawn a line. I won't add any additional procon.protected.xxx support beyond what is already in there. If you need some new procon.protected.xxx command, write a new plugin.

 

Now I can't stop you from modifying Insane Limits, it's open source and I'm not even the owner. But I can make clear that if it were me, I wouldn't make those changes. And if you submit them as a contribution to the primary release, I won't accept them.

 

On the bright side, the very last procon.protected.xxx command I added was procon.protected.plugins.call, which, among other things, should encourage you to write a new plugin that Insane Limits can talk to. So my recommendation is rather than modify Insane Limits, write a new plugin and have Insane Limits call it.

 

I am wondering how I can safely implement the below as I know you use it for stats fetching?

 

 

Code:

WebClient client1 = new WebClient();
string downloadString = client1.DownloadString("http://slagsareus.com/donation/whitelist_tracker_add.php");
client1 = null;
plugin.ConsoleWrite(downloadString);
return false;
It depends on what you mean by safely.

 

If you mean exception handling, you need to put a try/catch around all of that.

 

If you mean that the DownloadString might take a long time, you need to run that block of code in the background. There are numerous ways to do that, from using System.Timer to BackgroundWorker to your own Thread. It would take tpo long for me to explain all that, so do some research on msdn and google.

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Originally Posted by supermillhouse*:

 

What do you mean by "in Insane Limits"? In a limit? Can't be, it doesn't support ExecuteCommand. So you must mean you are modifying Insane Limits itself.

 

There's something you guys should know: I've have long discussions with the Procon devs about what is appropriate and not appropriate for Insane Limits to do. There is real concern, and I agree with the concern, that Insane Limits unfairly inhibits new plugin development. Why create a new plugin if you can hack it into Insane Limits? So I've drawn a line. I won't add any additional procon.protected.xxx support beyond what is already in there. If you need some new procon.protected.xxx command, write a new plugin.

 

Now I can't stop you from modifying Insane Limits, it's open source and I'm not even the owner. But I can make clear that if it were me, I wouldn't make those changes. And if you submit them as a contribution to the primary release, I won't accept them.

 

On the bright side, the very last procon.protected.xxx command I added was procon.protected.plugins.call, which, among other things, should encourage you to write a new plugin that Insane Limits can talk to. So my recommendation is rather than modify Insane Limits, write a new plugin and have Insane Limits call it.

 

 

It depends on what you mean by safely.

 

If you mean exception handling, you need to put a try/catch around all of that.

 

If you mean that the DownloadString might take a long time, you need to run that block of code in the background. There are numerous ways to do that, from using System.Timer to BackgroundWorker to your own Thread. It would take tpo long for me to explain all that, so do some research on msdn and google.

I would love to have time to sit down and learn C#, but I feel I would get a bit frustrated and get lost in the debugging aspect of it. I have sat down so many times and read the reference guide to C# but never quite understood why, I am unable to learn thing parrot fashion, I have to understand why it is done that way before it will sink in. I feel comfortable making logical limits but beyond that most of my code is a Google copy and paste exercise. I do one day plan to learn how programming structure works but I just don't have the head or concentration for it at the moment. I will probably end up putting this one on the dev thread.
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  • 2 weeks later...

Originally Posted by HARDCOREBF*:

 

Hell all , can you hello me plz create simple rule

 

On kill (when player dies , it will tell him in chat)

VictimSay: !nice - To say Nice shot [killername]

 

Say all server or only to killer : [victimName] sad: nice shot [killername]

....

thnk you in advance

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Originally Posted by PapaCharlie9*:

 

Hell all , can you hello me plz create simple rule

 

On kill (when player dies , it will tell him in chat)

VictimSay: !nice - To say Nice shot [killername]

 

Say all server or only to killer : [victimName] sad: nice shot [killername]

....

thnk you in advance

Please post requests here:

 

 

myrcon.net/.../insane-limits-requests

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Originally Posted by PapaCharlie9*:

 

"Death" not detected mortar kill in the "insane limited" plugin, anyone have the same issue or can giving advice?

For BF4? Mortar kills changed a couple of patches ago. Now you need to use "M224".

 

See this thread:

showthread....5-Weapon-Codes*

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Originally Posted by HARDCOREBF*:

 

Hello , we noew use only IL for server , oits about 12 rules , we have 4 server , so how can we copy/paste , or synch all limits to all servers , imstead go an add them 1 by 1 . Thnx in advance , loving the product!!

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Originally Posted by PapaCharlie9*:

 

Hello , we noew use only IL for server , oits about 12 rules , we have 4 server , so how can we copy/paste , or synch all limits to all servers , imstead go an add them 1 by 1 . Thnx in advance , loving the product!!

Follow the instructions here:

 

myrcon.net/...insane-limits-bfhl#entry30253

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Originally Posted by naurel*:

 

Hi ! I'm currently hosting my procon on a Linux based server. I've some trouble with Insane Limits Plugin :

 

[18:06:43 06] [insane Limits] Thread(Threadpool worker): EXCEPTION: System.IO.DirectoryNotFoundException: Could not find a part of the path "/home/ProconLayer/home/ProconLayer/Plugins/BF4/InsaneLimits_ip_47200.conf".

Duno why it's searching /home/ProconLayer/home/ProconLayer .... path is just /home/ProconLayer ....

 

 

[18:21:01 88] [insane Limits] Thread(settings): ERROR: file home/ProconLayer/Plugins/BF4/InsaneLimits_ip_47200.conf does not exist

I assume the console is supposed to create it isn't it ? I still made it by my self just in case. Just realize that maybe it would be better for it to search the file in "/home" than "home"
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Originally Posted by PapaCharlie9*:

 

Hi ! I'm currently hosting my procon on a Linux based server. I've some trouble with Insane Limits Plugin :

 

 

 

Duno why it's searching /home/ProconLayer/home/ProconLayer .... path is just /home/ProconLayer ....

 

 

 

 

I assume the console is supposed to create it isn't it ? I still made it by my self just in case. Just realize that maybe it would be better for it to search the file in "/home" than "home"

These are known issues with Mono. Do you have the latest version? If not, update.
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Originally Posted by naurel*:

 

Just installed it today so yeah I've the last version. I may try to specify path by myself (instead of auto detection) but I don't really know where I can do that.

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Originally Posted by naurel*:

 

Just installed it today so yeah I've the last version. I may try to specify path by myself (instead of auto detection) but I don't really know where I can do that.

So I've specify path by myself, sounds like it works now. Sadly it seems that rules doesn't want to be written now. When I write something in "first check" it never want to be written when I quit the field it go back to blank.

 

edit : in fact after 2 minutes i've got this : Posted Image

 

Then I log again and the field is fill. But impossible for me to compile the Limit. Even waiting 2mins for the same error Limit still wont compiled while it does when the field was blank.

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Originally Posted by XJaegaX*:

 

I run CQ, CAL, and Rush and would like to set the Rush tickets to say 150% when a rush maps is played and for all other game modes the default 100%. I also run xVotemap.

 

Will this limit work? (I have tried to do this with the Adaptive Ticket Count plugin, but for some reason it crashes the game server).

I am not sure of the mechanics and timing, as currently I see that setting the gameModeCounter takes effect the next round, and am not sure if the OnRoundOver event is too late for this action to be taken.

 

Alternatively, are there any other approaches/plugins?

 

Expression:

OnRoundOver

(true)

 

Code:

 

plugin.ServerCommand("mapList.getMapIndices");

plugin.ConsoleWrite("^2Next game mode is " + server.NextGamemode + ".");

if (server.NextGamemode == "RushLarge0") {

int gameModeCounter = 150;

plugin.ConsoleWrite("^2RUSH vars.gameModeCounter to " + gameModeCounter + ".");

plugin.ServerCommand("vars.gameModeCounter", gameModeCounter.ToString());

return false;

} else {

int gameModeCounter = 100;

plugin.ConsoleWrite("^2CQ/CAL vars.gameModeCounter to " + gameModeCounter + ".");

plugin.ServerCommand("vars.gameModeCounter", gameModeCounter.ToString());

return false;

}

return false;

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Originally Posted by PapaCharlie9*:

 

I run CQ, CAL, and Rush and would like to set the Rush tickets to say 150% when a rush maps is played and for all other game modes the default 100%. I also run xVotemap.

 

Will this limit work? (I have tried to do this with the Adaptive Ticket Count plugin, but for some reason it crashes the game server).

I am not sure of the mechanics and timing, as currently I see that setting the gameModeCounter takes effect the next round, and am not sure if the OnRoundOver event is too late for this action to be taken.

 

Alternatively, are there any other approaches/plugins?

 

Expression:

OnRoundOver

(true)

 

Code:

 

plugin.ServerCommand("mapList.getMapIndices");

plugin.ConsoleWrite("^2Next game mode is " + server.NextGamemode + ".");

if (server.NextGamemode == "RushLarge0") {

int gameModeCounter = 150;

plugin.ConsoleWrite("^2RUSH vars.gameModeCounter to " + gameModeCounter + ".");

plugin.ServerCommand("vars.gameModeCounter", gameModeCounter.ToString());

return false;

} else {

int gameModeCounter = 100;

plugin.ConsoleWrite("^2CQ/CAL vars.gameModeCounter to " + gameModeCounter + ".");

plugin.ServerCommand("vars.gameModeCounter", gameModeCounter.ToString());

return false;

}

return false;

For more than a few lines of code, use the
...
markup to make the code easier to read.

 

You could try the Ultimate Map Manager plugin. It does per-mode ticket adjustments also.

 

As for the limit, OnRoundOver should be fine for timing.

 

How many rounds per map do you run? If you only run 1 round for all modes, your code should work. If you run 2 rounds, there may be a problem. I think server.NextGamemode looks at the next line of the maplist. It doesn't pay attention to rounds. So if you have something like this:

 

MP_001 ConquestLarge0 2

MP_002 RushLarge0 2

 

During the first round of Conquest, server.NextGamemode will be "RushLarge0", even though the next round is still Conquest. See what I mean?

 

You need to add a test for the last round. If no mode has more than 2 rounds, you can do this at the top:

 

Code:

if (server.TotalRounds > 1 && server.CurrentRound == 0)
    return false;
Round 1 is 0 and round 2 is 1, etc. You might want to add TotalRounds and CurrentRound to your plugin.ConsoleWrite logging, to keep track and make sure all is working as expected.

 

BTW, the mapList.getMapIndices isn't useful. You won't get the answer back in time for the current limit.

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