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


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Originally Posted by PapaCharlie9*:

 

Is there a way to send/update extra information about a player to IL from another plugin, that would then be accessible from within a limit?

Not without code changes. They are all properties on the PlayerInfoInterface object, so they have to be added by code.

 

What you could do is have an Insane Limit pull data to itself. Provide a REST API, have the limit call it, and then just store key/value pairs in player.Data.

 

EDIT: Duh, I missed the "from another plugin" part. Of course you can also use the CallOtherPlugin/UpdatePluginData technique as well. The salient point is to use player.Data for key/value pairs, howsomewhatever the data gets there.

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Originally Posted by LCARSx64*:

 

Oh sorry about that I didn't realise! Should I post it in there as well so that its in the right place for others to be able to use?

 

Thats awesome man I'm really grateful thanks a lot! I didn't think of this I made my yell message appear on second spawn because I added a ranking system and it yells the rank on first spawn so they clashed if I didn't change it. As it is in time is there any way to delay the yell message until after the rank message? or maybe better for it to come up on 2nd spawn then I know the yell will be seen.

 

Again thanks a lot for your time, I don't have a clue how to code insane limits so your help is appreciated. I'll test it out on its current form.

 

Edit: is there any way to make it show to full procon admins as well so I can see it in action?

No problem. There's no need to repost in the requests thread, I'm sure Papa could move the post if he desired. :ohmy:

 

I've updated the previous post/code to reflect the changes you've asked for (...*).

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Originally Posted by PapaCharlie9*:

 

No problem. There's no need to repost in the requests thread, I'm sure Papa could move the post if he desired. :ohmy:

 

I've updated the previous post/code to reflect the changes you've asked for (...*).

Well someone moved it, but it wasn't me!
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Originally Posted by PapaCharlie9*:

 

Hi,

 

I know that I can use insane Limits to get the K/D ratio in Battlelog for BF4. Is it also possible to get the K/D ratio of BF3 ON A BF4 server?

 

Greetings

Technically within the realm of possibility, but for all practical purposes, no. The Insane Limits plugin code would have to be changed to enable that.
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Originally Posted by LCARSx64*:

 

Hi,

 

I know that I can use insane Limits to get the K/D ratio in Battlelog for BF4. Is it also possible to get the K/D ratio of BF3 ON A BF4 server?

 

Greetings

Technically within the realm of possibility, but for all practical purposes, no. The Insane Limits plugin code would have to be changed to enable that.

There is another way: http://bf3stats.com/api :ohmy:
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Originally Posted by DHGreenday*:

 

No problem. There's no need to repost in the requests thread, I'm sure Papa could move the post if he desired. :ohmy:

 

I've updated the previous post/code to reflect the changes you've asked for (...*).

I only just came back and implemented the changes today I even added a couple of extra messages myself and it works a treat. Thanks a lot for helping me out. To those that help people with anything in the world for being kind, big thank you! :smile:
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Originally Posted by FunkyFreddy*:

 

Hello all.

I'm new to all this and have rented my first BF4 server. Its an Air Superiority only server with a "no rockets"-rule. And of course, noone seem to pay attention to that because there are really no consequences. So they end up using rockets anyway and ruins the game. What I'm looking for is really a way to stop people from even spawning if they have certain attachments equipped. Basically this:

If a player spawns with heatseeker missiles(which is forbidden). I want the server to "kill" him, and whisper him "No lockons - equip Laser guided insted"

 

Is that at all possible? If not with this plugin, then what?

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Originally Posted by ColColonCleaner*:

 

Hello all.

I'm new to all this and have rented my first BF4 server. Its an Air Superiority only server with a "no rockets"-rule. And of course, noone seem to pay attention to that because there are really no consequences. So they end up using rockets anyway and ruins the game. What I'm looking for is really a way to stop people from even spawning if they have certain attachments equipped. Basically this:

If a player spawns with heatseeker missiles(which is forbidden). I want the server to "kill" him, and whisper him "No lockons - equip Laser guided insted"

 

Is that at all possible? If not with this plugin, then what?

Yep, the loadout enforcer can block people from spawning with any specified infantry or vehicle loadout. Cheers!

 

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

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Originally Posted by ColColonCleaner*:

 

Not without code changes. They are all properties on the PlayerInfoInterface object, so they have to be added by code.

 

What you could do is have an Insane Limit pull data to itself. Provide a REST API, have the limit call it, and then just store key/value pairs in player.Data.

 

EDIT: Duh, I missed the "from another plugin" part. Of course you can also use the CallOtherPlugin/UpdatePluginData technique as well. The salient point is to use player.Data for key/value pairs, howsomewhatever the data gets there.

I'll be looking at this soon for purposes of sending loadout info on players to insane limits, so people can do more specific processing if they so desire. If I can send this data, the only problem I see is binding this to an onspawn event, because loadouts are fetched a couple seconds after a player spawns, not immediately.
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Originally Posted by LumPenPacK*:

 

I'll be looking at this soon for purposes of sending loadout info on players to insane limits, so people can do more specific processing if they so desire. If I can send this data, the only problem I see is binding this to an onspawn event, because loadouts are fetched a couple seconds after a player spawns, not immediately.

Great news!

Combining the power of IL with the information from Loadout Enforcer would be really nice.

 

Mhh, instead of binding it to onspawn event, we might need a new IL event such as onspawnloadout which will be triggered as soon as the loadout information has been fetched.

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Originally Posted by ColColonCleaner*:

 

Great news!

Combining the power of IL with the information from Loadout Enforcer would be really nice.

 

Mhh, instead of binding it to onspawn event, we might need a new IL event such as onspawnloadout which will be triggered as soon as the loadout information has been fetched.

I was looking for a more general way of interacting with it, as IL at heart is about adapting to different functions. If an event was added for loadout that would be a very specific function, might be better to find another way around it, whatever that ends up being.
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Originally Posted by FunkyFreddy*:

 

Yep, the loadout enforcer can block people from spawning with any specified infantry or vehicle loadout. Cheers!

 

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

Awesome! That sounds exactly like what I'm looking for... And now to see if I can figure out how to set it up :smile:

Thanks

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Originally Posted by PapaCharlie9*:

 

I'll be looking at this soon for purposes of sending loadout info on players to insane limits, so people can do more specific processing if they so desire. If I can send this data, the only problem I see is binding this to an onspawn event, because loadouts are fetched a couple seconds after a player spawns, not immediately.

No problemo, the limit can set a timer to check player.RoundData X seconds after spawn. Or you can have one master limit OnIntervalServer that checks everyone every 10 seconds.

 

Every OnKill should clear all the loadout info from player.RoundData. Then it's easy to detect when it is updated.

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Originally Posted by EntraVenuS*:

 

why would this happen

 

I used to run a no rocket on infantry and still do, But as of recent every time i restart the layer the limit has disappeared. This is quite a recent event as this was saving perfectly before.

 

The only thing that has been changed on the layer was the Game ip, The problems started straight after this.

 

Thanks in advance

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Originally Posted by PapaCharlie9*:

 

why would this happen

 

I used to run a no rocket on infantry and still do, But as of recent every time i restart the layer the limit has disappeared. This is quite a recent event as this was saving perfectly before.

 

The only thing that has been changed on the layer was the Game ip, The problems started straight after this.

 

Thanks in advance

When you change game servers, there are some additional steps you must follow to reconfigure Insane Limits.

 

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

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Originally Posted by PapaCharlie9*:

 

so what if i didnt do a back up in the first place what steps do i do ?

 

thanks for the info papa

That is difficult to say. It depends on what exactly happened and in what order.

 

Whatever the case, back up everything now!

 

Ok, now that everything is backed up, start with Step 4 and pray that I'm making a good guess! If things go from bad to worse, restore from your backup.

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Originally Posted by PapaCharlie9*:

 

Hi @PapaCharlie9 a quick question : how does regex work ? I need to use it to detect a string starting with AA? (the name of the player actually).

You don't need regex for that. If it is always exactly AA_, case sensitive, just use this:

 

Code:

if (player.Name.StartsWith("AA_")) {
 // punish those AA hackers!
}
If it might be Aa? or aa? or aA? as well, then you still don't need regex, you can use ToLower or ToUpper, but for the sake of completeness, here is the regex:

 

Code:

if (Regex.Match(player.Name, @"^AA_", RegexOptions.IgnoreCase).Success) {
  // punish those AA hackers!
}
The ^ means the pattern has to match the beginning of the name, i.e., "starts with".
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Originally Posted by VBK-Clan*:

 

Hi all i am using Insane Limits but since winter Patch we get kicket when i Knife same one,reson you have no Battlelog account ( FEHLER

Verbindung zum Spiel unterbrochen: Du wurdest von PunkBuster rausgeworfen. (Grund: AK-47-Anarchie, you were kicked for not having a Battelog account )

i disablet and it dont kick me ,pls can you update !?

or loog what problem is thx

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Originally Posted by ColColonCleaner*:

 

Hi all i am using Insane Limits but since winter Patch we get kicket when i Knife same one,reson you have no Battlelog account ( FEHLER

Verbindung zum Spiel unterbrochen: Du wurdest von PunkBuster rausgeworfen. (Grund: AK-47-Anarchie, you were kicked for not having a Battelog account )

i disablet and it dont kick me ,pls can you update !?

or loog what problem is thx

Please screenshot this error.
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Originally Posted by PapaCharlie9*:

 

I can't imagine what Insane Limits could be doing that would map a knife kill to a PB error and kick. Unless it is something dumb like BF4.defs hasn't been updated yet and some table/array is getting screwed up.

 

I'd basically need to see confirmation from other users of Insane Limits, same scenario, same kick, to understand what is going on. Ideally in English, though I'll take whatever I can get.

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Originally Posted by VBK-Clan*:

 

I can't imagine what Insane Limits could be doing that would map a knife kill to a PB error and kick. Unless it is something dumb like BF4.defs hasn't been updated yet and some table/array is getting screwed up.

 

I'd basically need to see confirmation from other users of Insane Limits, same scenario, same kick, to understand what is going on. Ideally in English, though I'll take whatever I can get.

Hello pápa charlie thanks for quick reply

I think has with pb update imitate the winter after patch went well

but time yesterday pb kicks as soon as I plug in the player on the server of

no idea what should I do about it

our ts if you had pleasure can talk better than write

ts.virtualbornkillers.de

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Originally Posted by PapaCharlie9*:

 

This appears to be a general problem with all kick messages after the Winter patch:

 

showthread....l=1#post117898*

 

It's not Insane Limits, it's the game server, apparently.

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