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Weapon Codes BF3/BF4/BFHL


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Originally Posted by ColColonCleaner*:

 

It could depend on whether it was a road kill or a kill with the EOD bot repair tool.

Confirmed Roadkill is still just Roadkill as well, so i think it's just glitched and doesn't show most of the time.
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Originally Posted by PapaCharlie9*:

 

It could depend on whether it was a road kill or a kill with the EOD bot repair tool.

^ This, though why it doesn't result in RoadKill I don't know.

 

Is VehicleUpsideDown for reals? I've flipped various ground vehicles before, but didn't think that when it killed me I'd get a special code!

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Originally Posted by LumPenPacK*:

 

Confirmed Roadkill is still just Roadkill as well, so i think it's just glitched and doesn't show most of the time.

okay.

there could be some other glitched detection

 

I've just found this:

 

Playerlist 03.06.2014 22:25:46 PlayerKilled UnSympathetic killed Corrado79 [{MISSING: global.Weapons.ucav}]

Playerlist 03.06.2014 22:25:46 PlayerKilled nerdpueppi killed R00sterr4t [Claymore]

Playerlist 03.06.2014 22:25:46 PlayerKilled UnSympathetic killed daBass51 [{MISSING: global.Weapons.xp1/gameplay/gadgets/ucav/ucav_launcher}

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Originally Posted by PapaCharlie9*:

 

Huh...wonder what the difference is.

Several of the codes have faction and/or map modifiers (e.g., Gameplay/Vehicles/CH_FAC_DV15/CH_FAC_DV15, Gameplay/Vehicles/Centurion_C-RAM/Centurion_C-RAM_MP_Naval). Why not DLC variants? Might just be a different in-game look or skin, no functional difference.
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Originally Posted by ColColonCleaner*:

 

People can only kill so fast , also only logging from 12 servers... not exactly the biggest base. Also, PC9, aa mine code has a space in it, lol.

 

U_SteyrAug_M320_3GL

U_AR160_M320_HE

U_M416_M320_3GL

Gameplay/Vehicles/CH_FAC_DV15/spec/CH_FAC_DV15_RU

U_AR160_M320_3GL

AA Mine

U_SCAR-H_M320_3GL

U_AR160_M26_Buck

U_AK12_M320_3GL

U_CZ805_M320_3GL

U_SAR21_M320_3GL

U_AEK971_M320_3GL

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Originally Posted by MorpheusX(AUT)*:

 

XP1/Gameplay/Vehicles/B1Lancer/B1Lancer

Would probably be the bomber... https://en.wikipedia.org/wiki/Rockwell_B-1_Lancer

 

vehicleupsidedown

I would guess that code gets displayed when you flip your vehicle, since it takes damage while being up-side-down. If you stay in long enough, you'll probably die, producing this kill code.
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Originally Posted by ColColonCleaner*:

 

Wait a minute...the CRAM is a weapon code....so what is the killer's name for that code? probably just empty string but still curious...

 

Also:

670 LAV-AD kills

486 Tunguska kills

Balance is getting better between them it seems...

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Originally Posted by LumPenPacK*:

 

Wait a minute...the CRAM is a weapon code....so what is the killer's name for that code? probably just empty string but still curious...

 

Also:

670 LAV-AD kills

486 Tunguska kills

Balance is getting better between them it seems...

Probably it's working like the AA Mine. The spotter gets the kill. (That's what I heard how the AA Mine is working)

 

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Originally Posted by ColColonCleaner*:

 

Probably it's working like the AA Mine. The spotter gets the kill. (That's what I heard how the AA Mine is working)

 

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Wait...the person who places the mine doesn't get the kill? That's really dumb...lol. Although i could understand spotter for cram.
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Originally Posted by PapaCharlie9*:

 

Here are some I've logged. I think these are unique (not mentioned before):

 

Gameplay/Vehicles/AAV-7A1/AAV-7A1

Gameplay/Vehicles/GunShieldAndTripod/GunShieldTripod

 

EDIT: oops, AAV is in the spreadsheet. Why is the case messed up for some of the RCON codes? That's going to make it hard for the Procon devs to update BF4.def. Case exactly as reported by RCON should be what's in the spreadsheet. All gameplay/vehicles should be Gameplay/Vehicles, for starters.

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Originally Posted by LumPenPacK*:

 

Wait...the person who places the mine doesn't get the kill? That's really dumb...lol. Although i could understand spotter for cram.

I'm not sure how the mechanics of the AA mine is actually working and I didn't test it in game since I don't play BF4 anymore but I read this. Maybe someone who has already used the AA mine can tell us more.

 

. Why is the case messed up for some of the RCON codes? That's going to make it hard for the Procon devs to update BF4.def. Case exactly as reported by RCON should be what's in the spreadsheet. All gameplay/vehicles should be Gameplay/Vehicles, for starters.

Most of the entries in the spread sheet are taken (copy & paste) from my server event logging and they are all lower cases but some entries are taken from this thread here since I haven't seen those codes on my server yet.

Not sure why ColColonCleaners entries have also upper-case letters.

 

I'll check the logs again to make sure the case is correct.

 

@ColColonCleaner: Where do you get your RCON logs with the difference in upper and lower case letters?

 

@PC9 Or did I understand you wrong and you mean the difference in syntax like this here:

 

t90

xp1/gameplay/vehicles/b1lancer/b1lancer

 

But this is actually what has been reported from the server:

 

Olsenman killed Spucker1985 [{MISSING: global.Weapons.xp1/gameplay/vehicles/b1lancer/b1lancer}]

Rughn killed DarkExplorer [{MISSING: global.Weapons.t90}]

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Originally Posted by PapaCharlie9*:

 

But this is actually what has been reported from the server:

Olsenman killed Spucker1985 [{MISSING: global.Weapons.xp1/gameplay/vehicles/b1lancer/b1lancer}]

Rughn killed DarkExplorer [{MISSING: global.Weapons.t90}]

Unfortunately, that's been case-mangled by the localization code. What CCC and I are logging is the data as passed through RCON, via the OnPlayerKilled() event callback API.

 

When it comes to case, the only logging code you should trust is the Console log, since that's pretty close to raw RCON. Don't trust event.log or any other Procon log (except plugin.log, if it is just copying the RCON codes directly).

 

Unfortunately, restoring the case won't be easy. It's not a simple matter of changing lower to upper. Most of the code use some kind of mixed case in an unpredictable manner.

 

What you'll have to do is find the corresponding code from CCC's logs and replace what you have in the spreadsheet. :sad:

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Originally Posted by ColColonCleaner*:

 

Correct. What i am logging is exactly what is passed via RCON for player kill events. These exact strings are what we need to use for any parsing/examination.

 

Also, yep just got Gameplay/Vehicles/GunShieldAndTripod/GunShieldTripod as well

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Originally Posted by Combat*:

 

Hi guys, please can someone tell me the weapon code for the AA mine?

 

many thanks

 

edit note* Saw it was simply AA Mine, with a space? Is that Correct?

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Originally Posted by ColColonCleaner*:

 

Hi guys, please can someone tell me the weapon code for the AA mine?

 

many thanks

 

edit note* Saw it was simply AA Mine, with a space? Is that Correct?

yes
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Originally Posted by LumPenPacK*:

 

I'm sorry but unfortunately I'm not back home until wednesday to correct and complete the RCON codes.

 

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Originally Posted by PapaCharlie9*:

 

How do you kill someone with the train (I'm assuming Golmud Railway)? Run them over, but then, why isn't it RoadKill? Or is there a mounted gun on the train that I've never seen?

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Originally Posted by PapaCharlie9*:

 

CCC, could you consolidate all your posted codes into a single sorted post? That would make it easier for me to compare what I find to see if you already found it. As it stands now I have to page through the thread to find all your posts. You can post a bump message every time you update the master post to notify the thread of a change.

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Originally Posted by MorpheusX(AUT)*:

 

How do you kill someone with the train (I'm assuming Golmud Railway)? Run them over, but then, why isn't it RoadKill? Or is there a mounted gun on the train that I've never seen?

Could also be it's just a code for being run over by the train (not actively involving another player)...

 

CCC, could you consolidate all your posted codes into a single sorted post? That would make it easier for me to compare what I find to see if you already found it. As it stands now I have to page through the thread to find all your posts. You can post a bump message every time you update the master post to notify the thread of a change.

Here's what we have so far: https://github.com/Myrcon/Procon-1/c...ac172bef09f03e
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Originally Posted by Hutchew*:

 

How do you kill someone with the train (I'm assuming Golmud Railway)? Run them over, but then, why isn't it RoadKill? Or is there a mounted gun on the train that I've never seen?

Yes, there is a mounted gun on the train. Don't know what the kill code is on it, however.
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Originally Posted by Hutchew*:

 

So, I installed the new def file, in both my server layers and my client, but I'm still seeing {Missing} on pretty much everything new.

 

I am fairly certain I did it right, it came out to be an 85kb file, from 78kb, and I have done it before with no issues.

 

Any thoughts?

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Originally Posted by MorpheusX(AUT)*:

 

So, I installed the new def file, in both my server layers and my client, but I'm still seeing {Missing} on pretty much everything new.

 

I am fairly certain I did it right, it came out to be an 85kb file, from 78kb, and I have done it before with no issues.

 

Any thoughts?

No localisation added yet. Setting up all new vehicle codes + DLC additions is quite time consuming :ohmy:

 

BTW, the H6K is most likely the chinese bomber: https://en.wikipedia.org/wiki/Xian_H-6

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Originally Posted by MorpheusX(AUT)*:

 

https://github.com/Myrcon/Procon-1/c...e55c7e33946b8f

 

English localisation done. German localisation will probably follow tomorrow.

 

I've also decided to "publish" the little collector plugin I've been running, now fittingly called "MissingStuffCollector". ATM, it basically checks Procon's weapon and specialisation dictionaries and verifies the kill code exists. If the code doesn't exist, it writes it to a log file in the "Plugins/" folder. It also verifies the entry doesn't exist in the logfile yet and saves it in its original "casing", allowing for quick copy/pasting.

In the future, it can possibly collect other missing stuff (the OnDisconnected reasons didn't prove very helpful since they also contain "normal" kick/ban reasons and thus can't be filtered properly).

I'll not release this as an "official" plugin since it's just a small collection script, but will attach it to the first post in this thread too.

 

 

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Originally Posted by Hutchew*:

 

New def/loc file installed on all 8 servers.

 

So far:

 

{MISSING: global.Weapons.t90} (Not in plugin log, but in chat_______) Think this is a fluke, I haven't seen it since (over an hour).

 

In plugin log:

XP1/Gameplay/Vehicles/KLR650/KLR650

Gameplay/Vehicles/Venom/Venom

VDV Buggy

Gameplay/Vehicles/CH_LTHE_Z-9/CH_LTHE_Z-9

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