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Insane Limits: Punish for vehicle kills when not enough players


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Originally Posted by PapaCharlie9*:

 

It can't yell, using the last code..... :s

Sorry, try this:

 

Code:

// Variables
int minimumPlayers = 16; // you can change this number - MUST BE THE SAME AS THE OnKill LIMIT!
int noticeCount = 2; // you can change this number
// You can change this message also:
String noticeMessage = "**WARNING** Helicopter will be punished until there are more than " + minimumPlayers + " players!"; 

// Code
if (server.PlayerCount > minimumPlayers) return false;

String prefix = "SpawnNotice_";
String key = prefix + player.Name;

int count = 0;
if (plugin.RoundData.issetInt(key)) count = plugin.RoundData.getInt(key);

if (count > noticeCount) return false;

count = count + 1;

plugin.RoundData.setInt(key, count);

plugin.SendPlayerMessage(player.Name, noticeMessage);
plugin.SendGlobalYell(noticeMessage, 5);
return false;
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  • 3 weeks later...

Originally Posted by valco*:

 

Hi PC9,

This is very useful thing, BIG THANKS. I'm running mostly RUSH server so when little number of players are on it is really annoying when on certain maps some want to take advantage with LAV or so. I'm an old dude and coding is not my thing so I take double check to copy and paste a 100% of code. When this is enabled I've noticed that punishment - kill of the vehicle killer - take some delay. Is it setting, plugin, procon or BF relating issue?

First, I was running ProconRulez but lately I found Insane Limits more... complex and sophisticated so I am on my way to switch. But i seams that the same way it is somehow "heavier" and "a blink" slower.

By the time I switched ProconRulez off worrying that it may be in some conflict with IL and now I am looking for all equivalents I could place in IL.

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Originally Posted by PapaCharlie9*:

 

Hi PC9,

This is very useful thing, BIG THANKS. I'm running mostly RUSH server so when little number of players are on it is really annoying when on certain maps some want to take advantage with LAV or so. I'm an old dude and coding is not my thing so I take double check to copy and paste a 100% of code. When this is enabled I've noticed that punishment - kill of the vehicle killer - take some delay. Is it setting, plugin, procon or BF relating issue?

First, I was running ProconRulez but lately I found Insane Limits more... complex and sophisticated so I am on my way to switch. But i seams that the same way it is somehow "heavier" and "a blink" slower.

By the time I switched ProconRulez off worrying that it may be in some conflict with IL and now I am looking for all equivalents I could place in IL.

The delay for KillPlayer is intentional. It's necessary so that the player being punished has enough time to see the yell message on screen. Assuming you are using the version of the code in post #1, the delay is 5 seconds. You can reduce that to less time if you want, but of course that means the player will have less time to see the yell.
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  • 2 months later...

Originally Posted by valco*:

 

Would someone help me with this limit work? Some times it work and other time don't. Some players get killed and other don't and sometimes players are punished even there are 10 on server (that is limit setting). The same goes for announcements. Instead of helping it frustrating other players. Any advise welcome.

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Originally Posted by PapaCharlie9*:

 

Would someone help me with this limit work? Some times it work and other time don't. Some players get killed and other don't and sometimes players are punished even there are 10 on server (that is limit setting). The same goes for announcements. Instead of helping it frustrating other players. Any advise welcome.

Please provide more details. Insane Limits supports three different games, dozens of maps and modes, and many different situations. It's difficult to help if these details are not clear.
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Originally Posted by valco*:

 

Sorry, you are right. I am running BF4 server with mostly rush on it and basic maps as not all of our players have premium. So that limit suppose to be very useful when little number of players on the server and one of teams have vehicle and other don't. what is most strange that some player get punished and others same time don't. Warnings most of the time do not work at all.

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Originally Posted by PapaCharlie9*:

 

Sorry, you are right. I am running BF4 server with mostly rush on it and basic maps as not all of our players have premium. So that limit suppose to be very useful when little number of players on the server and one of teams have vehicle and other don't. what is most strange that some player get punished and others same time don't. Warnings most of the time do not work at all.

Paste the code you are using in a reply. Make sure the code is inside
...
markup tags.
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Originally Posted by valco*:

 

This is the code I am using,

Code:

// Variables
int minimumPlayers = 10; // you can change this number
int warningCount = 2; // you can change this number
int adminKillCount = 2; // you can change this number
int kickCount = 3; // you can change this number
// You can change these messages also:
String warningMessage = "Vehicle kills will be punished until there are more than " + minimumPlayers + " players!"; 
String kickMessage = "ignored warnings about no vehicle kills";

// Code
if (!Regex.Match(kill.Category, @"(Vehicle)").Success) return false;
if (killer.Name == victim.Name) return false;
if (killer.Name == "Server") return false;
if (server.PlayerCount > minimumPlayers) return false;

String prefix = "LowPopVehiclePunisher_";
String key = prefix + killer.Name;

int count = 0;
if (plugin.RoundData.issetInt(key)) count = plugin.RoundData.getInt(key);

count = count + 1;

plugin.RoundData.setInt(key, count);

if (kickCount < 1) kickCount = 1;
if (warningCount >= kickCount) warningCount = kickCount - 1;
if (adminKillCount >= kickCount) adminKillCount = kickCount - 1;

if (count >= kickCount) {
    String tmp = "Kicking " + killer.Name + " killed " + victim.Name + " with " + kill.Weapon + ", reason: " + kickMessage;
    plugin.ConsoleWrite(tmp);
    plugin.PRoConChat("Insane Limits > " + tmp);
    plugin.KickPlayerWithMessage(killer.Name, kickMessage);
    return false;
}

bool warned = false;
if (count <= warningCount) {
    plugin.SendPlayerMessage(killer.Name, warningMessage);
    plugin.PRoConChat("Insane Limits > " + killer.Name + ": " + warningMessage);
    warned = true;
}


if (count <= adminKillCount) {
    if (!warned) {
        plugin.SendPlayerMessage(killer.Name, warningMessage);
        plugin.PRoConChat("Insane Limits > " + killer.Name + ": " + warningMessage);
    }
    plugin.KillPlayer(killer.Name, 5);
}

return false;
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Originally Posted by PapaCharlie9*:

 

Try this instead:

 

Code:

// Variables
int minimumPlayers = 10; // you can change this number
int warningCount = 2; // you can change this number
int kickCount = 3; // you can change this number
// You can change these messages also:
String warningMessage = "Vehicle kills will be punished until there are more than " + minimumPlayers + " players!"; 
String kickMessage = "ignored warnings about no vehicle kills";

// Code
if (!Regex.Match(kill.Category, @"(Vehicle)").Success) return false;
if (killer.Name == victim.Name) return false;
if (killer.Name == "Server") return false;
if (server.PlayerCount > minimumPlayers) return false;

String prefix = "LowPopVehiclePunisher_";
String key = prefix + killer.Name;

int count = 0;
if (plugin.RoundData.issetInt(key)) count = plugin.RoundData.getInt(key);

count = count + 1;

plugin.RoundData.setInt(key, count);

if (kickCount < 1) kickCount = 1;
if (warningCount >= kickCount) warningCount = kickCount - 1;

if (count >= kickCount) {
    String tmp = "Kicking " + killer.Name + " killed " + victim.Name + " with " + kill.Weapon + ", reason: " + kickMessage;
    plugin.ConsoleWrite(tmp);
    plugin.SendGlobalMessage(tmp);
    plugin.PRoConChat("Insane Limits > " + tmp);
    plugin.KickPlayerWithMessage(killer.Name, kickMessage);
    return false;
}

if (count <= warningCount) {
    plugin.SendGlobalMessage(killer.Name + ": " + warningMessage);
    plugin.PRoConChat("Insane Limits > " + killer.Name + ": " + warningMessage);
    plugin.KillPlayer(killer.Name, 5);
}

return false;
NOTE: The count is remembered if the number of players falls back below 10 in the same round. For example, say there are 8 players. Player Joe gets 2 warnings. Then there are 12 players and no more warnings or kicks. Then 3 people leave and there are only 9 players. If Joe kills with a jet again, he will be kicked, because he has 2 from before and 1 from now. That might be what people are complaining about.

 

All the counters are reset at the end of the round.

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