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Insane Limits: Mute/Unmute Player without Adkats


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Originally Posted by _gp_*:

 

LCARS,

 

actually this was working last night, but no action was being taken against player because test player is an admin.

 

 

after taking admin rights away from test player, all appears to work correctly in BF3.

 

thanks again

_gp?

 

Have found I am getting this error now, Limit 9 is mute/unmute on my procon:

( I checked insanelimits.dump........nothing is being written there)

errors come up anytime someone chats

 

21:56:11 47] [insane Limits] Extra information dumped in file InsaneLimits.dump

[21:56:24 91] [insane Limits] EXCEPTION: LimitEvaluator9: System.ArgumentOutOfRangeException: Length cannot be less than zero.

Parameter name: length

[21:56:24 91] [insane Limits] Extra information dumped in file InsaneLimits.dump

[21:56:48 54] [insane Limits] EXCEPTION: LimitEvaluator9: System.ArgumentOutOfRangeException: Length cannot be less than zero.

Parameter name: length

[21:56:48 54] [insane Limits] Extra information dumped in file InsaneLimits.dump

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Originally Posted by _gp_*:

 

LCARS,

 

actually this was working last night, but no action was being taken against player because test player is an admin.

 

 

after taking admin rights away from test player, all appears to work correctly in BF3.

 

thanks again

_gp?

 

Have found I am getting this error now, Limit 9 is mute/unmute on my procon:

( I checked insanelimits.dump........nothing is being written there)

errors come up anytime someone chats

 

21:56:11 47] [insane Limits] Extra information dumped in file InsaneLimits.dump

[21:56:24 91] [insane Limits] EXCEPTION: LimitEvaluator9: System.ArgumentOutOfRangeException: Length cannot be less than zero.

Parameter name: length

[21:56:24 91] [insane Limits] Extra information dumped in file InsaneLimits.dump

[21:56:48 54] [insane Limits] EXCEPTION: LimitEvaluator9: System.ArgumentOutOfRangeException: Length cannot be less than zero.

Parameter name: length

[21:56:48 54] [insane Limits] Extra information dumped in file InsaneLimits.dump

I have stopped the error message. Appears error was happening when the created txt file is blank.

I added an entry manually "muteunmute 0" to act as an entered player, error message stopped.

 

_gp?

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Originally Posted by LCARSx64*:

 

I have stopped the error message. Appears error was happening when the created txt file is blank.

I added an entry manually "muteunmute 0" to act as an entered player, error message stopped.

 

_gp?

Strange, I don't get an error at all when the file is empty.
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Originally Posted by _gp_*:

 

Strange, I don't get an error at all when the file is empty.

I need to restart the computer my procon is running on soon, when I do I will delete the file, so it can be cleared from memory and created again and see if same errors occur. Will let you know in a day or 2

 

_gp?

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Originally Posted by _gp_*:

 

I need to restart the computer my procon is running on soon, when I do I will delete the file, so it can be cleared from memory and created again and see if same errors occur. Will let you know in a day or 2

 

_gp?

exited Procon and deleted created file and restarted computer that runs layer... error message is gone...

 

I think the reason I was getting error, was because I deleted a test player from created file and saved in notepad++...might have left something in memory...

 

thanks again for this add-on for insane limits...

 

_gp?

 

Did I overlook your donate button?

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Originally Posted by LCARSx64*:

 

exited Procon and deleted created file and restarted computer that runs layer... error message is gone...

 

I think the reason I was getting error, was because I deleted a test player from created file and saved in notepad++...might have left something in memory...

 

thanks again for this add-on for insane limits...

 

_gp?

 

Did I overlook your donate button?

No problem and no, you never overlooked my donate button, you don't need to donate. :smile:
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  • 4 months later...

Originally Posted by _gp_*:

 

LCARS,

 

Whenever a player gets temp-banned, the reason showing up is, "1." I'm using an unmodified version of your Limit. Is there any fix for this? Thanks.

I also get this reason 1 on my banlist .

 

running bf3

 

_gp?

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Originally Posted by LCARSx64*:

 

I also get this reason 1 on my banlist .

 

running bf3

 

_gp?

I'm unsure why this is happening, the code is clearly giving a ban reason of "Talking excessively while muted!".
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  • 3 weeks later...

Originally Posted by GR101*:

 

Thank you for this script. However, please could you kindly modify the script to perform the following?

 

1.) Remove kick and ban functions.

2.) On mute player (no kill)

3.) Display player muted warning message across the screen

4.) Player spams message

5.) Player killed

6.) Display warning message (different from player muted warning message, again displayed cross the screen)

7.) Repeat 4, 5 and 6 until player stops spamming messages.

8.) Player muted on joining the server again, Display warning message (different from player muted warning message, again displayed cross the screen) (no kill)

9.) Repeat 4, 5 and 6 until player stops spamming messages.

 

Thanks in advance.

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Originally Posted by LCARSx64*:

 

Thank you for this script. However, please could you kindly modify the script to perform the following?

 

1.) Remove kick and ban functions.

2.) On mute player (no kill)

3.) Display player muted warning message across the screen

4.) Player spams message

5.) Player killed

6.) Display warning message (different from player muted warning message, again displayed cross the screen)

7.) Repeat 4, 5 and 6 until player stops spamming messages.

8.) Player muted on joining the server again, Display warning message (different from player muted warning message, again displayed cross the screen) (no kill)

9.) Repeat 4, 5 and 6 until player stops spamming messages.

 

Thanks in advance.

Let's see if I have this right ...

 

  • On player mute, simply show that player a yell message (msg #1).
  • On subsequent player chats, kill the player and display another yell message (msg #2) to the player.
  • If the player then leaves the server, on rejoin, show the player yet another yell message (msg#3).
  • On subsequent player chats, kill the player and display a yell message (msg #2) to that player.
Is that right?

If so, what do you want each message to say (msgs #1, #2 and #3)?

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Originally Posted by GR101*:

 

Let's see if I have this right ...

 

  • On player mute, simply show that player a yell message (msg #1).
  • On subsequent player chats, kill the player and display another yell message (msg #2) to the player.
  • If the player then leaves the server, on rejoin, show the player yet another yell message (msg#3).
  • On subsequent player chats, kill the player and display a yell message (msg #2) to that player.
Is that right?

If so, what do you want each message to say (msgs #1, #2 and #3)?

Yes, that's correct.

 

Messages like (only 2 messages):

 

Msg # 1 you've been muted due to excessive message spamming

Msg # 2 you're muted, further message spamming results in being killed, stop now!

 

 

Keep these other messages:

plugin.SendPlayerMessage(arg1, "You are now unmuted!");

plugin.SendPlayerMessage(player.Name, arg1 + " is not muted!");

plugin.SendPlayerMessage(player.Name, "ERROR: Missing Reason!");

plugin.SendPlayerMessage(player.Name, "ERROR: Player does not exist!");

plugin.SendPlayerMessage(player.Name, "ERROR: Missing argument(s)!");

 

Thanks LCARSx64

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Originally Posted by LCARSx64*:

 

Could you make it automatically unmute end of round?

Yes, that can be done but who gets unmuted? Everyone (mute list cleared) or only those that were muted that round?

 

Sent from Samsung Galaxy S5 using Tapatalk

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Originally Posted by GR101*:

 

Yes, that can be done but who gets unmuted? Everyone (mute list cleared) or only those that were muted that round?

Automatically unmute all players end of round (mute list cleared).

 

Unless the unmute command is used before EOR. (!unmute playername).

 

This will reduce the administrative overhead of manually unmuting individual players.

 

Thanks LCARSx64

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Originally Posted by LCARSx64*:

 

Automatically unmute all players end of round (mute list cleared).

 

Unless the unmute command is used before EOR. (!unmute playername).

 

This will reduce the administrative overhead of manually unmuting individual players.

 

Thanks LCARSx64

Alright, I've altered the limit to your specifications, it will now require 2 limits. The limits function the same as the original version with the following exceptions:

 

  • Both msg1 and msg2 have been reversed, it seems more intuitive that way.
  • The reason in the !mute command is now optional, if omitted, the reason will be: You're muted, further message spamming results in being killed or kicked, stop now!
  • Standard players will no longer be kicked or banned.
  • Muted players that join as spectator or commander can not be killed, so they will instead be kicked on the second chat with the reason: Talking excessively while muted!
  • Since all muted players will be unmuted at the end of a round, the muted players list is no longer stored in a file but instead is stored in RoundData.

Mute/Unmute Player without Adkats - Limit 1 of 2

 

Create a new limit to evaluate OnAnyChat. Set action to None.

 

Set first_check to this Code:

Code:

// Mute/Unmute without AdKats (for GR101) - Limit 1 of 2
// v1.3 - OnAnyChat - first_check
//

// Variables
Dictionary<String, bool> muList = null;
String sv_muList = "_MUTED_PLAYERS_";
String[] cmdLn = new String[3];
PlayerInfoInterface muPlayer;
bool muState = false;
String[] logMsgs = { "^b^1Mute^0^n: ",
                     "^b^1Unmute^0^n: ",
                     "Mute: ",
                     "Unmute: ",
                     " has been ",
                     "muted by ",
                     "unmuted by ",
                     " for " };
bool isAdmin = false;
bool bKill = false;
bool bKick = false;
bool bBan = false;
bool bMove = false;
bool bLevel = false;

// Code
if (plugin.CheckAccount(player.Name, out bKill, out bKick, out bBan, out bMove, out bLevel))
{
    if (bKill && bKick && bBan) isAdmin = true;
}
if (server.RoundData.issetObject(sv_muList))
{
    muList = (Dictionary<String, bool>)server.RoundData.getObject(sv_muList);
}
else
{
    muList = new Dictionary<String, bool>();
}
if (isAdmin)
{
    if (!plugin.IsInGameCommand(player.LastChat)) return false;
    cmdLn[0] = plugin.ExtractInGameCommand(player.LastChat);
    if ((cmdLn[0].Length != 0) && (plugin.ExtractCommandPrefix(cmdLn[0]).Length != 0)) cmdLn[0] = plugin.ExtractInGameCommand(cmdLn[0]);
    if (null == cmdLn[0] || cmdLn[0].Length == 0) return false;
    if (!Regex.Match(cmdLn[0], @"^\b(MUTE|UNMUTE)\b", RegexOptions.IgnoreCase).Success) return false;
    if (cmdLn[0].IndexOf(" ") > 0)
    {
        cmdLn[1] = cmdLn[0].Remove(0, cmdLn[0].IndexOf(" ")).Trim();
        cmdLn[0] = cmdLn[0].Substring(0, cmdLn[0].IndexOf(" ")).ToLower().Trim();
        if (cmdLn[0] == "mute" && cmdLn[1].IndexOf(" ") <= 0)
        {
            cmdLn[2] = "You're muted, further message spamming results in being killed or kicked, stop now!";
        }
        else if (cmdLn[0] == "mute" && cmdLn[1].IndexOf(" ") > 0)
        {
            cmdLn[2] = cmdLn[1].Remove(0, cmdLn[1].IndexOf(" ")).Trim();
            cmdLn[1] = cmdLn[1].Substring(0, cmdLn[1].IndexOf(" ")).Trim();
        }
        else if (cmdLn[0] != "unmute")
        {
            plugin.SendPlayerMessage(player.Name, "ERROR: Too many arguments!");
            return false;
        }
    }
    else
    {
        plugin.SendPlayerMessage(player.Name, "ERROR: Missing argument(s)!");
        return false;
    }
    muPlayer = plugin.GetPlayer(cmdLn[1], true);
    if ((muPlayer == null) || (!Regex.Match(muPlayer.Name, @"^" + cmdLn[1], RegexOptions.IgnoreCase).Success))
    {
        plugin.SendPlayerMessage(player.Name, "ERROR: Player does not exist!");
        return false;
    }
    cmdLn[1] = muPlayer.Name;
    switch (cmdLn[0])
    {
        case "mute":
            if (muList.ContainsKey(cmdLn[1]))
            {
                plugin.SendPlayerMessage(player.Name, cmdLn[1] + " is already muted!");
                return false;
            }
            muList.Add(cmdLn[1], false);
            plugin.SendPlayerYell(cmdLn[1], "\n" + cmdLn[2], 8);
            plugin.SendPlayerMessage(player.Name, cmdLn[1] + " has been muted!");
            logMsgs[0] = logMsgs[0] + cmdLn[1] + logMsgs[4] + logMsgs[5] + player.Name + logMsgs[7] + cmdLn[2];
            logMsgs[2] = logMsgs[2] + cmdLn[1] + logMsgs[4] + logMsgs[5] + player.Name + logMsgs[7] + cmdLn[2];
            plugin.ConsoleWrite(logMsgs[0]);
            plugin.PRoConChat(logMsgs[0]);
            plugin.PRoConEvent(logMsgs[2], "Insane Limits");
            break;
        case "unmute":
            if (!muList.ContainsKey(cmdLn[1]))
            {
                plugin.SendPlayerMessage(player.Name, cmdLn[1] + " is not muted!");
                return false;
            }
            muList.Remove(cmdLn[1]);
            plugin.SendPlayerYell(cmdLn[1], "\nYou are now unmuted!", 5);
            plugin.SendPlayerMessage(player.Name, cmdLn[1] + " has been unmuted!");
            logMsgs[1] = logMsgs[1] + cmdLn[1] + logMsgs[4] + logMsgs[6] + player.Name;
            logMsgs[3] = logMsgs[3] + cmdLn[1] + logMsgs[4] + logMsgs[6] + player.Name;
            plugin.ConsoleWrite(logMsgs[1]);
            plugin.PRoConChat(logMsgs[1]);
            plugin.PRoConEvent(logMsgs[3], "Insane Limits");
            break;
    }
    server.RoundData.setObject(sv_muList, muList);
}
else
{
    if (muList.ContainsKey(player.Name))
    {
        muState = muList[player.Name];
        if (muState)
        {
            if (player.Role > 0)
            {
                plugin.SendPlayerYell(player.Name, "\nYou're muted, further message spamming results in being kicked, stop now!", 8);
            }
            else
            {
                plugin.SendPlayerYell(player.Name, "\nYou're muted, further message spamming results in being killed, stop now!", 8);
            }
            muList[player.Name] = false;
            server.RoundData.setObject(sv_muList, muList);
        }
        else
        {
            if (player.Role > 0)
            {
                plugin.KickPlayerWithMessage(player.Name, "Talking excessively while muted!");
            }
            else
            {
                plugin.SendPlayerYell(player.Name, "\nYou've been muted due to excessive message spamming!", 8);
                plugin.KillPlayer(player.Name);
            }
        }
    }
}

return false;

Mute/Unmute Player without Adkats - Limit 2 of 2

 

Create a new limit to evaluate OnJoin. Set action to None.

 

Set first_check to this Code:

Code:

// Mute/Unmute without AdKats (for GR101) - Limit 2 of 2
// v1.3 - OnJoin - first_check
//

// Variables
Dictionary<String, bool> muList = null;
String sv_muList = "_MUTED_PLAYERS_";

// Code
if (server.RoundData.issetObject(sv_muList))
{
    muList = (Dictionary<String, bool>)server.RoundData.getObject(sv_muList);
    if (muList.ContainsKey(player.Name))
    {
        muList[player.Name] = true;
        server.RoundData.setObject(sv_muList, muList);
    }
}

return false;

End of post.

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  • 2 weeks later...

Originally Posted by GR101*:

 

Cheers LCARSx64, although i am getting the following errors :

 

[10:24:40 12] [insane Limits] Thread(settings): ERROR: 5 errors compiling Code

[10:24:40 12] [insane Limits] Thread(settings): ERROR: (CS0305, line: 32, column: 13): Using the generic type 'System.Collections.Generic.Dictionary' requires '2' type arguments

[10:24:40 12] [insane Limits] Thread(settings): ERROR: (CS0305, line: 38, column: 27): Using the generic type 'System.Collections.Generic.Dictionary' requires '2' type arguments

[10:24:40 12] [insane Limits] Thread(settings): ERROR: (CS0021, line: 41, column: 21): Cannot apply indexing with [] to an expression of type 'Dictionary'

[10:24:40 12] [insane Limits] Thread(settings): ERROR: (CS1502, line: 42, column: 21): The best overloaded method match for 'PRoConEvents.DataDictionaryInterface.setObject(st ring, object)' has some invalid arguments

[10:24:40 12] [insane Limits] Thread(settings): ERROR: (CS1503, line: 42, column: 59): Argument '2': cannot convert from 'Dictionary' to 'object'

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  • 2 weeks later...

Originally Posted by GR101*:

 

Getting the following errors:

 

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: 5 errors compiling Code

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS0305, line: 32, column: 13): Using the generic type 'System.Collections.Generic.Dictionary' requires '2' type arguments

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS0305, line: 38, column: 27): Using the generic type 'System.Collections.Generic.Dictionary' requires '2' type arguments

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS0021, line: 41, column: 21): Cannot apply indexing with [] to an expression of type 'Dictionary'

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS1502, line: 42, column: 21): The best overloaded method match for 'PRoConEvents.DataDictionaryInterface.setObject(st ring, object)' has some invalid arguments

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS1503, line: 42, column: 59): Argument '2': cannot convert from 'Dictionary' to 'object'

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Originally Posted by LCARSx64*:

 

Getting the following errors:

 

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: 5 errors compiling Code

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS0305, line: 32, column: 13): Using the generic type 'System.Collections.Generic.Dictionary' requires '2' type arguments

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS0305, line: 38, column: 27): Using the generic type 'System.Collections.Generic.Dictionary' requires '2' type arguments

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS0021, line: 41, column: 21): Cannot apply indexing with [] to an expression of type 'Dictionary'

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS1502, line: 42, column: 21): The best overloaded method match for 'PRoConEvents.DataDictionaryInterface.setObject(st ring, object)' has some invalid arguments

[10:34:05 36] [insane Limits] Thread(delayed_comp): ERROR: (CS1503, line: 42, column: 59): Argument '2': cannot convert from 'Dictionary' to 'object'

Oops, sorry my bad. I've fixed the code in both limits above (...*)
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  • 4 weeks later...

Originally Posted by wtfreak*:

 

I am running a BF3 server and would love to use this limit but I am getting this error and have checked for the ";" at the end of the code and it is there but I still get this code:

 

[12:59:31 23] [insane Limits] Thread(settings): Compiling Limit #1 - Mute player - OnAnyChat

[12:59:31 28] [insane Limits] Thread(settings): ERROR: 1 error compiling Code

[12:59:31 28] [insane Limits] Thread(settings): ERROR: (CS1002, line: 27, column: 19): ; expected

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Originally Posted by LCARSx64*:

 

I am running a BF3 server and would love to use this limit but I am getting this error and have checked for the ";" at the end of the code and it is there but I still get this code:

 

[12:59:31 23] [insane Limits] Thread(settings): Compiling Limit #1 - Mute player - OnAnyChat

[12:59:31 28] [insane Limits] Thread(settings): ERROR: 1 error compiling Code

[12:59:31 28] [insane Limits] Thread(settings): ERROR: (CS1002, line: 27, column: 19): ; expected

Make sure that first_check is set to Expression not Code.

Also, since you're using this with BF3, change the following line in the second_check code from:

Code:

String   fName   = "Plugins\\BF4\\" + server.Host + "_" + server.Port + "_muted_players.txt";
to:

Code:

String   fName   = "Plugins\\BF3\\" + server.Host + "_" + server.Port + "_muted_players.txt";
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Originally Posted by valco*:

 

Hi LCARSx64

Thanks for nicely done work. As an old dude I am slowly switching from ProconRulez to Insane Limits and find this code very useful. Specially the second version which let us keep idiots on the server as a battle meat but not read their vulgar, offensive or spamming messages, :smile:

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Originally Posted by LCARSx64*:

 

Hi LCARSx64

Thanks for nicely done work. As an old dude I am slowly switching from ProconRulez to Insane Limits and find this code very useful. Specially the second version which let us keep idiots on the server as a battle meat but not read their vulgar, offensive or spamming messages, :smile:

No problem, I'm glad this is of use to you. :smile:

P.S. I'm an old dude too. :cool:

 

Sent from Samsung Galaxy S5 using Tapatalk

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Originally Posted by valco*:

 

So I get it work but have some problems. As wrote before I've used second version without ban thing and as a result here what I get. "!Mute" works as a killing machine :smile: but I can still see following chat messages of muted player. Is that OK? Second thing is, that it seams "!unmute" does not work. With p.name it says "to many arguments" and alone "to little arguments" Am I doing something wrong, or there is something with code?

Alright, I've altered the limit to your specifications, it will now require 2 limits. The limits function the same as the original version with the following exceptions:

 

  • Both msg1 and msg2 have been reversed, it seems more intuitive that way.
  • The reason in the !mute command is now optional, if omitted, the reason will be: You're muted, further message spamming results in being killed or kicked, stop now!
  • Standard players will no longer be kicked or banned.
  • Muted players that join as spectator or commander can not be killed, so they will instead be kicked on the second chat with the reason: Talking excessively while muted!
  • Since all muted players will be unmuted at the end of a round, the muted players list is no longer stored in a file but instead is stored in RoundData.

Mute/Unmute Player without Adkats - Limit 1 of 2

 

Create a new limit to evaluate OnAnyChat. Set action to None.

 

Set first_check to this Code:

Code:

// Mute/Unmute without AdKats (for GR101) - Limit 1 of 2
// v1.2 - OnAnyChat - first_check
//

// Variables
Dictionary<String, bool> muList = null;...
Create a new limit to evaluate OnJoin. Set action to None.

 

Set first_check to this Code:

Code:

// Mute/Unmute without AdKats (for GR101) - Limit 2 of 2
// v1.2 - OnJoin - first_check...

End of post.

So, first_check should be Code or Expresion?

If Expression is correct, it would be nice to edit your post #46

 

P.S.

no one playing BF is that old as I am:tongue:

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Originally Posted by LCARSx64*:

 

So I get it work but have some problems. As wrote before I've used second version without ban thing and as a result here what I get. "!Mute" works as a killing machine :smile: but I can still see following chat messages of muted player. Is that OK? Second thing is, that it seams "!unmute" does not work. With p.name it says "to many arguments" and alone "to little arguments" Am I doing something wrong, or there is something with code?

 

 

So, first_check should be Code or Expresion?

If Expression is correct, it would be nice to edit your post #46

 

P.S.

no one playing BF is that old as I am:tongue:

Unfortunately, there is no true mute in BF4, because of this you will still see "muted" player's chats except those players will be killed (or kicked if commander or spectator) after the second chat message until the end of the round or until they are "unmuted". If you want to stop them from abusing this, I suggest that you use the limit in ...*.

 

There was an error in the code that prevented the unmute command from working, I've corrected that in ...*.

 

There are two limits in that post, you will need to use both, each only has a first_check and that needs to be set to Code.

 

Oh and I do know a player that is 78 years old and I know of another one that is in his late 80s (possibly early 90s). :ohmy:

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  • 2 months later...

Originally Posted by _gp_*:

 

I also get this reason 1 on my banlist .

 

running bf3

 

_gp?

from post 38

 

I finally figured out why I am getting reason 1, using another limit I was trying to use EA round ban and started getting the same reason 1 when player was banned.

 

I will do an EA time ban to see if I get correct ban reason.

 

Thx

_gp?

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Originally Posted by LCARSx64*:

 

from post 38

 

I finally figured out why I am getting reason 1, using another limit I was trying to use EA round ban and started getting the same reason 1 when player was banned.

 

I will do an EA time ban to see if I get correct ban reason.

 

Thx

_gp?

Hmmm, interesting. Please let me know if you get the same thing with a timed ban. Unfortunately there's no PB GUID round ban that we could use as a substitute, only timed bans but we could change the code to use a set ban period rather than a round ban. :ohmy:
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Originally Posted by _gp_*:

 

Hmmm, interesting. Please let me know if you get the same thing with a timed ban. Unfortunately there's no PB GUID round ban that we could use as a substitute, only timed bans but we could change the code to use a set ban period rather than a round ban. :ohmy:

sorry should of let you about this sooner,

 

"already started using an EA time ban with no issues so far."

 

will have to look at round ban more, I like the idea better...

 

might be something I was doing wrong,

as I was trying to get player.name added to reason as EA bans do not show Player in ban list.

Code:

plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, player.Name, 10, player.Name + "  Disrespect/Language");
I can get player name to show in reason with the EA time ban, as above, but would not work with round ban.

 

Like I said, prolly something I was doing wrong. Will let you know ...

 

thx,

 

_gp?

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Originally Posted by LCARSx64*:

 

sorry should of let you about this sooner,

 

"already started using an EA time ban with no issues so far."

 

will have to look at round ban more, I like the idea better...

 

might be something I was doing wrong,

as I was trying to get player.name added to reason as EA bans do not show Player in ban list.

Code:

plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, player.Name, 10, player.Name + "  Disrespect/Language");
I can get player name to show in reason with the EA time ban, as above, but would not work with round ban.

 

Like I said, prolly something I was doing wrong. Will let you know ...

 

thx,

 

_gp?

That seems to indicate that the problem is the actual round ban, not that you're adding the player name to the reason. It is also possible that the / in your reason is causing the issue. To test this, try changing that line to:

Code:

plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Round, player.Name, 0, player.Name + @" for Disrespect/Language");
if that still produces the same result, try adding something in-front of the player name, e.g.:

Code:

plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Round, player.Name, 0, "ROUND BANNED:" + player.Name + @" for Disrespect/Language");
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