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Team Kill Tracker (4.0.0) 23-Mar-2015


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Originally Posted by stajs*:

 

Er, it *is* there, but two things combined to make it rather hard to find.

 

Firstly, I decided it was a good idea to hide settings based on other multi-choice settings. For example, if "who to protect_" is set to "no one", the whitelist is now hidden so it is no longer potentially confusing to see players you might expect to be protected. Secondly, I over-thought the threshold and had a multi-choice setting for "punish limit" of "Yes", "No", and "YesWhenPlayerCountOverThreshold". Can you tell what happened?

 

The threshold setting was only shown when the multi-choice setting was "YesWhenPlayerCountOverThreshold". Sadly, it was not very obvious how to "unlock" the threshold setting, and to make matters worse, I failed to update the documentation for that as well.

 

Anyway, I've "fixed" it, so that punish limit is now only "Yes/No" and threshold is always shown. The default threshold is 1 player, so in effect kicks are always active and there isn't a need for another multi-choice. Also, I originally had a prefix of "+" but I ran in to trouble with how Procon persists (URL en-/decoding) settings and rather than spend a lot of time investigating, the prefixes are now "". The docs should be up to date.

 

v3.2.0

- Consolidated threshold setting.

- Changed label of "Tracing" setting.

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Originally Posted by stajs*:

 

When hovering around "Kick after punish limit reached_" I only see Yes and No, there is no "YesWhenPlayerCountOverThreshold".

It was briefly there in v3.1.0:

 

v3.1.0.png

 

But it was removed in v3.2.0 as it isn't needed (the threshold limit is always there when punish limit is Yes):

 

v3.2.0.png

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Originally Posted by kcuestag*:

 

Another request. I see people abuse the punish way too much sometimes, maybe have an option to limit the amounts of !p you can do in each round, so people think twice before punishing someone. :smile:

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Originally Posted by ColColonCleaner*:

 

Another request. I see people abuse the punish way too much sometimes, maybe have an option to limit the amounts of !p you can do in each round, so people think twice before punishing someone. :smile:

Uh...why do you think that's abuse? They are being teamkilled...
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Originally Posted by kcuestag*:

 

Uh...why do you think that's abuse? They are being teamkilled...

I've seen people getting team killed, the team killer apologized and revived him, and yet he got punished.

 

I don't like that kind of stuff.

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Originally Posted by ColColonCleaner*:

 

I've seen people getting team killed, the team killer apologized and revived him, and yet he got punished.

 

I don't like that kind of stuff.

That's a different case, not the "abuse" you mentioned before. Wouldn't the sorry detector handle this case?
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Originally Posted by kcuestag*:

 

That's a different case, not the "abuse" you mentioned before. Wouldn't the sorry detector handle this case?

Yeah that'd be fine, a sorry (or !sorry) detector would be cool for a future version. :tongue:
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Originally Posted by Gazovik83*:

 

v3.3.0

 

- Optionally allow killers to apologize to avoid punishment.

- Added setting for kick message.

 

v3.3.1

 

- Added {sorryCount} placeholder to messages.

what about issue

 

is the solution for pro?onrulz:

 

Code:

#### Team Kill Notification Rules
On Spawn;Not Protected;ServerFirst;Set %ini_timkil% 0;Set %ini_kick% 0
On TeamKill;Not Protected;Incr %ini_timkil_warn[%p%]%;PlayerSay %p% NO TEAMKILL! #%ini_timkil_warn[%p%]%.
On TeamKill;Not Protected;VictimSay %v%: !p OR !punish / !f OR !forgive
#### Team Kill Tracking Rules
On TeamKill;Not Protected;If %ini_timkil_warn[%p%]% == 3;PlayerSay LAST WARNING! NO TEAMKILL!
On TeamKill;Not Protected;If %ini_timkil_warn[%p%]% == 4
	Incr %ini_kick_warn[%p%]%
	If %ini_kick_warn[%p%]% != 3;Kick LIMIT SYSTEM: %p% NO TEAMKILL! [autokick];Set %ini_timkil_warn[%p%]% 0
	If %ini_kick_warn[%p%]% == 3;tempban 3600 LIMIT SYSTEM: %p% NO TEAMKILL! TEMPBAN 1h [autoban];Set %ini_timkil_warn[%p%]% 0;Set %ini_kick_warn[%p%]% 0
On TeamKill;Not Protected;Set %server_lastteamkill[%p%]% %v%
On TeamKill;Not Protected;Set %server_lastteamkiller[%v%]% %p%
#### Team Kill Punish Rule
On Say;Text !p;If %server_lastteamkiller[%p%]% == 0;PlayerSay %p%: could not find a recent team kill to punish.
On Say;Text !p;If %server_lastteamkiller[%p%]% != 0;TargetPlayer %server_lastteamkiller[%p%]%;Say %server_lastteamkiller[%p%]% punished  for TEAMKILL;TargetAction Kill;TargetConfirm;Set %server_lastteamkiller[%p%]% 0
On Say;Text !f;If %server_lastteamkiller[%p%]% == 0;PlayerSay %p%: could not find a recent team kill to forgive.
On Say;Text !f;If %server_lastteamkiller[%p%]% != 0;Decr %ini_timkil_warn[%server_lastteamkiller[%p%]%]%;Set %server_lastteamkill[%server_lastteamkiller[%p%]%]% 0;Say %p% forgive %server_lastteamkiller[%p%]%;Set %server_lastteamkiller[%p%]% 0
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Originally Posted by Hutchew*:

 

Thanks for the effort you are putting into this, stajs.

 

Any way to add an instant kick if within first x seconds of first player spawn on new round? Starting to see a lot of that for some reason lately.

 

Thanks!

 

 

Hutchew

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Originally Posted by stajs*:

 

what about issue

It's still on the radar. If you are asking when it will be done, I'm sorry but I can't give you a timeline. The best I can say is "as my spare time allows". The reason I haven't started working on that issue (Option to temp ban a player for rejoining and being kicked again) is because I suspect that AdKats will be able to handle it better, and I would prefer pushing it on to that. So I see this issue (Use AdKats Punishment) as a pre-requisite.

 

is the solution for pro?onrulz:

Do I read this as "you can replace this entire plugin with these rulz"? If so, that's awesome!
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Originally Posted by stajs*:

 

Thanks for the effort you are putting into this, stajs.

 

Any way to add an instant kick if within first x seconds of first player spawn on new round? Starting to see a lot of that for some reason lately.

Your thanks are appreciated! =)

 

I'm not sure I see a lot of value in that TBH... is it worth just seeing if it's a blip? It might settle down. IMHO kicks are pretty harsh.

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Originally Posted by kcuestag*:

 

I don't think the kick option is detecting the team kills properly. I've set it to a maximum of 5 team kills until it kicks you, I've had 3 so far (Can see it via !shame), but the plugin warns me there's still 5 TK's before I get kicked.

 

Edit:

 

For some reason it works now, but the first 2 grenade kills I did at the beggining of the round weren't detected.

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Originally Posted by stajs*:

 

That's strange, I haven't noticed that. It should only be keeping stats for a round. The list of teamkills should be reset on enabling the plugin, so you could try disabling and then re-enabling the plugin.

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Originally Posted by dyn*:

 

I too have noticed that the shame list is sometimes maintained over the course of several games, including individuals who are no longer connected. On several occasions it was the same individual listed for all shame spots with different TK amounts, all over the kick amount.

 

However, we do not have enough logging enabled and I wasn't able to find a pattern to make a definite post about it. But now that someone else has seen the same behavior --- I'm not crazy!

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Originally Posted by PHX_Big_Deal*:

 

That's strange, I haven't noticed that. It should only be keeping stats for a round. The list of teamkills should be reset on enabling the plugin, so you could try disabling and then re-enabling the plugin.

Disabling and then re-enabling the plugin does not help
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