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Insane Limits: BF4 Gunmaster Random Presets


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Originally Posted by LCARSx64*:

 

Here is my code, and I am unsure why, but it will never run the preset for sniper. Everything else works great, does anything look wrong?

Sniper? There is no preset for sniper, apart from that, everything looks fine but maybe use this code (already edited with your settings):

Code:

// BF4 Gunmaster Random Presets - Limit 1 of 1
// v2.0 - OnRoundOver - first_check
//

int lastPreset = 1;
bool allowTroll = false;
bool showChat = true;
bool showYell = true;
bool showProcon = true;
int nextPreset = 0;
int maxPreset = 5;
Random rnd = new Random();
String lastKey = "_LASTGM_";
String[] presets = { "Standard",
                     "Classic",
                     "Pistol",
                     "DLC",
                     "Troll" };
String msg = "Next GunMaster preset will be: ";

if (!allowTroll) maxPreset = 4;
if (server.Data.issetInt(lastKey)) lastPreset = server.Data.getInt(lastKey);
nextPreset = rnd.Next(maxPreset);
while (nextPreset == lastPreset)
{
    nextPreset = rnd.Next(maxPreset);
}
plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
if (showProcon) plugin.PRoConChat(msg + "^b^1" + presets[nextPreset] + "^0^n.");
server.Data.setInt(lastKey, nextPreset);

return false;
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Originally Posted by ihateu3*:

 

Sniper? There is no preset for sniper, apart from that, everything looks fine but maybe use this code (already edited with your settings):

Code:

// BF4 Gunmaster Random Presets - Limit 1 of 1
// v2.0 - OnRoundOver - first_check
//

int lastPreset = 1;
bool allowTroll = false;
bool showChat = true;
bool showYell = true;
bool showProcon = true;
int nextPreset = 0;
int maxPreset = 5;
Random rnd = new Random();
String lastKey = "_LASTGM_";
String[] presets = { "Standard",
                     "Classic",
                     "Pistol",
                     "DLC",
                     "Troll" };
String msg = "Next GunMaster preset will be: ";

if (!allowTroll) maxPreset = 4;
if (server.Data.issetInt(lastKey)) lastPreset = server.Data.getInt(lastKey);
nextPreset = rnd.Next(maxPreset);
while (nextPreset == lastPreset)
{
    nextPreset = rnd.Next(maxPreset);
}
plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
if (showProcon) plugin.PRoConChat(msg + "^b^1" + presets[nextPreset] + "^0^n.");
server.Data.setInt(lastKey, nextPreset);

return false;
Thanks, I guess I didn't remove my post fast enough after realizing that there was no sniper preset lol.

 

The code you provided is essentially the same thing, only cleaned up correct? Also the yell function is not working for me.

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Originally Posted by LCARSx64*:

 

Thanks, I guess I didn't remove my post fast enough after realizing that there was no sniper preset lol.

 

The code you provided is essentially the same thing, only cleaned up correct? Also the yell function is not working for me.

Yeah it's a neater version of the code and easier to alter if you want to change stuff. As for the yell, try switching these lines around:

Code:

if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
Change to:

Code:

if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
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Originally Posted by daveee*:

 

Is anyone running this on a mixed mode server? I am running mixed mode with a few other modes and when gunmaster comes up it is the same preset every time. Anyone else have this happen?

Yep.

 

No issues here.

 

Code:

// BF4 Gunmaster Random Presets - Limit 1 of 1
// v2.0 - OnRoundOver - first_check
//

[b]if (server.NextGamemode != "GunMaster0") return false;[/b]

int lastPreset = 0;
bool allowTroll = true;
bool showChat = false;
bool showYell = false;
bool showProcon = false;
int nextPreset = 0;
int maxPreset = 5;
Random rnd = new Random();
String lastKey = "_LASTGM_";
String[] presets = { "Standard",
                     "Classic",
                     "Pistol",
                     "DLC",
                     "Troll" };
String msg = "Next GunMaster preset will be: ";

if (!allowTroll) maxPreset = 4;
if (server.Data.issetInt(lastKey)) lastPreset = server.Data.getInt(lastKey);
nextPreset = rnd.Next(maxPreset);
while (nextPreset == lastPreset || nextPreset == 2)
{
    nextPreset = rnd.Next(maxPreset);
}
plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
if (showProcon) plugin.PRoConChat(msg + "^b^1" + presets[nextPreset] + "^0^n.");
server.Data.setInt(lastKey, nextPreset);

return false;
Note the above has pistols removed with the "while (nextPreset == lastPreset || nextPreset == 2)" line. I was struggling with it on Mixed Mode until I separated the bold text to be on it's own line with nothing directly below it.
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Originally Posted by LCARSx64*:

 

Yep.

 

No issues here.

 

Code:

// BF4 Gunmaster Random Presets - Limit 1 of 1
// v2.0 - OnRoundOver - first_check
//

[b]if (server.NextGamemode != "GunMaster0") return false;[/b]

int lastPreset = 0;
bool allowTroll = true;
bool showChat = false;
bool showYell = false;
bool showProcon = false;
int nextPreset = 0;
int maxPreset = 5;
Random rnd = new Random();
String lastKey = "_LASTGM_";
String[] presets = { "Standard",
                     "Classic",
                     "Pistol",
                     "DLC",
                     "Troll" };
String msg = "Next GunMaster preset will be: ";

if (!allowTroll) maxPreset = 4;
if (server.Data.issetInt(lastKey)) lastPreset = server.Data.getInt(lastKey);
nextPreset = rnd.Next(maxPreset);
while (nextPreset == lastPreset || nextPreset == 2)
{
    nextPreset = rnd.Next(maxPreset);
}
plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
if (showProcon) plugin.PRoConChat(msg + "^b^1" + presets[nextPreset] + "^0^n.");
server.Data.setInt(lastKey, nextPreset);

return false;
Note the above has pistols removed with the "while (nextPreset == lastPreset || nextPreset == 2)" line. I was struggling with it on Mixed Mode until I separated the bold text to be on it's own line with nothing directly below it.
That's strange, an empty line after the if line shouldn't make a difference.
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Originally Posted by Gjall*:

 

I'm also running a mix mode server and I don't see the limit changing the preset each time either. It does appear that it gets stuck on a preset and will eventually change modes.

 

At the moment, I'm manually advancing the map by clicking the "Run next round" button in procon. Is there a chance the server does not consider this an Endround state and therefore the Insane Limit doesn't kick off?

 

I tried adding some code to see if i can verify the limit is running. If I've done this right, every time the round ends, I should at least see what the next game mode will be. This should kick off regardless if the next round is or isn't Gunmaster. Clicking the "Run next round button" does not consistently display the message I've added.

 

Code:

// BF4 Gunmaster Random Presets - Limit 1 of 1
// v2.0 - OnRoundOver - first_check
//

plugin.PRoConChat("####################################### assumed " + server.NextGamemode);

if (server.NextGamemode != "GunMaster0") return false;

int lastPreset = 0;
bool allowTroll = true;
bool showChat = true;
bool showYell = true;
bool showProcon = true;
int nextPreset = 0;
int maxPreset = 5;
Random rnd = new Random();
String lastKey = "_LASTGM_";
String[] presets = { "Standard",
                     "Classic",
                     "Pistol",
                     "DLC",
                     "Troll" };
String msg = "Next GunMaster preset will be: ";

if (!allowTroll) maxPreset = 4;
if (server.Data.issetInt(lastKey)) lastPreset = server.Data.getInt(lastKey);
nextPreset = rnd.Next(maxPreset);
while (nextPreset == lastPreset)
{
    nextPreset = rnd.Next(maxPreset);
}
plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
plugin.PRoConChat("####################################### I have set the next preset to " + nextPreset.ToString());
if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
if (showProcon) plugin.PRoConChat(msg + "^b^1" + presets[nextPreset] + "^0^n.");
server.Data.setInt(lastKey, nextPreset);

return false;
Is there a better way I can test this limit and verify it's working correctly?
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Originally Posted by LCARSx64*:

 

I'm also running a mix mode server and I don't see the limit changing the preset each time either. It does appear that it gets stuck on a preset and will eventually change modes.

 

At the moment, I'm manually advancing the map by clicking the "Run next round" button in procon. Is there a chance the server does not consider this an Endround state and therefore the Insane Limit doesn't kick off?

 

I tried adding some code to see if i can verify the limit is running. If I've done this right, every time the round ends, I should at least see what the next game mode will be. This should kick off regardless if the next round is or isn't Gunmaster. Clicking the "Run next round button" does not consistently display the message I've added.

 

Code:

// BF4 Gunmaster Random Presets - Limit 1 of 1
// v2.0 - OnRoundOver - first_check
//

plugin.PRoConChat("####################################### assumed " + server.NextGamemode);

if (server.NextGamemode != "GunMaster0") return false;

int lastPreset = 0;
bool allowTroll = true;
bool showChat = true;
bool showYell = true;
bool showProcon = true;
int nextPreset = 0;
int maxPreset = 5;
Random rnd = new Random();
String lastKey = "_LASTGM_";
String[] presets = { "Standard",
                     "Classic",
                     "Pistol",
                     "DLC",
                     "Troll" };
String msg = "Next GunMaster preset will be: ";

if (!allowTroll) maxPreset = 4;
if (server.Data.issetInt(lastKey)) lastPreset = server.Data.getInt(lastKey);
nextPreset = rnd.Next(maxPreset);
while (nextPreset == lastPreset)
{
    nextPreset = rnd.Next(maxPreset);
}
plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
plugin.PRoConChat("####################################### I have set the next preset to " + nextPreset.ToString());
if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
if (showProcon) plugin.PRoConChat(msg + "^b^1" + presets[nextPreset] + "^0^n.");
server.Data.setInt(lastKey, nextPreset);

return false;
Is there a better way I can test this limit and verify it's working correctly?
That is probably a good way to check if the limit is triggering when you click the Run Next Round button, and yes you have done it correctly.

Since it doesn't consistently trigger (you don't receive the message each time), then it suggests that manually progressing to the next round is actually causing the issue.

Is it only after a particular game mode that the preset seems to get stuck?

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Originally Posted by Gjall*:

 

I created a new limit to test endround states. Manually progressing to the next round is not an EndRound state. I have 4 seeders on the server so I'm thinking the round has officially started. Unfortunately, the end round button isn't doing anything and running the maplist.endround x returns UnableToEndRound. Though trying it again, just now, it returns OK but did not advance the round.

 

I'm seeing it stuck between 1 and 2 presets when I've been watching it since last night. Currently, we're stuck on preset 2.

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Originally Posted by LCARSx64*:

 

I created a new limit to test endround states. Manually progressing to the next round is not an EndRound state. I have 4 seeders on the server so I'm thinking the round has officially started. Unfortunately, the end round button isn't doing anything and running the maplist.endround x returns UnableToEndRound. Though trying it again, just now, it returns OK but did not advance the round.

 

I'm seeing it stuck between 1 and 2 presets when I've been watching it since last night. Currently, we're stuck on preset 2.

Odd. Try changing the limit to OnRoundStart and see if that fixes the stuck presets.
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Originally Posted by Gjall*:

 

That was my next move. I'll give that a try shortly. There are players on the server and I want to keep an eye to see what the normal behavior should be.

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Originally Posted by LCARSx64*:

 

That was my next move. I'll give that a try shortly. There are players on the server and I want to keep an eye to see what the normal behavior should be.

No problem, please let me know what happens. :smile:
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Originally Posted by Gjall*:

 

A Rush Round just ended and I see my code running as follows:

 

Code:

[15:34:24] ####################################### assumed GunMaster0
[15:34:24] ####################################### I have set the next preset to 4
[15:34:24] Next GunMaster preset will be: Troll.
[15:34:24] ****************************************** Testing End Round Limit.  Looks like the server considers this round over!
But when I run "vars.gunmasterweaponspreset" in the console it returns 2 and not 4.

 

 

Not to complicate matters but we are running Ultimate Map Manager and have two maplists based on population. The low population list has more Gun Master. So while I saw the above in procon chat, ultimate Map Manager changed the list and the next map was not a Gunmaster map like it thought. So it appears that the random GM preset limit runs prior to UMM running.

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Originally Posted by Gjall*:

 

Good news, round ended as normal code kicked off, claimed to set itself to Classic preset. It stayed on the current map list so hopefully UMM isn't a factor right now.

 

Unfortunately, checking the console, the preset is still set to 2. Should be set to 1 if it is Classic, right?

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Originally Posted by Gjall*:

 

Is it possible that the command being sent to the server is missing a space?

 

Code:

plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
Is that sending

Code:

vars.gunMasterWeaponsPreset 3
or

 

Code:

vars.gunMasterWeaponsPreset3
If it is the later than that is an invalid command.
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Originally Posted by Gjall*:

 

How is this limit getting the previous preset? I'd like to add some code up front to tell me what the previous preset was, if possible.

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Originally Posted by Gjall*:

 

Is it possible that the command being sent to the server is missing a space?

 

Code:

plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
Is that sending

Code:

vars.gunMasterWeaponsPreset 3
or

 

Code:

vars.gunMasterWeaponsPreset3
If it is the later than that is an invalid command.
Well I tried adding the space manually and it still does not appear to take. From my debug messages I see the scrip calculating the gamemode, old preset, and a new preset correctly. But this value never seems to make it to the server.
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Originally Posted by LCARSx64*:

 

A Rush Round just ended and I see my code running as follows:

 

Code:

[15:34:24] ####################################### assumed GunMaster0
[15:34:24] ####################################### I have set the next preset to 4
[15:34:24] Next GunMaster preset will be: Troll.
[15:34:24] ****************************************** Testing End Round Limit.  Looks like the server considers this round over!
But when I run "vars.gunmasterweaponspreset" in the console it returns 2 and not 4.

 

 

Not to complicate matters but we are running Ultimate Map Manager and have two maplists based on population. The low population list has more Gun Master. So while I saw the above in procon chat, ultimate Map Manager changed the list and the next map was not a Gunmaster map like it thought. So it appears that the random GM preset limit runs prior to UMM running.

Good news, round ended as normal code kicked off, claimed to set itself to Classic preset. It stayed on the current map list so hopefully UMM isn't a factor right now.

 

Unfortunately, checking the console, the preset is still set to 2. Should be set to 1 if it is Classic, right?

Is it possible that the command being sent to the server is missing a space?

 

Code:

plugin.ServerCommand("vars.gunMasterWeaponsPreset", nextPreset.ToString());
Is that sending

Code:

vars.gunMasterWeaponsPreset 3
or

 

Code:

vars.gunMasterWeaponsPreset3
If it is the later than that is an invalid command.

How is this limit getting the previous preset? I'd like to add some code up front to tell me what the previous preset was, if possible.

Well I tried adding the space manually and it still does not appear to take. From my debug messages I see the scrip calculating the gamemode, old preset, and a new preset correctly. But this value never seems to make it to the server.

It seems very strange that the vars isn't getting set, it does seem to suggest that something else is changing it after the limit. Since you seemed to have ruled out UMM, I'm not sure what that could be. :/

As for the space after the vars, it does need to be there if you're typing the vars into the console and/or adding it to the startup.txt, but the limit's command is correct without any kind of additional space(s).

The limit gets the very first preset used by you, setting int lastPreset = 0; in the code to what ever is in your startup.txt, after that it then selects a random preset (ensuring it isn't the same as the last) it sets the vars and stores that newly selected preset value as the (new) lastPreset.

If you disable this limit and then manually type vars.gunMasterWeaponsPreset X (X being a value from 0 to 4) in the Procon console, does the next gunmaster round have the preset you typed?

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Originally Posted by steep100*:

 

On my server set mix mode,and are included voting for maps that need to change in code to make it work on my server,I mean if the vote wins GM,we included a random preset?

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Originally Posted by LCARSx64*:

 

On my server set mix mode,and are included voting for maps that need to change in code to make it work on my server,I mean if the vote wins GM,we included a random preset?

Since I don't run a mixed mode server and therefore don't have voting for game mode, I am unsure. It would depend on when the game mode change occurred. You could try this with the following settings:

Code:

bool showChat = false;
bool showYell = false;
bool showProcon = true;
Now you can see in Procon only what preset should be next and see if it is actually changed to that preset for the next Gunmaster round.
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Originally Posted by steep100*:

 

Since I don't run a mixed mode server and therefore don't have voting for game mode, I am unsure. It would depend on when the game mode change occurred. You could try this with the following settings:

Code:

bool showChat = false;
bool showYell = false;
bool showProcon = true;
Now you can see in Procon only what preset should be next and see if it is actually changed to that preset for the next Gunmaster round.
Yes I see that procon plugin has changed,but in the game he does not change(((
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Originally Posted by LCARSx64*:

 

Well I tried adding the space manually and it still does not appear to take. From my debug messages I see the scrip calculating the gamemode, old preset, and a new preset correctly. But this value never seems to make it to the server.

Yes I see that procon plugin has changed,but in the game he does not change(((

Maybe a delay is needed before changing the preset on mixed mode servers. Try the following code (be sure to edit the highlighted values as required):

Code:

// BF4 Gunmaster Random Presets - Limit 1 of 1
// v2.1MM - OnRoundOver - first_check
//

if (server.NextGamemode != "Gunmaster0") return false;

int lastPreset = 0;
bool allowTroll = true;
bool showChat = false;
bool showYell = false;
bool showProcon = false;
int nextPreset = 0;
int maxPreset = 5;
Random rnd = new Random();
String lastKey = "_LASTGM_";
String nextKey = "_NEXTGM_";
String[] presets = { "Standard",
                     "Classic",
                     "Pistol",
                     "DLC",
                     "Troll" };
String msg = "Next GunMaster preset will be: ";
Thread gmSwitch = new Thread(
    new ThreadStart(
        delegate
        {
            try
            {
                int np = 0;
                if (server.Data.issetInt("_NEXTGM_")) np = server.Data.getInt("_NEXTGM_");
                Thread.Sleep(50 * 1000);
                plugin.ServerCommand("vars.gunMasterWeaponsPreset", np.ToString());
                if (server.Data.issetInt("_NEXTGM_")) server.Data.unsetInt("_NEXTGM_");
            }
            catch (Exception e)
            {
                plugin.ConsoleException(e.ToString());
            }
        }
    )
);

if (!allowTroll) maxPreset = 4;
if (server.Data.issetInt(lastKey)) lastPreset = server.Data.getInt(lastKey);
nextPreset = rnd.Next(maxPreset);
while (nextPreset == lastPreset)
{
    nextPreset = rnd.Next(maxPreset);
}
server.Data.setInt(nextKey, nextPreset);
gmSwitch.Name = "GMPresetChanger";
gmSwitch.Start();
if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);
if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);
if (showProcon) plugin.PRoConChat(msg + "^b^1" + presets[nextPreset] + "^0^n.");
server.Data.setInt(lastKey, nextPreset);

return false;
The value highlighted in orange is the number of seconds delay, in the code above it is set to 50 seconds (since the post round time is 60 seconds I believe). You can tweak this value as needed.
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Originally Posted by SpecialFire*:

 

I have a problem. My Server is a GM only Server. If the round is over, the limit says a message in procon chat, that the next preset will be for example" pistol". But it don't change the preset. I have use the command "vars.gunMasterWeaponsPreset" in the console and the server change the preset. In the startup.txt is vars.gunMasterWeaponsPreset 0

int lastPreset = 0;

bool allowTroll = false;

bool showChat = false;

bool showYell = false;

bool showProcon = true;

int nextPreset = 0;

int maxPreset = 5;

Random rnd = new Random();

String lastKey = "_LASTGM_";

String[] presets = { "Standard",

"Classic",

"Pistol",

"DLC",

"Troll" };

String msg = "Next GunMaster preset will be: ";

 

if (!allowTroll) maxPreset = 4;

if (server.Data.issetInt(lastKey)) lastPreset = server.Data.getInt(lastKey);

nextPreset = rnd.Next(maxPreset);

while (nextPreset == lastPreset)

{

nextPreset = rnd.Next(maxPreset);

}

plugin.ServerCommand("vars.gunMasterWeaponsPreset" , nextPreset.ToString());

if (showChat) plugin.SendGlobalMessage(msg + presets[nextPreset]);

if (showYell) plugin.SendGlobalYell("\n" + msg + presets[nextPreset], 8);

if (showProcon) plugin.PRoConChat(msg + "^b^1" + presets[nextPreset] + "^0^n.");

server.Data.setInt(lastKey, nextPreset);

 

return false;

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Originally Posted by LCARSx64*:

 

I have a problem. My Server is a GM only Server. If the round is over, the limit says a message in procon chat, that the next preset will be for example" pistol". But it don't change the preset. I have use the command "vars.gunMasterWeaponsPreset" in the console and the server change the preset. In the startup.txt is vars.gunMasterWeaponsPreset 0

Are there any error message in Procon's plugin console?

Ensure that Insane Limits setting vitual_mode is set to False and the limit's state (limit_#_state) is set to Enabled.

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Originally Posted by SpecialFire*:

 

Are there any error message in Procon's plugin console?

Ensure that Insane Limits setting vitual_mode is set to False and the limit's state (limit_#_state) is set to Enabled.

thats the log if the plugin starts: [insane Limits] Battlelog Cache plugin is disabled; installing/updating and enabling the plugin is recommended for Insane Limits!

[13:59:44 36] [insane Limits] Thread(activator): Waiting for privacy_policy_agreement value

[13:59:44 36] [insane Limits] Thread(activator): Agreement received, activating plugin now!

[13:59:46 94] [insane Limits] Thread(settings): Version = 0.9.17.0

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Originally Posted by LCARSx64*:

 

thats the log if the plugin starts: [insane Limits] Battlelog Cache plugin is disabled; installing/updating and enabling the plugin is recommended for Insane Limits!

[13:59:44 36] [insane Limits] Thread(activator): Waiting for privacy_policy_agreement value

[13:59:44 36] [insane Limits] Thread(activator): Agreement received, activating plugin now!

[13:59:46 94] [insane Limits] Thread(settings): Version = 0.9.17.0

What about your settings? Make sure they are the same as these two screenshots (note that your limit number may be different):

virtual_mode: Insane_Limits_VM.png

 

limit_#_state: Insane_Limits_LS.png

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Originally Posted by SpecialFire*:

 

What about your settings? Make sure they are the same as these two screenshots (note that your limit number may be different):

virtual_mode: Insane_Limits_VM.png

 

limit_#_state: Insane_Limits_LS.png

the settings are like the pictures. is the command "vars.gunMasterWeaponsPreset" displayed in the console after the plugin had work?
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Originally Posted by LCARSx64*:

 

the settings are like the pictures. is the command "vars.gunMasterWeaponsPreset" displayed in the console after the plugin had work?

No, I don't believe so.
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