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On-Spawn Loadout Enforcer for Infantry/Vehicles - AdKatsLRT


ColColonCleaner

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Originally Posted by Grovax*:

 

Hmm. And everyone dies when they have thermal equipped when you have vehicle spawn enforcement off? Not just the people using the vehicles?

Not all but many. come the spawn message also if they have killed someone with thermal before?

 

 

(sry for my bad english) :biggrin:

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Originally Posted by ColColonCleaner*:

 

Not all but many. come the spawn message also if they have killed someone with thermal before?

 

 

(sry for my bad english) :biggrin:

Yes, if they have killed someone with thermal sights equipped they must remove them from the vehicle before spawning again. That's how the system works right now anyway.
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Originally Posted by Grovax*:

 

Yes, if they have killed someone with thermal sights equipped they must remove them from the vehicle before spawning again. That's how the system works right now anyway.

ok, then it will probably be this. thanks :smile:
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Originally Posted by ColColonCleaner*:

 

Just got a request to make the loadout enforcer do normal kill/kick operations instead of spawn enforcement, optionally of course. While this seemed outlandish at first i guess it would be fine to have an option for it to work just like insanelimits or proconrulz, but instead of having to code in the weapons yourself you just select the ones you want banned from a list.

 

Also someone recently paid for the plugin with an amazon gift card code, which was needed because paypal didn't allow payments from their country. That actually went really smoothly, and I would encourage it for people who cannot use paypal.

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Originally Posted by s1ngular1ty*:

 

ColColonCleaner, I have a strange question. I've bought your plugin in the past and was looking at the code. I am writing a program to inspect a person's loadout outside of BF4. How did you generate the JSON (WarsawCodeBook.json) that you use to populate all the weapons and items in your plugin? Did you make it? If so how? Or can you request it from BattleLog?

 

I'm asking because it seems to be missing some codes that some players have in their kits and I would like to get an updated copy if possible from where ever you obtained it.

 

I saw in another post you say you have a data harvester running in a bunch of servers to gather this info. How are you getting it? I'd like to know how you relate the loadout code to the items if you don't mind telling me.

 

Thanks....

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Originally Posted by ColColonCleaner*:

 

ColColonCleaner, I have a strange question. I've bought your plugin in the past and was looking at the code. I am writing a program to inspect a person's loadout outside of BF4. How did you generate the JSON (WarsawCodeBook.json) that you use to populate all the weapons and items in your plugin? Did you make it? If so how? Or can you request it from BattleLog?

 

I'm asking because it seems to be missing some codes that some players have in their kits and I would like to get an updated copy if possible from where ever you obtained it.

 

I saw in another post you say you have a data harvester running in a bunch of servers to gather this info. How are you getting it? I'd like to know how you relate the loadout code to the items if you don't mind telling me.

 

Thanks....

It could be slightly out of date, i haven't updated it in a while. It's taken from some of the JS files on battlelog, i don't remember the exact file. Also some of the items in the file on battlelog are incorrect, shields and deagle specifically.
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Originally Posted by s1ngular1ty*:

 

How did you scrape the info from the javascript files? Do you have code in one of your plugins that does that? If so can you you tell me the method name so I can find it.

 

Thanks.

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Originally Posted by ColColonCleaner*:

 

How did you scrape the info from the javascript files? Do you have code in one of your plugins that does that? If so can you you tell me the method name so I can find it.

 

Thanks.

http://eaassets-a.akamaihd.net/bl-cd...saw.loadout.js

 

They've only changed some paint files, some names for the attack boat, art for battlelog, and specific weapon stats since my last fetch. And I actually don't like the new slug names, less descriptive, so i'm not going to update it unless they make some actual changes.

 

What did you think was missing?

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Originally Posted by s1ngular1ty*:

 

http://eaassets-a.akamaihd.net/bl-cd...saw.loadout.js

 

They've only changed some paint files, some names for the attack boat, art for battlelog, and specific weapon stats since my last fetch. And I actually don't like the new slug names, less descriptive, so i'm not going to update it unless they make some actual changes.

 

What did you think was missing?

Some weapon keys weren't showing up when I was searching for them. Not sure what they are.

 

Thanks for the link.

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Originally Posted by peps984*:

 

I've purchased AdKatsLRT and I'd like to thank ColColonCleaner for his patience and all the support he has given me to solve all the technical problems.

 

I've just started to configure it and I wonder if there is some sort of "batch configuration"? Something like a text file with some code, which the plugin could read and change the configuration all at once for all the weapons/accessories... instead of changing them one by one?

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Originally Posted by ColColonCleaner*:

 

I've purchased AdKatsLRT and I'd like to thank ColColonCleaner for his patience and all the support he has given me to solve all the technical problems.

 

I've just started to configure it and I wonder if there is some sort of "batch configuration"? Something like a text file with some code, which the plugin could read and change the configuration all at once for all the weapons/accessories... instead of changing them one by one?

There is a search list at the top. All separate lines you enter in the list will search for items containing that text; the items found are placed under spawn enforcement.
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Originally Posted by astv25*:

 

I used AdKatsLRT on my short-lived BF4 server and, based on feedback from my players, have moved to a BFH server.

 

We all enjoyed AdKats stepping in and doing the player slapping for us, I gotta say.

 

Is there any plan to make a version of AdKatsLRT for BFH? I really would enjoy that as I feel snipers have zero business in the Hotwire game mode.

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Originally Posted by ColColonCleaner*:

 

I used AdKatsLRT on my short-lived BF4 server and, based on feedback from my players, have moved to a BFH server.

 

We all enjoyed AdKats stepping in and doing the player slapping for us, I gotta say.

 

Is there any plan to make a version of AdKatsLRT for BFH? I really would enjoy that as I feel snipers have zero business in the Hotwire game mode.

BFH cannot be loadout enforced, battlelog works differently for that game in terms of loadouts. Sorry.
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Originally Posted by astv25*:

 

BFH cannot be loadout enforced, battlelog works differently for that game in terms of loadouts. Sorry.

That's unfortunate. I suppose I'll just continue to use LRT with BF4 and continue cursing Dice and EA for making terrible decisions.
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Originally Posted by ColColonCleaner*:

 

Looking to add a feature shortly that can allow banned items to bypass whitelists (reputable players/admins). For example if you still want to enforce no FLIR sights on admins regardless of their admin status, but not any of the other items.

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Originally Posted by ColColonCleaner*:

 

Woah, woah, why so many posts? And why post the same console log with every post?

 

That's just because it's still loading in people's persona IDs, they aren't errors.

 

What exactly isn't working? It takes a few minutes to load in everyone's persona IDs.

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Originally Posted by ColColonCleaner*:

 

there is the possibility Flir / IRNV with AdKatsLRT - Loadout Enforcer - 2.0.7.6

to disallow...

Yes, there is a search at the top of the plugin. Open the search input with the button to the right of that setting line and add the following two lines:

 

 

FLIR

IRNV

 

 

and click ok.

 

 

The loadout enforcer will now block all items with those somewhere in their name.

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Originally Posted by Dete96*:

 

you can take out the RAWR?

Hi!

 

As far as I know, it is not possible to enforce the RAWR. It's not loadout. You can't deny someone picking up a pickup weapon.

 

What you could do is a kill limit for it or completely forbid any kill with it using ProCon Rulz.

 

Greetings

dete96

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Originally Posted by ty_ger07*:

 

Hi!

 

As far as I know, it is not possible to enforce the RAWR. It's not loadout. You can't deny someone picking up a pickup weapon.

 

What you could do is a kill limit for it or completely forbid any kill with it using ProCon Rulz.

 

Greetings

dete96

You can't really create a reliable kill limit for it either. The kill code for RAWR which the game server relays to Procon usually gets glitched out and not reported properly.
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Originally Posted by ColColonCleaner*:

 

You can't really create a reliable kill limit for it either. The kill code for RAWR which the game server relays to Procon usually gets glitched out and not reported properly.

Ah, does the RAWR have the same issue as the EOD bot? Usually Death?
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Originally Posted by ty_ger07*:

 

Ah, does the RAWR have the same issue as the EOD bot? Usually Death?

Perhaps I am wrong. Someone may want to do their own testing to verify. I haven't owned a game server in a long time. But, based on evidence available to me, it appeared that it tends to either be detected as a Secondary Explosive named RAWR or as damage class None named Death. Maybe I am totally wrong and it is quite reliably relayed as RAWR and not Death or rarely Death.
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Originally Posted by Dete96*:

 

We run a working RAWR kill limit with ProCon Rulz on our server. But that only works because it is infantry only.

 

The damage class of the RAWR is death as most vehicles and fixed gun positions are, too. I read a lot about a second damage class like RAWR or something similar but nothing worked. The only name that worked is death.

 

@CCC: Is the EOD bot really a problem as it is loadout and should be possible to enforce? Or do you mean the possibility to write certain onKill codes with ProCon Rulz?

 

 

Gesendet von iPhone mit Tapatalk

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Originally Posted by ColColonCleaner*:

 

We run a working RAWR kill limit with ProCon Rulz on our server. But that only works because it is infantry only.

 

The damage class of the RAWR is death as most vehicles and fixed gun positions are, too. I read a lot about a second damage class like RAWR or something similar but nothing worked. The only name that worked is death.

 

@CCC: Is the EOD bot really a problem as it is loadout and should be possible to enforce? Or do you mean the possibility to write certain onKill codes with ProCon Rulz?

 

 

Gesendet von iPhone mit Tapatalk

I'm talking about kill code enforcement. Most of the time the EOD shows up as Death, and not its proper kill code. You can still enforce it via loadout though.
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Originally Posted by SmackDown*:

 

HELP!!

 

I have been using this plugin without issue for months and yesterday it stopped working.

 

We ban Flashbangs and Smoke. Yesterday, the plugin failed to punish anyone for using it. I also notice that our first spawn message text (A12 Section) is not displaying our message about no smoke or flashbang.

 

I have no idea of what might have caused this. The only change I made was yesterday I change Enable High Request Volume to True to see if we could use the high request. Not sure if this caused the program to stop working or not so last night I turned off High Request volume and set it back to false. I have rebooted both the game server and Layer server and it still not taking action on players equipped with the prohibited items.

 

Not sure why this would affect our first spawn message which is set to true and has not be messed with.

 

Any ideas on what I can check?

 

Thank you for your help.

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