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Advanced In-Game Admin and Ban Enforcer - AdKats


Message added by Prophet731,

If you've been banned from a server then you will need to appeal the ban with the owners/community of that server. We do not control any bans done on servers that utilize AdKats as all bans are local to that server.

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Originally Posted by Chelrid*:

 

The new player message is showing up even if you disable the message in settings?

No,.

 

but when i activate this it show me self in the message. but i had played serveral times on our server since last update.

 

 

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Originally Posted by swats73*:

 

happens to other players, too.

 

 

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yea I am also starting to get this on the =UwG= servers as well

 

also getting the seed player left server even though the players did not seed the server today, and for those that come and help seed again it is not adding to there reputation(including admins and clan seeders). Ban list on AdminCP has also been reset as has gone from 33 Bans down to just 4.

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Originally Posted by ColColonCleaner*:

 

Welp, just had the first controversy with the loadout enforcer. Someone tried to give two groups access with one purchase. This isn't that serious of a site people, lol, just be honest.

 

Anyway, new master update for AdKats coming soon. It contains a couple fixes for interaction with other plugins, and some new features for auto-surrender. I'll have the full list of updates posted soon.

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Originally Posted by AmcieK*:

 

I see some problem when use command /fmove , dont know it is problem with adkats but sometimes when i try to move someone he is moving many times between teams in one sec. When i try to cancel command its not working :/

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Originally Posted by ColColonCleaner*:

 

I see some problem when use command /fmove , dont know it is problem with adkats but sometimes when i try to move someone he is moving many times between teams in one sec. When i try to cancel command its not working :/

Have had this happen as well but it only happens if you fmove a player at the same time as a auto balance is done.

When a player is moved to a team by AdKats they become locked to that team for the duration of the round. If they, or any other action (except another admin move via AdKats), attempts to move the player from that team, the request will be rejected and the player moved back to the team the admin sent them to.

 

This is all well and good...except when the autobalancer doesn't agree with the player move. This case is handled with MULTIBalancer, by temporarily disabling the unswitcher, but it is not handled with TrueBalancer or any other auto-balancer. The two systems can potentially fight over where the player should until one side gives up.

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Originally Posted by kcuestag*:

 

Got stats logger up and running, I imported the adkats.sql file into the stats database.

 

Now uploaded the AdKats.cs into my layer and rebooted, but it won't appear on the plugin's list (Neither did the AdKatsLRT when I tried separately).

 

Am I doing something wrong?

 

Edit:

 

After downloading it from sourceforge (Instead of github) it now works. :smile:

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Originally Posted by ColColonCleaner*:

 

Got stats logger up and running, I imported the adkats.sql file into the stats database.

 

Now uploaded the AdKats.cs into my layer and rebooted, but it won't appear on the plugin's list (Neither did the AdKatsLRT when I tried separately).

 

Am I doing something wrong?

 

Edit:

 

After downloading it from sourceforge (Instead of github) it now works. :smile:

You have the .cs files in the plugins/BF4 folder?
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Originally Posted by kcuestag*:

 

You have the .cs files in the plugins/BF4 folder?

Yeah, problem was downloading the .cs file from github, I downloaded AdKats.cs from sourceforge (The last version link) and it worked.
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Originally Posted by TheMrApostel*:

 

Is there a way to save the debug informations into a file on my procon layer / gameserver?

i want to compare the ticket loss with some keywords like "baserape, basecamping, ..." from my database to find the optimal values for the auto surrender / nuke.

 

Thank you in advance!

 

p.s.

are the testbuilds only working for bf4? i downloaded one for a few weeks and adkats didn't start properly :/

Is there also a link to the actual testbuilds? :smile:

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Originally Posted by ColColonCleaner*:

 

Is there a way to save the debug informations into a file on my procon layer / gameserver?

i want to compare the ticket loss with some keywords like "baserape, basecamping, ..." from my database to find the optimal values for the auto surrender / nuke.

 

Thank you in advance!

 

p.s.

are the testbuilds only working for bf4? i downloaded one for a few weeks and adkats didn't start properly :/

Is there also a link to the actual testbuilds? :smile:

Yes there is, enable chat logging on your procon layer, all of the messages are included in that. Keep in mind the raw ticket loss rate is to the left, and the adjusted ticket rate is (in parenthesis).

 

Which map is this for?

 

None of the recent changes should make it fail for BF3, but yes I currently do all of my testing on BF4 servers, so if something slipped through that's an issue.

 

Try the latest test version 6.0.1.4: http://api.gamerethos.net/adkats/fetch/test_force=1

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Originally Posted by TheMrApostel*:

 

Yes there is, enable chat logging on your procon layer, all of the messages are included in that. Keep in mind the raw ticket loss rate is to the left, and the adjusted ticket rate is (in parenthesis).

 

Which map is this for?

 

None of the recent changes should make it fail for BF3, but yes I currently do all of my testing on BF4 servers, so if something slipped through that's an issue.

 

Try the latest test version 6.0.1.4: http://api.gamerethos.net/adkats/fetch/test_force=1

Yes, of course.

i will enable the chat logging on my procon layer, thanks for the advice!

It is for Operation Metro but we are running rush only on 500 tickets, so it would be great when i would found the optimal loss rate.

The testversion works fine with bf3, maybe i did something wrong last time.

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Originally Posted by ColColonCleaner*:

 

Yes, of course.

i will enable the chat logging on my procon layer, thanks for the advice!

It is for Operation Metro but we are running rush only on 500 tickets, so it would be great when i would found the optimal loss rate.

The testversion works fine with bf3, maybe i did something wrong last time.

Those optimal values are only for conquest, you will need to do your own research for rush mode. How do you expect that to operate then, in terms of detecting baserape that is.
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Originally Posted by TheMrApostel*:

 

Those optimal values are only for conquest, you will need to do your own research for rush mode. How do you expect that to operate then, in terms of detecting baserape that is.

I'm going to compare the chat with my wordlist with the ticketloss.

When somebody write "baserape" or something like that, i going to take a look on the ticket loss.

After that i should be able to see approximate value for the nuke which i will monitor.

 

I also ask my admins around the world to report baserape to me with the timestamp.

The optimal value for Operation Metro Rush will take some time, i think.

Maybe in one or two month i am ready to one or two values :smile:

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Originally Posted by ColColonCleaner*:

 

I'm going to compare the chat with my wordlist with the ticketloss.

When somebody write "baserape" or something like that, i going to take a look on the ticket loss.

After that i should be able to see approximate value for the nuke which i will monitor.

 

I also ask my admins around the world to report baserape to me with the timestamp.

The optimal value for Operation Metro Rush will take some time, i think.

Maybe in one or two month i am ready to one or two values :smile:

Sounds good, keep me posted.
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