ImportBot Posted July 5, 2010 Share Posted July 5, 2010 Originally Posted by Zaeed*: Basic infomation: Allows you to create custom warnings that are either run by a command, such as @abuse Zaeed, or automatically executed by a zone infringement. Customisable options are for Yell/Say, Plublic/Private, Killing, Kick/Ban Requirements: The Basic In-Game Info plugin must be enabled on the same machine that is running this plugin. Procon version 0.5.4.2 or above Installation: - Extract CCustomWarningBuilder.inc into plugin directory, and .cs files into corresponding game folders Current version: 2.0.2.2 Download: Attached at the bottom of this post Changelog: 1.0 -> 1.01 - Removed some debugging messages 1.01 -> 1.02 - Changed the wording on some options to make it clearer - Fixed a bug where it wasn't correctly checking the team when the protection type was set to 'Zone being attacked' - Added an Enable/Disable option - Added a warning reset option. With options for round over, map change, or leave server - Removed some debugging code I'd forgotten about 1.02 -> 1.03 - Fixed a divide by 0 error. Can now set to kill after 0 warnings. 1.03 -> 1.04 - Enabled the feature to allow/disallow infantry or vehicles to attack a zone 1.04 -> 1.0.5.0 - Changed to new version scheme - Changed to Details 2.0 - Added some basic console logging - Added permission requirement option for manual commands - Modified ban option to 'Final action', allowing for: - Keep warning: Will keep warning and killing the player until the warnings are cleared - Kick: Will kick the player as before - Temporary ban: Same as before, but can choose ban method - Permanent ban: Same as before, but can choose ban method - Fixed issue where the plugin wouldn't kick the player 1.0.5.0 -> 1.0.5.1 - Added a donate button 1.0.5.1 -> 1.0.5.2 - Fixed bug with setting permissions to None 1.0.5.2 -> 1.0.6.0 - Added the option to set multiple anti camping weapons. - Added an option to change the confirmation command - Added an option to ban a player after they have been kicked multiple times - Added a spam protection option for commands with no permission requirements - Added a new variable for messages. %an% now displays the name of the person executing the command 1.0.6.0 -> 1.0.7.0 - Increased range of ban after X kicks option - Included support for HeliMagnet's Temp Ban plugin 1.0.7.0 -> 1.0.7.1 - Fixed a bug with banning after certain number of kicks 1.0.7.1 -> 1.0.8.0 - Fixed a bug with banning - Removed the ban by IP option due to a protocol bug - Removed the warning buffer option 1.0.8.0 -> 2.0.0.0 - Moved to new plugin api - Small bug fixes 2.0.0.0 -> 2.0.0.2 - Added support for Vietnam expansion - Small bug fix 2.0.0.2 -> 2.0.0.3 - Bug fix for Vietnam 2.0.0.3 -> 2.0.1.0 - Further bug fix for Vietnam 2.0.1.0 -> 2.0.1.1 - Further bug fix for Vietnam 2.0.1.1 -> 2.0.2.0 - Final bug fix for Vietnam 2.0.2.0 -> 2.0.2.1 - Fixed bug introduced by change of U.S Army to US Army 2.0.2.1 -> 2.0.2.2 - Fixed yell time for BF3 Notes: When generating a warning based on a command, you must ensure that the warning has a name, description, and a command string. This is so that it can be correctly displayed when a player types @help Thanks to: Phogue for Procon Lorax for some of the variable handling code Description: This plugin allows you to build custom warnings for the game. Warnings can have two types, the first being executed via a command, and the other is via an automatic zone infringement. Command driven warnings require option 3, Automatic zone warning, to be set to 'No'. This allows a command word to be used. This word should not include a special character such as @ or !, this is handled by procon. Enabling or disabling the warning turns it on or off. Zone infringements are set up by changing option 3 to 'Yes'. This presents you with options to define a zone. - The zone name should be unique, but short so that it can be assigned to a zone on the Map tab. - The description is used to describe the intended use of the zone. - Trespass error is the liklihood that the player was inside the protected zone. - Maximum distance for base camping is the distance away from the zone that a player has to be for an action to be considered camping. A very large number will essentially flag anyone shooting into the zone, from anywhere on the map. - 'Who is the zone for_' allows you to set who the zone is protecting. An example would be that if the zone is for the U.S uncap, then the zone is protecting the Conquest - U.S Army team. - 'Zone protection type', sets if action should be taken when the zone is attacked, or if people are attacking from the zone. Attacking from the zone would be used to set up anti camp zones for example. - If the protection type is set to 'Attacking from zone', then the next option is to designate a weapon that is not allowed. Weapons are defined by their type. - If the protection type is set to 'Zone being attacked', then the next option is a Yes/No asking if Infantry are allowed to attack the zone. The same rule can be applied to vehicles. The warning options available allow for a fully customisable warning. - The Warning Buffer is the number of infringements made before the plugin will start to act. This could be used to ensure the infringement was not just a once off accident. - The 'Clear warning interval' allows you to set how often warnings are cleared from the system. Setting this to 'Map change' will only reset the warnings when the map is changed. - Yell warning will yell the warning to the screen for the specified time if set to 'Yes'. It will be displayed in the chat box if set to 'No' - Private warning will display the private warning message to a player if set to 'Yes'. It will display a public message to all players if set to 'No' - The warning message is the message that will be displayed. The variable %pn% can be used to display the name of the player being warned. %wn% can be used to display the number of warnings issued to that player, which will include an ordinal, such as 'nd' -> 2nd - Kill player after X warnings allows the player to be killed if they receive a certain number of kills. There are Yell and Private options given in the same way that they are for warnings. Players will also be killed for each multiple of the kill value, i.e. if the player is killed after 2 warnings, they will also be killed at 4, 6, 8 warnings, until the warnings reach the kick value - Ban player instead of kick allows the player to be temporarily banned for a given number of minutes if they gain enough warnings - Kick after X warnings will kick the player if they gain enough warnings. Attached Files: CustomWarningGenerator(2.0.2.2).zip Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 5, 2010 Author Share Posted July 5, 2010 Originally Posted by Enos-Pork*: WoW! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 5, 2010 Author Share Posted July 5, 2010 Originally Posted by Enos-Pork*: Kill player after X warnings allows the player to be killed if they receive a certain number of kills. There are Yell and Private options given in the same way that they are for warnings. Players will also be killed for each multiple of the kill value, i.e. if the player is killed after 2 warnings, they will also be killed at 4, 6, 8 warnings, until the warnings reach the kick valueQuestion: Are the player killed at or after X number of warning? (aka. "get two warnings get killed at third" or "get two warnings and get killed at the second") Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 5, 2010 Author Share Posted July 5, 2010 Originally Posted by Zaeed*: Kill player after X warnings allows the player to be killed if they receive a certain number of kills. There are Yell and Private options given in the same way that they are for warnings. Players will also be killed for each multiple of the kill value, i.e. if the player is killed after 2 warnings, they will also be killed at 4, 6, 8 warnings, until the warnings reach the kick valueQuestion: Are the player killed at or after X number of warning? (aka. "get two warnings get killed at third" or "get two warnings and get killed at the second") X number.. so if the number is 5, on the 5th infringement, then the player is killed. I'll change the wording on the next release There are a few bugs with the weapon specific stuff, mainly because of missing weapons etc.. The main weapons work though, so Sniper Rifles, Assault Rifles. Known weapon bugs are so far: - Repair tool - Knife - All Vehicles Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 5, 2010 Author Share Posted July 5, 2010 Originally Posted by Enos-Pork*: Installed and configured toghther with Alpa map pack... now lets see what our players will say :mrgreen: Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Pahkiller*: OK the big question Where do i download the CCustonWarningBuilder.css file from? :roll: Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Zaeed*: OK the big question Where do i download the CCustonWarningBuilder.css file from? :roll: The plugin is in the first post.. its in a zip folder Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Pahkiller*: Thank you didn't see it :shock: Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Enos-Pork*: First reports from the server is that it works as supposed. Thank you! Good job! :mrgreen: Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Zaeed*: Update: Version 1.01 -> 1.02 - Changed the wording on some options to make it clearer - Fixed a bug where it wasn't correctly checking the team when the protection type was set to 'Zone being attacked' - Added an Enable/Disable option - Added a warning reset option. With options for round over, map change, or leave server - Removed some debugging code I'd forgotten about Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Repoman1*: can you set kill on xth warning to 0, so that they get killed right away? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Zaeed*: can you set kill on xth warning to 0, so that they get killed right away?I assume so, although I haven't tested it.. *update* Just tested and no it doesn't work, it fits nicely into a hole my code misses.. I've fixed it for the next version.. I'll upload it in a minute.. It'll simply keep killing the person each time they are warned, until they reach the kick/ban limit Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Repoman1*: If the Custom Warning Generator plugin is eneabled does override the Basic Mapzone Actions for the kills and warnings? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2010 Author Share Posted July 6, 2010 Originally Posted by Zaeed*: If the Custom Warning Generator plugin is eneabled does override the Basic Mapzone Actions for the kills and warnings?how so? I guess all it'll do is create a race to see which plugin can kill the fastest.. there isn't really a need for the Basic Mapzone action one to run at the same time.. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Repoman1*: Has it been updated yet? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Poon*: Command driven warnings require option 3, Automatic zone warning, to be set to 'No'. This allows a command word to be used. This word should not include a special character such as @ or !, this is handled by procon. Enabling or disabling the warning turns it on or off.Just a quick question. Can you have both the automatic zone warning and command driven warnings going at the same time? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Repoman1*: Command driven warnings require option 3, Automatic zone warning, to be set to 'No'. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Poon*: Command driven warnings require option 3, Automatic zone warning, to be set to 'No'.Yeah I saw that in the description. Maybe I should rephrase my question. Why can't the warning generator work both on the automatic zone warnings and the command driven warning? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Zaeed*: Has it been updated yet?No not yet.. I put code in but it didn't seem to work, then i fell asleep :? I'll take a look at it now.. Command driven warnings require option 3, Automatic zone warning, to be set to 'No'.Yeah I saw that in the description. Maybe I should rephrase my question. Why can't the warning generator work both on the automatic zone warnings and the command driven warning? I suppose it could.. I don't really know why you'd want it, but if you do, i'll put it in.. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Poon*: I suppose it could.. I don't really know why you'd want it, but if you do, i'll put it in..Well I was thinking along the lines of what if someone was a total jack ass, but never went inside the oppents base.I see your point tho. As an admin I could warn him/her and if they continued then kick them, but with the warning generator it would be less keystrokes and more play time . Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Zaeed*: The other option would be to create another warning, which has a harsher ruleset.. so perhaps 2 warnings till kill 4 warnings till kick or something like that.. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Zaeed*: Update: Version 1.02 -> 1.03 - Fixed a divide by 0 error. Can now set to kill after 0 warnings. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by VAM*: give me an example please, my english is very poor and i don't understud the guide at first side. my wish: Protect the US Base for Base camping. Thanks1 Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by Zaeed*: give me an example please, my english is very poor and i don't understud the guide at first side. my wish: Protect the US Base for Base camping. Thanks1 Ok. A US Uncap setup would be: Code: Name: US Uncap protection Description: A zone that protects the U.S. main base from being attacked Enabled: Yes Automatic zone warning_: Yes Zone name: U.S Uncap Minimum trespass error: 75% Maximum distance: low number (10m) means they have to be in or very close to the uncap. A large number (1000m) means they can't shoot into the uncap from anywhere on the map Who is the zone for_: Conquest - U.S Army Zone protection type: Zone being attacked Can infantry attack uncap_: No Warning Buffer: 0 Clear warning interval: Round end Yell warning: No Private warning: Yes Public warning message: %pn% this is your %wn% warning for attacking the U.S uncap Kill player after X warnings_: Yes Kill on Xth warning: 3 Yell kill message: No Private kill message: No Public message: %pn% was killed for attacking the U.S uncap for the %wn% time Ban player instead of kick_: No Kick on Xth warning 6 Yell kick message: No Private kick message: No Public message: %pn% was kicked for attacking the U.S uncap Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 7, 2010 Author Share Posted July 7, 2010 Originally Posted by VAM*: ahh ... thank you! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 8, 2010 Author Share Posted July 8, 2010 Originally Posted by Repoman1*: Code: Public message: %pn% was killed for attacking the U.S uncap for the %wn% timeI don't see this line in mine Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 8, 2010 Author Share Posted July 8, 2010 Originally Posted by Zaeed*: Code: Public message: %pn% was killed for attacking the U.S uncap for the %wn% timeI don't see this line in mineWhat do you mean? To get the public message, you have to have Private set to no.. This particular message is for the killing option, so that would have to be set to on as well. You can use %pn% to display the player name, and %wn% to display the count of warnings, %wn% will be displayed as 1st, 6th, etc Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 8, 2010 Author Share Posted July 8, 2010 Originally Posted by Zaeed*: Update: Version 1.03 -> 1.04 - Enabled the feature to allow/disallow infantry or vehicles to attack a zone With this feature you can decide if infantry can attack the zone or not, and also if vehicles can attack or not. So in the case of allowing soldiers to attack the base, but tanks are not permitted to attack, you would set Can infantry attack zone? to Yes, and Can vehicles attack zone? to No Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 8, 2010 Author Share Posted July 8, 2010 Originally Posted by Repoman1*: Can this be set for private and also to be displayed for public in the chat box %pn% is being kicked for excessive main camping Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 8, 2010 Author Share Posted July 8, 2010 Originally Posted by Zaeed*: Can this be set for private and also to be displayed for public in the chat box %pn% is being kicked for excessive main campingPrivate = Yes -> Everyone see's itPrivate = No -> Only the person kicked see's it The message can be whatever you want Quote * Restored post. It could be that the author is no longer active. Link to comment
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