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Custom Warning Generator [Ver 2.0.2.2 3rd April] [BC2, BF3]


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Originally Posted by Zaeed*:

 

Is this coming or is it done? I thought it was done, so i downloaded it but it still says 1.03 and nothing to select for vehicles to attack a zone

This is done, and you need to re download the pluign, its version 1.04, not 1.03
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Originally Posted by Zaeed*:

 

I tested the plugin in detail, install and setup pretty easy. Works like a charm! Great and impressive job!

Cheers.. I plan on extending the scope of it to include a Rush map setting, so that it will track the attackers main base as the game progresses. And also include an option to set the permission requirements for a command, so that commands can be made available to the general public, one possible use for this could be a a slap style command @slap Hunter -> Zaeed slaps HunterBfV with a smelly tuna fish. Thats just a silly example of course, you can rig it to do pretty much whatever you want.
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Originally Posted by HunterBfV*:

 

Forgot to ask,

Warning Buffer = delay in seconds until the warning will be announced?

 

Another one,

set Kill player after X Warnings to YES

Kill on Xth warning to 0

Kick on Xth warning to 3

clear warning interval to "Leave server".

 

I try to achieve an immediate admin.kill once a player kills inside a protected zone. This works. However if I set Kill on Xth to 1, it only warns the first time, then admin.kill the player if he killed a second time without a "I warn you the 2nd time!" message. If I set Kill on Xth like above to zero, it does perform admin.kill immediately, does not warn the player and display only my specified public kill message.

 

So the counter is not right, the warning is not displayed if you get admin.kill perfomed. I could not test too much further into the detail if the counter really works, since I specified the kick after 3 warnings ... hopefully it does. :smile:

 

I do not need an ingame info command, but would be great to get a plugin console log output, so I can identify the current warn counters of players still online. Just from the adminstrative point of view.

 

(now I stop, edited this post 4 times, cannot type anymore ...)

 

thx

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Originally Posted by HunterBfV*:

 

Zaeed slaps HunterBfV with a smelly tuna fish. Thats just a silly example of course, you can rig it to do pretty much whatever you want.

The sample is good, just not smelly ... could be a tuna, I would not mind. :ohmy:
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Originally Posted by Zaeed*:

 

Forgot to ask,

Warning Buffer = delay in seconds until the warning will be announced?

 

Another one,

set Kill player after X Warnings to YES

Kill on Xth warning to 0

Kick on Xth warning to 3

clear warning interval to "Leave server".

 

I try to achieve an immediate admin.kill once a player kills inside a protected zone. This works. However if I set Kill on Xth to 1, it only warns the first time, then admin.kill the player if he killed a second time without a "I warn you the 2nd time!" message. If I set Kill on Xth like above to zero, it does perform admin.kill immediately, does not warn the player and display only my specified public kill message.

 

So the counter is not right, the warning is not displayed if you get admin.kill perfomed. I could not test too much further into the detail if the counter really works, since I specified the kick after 3 warnings ... hopefully it does. :smile:

 

I do not need an ingame info command, but would be great to get a plugin console log output, so I can identify the current warn counters of players still online. Just from the adminstrative point of view.

 

(now I stop, edited this post 4 times, cannot type anymore ...)

 

thx

Warning buffer is number of warnings until it'll announce something.. so it might register 2 warnings but not act until the 3rd, that way you can be sure it wasn't just a once off.. That was the idea anyway..

 

In regards to the kill on the xth warning, the way it works is this.

If X is 0, it will instant kill you, and keep killing you until the kick level is reached.

X is 1, it will warn once, then kill until the level is reached.

the reason is that its set to kill on every multiple of the kill value..

so in the case of 4, it'll warn 3 times, kill on the 4th, warn 3 more times, kill on the 8th, and so on..

So in the particular case of 1, it'll keep killing after that initial warn, since every number is a multiple of 1.

 

The kill function has its own set of messages, which the player can see when they are killed since R15. Making it a yell would probably make it more obvious to the player.. But they can still see chat quite easily when dead

 

Does that explain it?

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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

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
i have do so but it does'nt work.

players can go to eneny base and rape and kill and so one - the plugin does nothing!!!

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Originally Posted by NaRKoMaN*:

 

Hello Zaeed.

In my server we dont use names to ban people, we use their BC2 guid for a ban and add their names to the reason because its the most efficient way to give a ban. I see that with %pn% I can put the soldier name but how do i change the command to ban for guid?

here is the command I am talking about:

Code:

this.ExecuteCommand("procon.protected.send", "banList.add", "name", strSoldierName, "seconds", (warning.BanLength).ToString(), message);
Edit:

If I add this string it will give me the guid so I can send it to where I need to?

Code:

string strGuid = this.m_dicPbInfo[capCommand.MatchedArguments[0].Argument].Guid;
Thanks,

Ariel.

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Originally Posted by Zaeed*:

 

Hello Zaeed.

In my server we dont use names to ban people, we use their BC2 guid for a ban and add their names to the reason because its the most efficient way to give a ban. I see that with %pn% I can put the soldier name but how do i change the command to ban for guid?

here is the command I am talking about:

Code:

this.ExecuteCommand("procon.protected.send", "banList.add", "name", strSoldierName, "seconds", (warning.BanLength).ToString(), message);
Edit:

If I add this string it will give me the guid so I can send it to where I need to?

Code:

string strGuid = this.m_dicPbInfo[capCommand.MatchedArguments[0].Argument].Guid;
Thanks,

Ariel.

Its only a temp ban that my plugin does.

 

I can add in a perm ban option with the ability to ban by name, guid or ip. Is that what you're after.

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Originally Posted by Zaeed*:

 

I am after temp ban for guid. Thats what I need for my server baserape rules :biggrin:

 

Thank you very much,

Ariel.

Ok, i'll put something together..

 

Btw, the ban feature will automatically put the ban message as the reason for the ban..

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Originally Posted by NaRKoMaN*:

 

I am after temp ban for guid. Thats what I need for my server baserape rules :biggrin:

 

Thank you very much,

Ariel.

Ok, i'll put something together..

 

Btw, the ban feature will automatically put the ban message as the reason for the ban..

I know :smile:

 

Thank you very much zaeed :biggrin:

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Originally Posted by HunterBfV*:

 

You create the warnings in Zaeed´s plugin only once, in example US uncap and RU uncap.

 

Of course you need to create the zones on the map for each map in your maplist rotation, since they do differ in size and shape, so coordinates of the uncaps are different. You create on every map the zone of your protected bases and assign the corresponding warning to it (US Base = US uncap, RU Base = Ru uncap warning).

:ohmy:

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Originally Posted by Repoman1*:

 

I noticed that also, if you close your procon and reopen it, you will see them there.

 

I would like to know if a ceiling height can be place on the zones? I ask this because when playing Atacama Desert the issues are the helos people get killed if their rpg follows to the main. Also if the helos are battling each other and one go high over the main.

 

Is there a way to solve the height issue for helos?

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Originally Posted by gabipaci*:

 

After i assign a zone a tag, when i click on it again the tag is gone? Is this normal?

I have same issue, when i use procon layer (full-full access). When i make with remote desktop on my VPS, everything is ok.

 

And much-much tanks for this plugin!

Regards

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Originally Posted by gabipaci*:

 

"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."

Have U some descriptrion for this?

Witch word can i use?

Disable weapon use in protected zone?

Disable killing by type of weapon in protected zone?

 

How to can I add the protected zones in rush maps? When base is lost, frontline is moving, need separated zones each every two m-coms.

 

Have U txt list from name of weapons, spec's and wehicle?

 

This plugin can read the "destroy or damage vehicle" from server?

I think for Carl Gustav user again to human target.

Make the counter for CG killing. When counter is over the (E.G.) 3, kick the player

When somebody destroy or damage the wehicle, this counter is reset, and start again from 0.

He is not CG spammer, he is wehicle hunter with human victim.

 

One thing more:

Minimum distance for base camping.

 

Sorry for my English, i hope U understand me.

Regards

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Originally Posted by Poon*:

 

Hi Zaeed, great plug in btw, just a question. I'm using the map pack that Phil_K produced and the zones names have already been allocated in the zones. The names are

EFAE_PROTECT_U.SARMY

EFAE_PROTECT_RUSSIANARMY

 

I presume I can put the above names into 1.4a Zone name? I do understand that I will need 2 warnings with cover the above tho.

 

Also by looking at the plug in, I presume that I can run the 2 automated warnings and a command driven warning(like @abuse) as well. Is that correct?

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Originally Posted by NaRKoMaN*:

 

This command for giving ban on guid is ok?

Code:

this.ExecuteCommand("procon.protected.send", "banList.add", "guid", this.m_dicPlayerInfo[strSoldierName].GUID, "seconds", (warning.BanLength).ToString(), message);
Thanks,

Ariel.

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Originally Posted by Zaeed*:

 

I noticed that also, if you close your procon and reopen it, you will see them there.

 

I would like to know if a ceiling height can be place on the zones? I ask this because when playing Atacama Desert the issues are the helos people get killed if their rpg follows to the main. Also if the helos are battling each other and one go high over the main.

 

Is there a way to solve the height issue for helos?

No, there is no height information given that I'm aware of unfortunately.

 

After i assign a zone a tag, when i click on it again the tag is gone? Is this normal?

I have same issue, when i use procon layer (full-full access). When i make with remote desktop on my VPS, everything is ok.

 

And much-much tanks for this plugin!

Regards

I've noticed that setting it up from the layer is a bit iffy also sometimes. It seems that it sometimes requires a bit of a kick start from the host server. I'll do some more testing and get back to you on this issue.

 

"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."

Have U some descriptrion for this?

Witch word can i use?

Disable weapon use in protected zone?

Disable killing by type of weapon in protected zone?

 

How to can I add the protected zones in rush maps? When base is lost, frontline is moving, need separated zones each every two m-coms.

 

Have U txt list from name of weapons, spec's and wehicle?

 

This plugin can read the "destroy or damage vehicle" from server?

I think for Carl Gustav user again to human target.

Make the counter for CG killing. When counter is over the (E.G.) 3, kick the player

When somebody destroy or damage the wehicle, this counter is reset, and start again from 0.

He is not CG spammer, he is wehicle hunter with human victim.

 

One thing more:

Minimum distance for base camping.

 

Sorry for my English, i hope U understand me.

Regards

For the command mode, you simply set a word, then the associated warning settings. An example would be 'abuse', you then set all the messages, kill levels etc. Make sure you have the Basic In-Game Info plugin enabled. This will then allow you to issue !abuse Zaeed from within the game. If you type @help, and have the required permission which is having an account on procon, the command will be displayed there with a description. Another example I made on our server for some fun was a 'slap' command, similar to what people use in IRC channels. i.e. @slap Zaeed --> Server slaps zaeed with smelly tuna fish

 

I don't have it setup to disable particular weapons, but rather a type of weapon, so Sniper Rifles, Air Vehicles, LMG's etc. That option is only available when you have the automatic zone warning on, and the zone protection type as Attacking from zone.

 

There is no information regarding what was killed by a weapon, just the player name. So there is no way to tell if the CG was used on a soldier or a tank. If you wish to restrict certain weapon and kit specs, I suggest you look at t-masters plugin.

 

As for Rush maps, I'm working on a Rush option, which will handle moving zones in Rush.

 

 

Hi Zaeed, great plug in btw, just a question. I'm using the map pack that Phil_K produced and the zones names have already been allocated in the zones. The names are

EFAE_PROTECT_U.SARMY

EFAE_PROTECT_RUSSIANARMY

 

I presume I can put the above names into 1.4a Zone name? I do understand that I will need 2 warnings with cover the above tho.

 

Also by looking at the plug in, I presume that I can run the 2 automated warnings and a command driven warning(like @abuse) as well. Is that correct?

The easier way poon would be to create your own zone name and then just assign that to the pre-drawn zone. A zone can have as many names assigned to it as you want. Also, you could get away with just a single warning, and assign it to both of the zones. When I say zone, I'm referring to the blue object on the map screen.

Yes, you can have as many warnings as you want, and of whatever type you want.

This command for giving ban on guid is ok?

Code:

this.ExecuteCommand("procon.protected.send", "banList.add", "guid", this.m_dicPlayerInfo[strSoldierName].GUID, "seconds", (warning.BanLength).ToString(), message);
Thanks,

Ariel.

Essentially yes. I'll have a release out today with that update.
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Originally Posted by gabipaci*:

 

Many Thanks, i will try out in tonight.

As for Rush maps, I'm working on a Rush option, which will handle moving zones in Rush.

Please keep in mind, some defenders not die with m-coms. He is need Approx 120 sec "neutral" time for go out from new protected base.

 

And we not like the camper snipers, we like "Rambo" snipers.

Need a rule for that. Player can use sniper riffles under 150meters.

About like Maximum distance for base camping, but inversely.

Minimum distance for base camping.

I hope u can follow my minds :smile:

 

And have u make exception?

When i cover the main base (eg atacama desert), chopper is fly over that zone, he is protect from any attack. No good, he is God.

And, other is all vehicle and gun in proteced zone.

Is unfair, if i can shoot out with armor/AA/or any gun, fom protected zone, and nobady can kill me.

Eg, need add "No shoot out from here" rule.

Have U any idea?

 

Regards

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Originally Posted by just_carl*:

 

any idea how to setup the anti spawn killing in the rush maps atm?

 

i agree with gabipaci, would like that area an anti base camping area as well if possible

 

smashing plugin though zaeed

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Originally Posted by Zaeed*:

 

Many Thanks, i will try out in tonight.

As for Rush maps, I'm working on a Rush option, which will handle moving zones in Rush.

Please keep in mind, some defenders not die with m-coms. He is need Approx 120 sec "neutral" time for go out from new protected base.

 

And we not like the camper snipers, we like "Rambo" snipers.

Need a rule for that. Player can use sniper riffles under 150meters.

About like Maximum distance for base camping, but inversely.

Minimum distance for base camping.

I hope u can follow my minds :smile:

 

And have u make exception?

When i cover the main base (eg atacama desert), chopper is fly over that zone, he is protect from any attack. No good, he is God.

And, other is all vehicle and gun in proteced zone.

Is unfair, if i can shoot out with armor/AA/or any gun, fom protected zone, and nobady can kill me.

Eg, need add "No shoot out from here" rule.

Have U any idea?

 

Regards

I'd talk to t-master regarding the 150m sniper limit bit.

I'll look into the height exception.

There already is a "No shoot out from here" rule, its set by changing the Zone Protection Type, to Attacking from zone. I might change it so that you can assign multiple weapon types for it though..

 

 

I've got the next release ready, but I'm waiting on an update to procon before I release it so that I can test some new features.

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