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


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Originally Posted by Zaeed*:

 

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Does anything in there look out of place as to make it not function from the parent layer? I posted on the hosting companies forums and there reply asked if this plugin was tested on a layer or just local connection? Its a sweet plugin just that when base camped the victim and the attacker both get warned then killed or kicked its kinda funny when it happens to a clan member but its just going to make the pubs leave. :sad:

Its been tested with the parent layer, I even set it up the other night so that our Rush server had a blanket rule of no snipers while attacking. Worked fine.

 

I'd perhaps get your hosting people to restart your layer server, maybe something has gone wrong there. Or reinstall the plugin.

 

My reasons is that at present, the only way to determine if two M-Com stations have been captured is by monitoring the attackers tickets, which leads to a number of situations where the inaccurate readings will lead to the base not moving on a successful capture.

Maybe I have good idea, I hope U can follow my things:

Procon have info from spawn position? Or just from weapon/kit?

If can read the spawn coordinates, u can write rule.

See the pictures, if sb spawn in white marked area, base is moved.

What do U think?

There is no spawn information unfortunately.. The only other method I could possibly use would be to create a second set of zones that determine where people are getting killed to determine which base is operational, but this method isn't practical. Fingers crossed that a flag/m-com capture event is introduced in the next patch :sad:
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Originally Posted by Zaeed*:

 

I just noticed the download is for ver 1.0.5.2 but when I upload it to the server it says its 1.0.5.1 is it a misprint?

Yeah I forgot to change the version number..
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Originally Posted by gabipaci*:

 

There is no spawn information unfortunately.. The only other method I could possibly use would be to create a second set of zones that determine where people are getting killed to determine which base is operational, but this method isn't practical. Fingers crossed that a flag/m-com capture event is introduced in the next patch :sad:

Ok, last think in here, if no good, i will shut up!

U have info from killing position. If sb die over the white line, map is moved.

I know, this is not a best, but u can make Rush map protection temporary.

AtacamaDesertRush_map.jpg[/attachment:gp4slo8l]

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Originally Posted by Zaeed*:

 

There is no spawn information unfortunately.. The only other method I could possibly use would be to create a second set of zones that determine where people are getting killed to determine which base is operational, but this method isn't practical. Fingers crossed that a flag/m-com capture event is introduced in the next patch :sad:

Ok, last think in here, if no good, i will shut up!

U have info from killing position. If sb die over the white line, map is moved.

I know, this is not a best, but u can make Rush map protection temporary.

Thats basically what I said in my post.. When I get the rest of the stuff done for version 1.0.5.3, I'll look into making a separate stand alone version for Rush mode.. Can't promise anything though..
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Originally Posted by gabipaci*:

 

Thats basically what I said in my post.. When I get the rest of the stuff done for version 1.0.5.3, I'll look into making a separate stand alone version for Rush mode.. Can't promise anything though..

Ok, Sorry. But i don't understand perfectly your preverious post.

U know my English... :cry:

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Originally Posted by Zaeed*:

 

Thats basically what I said in my post.. When I get the rest of the stuff done for version 1.0.5.3, I'll look into making a separate stand alone version for Rush mode.. Can't promise anything though..

Ok, Sorry. But i don't understand perfectly your preverious post.

U know my English... :cry:

haha that's ok. :tongue:
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Originally Posted by Sp00k*:

 

is there any way to make it so we can issue kick and temporary ban within the same warning entry? so that if they keep getting kicked and coming back and doing it again that they get a tban instead after 1 or 2 kicks? thank you

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Originally Posted by HelloKitty*:

 

The reply comes late, but it comes:

 

My only tip is to fiddle with the Distance, and Trespass Error values, as its not an exact science. Using a Distance below 20 seemed to cause issues, probably due to the error margin used.

That realy did it! I used the ninimum values with 10% for treshhold and 2 meters distance. -> this coused "zone being attacked" not to work. "Attacking from zone" worked.

Now I changed the values of treshhold and distance to 25 - and voila: everything is fine!

Thx Zaeed for the hint! Had not thought of something like thins!

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Originally Posted by Zaeed*:

 

is there any way to make it so we can issue kick and temporary ban within the same warning entry? so that if they keep getting kicked and coming back and doing it again that they get a tban instead after 1 or 2 kicks? thank you

Over what sort of period are you wanting it for? Instant rejoin after a kick, or if they get kicked once a day sort of thing
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Originally Posted by Sp00k*:

 

Let me give you a scenario:

 

Player joins server and breaks rule A

Player is warned by your current plugin

Player breaks rule A again

Player is kicked by your current plugin

 

Player rejoins the server after the kick

Player breaks rule A again

Player is warned by your current plugin

Player breaks rule A again

Player is now temporarily banned instead of being kicked.

 

With the amount of kicks before it turning into a ban being variable, maybe 3 or whatever, and the kick counter being reset when he finally gets temporary banned or a certain amount of map loads, whatever comes first. Its similar to what you have now, where it will kill someone first and finally kick him, but instead the kill would be a kick and the kick would be a ban. Its just adding one more step to the process within the same warning

 

If you could make it so the kick counter is global to all types of warnings and not necessarily tied to a single warning entry it would be even better.

 

i cant thank you enough if you manage to make this work, if you need a very active server to test stuff on let me know, thanks!

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Originally Posted by Zaeed*:

 

Let me give you a scenario:

 

Player joins server and breaks rule A

Player is warned by your current plugin

Player breaks rule A again

Player is kicked by your current plugin

 

Player rejoins the server after the kick

Player breaks rule A again

Player is warned by your current plugin

Player breaks rule A again

Player is now temporarily banned instead of being kicked.

 

With the amount of kicks before it turning into a ban being variable, maybe 3 or whatever, and the kick counter being reset when he finally gets temporary banned or a certain amount of map loads, whatever comes first. Its similar to what you have now, where it will kill someone first and finally kick him, but instead the kill would be a kick and the kick would be a ban. Its just adding one more step to the process within the same warning

 

If you could make it so the kick counter is global to all types of warnings and not necessarily tied to a single warning entry it would be even better.

 

i cant thank you enough if you manage to make this work, if you need a very active server to test stuff on let me know, thanks!

Yeah I should be able to do that..
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Originally Posted by Zaeed*:

 

Update: Version 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

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Originally Posted by gabipaci*:

 

Update: Version 1.0.5.2 -> 1.0.6.0

 

- Added the option to set multiple anti camping weapons.

Great!

Just in case, can U confirm the weapon types?

Nonlethal - I dont understand, can u give me example?

Impact - Carl Gustav/RPG?

Melle - Knife

Handgun - Pistols

AssaultRifle - Assault only, e.g. F2000

LMG - Medic only, e.g. M60

SMG - Enginer only, e.g. PP-2000 Avtomat

SniperRifle - Sniper only, e.g. M95

Shotgun - e.g.870 Combat

Explosive - C4/AT Mine

ProjectileExplosive - Mortar strike_?

VehicleWater - Patrol Boat

VehicleAir - MI24 Hind

VehicleStationary - Heavy MG KORD

VehicleHeavy - M3A3 Bradley

VehicleLight - VODNIK 4WD

 

Many thanks for help.

Regards

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Originally Posted by Zaeed*:

 

Update: Version 1.0.5.2 -> 1.0.6.0

 

- Added the option to set multiple anti camping weapons.

Great!

Just in case, can U confirm the weapon types?

Nonlethal - I dont understand, can u give me example?

Impact - Carl Gustav/RPG?

Melle - Knife

Handgun - Pistols

AssaultRifle - Assault only, e.g. F2000

LMG - Medic only, e.g. M60

SMG - Enginer only, e.g. PP-2000 Avtomat

SniperRifle - Sniper only, e.g. M95

Shotgun - e.g.870 Combat

Explosive - C4/AT Mine

ProjectileExplosive - Mortar strike_?

VehicleWater - Patrol Boat

VehicleAir - MI24 Hind

VehicleStationary - Heavy MG KORD

VehicleHeavy - M3A3 Bradley

VehicleLight - VODNIK 4WD

 

Many thanks for help.

Regards

Assault - AEK971 - AssaultRifle

Assault - XM8 - AssaultRifle

Assault - F2000 - AssaultRifle

Assault - AUG - AssaultRifle

Assault - AN94 - AssaultRifle

Assault - M416 - AssaultRifle

Assault - M16 - AssaultRifle

Assault - 40mm Grenade Launcher - ProjectileExplosive

Assault - 40mm Shotgun - Shotgun

Assault - 40mm Smoke Grenade - Impact

 

Engineer - 9A91 - SMG

Engineer - SCAR - SMG

Engineer - XM8C - SMG

Engineer - AKS74u - SMG

Engineer - UZI - SMG

Engineer - PP2000 - SMG

Engineer - UMP - SMG

Engineer - RPG7 - ProjectileExplosive

Engineer - M2CG - ProjectileExplosive

Engineer - M136 - ProjectileExplosive

Engineer - Anti Tank Mine - Explosive

Engineer - Repair Tool - Melee

 

Medic - PKM - LMG

Medic - M249 - LMG

Medic - QJU88 - LMG

Medic - M60 - LMG

Medic - XM8 LMG - LMG

Medic - MG36 - LMG

Medic - MG3 - LMG

Medic - DEFIB - Melee

 

Recon - M24 - SniperRifle

Recon - QBU88 - SniperRifle

Recon - SV98 - SniperRifle

Recon - SVU - SniperRifle

Recon - GOL - SniperRifle

Recon - VSS - SniperRifle

Recon - M95 - SniperRifle

Recon - Mortar - Explosive

 

None - 870MCS - Shotgun

None - ns2000 - Shotgun

None - usas12 - Shotgun

None - S20K - Shotgun

None - Mk14EBR - AssaultRifle

None - G3 - AssaultRifle

None - M1A1 Thompson - SMG

None - Garand - AssaultRifle

None - C4 - Explosive

None - M9 - Handgun

None - MP443 - Handgun

None - M1911 - Handgun

None - MP412 - Handgun

None - M9-3 - Handgun

None - Tracer Dart - Nonlethal

None - Hand Grenade - Explosive

None - Knife - Melee

None - Health Pack - Nonlethal

None - Ammo Box - Nonlethal

None - Motion sensor - Nonlethal

 

None - roadkill - Melee

 

None - zu23#cannons - VehicleStationary

None - korn#missile launcher - VehicleStationary

None - tow2#launcher - VehicleStationary

None - x312#gun - VehicleStationary

None - kord#gun - VehicleStationary

None - vads#autocannon - VehicleStationary

None - x307#gun - VehicleStationary

 

None - pblb#gmg - VehicleWater

 

None - mi28#dumbfirerocket starboard - VehicleAir

None - mi28#dumbfirerocket port - VehicleAir

None - mi28#gunnercannnon - VehicleAir

None - mi28#tow - VehicleAir

None - mi24#gunnercannon - VehicleAir

None - uav1#bomb - VehicleAir

None - uav1#mg - VehicleAir

None - mi28#rocketpod left - VehicleAir

None - mi28#rocketpod right - VehicleAir

None - mi28#heli autocannon - VehicleAir

None - mi28#tow - VehicleAir

None - ah60#minigun left - VehicleAir

None - ah60#minigun right - VehicleAir

 

None - cobr#kord - VehicleLight

None - humv#gun - VehicleLight

None - cavj#xm-307 - VehicleLight

None - cavj#kord - VehicleLight

 

None - t90r#maingun - VehicleHeavy

None - t90r#coaxmg - VehicleHeavy

None - t90r#remotegun - VehicleHeavy

None - m1a2#maingun - VehicleHeavy

None - m1a2#coaxmg - VehicleHeavy

None - m1a2#remotegun - VehicleHeavy

None - bmda#gmg - VehicleHeavy

None - bmd3#ifvautocannon - VehicleHeavy

None - bmd3#tow - VehicleHeavy

None - bmd3#remotemg - VehicleHeavy

None - bmda#cannon - VehicleHeavy

None - bmd3#pfw rearright - VehicleHeavy

None - bmd3#pfw rearleft - VehicleHeavy

None - m3a3#ifvautocannon - VehicleHeavy

None - m3a3#tow - VehicleHeavy

None - m3a3#remotemg - VehicleHeavy

None - m3a3#pfw rearleft - VehicleHeavy

None - m3a3#pfw rearright - VehicleHeavy

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Originally Posted by Sp00k*:

 

will i lose my current warnings when updating to this version? anyway, i will try this out asap. thank you!

Um i'm not entirely sure sorry.
just a heads up, i updated mine and i did NOT lose my warnings/settings :biggrin: thx alot

 

btw, when exactly does the kick counter reset? on mapload? and is there any way to make it a tban instead? i dun wanna let an automated process have perma ban power, theres always accidents or whatever.

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Originally Posted by Zaeed*:

 

will i lose my current warnings when updating to this version? anyway, i will try this out asap. thank you!

Um i'm not entirely sure sorry.
just a heads up, i updated mine and i did NOT lose my warnings/settings :biggrin: thx alot

 

btw, when exactly does the kick counter reset? on mapload? and is there any way to make it a tban instead? i dun wanna let an automated process have perma ban power, theres always accidents or whatever.

Its currently not set to reset. I'll make that process a bit more in-depth for the next release.
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Originally Posted by Sp00k*:

 

i just tried updating it and it wouldnt quite work, whenever it tried to kick someone it would just announce it but nothing would happen...though this could be due to me not being able to delete the .dll file attached to it so the new version could make a new one (PHS ftp file permissions :x ). Ill keep messing with it after the PHS site is done with their maintenance and my ticket is answered

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Originally Posted by Repoman1*:

 

though this could be due to me not being able to delete the .dll

You'll need to stop the proncon server to delete plugin .dll files. These files only run when the server is running that plugin.
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Originally Posted by GrossKopf*:

 

I apologize if this has been explained before, but I don't feel like going through 15 pages of discussion. :smile:

 

I have set up this plugin for the CQ spawns (US/Russian). The way I understand this, it either needs to be invoked manually or set to automatic. I have it set to automatic. I also understand for automatic, it needs something to trigger it, like the Basic Mapzones Actions plugin that comes with PRoCon? I have enabled that plugin as well, but nothing happens when I enter the enemy base. I only tried this on my server while it was empty, so maybe I did something wrong. Can someone explain to me how this is supposed to work?

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Originally Posted by Zaeed*:

 

I apologize if this has been explained before, but I don't feel like going through 15 pages of discussion. :smile:

 

I have set up this plugin for the CQ spawns (US/Russian). The way I understand this, it either needs to be invoked manually or set to automatic. I have it set to automatic. I also understand for automatic, it needs something to trigger it, like the Basic Mapzones Actions plugin that comes with PRoCon? I have enabled that plugin as well, but nothing happens when I enter the enemy base. I only tried this on my server while it was empty, so maybe I did something wrong. Can someone explain to me how this is supposed to work?

For zone protection, you set Automatic zone warning to Yes

Give it a name

set trespass error and distance

Who is the zone for? If its an uncap zone, you set this to the team the zone is protecting

Zone protection type. Being attacked is used for uncaps.

 

Once you have it setup, go to the map tab, you'll see that when you create/edit a zone, the name you gave the zone in the custom warning plugin will be available on the drop down list. Select it, and apply it to the zone.

 

Thats it. You don't need the Basic Mapzones Action plugin for any of this to work

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Originally Posted by GrossKopf*:

 

For zone protection, you set Automatic zone warning to Yes

Give it a name

set trespass error and distance

Who is the zone for? If its an uncap zone, you set this to the team the zone is protecting

Zone protection type. Being attacked is used for uncaps.

 

Once you have it setup, go to the map tab, you'll see that when you create/edit a zone, the name you gave the zone in the custom warning plugin will be available on the drop down list. Select it, and apply it to the zone.

 

Thats it. You don't need the Basic Mapzones Action plugin for any of this to work

Ah, ok. The part about the map tab is what I was missing. I will try it out now. Thanks! :smile:
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Originally Posted by Sp00k*:

 

though this could be due to me not being able to delete the .dll

You'll need to stop the proncon server to delete plugin .dll files. These files only run when the server is running that plugin.
nah its just that PHS doesnt allow access to .dll files out of "security concerns," so i cant delete them at all manually. In the ticket i was told that the plugin would replace the .dll automatically. This true?
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