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


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Originally Posted by Phil_K*:

 

Hi.

 

Any word on the plugin handling the movable uncaps in rush?

That doesn't depend on the plugin or PRoCon, but on Dice to fulfil wishes. :biggrin:

 

To have an extra event if a MCom station is taken and on phase change in rush is on

the rcon protocol wish list. But i guess DICE is working on that.

 

Greets

Phil.

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Originally Posted by kingdii*:

 

we love the idea behind this plug-in and really want to use it, however, we seem to be having a problem.

 

we can't get it to kill the violator. we have it set to kill the violator after their first infraction inside the Dep. Base then it should kick the violator the next infraction. It's not killing the violator or kicking them or banning them when we had that set up.

 

Our understanding is that it should kill the violator after the first kill with the x set to 1. Then with x set to 2 it should kick. When we tried the ban, x was set to 1.

 

So, we're not getting a kill or a kick or a ban when we try setting up each.

 

Any ideas? Thanks!

 

kingdii

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Originally Posted by Zaeed*:

 

we love the idea behind this plug-in and really want to use it, however, we seem to be having a problem.

 

we can't get it to kill the violator. we have it set to kill the violator after their first infraction inside the Dep. Base then it should kick the violator the next infraction. It's not killing the violator or kicking them or banning them when we had that set up.

 

Our understanding is that it should kill the violator after the first kill with the x set to 1. Then with x set to 2 it should kick. When we tried the ban, x was set to 1.

 

So, we're not getting a kill or a kick or a ban when we try setting up each.

 

Any ideas? Thanks!

 

kingdii

If you have the kill value set to 1, it should give 1 warning, and then kill the player.

 

I'll re word it on the next release to make it more clear..

 

If its still not working, can you take a screenshot of your settings so I can see what you're trying to do

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Originally Posted by Sp00k*:

 

i had the same issue as him with warnings and kicks being announced but not executed. I found a way around this by selecting punkbuster as the method of punishment, instead of name or Guid. I also have my warning buffer at 0. Try using the punkbuster option and see if it works for you.

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Originally Posted by Zaeed*:

 

With the warning buffer set to 0 we had the same result. I will reset it to 0 and try it again. Unfortunately our server is still live so I am unable to test it.

Were you getting any messages on screen? Was the console logging any warnings?
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Originally Posted by Zaeed*:

 

We do not see any of the warnings on screen and nothing is logged. It is almost like the pluggin isnt even installed.

If thats the case then the problem lies with your zones.. Are you correctly assigning the names?
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Originally Posted by kingdii*:

 

I selected the warning that I want with the corresponding zone. During testing we would have a US player attack a Russian player in the Russian Deployment. Nothing happened. After a few tries that way I decided to let the Russian player attack the US player in the Russian Deployment. I did this to see if I had the zones reversed, but still no warnings or kicks.

 

We have not been able to retest our setup in almost a week because our server has been live this whole time. As soon as it is dead again we will be able to test it further.

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Originally Posted by Repoman1*:

 

I created a small video showing how i created a warning zone. Feel free to take a look, it may help. http://21stssclan.com/plugin-vidoes/zone.html

 

Why can't you just stop and restart you procon server? Having a live BF2 server has nothing to do with the affect of the procon server.

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Originally Posted by gabipaci*:

 

Now, quick question, does it matter what map packs we use? We are using the in-game quality Alpha Pack maps, should we be using the original map packs?

No, the maps only need for U. U can see the zones in all maps.

After that, if u delete the map pack, plugin is will working.

If your server run in CQ and Rush, pls try it this map pack:

phogue.net/forum/viewtopic.php_f=11&t=856*

All map is marked with vehicle, m-coms and dead zones.

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Originally Posted by kingdii*:

 

I just had a bright idea, I dont know why I didnt think of this sooner. We have our zone set up so that it can be attacked by infantry and not by vehicles. Does this mean that a enemy player can enter the deployment base on foot and attack without anything happening? Can this plug in be set up so that enemy infantry can attack with small arms from outside of the Deployment but if they enter and attack then the warnings go up? Does that make sense?

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Originally Posted by VAM*:

 

little question:

i can set the ban time in chapter Setup (ban, punkbuster, time etc), right?

and now i can set the restrictions in chapter x.11 (final action etc.).

which is the decisive entry? or must set both entrys?

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Originally Posted by Zaeed*:

 

I just had a bright idea, I dont know why I didnt think of this sooner. We have our zone set up so that it can be attacked by infantry and not by vehicles. Does this mean that a enemy player can enter the deployment base on foot and attack without anything happening? Can this plug in be set up so that enemy infantry can attack with small arms from outside of the Deployment but if they enter and attack then the warnings go up? Does that make sense?

Um, honestly i'm not sure.. I'll look into it and see if I can work something out..

little question:

i can set the ban time in chapter Setup (ban, punkbuster, time etc), right?

and now i can set the restrictions in chapter x.11 (final action etc.).

which is the decisive entry? or must set both entrys?

The way it works is if you have your Final Action set to kick, and then set the banner up in the Setup, after X kicks it'll ban the person.. The alternative is to ban instead of kicking, which you can use the Ban option in the Final Actions to do. Make sense?
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Originally Posted by MCRoadkill*:

 

Maybe it has something to do with full-full right for the map zone drawing.

 

when i make a rule and name the zone 'US Uncap', go to the Map tab, click on the zone button, make a zone, i can't assign the zone tag to the zone. The pull down menu is empty :?

 

Can someone please help me out_!

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Originally Posted by Sp00k*:

 

when i make a rule and name it 'US Uncap', go to the Map tab, click on the zone button, make a zone, i can't assign the zone tag to the zone. The pull down menu is empty :?

 

Can someone please help me out_!

you first need to create a warning in the plugin settings, then type a map zone name for that warning where it says "Zone Name." After you define them in the warnings they will now be available in the pull down menu in the map tab.
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Originally Posted by MCRoadkill*:

 

I did...

 

procon_1.5.1.1.zipwarning.PNG[/attachment:3t56a6l8]

 

the zone selected here is a example, not the one i use for my warning.

this zone i try to use for a rocket abuse warning. but beneath this zone you can see two other zone on the uncaps.

zone_tags.PNG[/attachment:3t56a6l8]

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Originally Posted by Sp00k*:

 

hmm i dont know what could be wrong with it then, that is was i do and i have no issues. Maybe remove the space in the map zone name? it could be messing with it, i dunno, gonna have to wait for the author to answer this one.

 

@Zaeed

Btw i also noticed the weapon groups will not detect the USAS-12 AUTO or some of the other all-kit shotguns. I also noticed this line in the plugin

case "Shotgun":

return GetWeaponDamageType("40mmsg");

could it be that they dont all share this damage type to be classified as such?

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Originally Posted by Zaeed*:

 

Maybe it has something to do with full-full right for the map zone drawing.

 

when i make a rule and name the zone 'US Uncap', go to the Map tab, click on the zone button, make a zone, i can't assign the zone tag to the zone. The pull down menu is empty :?

 

Can someone please help me out_!

is the plugin enabled?

 

@Zaeed

Btw i also noticed the weapon groups will not detect the USAS-12 AUTO or some of the other all-kit shotguns. I also noticed this line in the plugin

case "Shotgun":

return GetWeaponDamageType("40mmsg");

could it be that they dont all share this damage type to be classified as such?

Hmmm thats odd.. The 40mmsg is listed as a shotgun, so that shouldn't be the problem.. I'll look into that.
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Originally Posted by MCRoadkill*:

 

@Zaeed

 

yup, the plugin is enabled.

i even tried the standard basic map zone plugin, when activated is can also not select those zonenames.

I tried connect zonenames 'us_uncap' and disconnected 'us uncap'

 

tried to reinstall, reload the plugin. still nothing....

 

is there a difference in using procon.exe or proconupdater.exe?

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Originally Posted by MCRoadkill*:

 

ok, atm i am not the main admin, i have an account but with full acces to the plugins and map zones.

 

after the admin gave me some acces to other rights i started procon.exe and got an extra tab called 'parrent layer control'

there i could activate the 'basic mapzone actions', once i did that and went back to map zone drawing and clicked on the pull down menu for the zone tags all the names where there from that plugin.

 

the 'custom warning builder' wasn't in that list to activate?

 

once i started up proconupdater.exe the 'parent layer control' tab was gone.

 

you know what is going on?

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