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Originally Posted by terwax*:

 

Hey, i checked the cfg file and it lists the map there but when i turn on plugin,idont see themaps and when type !zones, says there are no zones defined. All this on heavy metal with the latest version.

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Originally Posted by micovery*:

 

btw debug mode doesn't seem to work..

Everything is true except yell.

There is a hidden variable called quiet_mode, make sure you did not enable that. Type in-game "!get quiet_mode".

 

If quiet mode is on, it will not print any messages or send any messages to players at all.

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Originally Posted by micovery*:

 

Hey, i checked the cfg file and it lists the map there but when i turn on plugin,idont see themaps and when type !zones, says there are no zones defined. All this on heavy metal with the latest version.

Version 0.0.0.8 is up. Cfg is no longer needed. All settings are editable from the plugin itself. (execept for the zone definitions that are stored in a giant string inside the source). Banning by ip, and name now supported. Perm ban, and round ban also now supported. Auto-punish variables are under Advanced Settings. Also all other configurable parameters that used to be in the cfg, are still available under Advanced Settings. See the change-log.

 

This is a big update, expect bugs. I did some minimal testing of the new features, but no regression testing.

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Originally Posted by pharbehind*:

 

hey Micovery, so I had sometime to run this updated plugin on both of my servers last night for several hours while they were both 32/32. We were experiencing a decent amount of lag created by this plugin b/c it was stuck in a "Autobalancing in X..." continual loop. I have "keep clans" set to True, so this may have been what was causing it to freak out - (maybe the teams were so incredibly stacked but it couldn't autobalance properly b/c of the booleans I gave it? I set Quiet Mode to true just to shut it up at least. :smile:

 

Maybe there's a way to have it only try to Live balance 3 or so times every X minutes (maybe 15-30_).

 

Just wanted to report back after a day of using it.

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Originally Posted by micovery*:

 

hey Micovery, so I had sometime to run this updated plugin on both of my servers last night for several hours while they were both 32/32. We were experiencing a decent amount of lag created by this plugin b/c it was stuck in a "Autobalancing in X..." continual loop. I have "keep clans" set to True, so this may have been what was causing it to freak out - (maybe the teams were so incredibly stacked but it couldn't autobalance properly b/c of the booleans I gave it? I set Quiet Mode to true just to shut it up at least. :smile:

 

Maybe there's a way to have it only try to Live balance 3 or so times every X minutes (maybe 15-30_).

 

Just wanted to report back after a day of using it.

Hmm, I think you meant to post in the Insane Balancer thread. You can change the interval at which it will do the live checking (live_interval i think). What's your server name? Someone one else also reported similar issues when keep_clans was enabled. I think I will have to join your server more often, seems like a good testing ground :-). I will look into this. I know a way that I can fake stacked teams. Right now the logic for considering people are in the same clan is if they have the same clan tag.

 

If I just change that logic to something else... say for example: people whose soldier name start with the same letter are in the same clan (I can replicate the scenario you described ... side effects is teams will be balanced alphabetically, but who cares :lol: it's just for testing)

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Originally Posted by pharbehind*:

 

Sorry - yeah, this is regarding InsaneBalancer. The lastest InsanePunisher is running great - I haven't noticed any bugs and I like the latest user interface for it.

 

Yeah, so I can set "live_interval_time" to 900, which would be 15 minutes, and I'll give that a shot. Previously I had it set to every 5 seconds haha... that might be too extreme. I can probably use this in tandem with TrueBalancer to make sure the teams don't get off balance number wise.

 

You're welcome to stop by whenever if you want to test something out. It's a West coast server, based out of Seattle, and generally is populated often. Both servers are ranked around 150. Even if you want to throw me a new version to test before you release it here that's cool too. That's if you're looking for a highly populated server with clan tags.

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Originally Posted by pharbehind*:

 

Ah, just thought of something else that'd be cool. Say if I use this plugin on a Mixed Mode server, I really don't want to enforce Zones or Base Raping/Camping on Rush Maps (b/c we believe there is no such thing on Rush) but we would like to use zones and the Punisher for Conquest maps. Can you create a boolean between CQ and Rush?

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Originally Posted by micovery*:

 

Ah, just thought of something else that'd be cool. Say if I use this plugin on a Mixed Mode server, I really don't want to enforce Zones or Base Raping/Camping on Rush Maps (b/c we believe there is no such thing on Rush) but we would like to use zones and the Punisher for Conquest maps. Can you create a boolean between CQ and Rush?

I like the idea! Also, for fine grained control (in advanced mode), you should be able to set it per map.

 

Here is something else I have been thinking too. I want to see if you guys would like this in Insane Punisher.

 

Up to this point this plugin is all about negative stuff, punishing, kicking, banning ... The forgive command even though it's used as a good gesture, there is no real effect other than forfeiting your right to revenge.

 

Good players should be rewarded/recognized, if someone has been playing for a long time in the server, and has a good track-record, he should be rewarded with some limited admin powers, earning commands like like !kill and !kick, !mute, !move, !start_public_votekick, !start_public_mapvote or whatever the admin decides to give away (configurable).

 

For good track record, players would have to be well behaved. For example, every minute you play on the server you accumlate points that you can redeem for commands. If you commit violations, you will lose points, if you are forgiven for a violation you will gain back some of the points you lost. Admins would be able to set the price (in points) of each command, and the rate at which you earn points, and the deductions for committing violations.

 

This is similar to what Currency (from blacktionhero) does, but instead of getting points for killing, or first blood, or headshots you get points for following the rules, and lose points for not following them. I think this is a good way to attract and keep players on the server, since they would feel as if they were micro-admins.

 

There would also have be timing restrictions as to how often you can buy/use commands. You don't want someone to hoard a bunch of points, and then use them to kick/kill everyone in the opposite team and ruin game-play.

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Originally Posted by micovery*:

 

haha that sounds like a good idea. This would require MySQL too though, right? Just for the database and tracking I assume?

Simple flat file, or better yet xml file in the machine would do, since the only one accessing the information is the plugin itself. Data would be saved to the file after every round. In between rounds, all the info would be in memory.

The user would not even know that the file is there. When the plugin starts, it would read from the file if it's there, and if not create one on the fly.

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Originally Posted by micovery*:

 

  • 0.0.0.9

    - changed plugin structure to use Plugin API 2.0

    - added support for Conquest & Rush BCBC2: Vietnam maps (except Hastings)

    - added support for two new map zone tags NVA_BASE, NVA_DEFENSE

    - added new variables use_map_list, and map_list for selectively choosing maps

    - updated weapons/vehicles for BFBC2:Vietnam

    - updated documentation with screenshots of BFBC2:Vietnam default map zones

    - fixed bug where if auto_punish_* was enabled, other punish_* settings were still being honored[/*:m:2sxert8r]

Version 0.0.0.9! Main changes are related to BFBC2:Vietnam. Can't get base raped by NVAs now :-) Screenshots for the new bases are up too.
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Originally Posted by XSGamers*:

 

Can I just confirm one or two things, before I enable this.

 

The plugin has pre-defined bases/spawn areas which is great, as long as the setting:

 

default_zones - is set to True

 

Saves me the job of setting them up :biggrin:

 

Also, I've set the following to:

 

auto_punish_rape_kill - true

auto_punish_camp_kill - true

 

So that player(s) will be automatically killed for spawn/base raping & camp killing.

 

Will they be auto-kicked after (x) number of violations?

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Originally Posted by micovery*:

 

Can I just confirm one or two things, before I enable this.

 

The plugin has pre-defined bases/spawn areas which is great, as long as the setting:

 

default_zones - is set to True

 

Saves me the job of setting them up :biggrin:

 

Also, I've set the following to:

 

auto_punish_rape_kill - true

auto_punish_camp_kill - true

 

So that player(s) will be automatically killed for spawn/base raping & camp killing.

 

Will they be auto-kicked after (x) number of violations?

That is all correct, except for the kicked after X. When auto-punishing is enabled, it does not keep track of how many times the person has been auto-punished. (no violations accumulated). Maybe, I can add that in next version. You should add yourself to the admin_list, and enable debug_mode, just so that you can see whether the zone detection is working correctly. In debug mode it will send messages to the admins saying what violations occurred, where it happened , who violated who, and with which weapon, and how far into the zone they were.

 

Custom Warning Generator can do the kicking after X. If you want just the zone definitions, look at the beginning of the source file, there is a big string with the zone definitions. (replace the double-double-quotes with just double-quote)

 

Note that even with the Insane Punisher zones ... zone detection in CWG may be different as they use different algorithms. Insane Punisher uses a ray casting point-in-polygon algorithm while CWG uses PRoCon's calculus based solution (I believe).

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Originally Posted by XSGamers*:

 

Cheers for the reply.

 

In the next version if it could total & then Kick after (x) warnings/violations then that would be a god send.

 

Does Debug mode, log the actions, e.g. Kills in spawn etc but not do anything apart from log? Almost like a test version of the plugin.

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Originally Posted by micovery*:

 

Does Debug mode, log the actions, e.g. Kills in spawn etc but not do anything apart from log? Almost like a test version of the plugin.

Sort-of ...you can do that by setting to False all variables under Team Killing, Base Raping, and Base Camping sections ... so that it does not give users any option and does not announce the violations publicly (that's the default). Once you have verified that the zone detection is good, then you can enable the options you would like to be punishable, kickable, forgivable, or bannable.
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Originally Posted by micovery*:

 

Cheers micovery.

 

Now get to work on the warn limit = kick :P

 

:lol:

:biggrin: here is a quick solution in the meantime. Add the following four lines at the end of the OnPlayerKilled function:

 

Code:

int max = 3;
	int total = killerProfile.getRapeKills() + killerProfile.getTeamKills() + killerProfile.getCampKills(); 
	if (total > max )
	    KickPlayerWithMessage(killerProfile.name,  "You were kicked for exceeding " + max + " violations" );
Just change the max value to whatever you feel is right. This will kick the player once the number of violations exceed max.
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Originally Posted by XSGamers*:

 

Cheers micovery.

 

Now get to work on the warn limit = kick :P

 

:lol:

:biggrin: here is a quick solution in the meantime. Add the following four lines at the end of the OnPlayerKilled function:

 

Code:

int max = 3;
	int total = killerProfile.getRapeKills() + killerProfile.getTeamKills() + killerProfile.getCampKills(); 
	if (total > max )
	    KickPlayerWithMessage(killerProfile.name,  "You were kicked for exceeding " + max + " violations" );
Just change the max value to whatever you feel is right. This will kick the player once the number of violations exceed max.
Thanks Micovery.

 

Just seen this. Should this code go just after

 

Code:

}
            else if (killer.TeamID == victim.TeamID)
            {
                TeamKill(killer, victim);
            }
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Originally Posted by pharbehind*:

 

I've noticed the advanced settings, auto punish and use map list, dont seem to stick after a couple days? i havent pinpointed it yet, but sometimes I'll notice that they are changed back to False all the way down, when I've set auto punish rape and use map list both to true. I'm the only admin with access to plugin settings, too.

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Originally Posted by bordensize*:

 

First...I LOVE this plugin. Second, is there a way that the repeat offenders of base camping and base raping can be set for a tempban? As in with the advanced settings, after the second or third warning, a tempban of a configurable amount of time would be put in place automatically as a slap on the wrist for the offender. Just my two cents.

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Originally Posted by AngelFireDK*:

 

I've noticed the advanced settings, auto punish and use map list, dont seem to stick after a couple days? i havent pinpointed it yet, but sometimes I'll notice that they are changed back to False all the way down, when I've set auto punish rape and use map list both to true. I'm the only admin with access to plugin settings, too.

we have the same problem actully ours only seem to stick only once a day so have to set those to true again each day.
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Originally Posted by micovery*:

 

I've noticed the advanced settings, auto punish and use map list, dont seem to stick after a couple days? i havent pinpointed it yet, but sometimes I'll notice that they are changed back to False all the way down, when I've set auto punish rape and use map list both to true. I'm the only admin with access to plugin settings, too.

we have the same problem actully ours only seem to stick only once a day so have to set those to true again each day.
Are you guys running the plugin on the layer, or locally? Also, if you are running it on layer check with the provider how often do they restart the PRoCon layer server... I suspsect it might have something to do with that. If you can manually restart the layer server, that would be great. Try setting some values, then restart it, and see if they stick.
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Originally Posted by pharbehind*:

 

Yep.. looks like that's the problem. Whenever the service is restarted it drops the advanced settings. And yes I'm running a layer. For some reason I need to restart my procon layers once the server(s) empty out though b/c I can no longer connect to them (target machine refused connection), so I guess I'll just get in the habit of turning on those Advanced settings again once it's restarted. At least that's the only thing it forgets.

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Originally Posted by micovery*:

 

Yep.. looks like that's the problem. Whenever the service is restarted it drops the advanced settings. And yes I'm running a layer. For some reason I need to restart my procon layers once the server(s) empty out though b/c I can no longer connect to them (target machine refused connection), so I guess I'll just get in the habit of turning on those Advanced settings again once it's restarted. At least that's the only thing it forgets.

Alright I'll look into this, I am probably doing something nasty in the plugin I am not supposed to :-) and PRoCon is not able to save the settings correctly.

 

Here is what I think may be happening. When the layer gets restarted, if advanced settings is hidden (turned off), PRoCon thinks those settings are not part of the plugin anymore, and just drops them from the config file. Internally there is a difference between the settings that are displayed and the settings that are reported to PRoCon.

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Originally Posted by micovery*:

 

Dosen't it work wth hastings? Since it comes with this warning

 

[insane Punisher] map levels/nam_mp_007cq is not fully supported

We run with maplist set to false
Yeah that means that hastings is not known to the plugin, and there are no default zones for it ... so you cannot perform any actions for base rapers and base campers ... only for team killers. I have been a busy, and haven't even played on hastings yet! I'll be adding the default zones soon. If you already have a zone definitions for hastings ...look at the beginning of the plugin source file, there is a big string where you can add it manually.
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