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ProconRulz - take admin action on triggers, e.g. weapon limit


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Originally Posted by noobsrus*:

 

ok so i have set up proconrulz and i want to allow 4 snipers on each team/and not allow heavy armour until at least 10 players on server

any idea guys ?

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Originally Posted by bambam*:

 

On Spawn;Kit Recon 4;Say %p% sniper limit;Kill

On Kill;Not Kit Recon;Damage SniperRifle;Say %p% no sniper rifle pickup;Kill

On Kill;Damage VehicleHeavy;Teamsize 4;Say %p% no tanks until 10 players or more;Kill

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Originally Posted by Legate*:

 

.....Your rulz:

 

Damage SniperRifle 2;Teamsize 6;Say %p% sniper limit;Kill

Damage SniperRifle 3;Teamsize 11;Say %p% sniper limit;Kill

Damage SniperRifle 4;Teamsize 14;Say %p% sniper limit;Kill

Damage SniperRifle 5;Say %p% sniper limit;Kill

 

....

This rules works without "On Spawn" or "On Kill"?
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Originally Posted by Legate*:

 

I tried with

 

Damage SniperRifle 2;Teamsize 6;Say %p% sniper limit;Kill

 

And

 

On Spawn;Teamsize 6;Damage SniperRifle 2;PlayerSay %p% sniper limit;Kill

 

But it don't works for me.....

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Originally Posted by bambam*:

 

Looks ok to me... when you say it does not work, what actually happens? Do you mean the rule NEVER fires? Do you have any On Spawn rule above that one which is already firing (so the Damage SniperRifle 2 rule is never reached_). E.g. if your top rule is "On Spawn;Say %p% spawned" then no On Spawn trigger beneath that will ever fire (you should make that rule the *last*, not the first).

 

As a small side point (which probably is not affecting you) please note there is a short delay from ProconRulz being enabled to the Teamsize being accurate (30 seconds max) - the plugin has to wait for a status update from the server listing the players. After that, things are normal.

 

Maybe if you list *all* your rules I'll be able to spot somethiing (or make sure this rule is the top of the list).

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Originally Posted by Legate*:

 

I have this rules:

 

# SNIPER RULZ

On Spawn;Teamsize 6;Damage SniperRifle 2;PlayerSay %p% sniper limit;Kill

On Spawn;Teamsize 9;Damage SniperRifle 3;PlayerSay %p% sniper limit;Kill

On Spawn;Teamsize 12;Damage SniperRifle 4;PlayerSay %p% sniper limit;Kill

# TANK RULZ

On Kill;Teamsize 4;Damage VehicleHeavy;Yell >>%p%

On Kill;Teamsize 4;Damage VehicleHeavy;Count 4;PlayerSay %p%, you will be kicked for breaking the TankLimit more than 4 times!;Kick You have been kicked for breaking the TankLimit more than 4 times!

 

At this moment the Tank rules works perfect (very good job!!!), but I left the sniper rules running for one day and I saw more than 5 snipers without any message or action (I checked in game and console), I couldn't find any text on logs about sniper limit (I found about tank limits).

 

Actually isn't a critical situation: I can use your plugin to tank limit and "Weapon Limited" plugin to limit de sniper rifle but if I could use all this funtions on your plugin and avoid the "pickup sniperifle" trick would be excelent.

 

If you say thats its ok I leave the rules running for today and check the results.

 

Thanks for your effort and time bambam ;-)

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Originally Posted by bambam*:

 

Legate - thanks very much for the feedback - I think this IS a bug in ProconRulz testing the "Damage " condition. I'm looking at the code now and will post up a fix in this post later today. In a couple of days assuming this works I'll move the fixed version up to the top of the thread.

 

edit: I've attached what should be the bugfix version if you feel like testing it - there was a dopey error in recording the 'damagetypes' of the weapons the player spawns with (so the later check in the 'damage' condition wasn't working). Our server is running this version now but I won't be able to check the fix until I'm on my BFBC desktop tonight, unless some walk-in strolls into our currently-empty server. No-one needs to download this test version if they are happy to wait for the final testing and it'll be posted at the top of this thread.

 

edit2: fyi these are the rulz that I'm using to test the 'Damage' condition

# TEST RULE FOR DAMAGE CONDITION

Damage SMG;Log Damage SMG (%p%)

Damage LMG;Log Damage LMG (%p%)

Damage AssaultRifle;Log Damage AssaultRifle (%p%)

Damage SniperRifle 2;Log Damage SniperRifle 2 (%p%)

Damage SniperRifle 1;Log Damage SniperRifle 1 (%p%)

Damage SniperRifle;Log Damage SniperRifle (%p%)

with these at the top of my rulz pretty much all the 'spawn' rulz below them are going to be blocked (because these will fire first). The top 3 rules should fire when anyone spawns with an SMG, LMG or AssaultRifle, while the 3 SniperRifle rules should fire when the 0,1,2 counts are exceeded.

 

Attached Files:

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Originally Posted by Legate*:

 

[18:30:56 34] ProconRulz: plugin enabled

[18:30:56 37] ProconRulz: Compiling rule "# SNIPER RULZ"

[18:30:56 37] ProconRulz: Compiling rule "Team Attack;Kit Recon;PlayerSay >>%p%

[18:30:56 37] ProconRulz: Compiling rule "Teamsize 4;Kit Recon;PlayerSay >>%p%

[18:30:56 39] ProconRulz: Compiling rule "Teamsize 9;Kit Recon 1;PlayerSay >>%p%

[18:30:56 39] ProconRulz: Compiling rule "Kit Recon 2;PlayerSay >>%p%

[18:30:56 40] ProconRulz: Compiling rule "On Kill;Damage SniperRifle;Not Kit Recon;Say >>%p%

[18:30:56 40] ProconRulz: Compiling rule "# TEAMKILL RULZ"

[18:30:56 40] ProconRulz: Compiling rule "On TeamKill;Weapon DEFIB;Say >>%p%

[18:30:56 40] ProconRulz: Compiling rule "On Teamkill;Count 3;Say >>%p%

[18:30:56 40] ProconRulz: Compiling rule "On Teamkill;Damage SniperRifle;Say >>%p%

[18:30:56 40] ProconRulz: Compiling rule "On Teamkill;Say >>%p%

[18:30:56 42] ProconRulz: Compiling rule "# TANK RULZ"

[18:30:56 42] ProconRulz: Compiling rule "On Kill;Teamsize 4;Damage VehicleHeavy;PlayerSay >>%p%

[18:30:56 53] ProconRulz: Compiling rule "# SNIPER RULZ"

[18:30:56 53] ProconRulz: Compiling rule "On Spawn;Teamsize 6;Damage SniperRifle 2;PlayerSay %p% sniper limit;Kill"

[18:30:56 53] ProconRulz: Compiling rule "On Spawn;Teamsize 9;Damage SniperRifle 3;PlayerSay %p% sniper limit;Kill"

[18:30:56 53] ProconRulz: Compiling rule "On Spawn;Teamsize 12;Damage SniperRifle 4;PlayerSay %p% sniper limit;Kill"

[18:30:56 53] ProconRulz: Compiling rule "# TANK RULZ"

[18:30:56 53] ProconRulz: Compiling rule "On Kill;Teamsize 4;Damage VehicleHeavy;Yell >>%p%

[18:30:56 56] ProconRulz: Compiling rule "On Kill;Teamsize 4;Damage VehicleHeavy;Count 4;PlayerSay %p%, you will be kicked for breaking the TankLimit more than 4 times!;Kick You have been kicked for breaking the TankLimit more than 4 times! "

 

Two different rules packs (your default and my config) running at the same time?

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Originally Posted by Legate*:

 

Ok now its working but I don't know what part or the rule is it (your default or my config):

 

[18:56:06] (Sunburn.-) Sunburn.- sniper limit

[18:56:08] (kylewins) kylewins sniper limit

[18:56:08] ProconRulz: Player Sunburn.- killed

[18:56:10] ProconRulz: Player kylewins killed

[18:56:13] (Sunburn.-) Sunburn.- sniper limit

[18:56:15] ProconRulz: Player Sunburn.- killed

[18:56:18] (Sunburn.-) Sunburn.- sniper limit

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Originally Posted by bambam*:

 

It's ok Legate relax- you just saw ProconRulz load its default rulz on startup and then replace them with yours read from the config file. Yours are:

 

# SNIPER RULZ"

On Spawn;Teamsize 6;Damage SniperRifle 2;PlayerSay %p% sniper limit;Kill

On Spawn;Teamsize 9;Damage SniperRifle 3;PlayerSay %p% sniper limit;Kill

On Spawn;Teamsize 12;Damage SniperRifle 4;PlayerSay %p% sniper limit;Kill

# TANK RULZ

On Kill;Teamsize 4;Damage VehicleHeavy;Yell >>%p%

On Kill;Teamsize 4;Damage VehicleHeavy;Count 4;PlayerSay %p%, you will be kicked for breaking the TankLimit more than 4 times!;Kick You have been kicked for breaking the TankLimit more than 4 times!

 

So relax - just your rulz got loaded, you just saw the program start with defaults and then the load of your rulz in quick succession. FYI:

 

Your TANK RULZ are the wrong way round, they should be:

On Kill;Teamsize 4;Damage VehicleHeavy;Count 4;Kick You have been kicked for breaking the TankLimit more than 4 times!

On Kill;Teamsize 4;Damage VehicleHeavy;Yell >>%p%

i.e. check the count of the top rule first -if that fails the count then move to the second rule. ProconRulz tries the rulz one at a time from the top until it finds one that fires. (I also removed the PlayerSay from the rule with the Kick action - there's no point, just use the kick message)

 

But hey, I think the "Damage" condition is working as intended now so all is well.

 

Thanks for testing,

Bambam

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Originally Posted by bambam*:

 

ProconRulz has been updated to version 37.1.31b incorporating most of the requests that have appeared earlier in this thread.

 

These new conditions, substitutions (map and map mode), trigger (On Round) and action (VictimSay) have been added:

 

* "TeamKit " e.g. "TeamKit Recon 2" condition succeeds if players team has 2 or more players spawned with kit Recon. This is what the "On Spawn;Kit Recon 2" rule already does, but makes that team count condition available to On Kill rules (you can choose any kit or count, see

 

* Similarly "TeamDamage ", "TeamWeapon ", "TeamSpec " (choose damage, weapon, specialization and count as you prefer, as above)

 

* "Map " e.g. "Map Valpa" condition will succeed if search string is contained in either the map name (e.g. Valparaiso) or the map file name (e.g. mp009gr)

 

* "MapMode " e.g. "MapMode Rush" condition will succeed if the search string is contained in the map mode (e.g. Rush, Conquest)

 

* "VictimSay " action e.g. "On Kill;VictimSay You were killed by %p% with %w%" which limits the 'say' text to the victim of a kill, similar to the existing action PlayerSay for the killer.

 

* "On Round" trigger. This trigger fires each time a new round is started (i.e. a new map loads, or players have just swapped sides on an existing map). This can be used with new text substitution strings as below e.g. "On Round;Log Map %m% loaded in mode %mm%"

 

* New subsitution strings %m% for the current map display name (e.g. Nelson Bay) and %mm%" for the current map mode (e.g. Rush).

 

* New settings options are provided to limit the automatic 'rules' display (when the player says "rules" your pre-defined server rules message is displayed) to 'PlayerSay' only so you don't risk filling up everyones message boxes, and another option to disable the automatic rules display feature completely.

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Originally Posted by MorpheusX(AUT)*:

 

Code:

On Kill;Not Admin;Teamsize 4;Damage VehicleHeavy;Count 3;Log Player %p% kicked for breaking the TankLimit;Kick Breaking the TankLimit more than 3 times! 
On Kill;Not Admin;Teamsize 4;Damage VehicleHeavy;Log Player %p% killed for breaking the TankLimit;PlayerSay No Tank under 10 players, %p%!;Kill
Got a problem with that rule.

28/28 People on our server, and player still get killed for using tanks...

Using the latest version (37.1.31b).

(BTW, just out of interest: how do you "make up" those version numbers? :tongue:)

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Originally Posted by bambam*:

 

hmm Morpheus was the map Conquest or Rush, or something else ? Issue comes down simply to the Teamsize condition. You could check the situation by using the %n% variable (size of smallest team) e.g. add a NEW rule temporarily at the top of the list:

 

On Kill;Log Smallest team is %n%

 

You should see in the Procon chat window "Smallest team is 14" on each kill.

 

Bambam

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Originally Posted by dntesinfrno*:

 

I have been working with this plugin for that last few days and first of all let me say thanks and great work :biggrin:. I've got a couple questions someone with more experience with the plugin may be able to help me with. Our server has a rule of no tanks on Oasis, i've managed to get one working code that kills the offender when killing by tank on Oasis as follows:

 

On Kill;Map Oasis;Teamsize 16;Damage VehicleHeavy; (messages here to player victim and server);Kill

 

Server is a 16 slot by the way.

 

What i would like to accomplish is a warning first, kill second, and lastly kick. I've played around with a few codes and I'm thinking this should work but you guys take a look and let me know what you think.

 

On Kill 3;Map Oasis;Teamsize 16;Damage VehicleHeavy;(messages blah blah);Kick

On Kill 2;Map Oasis;Teamsize 16;Damage VehicleHeavy;.....;Kill

On Kill;Map Oasis;Teamsize 16;Damage VehicleHeavy;Both (insert string)

 

I got a chance to test the code once after implementing while oasis was up in the rotation but i had already had a few tank kills from previous testing. At that point i just had kick and kill lines, and it worked, i got kicked. Which leads me to my other question....when are the counters refreshed? At the end of a round, map, or until the player leaves the server? I suppose the root of all evil here is does 'On Kill [N]' work as a counter or did i just get kicked because i had the kick action above kill and it ignored the numerical modifier attached to 'On Kill'?

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Originally Posted by bambam*:

 

The principle is right, the layout of your new rules is wrong (there should be no number in an "On Kill" trigger, use the 'Count' condition instead). Correct layout would be:

 

On Kill;Map Oasis;Damage VehicleHeavy;Count 2;Say %p% kicked for using tank;Kick Kicked for using tank

On Kill;Map Oasis;Damage VehicleHeavy;Count 1;PlayerSay %p% last warning - NO TANKS !!;Kill

On Kill;Map Oasis;Damage VehicleHeavy;PlayerSay %p% no tanks on this map

 

Your "Teamsize 16" condition is redundant - this succeeds when the smallest team is 16 or less, and this is always true anyway.

 

Counts are reset to zero at the end of each ROUND. If a players leaves (or is kicked) and rejoins, the counts still continue for that player until the end of the round. I.e. with your rules a player will be kicked for Oasis tank kill #3, #4, #5 etc (of course they have to re-join to get tank kill #4 etc).

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Originally Posted by MorpheusX(AUT)*:

 

Finally came to test it.

Conquest Heavy Metal, 22/28 players online.

I put your OnKill-"Rule" in to check it, ProconRulz told me the smallest team was 8, 8 and 0 within about 5 seconds (teams were balanced, so it was 11/11).

Seems to be a bug with TeamSize in Conquest.

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Originally Posted by bambam*:

 

Thanks Morpheus - I'll look into it - apologies our server is pretty much 100% rush so conquest mode has had limited testing. In the meantime you can stick "MapMode Rush" in rules where you're using Teamsize which will make those Rush-only.

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Originally Posted by bambam*:

 

Morpheus that would be really helpful - I have a few ideas for a fix but even confirming the bug will take a while on our server and I'd like to do that before assuming the error is what I think it might be.

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