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ProconRulz V44j1 - weapon limits and other event-triggered admin actions


ColColonCleaner

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Originally Posted by hauser1*:

 

Hauser.

 

your weapon names appear to be incorrect :ohmy: for example the QBS09 is called U_QBS09.. the Saiga12k is U_SAIGA_20K.. check the procon rulz description in procon scroll down you will see a list of all the weapons and their names + damage types.. using Damage types is alot easier to take out whole weapon groups

 

Code:

On Kill;Damage Shotgun;PlayerCount 2;Ban %p% Shotguns not allowed
On Kill;Damage Shotgun;PlayerCount 1;kick %p% Shotguns not allowed
Damage Shotgun handles ALL the shotguns (including Shorty, M26 Mass, AirBurst shotgun). if you want to allow those you could just add

 

Code:

On Kill;Damage Shotgun;Not Weapon U_SerbuShorty;Not If %wk% contains M26;Not Weapon U_XM25_Flechette;PlayerCount 2;Ban %p% Shotguns not allowed
On Kill;Damage Shotgun;Not Weapon U_SerbuShorty;Not If %wk% contains M26;Not Weapon U_XM25_Flechette;PlayerCount 1;kick %p% Shotguns not allowed
should work to disable only the pure shotguns and allow the Shorty/M26/Airbusrt Shotgun the first code will disable them all tho :ohmy:.. i havent used contains at all so cant say for sure that bit will work but it should

 

that being said i dont use PlayerCount in my rules i have a much different setup that covers many more punishment setups..

 

it also may not be working if you have protected Admins turned on and you are testing it on an Admin.. its in the proconrulz plugin settings.. try disabling that :ohmy:

Thanks for your replay

 

do u have a link where i can find the correct names?

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Originally Posted by LjMjollnir*:

 

Thanks for your replay

 

do u have a link where i can find the correct names?

to quote myself

 

Code:

check the procon rulz description in procon scroll down you will see a list of all the weapons and their names + damage types.
other then that the link the other dude posted is probably good.. https://docs.google.com/spreadsheet/...rive_web#gid=0

 

the RCON weapon codes are the names you are interested in.. however the best and easiest way to see the names is with my first suggestion from within Procon itself -> plugins(or Parent Layer control) -> Proconrulz -> details :ohmy:.. gives the weapon names + damage types.. as i said before the damage types are the easiest way to control entire weapon groups

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Originally Posted by LjMjollnir*:

 

I gess no one know how make welcome sign with country name?

becouse nobody Answer questioning

 

On Join;PlayerOnce;If %pcountrykey% == br;Say WELCOME %p%to my server from BR

because if you read Page 1 of this post.. the one with the examples n stuff ... have a look at Example 14 i believe thats the one you are after.. if not modify it to suit your needs..
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Originally Posted by C-4-N*:

 

@bambam

 

Hi variable sets on tempban are not accepted as time

 

ex:

 

on spawn;serverfist

set %ini_time_tempban% 900

 

on kill;damage...............;tempban %ini_time_tempban% %p% for xxx

 

the value of tempban is set on reason , so for sure plugin only accept numbers and get value on reason,

then the tempban is default time 7 days if i remember

 

do you think you can have good issue for it ?

may be we can directly using exec with %variable% ?

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Originally Posted by tarreltje*:

 

@bambam

 

Hi variable sets on tempban are not accepted as time

 

ex:

 

on spawn;serverfist

set %ini_time_tempban% 900

 

on kill;damage...............;tempban %ini_time_tempban% %p% for xxx

 

the value of tempban is set on reason , so for sure plugin only accept numbers and get other on reason,

then the tempban is default time 7 days if i remember

 

do you think you can have good issue for it ?

may be we can directly using exec with %variable% ?

On kill;Damage Shotgun;Tban 3600

 

Its been a while since i used tempban, but in bf3 i used tban for roof campers, i banned those players for a day

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Originally Posted by LjMjollnir*:

 

C-4-N

 

well according to the server docs you could use

 

Code:

Request: banList.add <id-type: id-type> <id: string> <timeout: timeout> <reason: string> 
Response: OK Response: InvalidArguments 
Response: BanListFull 
Effect: Add player to ban list for a certain amount of time Comments: Adding a new name/IP/GUID ban will replace any previous ban for that name/IP/GUID  
timeout can take three forms:   perm - permanent <default>   rounds <integer> - until the given number of rounds has passed   seconds <integer> - number of seconds until ban expires  
Id-type can be any of these   name – A soldier name   ip – An IP address   guid – A player guid  Id could be either a soldier name, ip address or guid depending on id-type.  
Reason is optional and defaults to "Banned by admin"; max length 80 chars.
soo you could go with a Temban but using the Exec command

 

On Say;Admin;!tempban;TargetPlayer;Exec banList.add name %t% 300 %targettext%

 

!tempban C- Didnt give me a cookie

 

should work to give C-4-N a 5min temp ban with reason Didnt give me a cookie..

 

untested.. but i believe thats how it should work

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Originally Posted by HeadShotPRO*:

 

hi bud, the 2 rules i posted that i wanted, i have them implemented in server and are running spot on, 1 sniper per squad and if another tries to use another sniper rifle same squad they get instant killed, if some 1 picks up a sniper rifle and kills with it they die instantly unless no sniper rifles used in that squad

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Originally Posted by dingo_doo*:

 

"On Kill;Map Prison;Damage ProjectileExplosive;PlayerCount 1;Say %p% kicked for using explosive devices or weapons;Kick %p% explosive weapon useage

On Kill;Map Prison;Weapon U_M320_HE;PlayerCount 1;Say %p% kicked for using explosive devices or weapons;Kick %p% explosive weapon useage"

 

or

"On Kill;Map Prison;Damage ProjectileExplosive;PlayerCount 1;Kill 100

On Kill;Map Prison;Weapon U_M320_HE;PlayerCount 1;Kill 100"

 

It's correct or not?

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Originally Posted by FLirtY-3D*:

 

procon update 1.4.1.4 plugin ProconRulz_44j1 wont show up in loaded plugins even after a delete of Cs files and clean upload

battlefield 3

 

bf3 procon.png

i dont seem to get anysort of compile/load error.... but i do notice when i look at the plugin folder for bf3 that version 0.9.14.0 file InsaneLimits.cs and version ProconRulz_44j1 file ProconRulz.cs dont seem to be making a .dll file after i upload and restart the layer.....

 

bf3 procon 1.png

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Originally Posted by LjMjollnir*:

 

"On Kill;Map Prison;Damage ProjectileExplosive;PlayerCount 1;Say %p% kicked for using explosive devices or weapons;Kick %p% explosive weapon useage

On Kill;Map Prison;Weapon U_M320_HE;PlayerCount 1;Say %p% kicked for using explosive devices or weapons;Kick %p% explosive weapon useage"

 

or

"On Kill;Map Prison;Damage ProjectileExplosive;PlayerCount 1;Kill 100

On Kill;Map Prison;Weapon U_M320_HE;PlayerCount 1;Kill 100"

 

It's correct or not?

here is what you are looking for a i believe :ohmy:

 

btw M320_HE is classed as damage type Projectile Explosive so you only need the one line :ohmy: it will stop all the rocket launchers/Airburst/M320

 

Code:

On Kill;Map Prison;Damage ProjectileExplosive;PlayerCount 1;PlayerSay No Rockets/Airbusrt/M320;Kill 100
Only thing i havent really played with much is the Map Prison part.. but looking at the pdf it looks correct :ohmy:
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Originally Posted by steelrain-TJ*:

 

Hi. Since i am unable to start a new thread (new to the forums) I will ask my question here.

1. In the variables used for "range" %r% Can someone tell me if this is compatible with BF$ or not? I have setup a rule for when someone gets a headshot with a sniper rifle:

#On Kill; Headshot; Damage SniperRifle; Say .... %p% got a headshot using %w%.....%p% has %c% headshots

#On Kill; Headshot; Damage SniperRifle; Say Headshot range %r%m; if %r% =

#On Kill; Headshot; Damage SniperRifle; Say Headshot range %r%m; if %r% => 100; Say Long range shot

 

Every time someone gets a headshot with a SniperRifle it reports the range as 0.0 (zero point zero). Is the range not available in BF4? I know you can use a range finder (PLD or the Barret 50 cal has a range finder). Is there antoher variable available besides the %r% or is this just not available now?

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Originally Posted by ixnorp*:

 

Hi. Since i am unable to start a new thread (new to the forums) I will ask my question here.

1. In the variables used for "range" %r% Can someone tell me if this is compatible with BF$ or not? I have setup a rule for when someone gets a headshot with a sniper rifle:

#On Kill; Headshot; Damage SniperRifle; Say .... %p% got a headshot using %w%.....%p% has %c% headshots

#On Kill; Headshot; Damage SniperRifle; Say Headshot range %r%m; if %r% =

#On Kill; Headshot; Damage SniperRifle; Say Headshot range %r%m; if %r% => 100; Say Long range shot

 

Every time someone gets a headshot with a SniperRifle it reports the range as 0.0 (zero point zero). Is the range not available in BF4? I know you can use a range finder (PLD or the Barret 50 cal has a range finder). Is there antoher variable available besides the %r% or is this just not available now?

There is no %r% range for bf4 iirc.
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Originally Posted by steelrain-TJ*:

 

There is no %r% range for bf4 iirc.

Ok thanks for the quick reply. Im new to the procon, would you know of any other cool effects or messages you could create or code secrets you might share?
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Originally Posted by ixnorp*:

 

Ok thanks for the quick reply. Im new to the procon, would you know of any other cool effects or messages you could create or code secrets you might share?

#kick everyone on spawn#

On Spawn;Kick

 

:biggrin: kidding! Don't do that!

 

Like what bambam says proconrulz is very clever, you can write almost anything that bf4 allows. (correct me if i'm wrong)

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Originally Posted by steelrain-TJ*:

 

#kick everyone on spawn#

On Spawn;Kick

 

:biggrin: kidding! Don't do that!

 

Like what bambam says proconrulz is very clever, you can write almost anything that bf4 allows. (correct me if i'm wrong)

LOL....Yea. Thats like telling the guy that ask how to see the in game score board and you tell him "Press Alt + F4" LOL. :-D
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Originally Posted by LjMjollnir*:

 

I want a script to limit the use of vehicles in rush

Assistance from you will présieux

ALL vehicle kills are Damage type DEATH... including Mortar/Suav/UCAV/EOD/MAV/.50 Cal

so there isnt alot you can do unless you want Vehicles for Transport only.. if thats the case you can use

 

Code:

On Kill;Damage Death;PlayerSay Vehicles are for transport only.Also Mortar/Suav/Ucav/Eod/Mav/.50 Cal are disabled;Kill 100
Sadly there is no real way to separate the Equipment kills from the vehicles.. so thats about the best you can do :ohmy:

unless you disable Vehicles on the server itself .. or make them really long respawn times

 

vars.vehicleSpawnAllowed Set whether vehicles should spawn in-game

vars.vehicleSpawnDelay Set vehicle spawn delay scale factor

so you could check to see if the Game mode is Rush and disable spawning of the vehicles.. however this is done at the start of the round it MAY allow 1 set of vehicles to spawn.. its best to do that setting at the end of round but for that you need to know your map list (and not be using an addon like xvotemap) but that is something you can work out for yourself if needed

 

Code:

On Round;if %mm% = Rush;Exec vars.vehicleSpawnAllowed False
On Round;it %mm% != Rush;Exec vars.vehicleSpawnAllowed True
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Originally Posted by Swagger200*:

 

Amongst our friends, we are all on voice on game night.

 

When we play Rush, we agree to attack the A MCOM first. Only when it is taken, do we allow going after B. We are not a large group, so this creates the most exciting and long-lasting matches.

 

Of course, when someone not known to us joins they are not aware of this, and they usually arm B.

 

Anyone know of a way that this could be enforced by a rule?

 

 

Thanks in advance for your consideration.

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Originally Posted by Tomgun*:

 

Amongst our friends, we are all on voice on game night.

 

When we play Rush, we agree to attack the A MCOM first. Only when it is taken, do we allow going after B. We are not a large group, so this creates the most exciting and long-lasting matches.

 

Of course, when someone not known to us joins they are not aware of this, and they usually arm B.

 

Anyone know of a way that this could be enforced by a rule?

 

 

Thanks in advance for your consideration.

as far am I am a where the game does not report which mcom is blown first in a way that procon can read it, why not play squad rush instead?
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Originally Posted by chesterfield*:

 

Whats the code to forbid only M320 HE and M320 LVG on evry underslung weapon?

And is it possible to make them only on one Map like Spind?

 

On Kill; Weapon U_M320_HE; Say Killed %p%, no M320 HE on this server;Kill 100

On Kill; Weapon U_M320_LVG; Say Killed %p%, no M320 LVG on this server;Kill 100

 

Is this Code right for all M320 weapons that they can use it?

 

thx

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Originally Posted by LjMjollnir*:

 

Whats the code to forbid only M320 HE and M320 LVG on evry underslung weapon?

And is it possible to make them only on one Map like Spind?

 

On Kill; Weapon U_M320_HE; Say Killed %p%, no M320 HE on this server;Kill 100

On Kill; Weapon U_M320_LVG; Say Killed %p%, no M320 LVG on this server;Kill 100

 

Is this Code right for all M320 weapons that they can use it?

 

thx

Nope that will get the stand alone versions only.. for underslung versions aswell try the code below :ohmy:

 

Code:

On Kill;if %wk% contains M320_HE;Say Killed %p%, No M320 HE/LVG on this server;Kill 100
On Kill;if %wk% contains M320_LVG;Say Killed %p%, No M320 HE/LVG on this server;Kill 100
contains does a word search .. so that should cover U_AEK971_M320_HE, U_CZ805_M320_HE, U_M320_HE... etc... for example :ohmy:
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Originally Posted by chesterfield*:

 

I need a Code to forbid M320 LVG and HE.

Is that the correct code for no M320 LVG/HE on my Server, are these all weapons?

 

On Kill;if %wk% contains M320_HE;Say Killed %p%, No M320 HE/LVG on this server;Kill 100

On Kill;if %wk% contains M320_LVG;Say Killed %p%, No M320 HE/LVG on this server;Kill 100

 

On Kill; Weapon U_AEK971_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_AEK971_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_AK12_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_AK12_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_CZ805_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_CZ805_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_L85A2_M320_HE_V2; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_L85A2_M320_LVG_V2; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_M16A4_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_M16A4_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_M416_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_M416_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_QBZ951_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_QBZ951_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_SAR21_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_SAR21_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_SCAR-H_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_SCAR-H_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_SteyrAug_M320_HE; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

On Kill; Weapon U_SteyrAug_M320_LVG; Say Killed %p%, no M320 HE/LVG on this server;Kill 100

 

 

THX a lot

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