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


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Originally Posted by ty_ger07*:

 

Hey Guys,

 

Iam running a 24/7 Siege of Shanghai Server on Bf4.

 

Is there any code to give players the option to !voterestart the map ?

 

Thank you for your help

Votestart the map? Votestart? Vote to start the next map? Vote to restart the map? Vote to start a certain map?
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Originally Posted by 8bitarme*:

 

On Say;Text kill me;PlayerCount 6;Say Player %p% To much querys from you.Function disabled for this round (only for you);

On Say;Text kill me;PlayerCount 5;Say Player %p% killed (with 5 seconds delay);Kill

On Say;Text kill me;PlayerCount 4;Say Player %p% killed (with 5 seconds delay);Kill

On Say;Text kill me;PlayerCount 3;Say Player %p% killed (with 5 seconds delay);Kill

On Say;Text kill me;PlayerCount 2;Say Player %p% killed (with 5 seconds delay);Kill

On Say;Text kill me;Say Player %p% killed (with 5 seconds delay);Kill

 

So,i have make this for my BF3 Server.The last line (On Say;Text kill me;Say Player %p% killed (with 5 seconds delay);Kill ) works.

But he does not count the messages(PlayerCount 2 and more).Where is the problem? I can not find something in other trends.

 

Thank you.

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Originally Posted by ty_ger07*:

 

On Say;Text kill me;PlayerCount 6;Say Player %p% To much querys from you.Function disabled for this round (only for you);

On Say;Text kill me;PlayerCount 5;Say Player %p% killed (with 5 seconds delay);Kill

On Say;Text kill me;PlayerCount 4;Say Player %p% killed (with 5 seconds delay);Kill

On Say;Text kill me;PlayerCount 3;Say Player %p% killed (with 5 seconds delay);Kill

On Say;Text kill me;PlayerCount 2;Say Player %p% killed (with 5 seconds delay);Kill

On Say;Text kill me;Say Player %p% killed (with 5 seconds delay);Kill

 

So,i have make this for my BF3 Server.The last line (On Say;Text kill me;Say Player %p% killed (with 5 seconds delay);Kill ) works.

But he does not count the messages(PlayerCount 2 and more).Where is the problem? I can not find something in other trends.

 

Thank you.

Maybe unique text isn't counted. Maybe you should use a variable to track events and increment it.
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Originally Posted by Klointhehood*:

 

Isn't the name 'votestart' kind of confusing if it is to end the round?

Look :biggrin:

 

On Siege of Shanghai there is the big tower if it get destroyed the map is shit!

 

So..the map should restart that the tower is there again but the team with the most tickets should still win.

 

I saw that on many shanghai server but i cant find anything here in the forum :sad:

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Originally Posted by LjMjollnir*:

 

People! Who knows how to add to this announcement DEATH STREAK? PLS

I have this on my server... i not putting all my script here because its rather unique.. but my setup keeps track of the ALL time higest death streak.. Monthly, Weekly and a daily tally :ohmy:.. those bits will be removed from the following code.. but this should do what you need.

 

Code:

On Kill;if %n% >= 2
   Set %server_dstreak[%p%]% 0;Set %dsm% 0
   Incr %server_dstreak[%v%]%

... some code removed here...

On Kill;If %server_dstreak[%v%]% >= 10;Say --== %v% died again... they should just give up... %server_dstreak[%v%]% Deaths in a row.
On Kill;If %server_dstreak[%v%]% == 9;Say --== Oh come on.. noone is that fucking bad %v% 9-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 8;Say --== Holy shit you fucking suck... %v% 8-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 7;Say --== Are you really that bad __ %v% 7-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 6;Say --== Not sure its bad luck now. %v% 6-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 5;Say --== Bad Luck! %v% 5-DEATH STREAK
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Originally Posted by Push*:

 

a short question ....

what is the "name" for the Map Metro in BF4 ?

the rule doesnt match :sad:

On Kill;Map Metro;Damage ProjectileExplosive;PlayerCount 2;Log %p% kicked for ProjectileExplosive on Metro;Kick %p% ProjectileExplosive on Metro

On Kill;Map Metro;Damage ProjectileExplosive;PlayerSay %p% no ProjectileExplosive on Metro;Kill 100

but on Locker it works...

On Kill;Map Prison;Damage ProjectileExplosive;PlayerCount 2;Log %p% kicked for ProjectileExplosive on Locker;Kick %p% ProjectileExplosive on Locker

On Kill;Map Prison;Damage ProjectileExplosive;PlayerSay %p% no ProjectileExplosive on Locker;Kill 100

i tried another map name too , doesnt works ....

Map XP0_Metro

...
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Originally Posted by coRpSE*:

 

Question. I am new to this and I had a question. I been leaning and modifying this for our server and I have run into a bind. I have searched all over and have not found anything that helped. What i am trying to do is set it up so our server rules display as a yell and not a text when they type in !yell by modifying the proconrulz_rules.txt.

 

This is what I have thus far.

Code:

On Say;Text !rules
    PlayerYell 5 === Rules ===
    PlayerYell 5 === Example 1 ===
    PlayerYell 5 === Example 2 ===
    PlayerYell 5 === Example 3 ===
    PlayerYell 5 === Example 4 ===
    PlayerYell 5 === Example 5 ===
    PlayerYell 5 === Example 6 ===
    PlayerYell 5 === Example 7 ===
Another reason I went with yell instead of say was because it was harder to see and went by fast also.

 

I read in one of the manuals I found that PlayerYell followed by a number then message would set how long that message stay, but in my example there, the first rules go in like 1.5 - 2 seconds each and I believe is a bit to fast. The last one of that list stays longer.

 

Any suggestions?

 

Also, I was wondering if there was a way to add color to the text, or is that something that can't be done.

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Originally Posted by LjMjollnir*:

 

Code:

On Say;Text !rules
    PlayerYell 5 === Rules ===
    PlayerYell 5 === Example 1 ===
    PlayerYell 5 === Example 2 ===
    PlayerYell 5 === Example 3 ===
    PlayerYell 5 === Example 4 ===
    PlayerYell 5 === Example 5 ===
    PlayerYell 5 === Example 6 ===
    PlayerYell 5 === Example 7 ===
Another reason I went with yell instead of say was because it was harder to see and went by fast also.

 

I read in one of the manuals I found that PlayerYell followed by a number then message would set how long that message stay, but in my example there, the first rules go in like 1.5 - 2 seconds each and I believe is a bit to fast. The last one of that list stays longer.

 

Also, I was wondering if there was a way to add color to the text, or is that something that can't be done.

I was always under the impression you could only have 1 Yell message up at a time.. so putting 5 lines of Yell would either only display the first or the last :ohmy:.. and that is probably why the rules are disappearing so quickly.. mind you i havent tested this for myself.. ive just always assumed that was the case from reading other posts on this forum 8)

 

and for the second part.. no there is no way to color the text in game.. you can however color the text when it is displayed in the procon chat window.. .. but in game it would look something like this

 

^b^8This text is ment to be bold and red.. but in game it will be the normal color and not bold at all!!

but in the procon chat window that would display such as

This text is ment to be bold and red.. but in game it will be the normal color and not bold at all!!

 

however if all you want to do is color the procon chat window a little thats fine... :ohmy: in game users will probably wonder why there is ^ codes... but who cares about those guys eh :P

also a link to the codes if you are interested showthread....at-color-codes*

 

also.. use Both instead of Say/Yell.. and it will display it as a yell and a say :ohmy:.. i cant remember if there is a Player version of Both (PlayerBoth).. ill check that quickly... nope doesnt appear to be.. still handy to know the Both output command anyway 8)

 

one thing you could do is maybe

 

Code:

On Say;Text !rules
      PlayerYell 5 Read the chat display to see the rules
      Playersay No knifing the admin
      Playersay knifing the admin results in a permanent ban!!!
      Playersay only kidding go and have fun!!!
that will display a Yell getting their attention to read the chatlog :ohmy: not ideal but it is one way :P
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Originally Posted by m4gnet*:

 

On Kill;if %n% >= 2

Set %server_dstreak[%p%]% 0;Set %dsm% 0

Incr %server_dstreak[%v%]%

 

... some code removed here...

 

On Kill;If %server_dstreak[%v%]% >= 10;Say --== %v% died again... they should just give up... %server_dstreak[%v%]% Deaths in a row.

On Kill;If %server_dstreak[%v%]% == 9;Say --== Oh come on.. noone is that fucking bad %v% 9-DEATH STREAK

On Kill;If %server_dstreak[%v%]% == 8;Say --== Holy shit you fucking suck... %v% 8-DEATH STREAK

On Kill;If %server_dstreak[%v%]% == 7;Say --== Are you really that bad? %v% 7-DEATH STREAK

On Kill;If %server_dstreak[%v%]% == 6;Say --== Not sure its bad luck now. %v% 6-DEATH STREAK

On Kill;If %server_dstreak[%v%]% == 5;Say --== Bad Luck! %v% 5-DEATH STREAK

 

LjMjollnir - It will not work.

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Originally Posted by LjMjollnir*:

 

Code:

On Kill;if %n% >= 2
   Set %server_dstreak[%p%]% 0;Set %dsm% 0
   Incr %server_dstreak[%v%]%
On Kill;If %server_dstreak[%v%]% >= 10;Say --== %v% died again... they should just give up... %server_dstreak[%v%]% Deaths in a row.
On Kill;If %server_dstreak[%v%]% == 9;Say --== Oh come on.. noone is that fucking bad %v% 9-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 8;Say --== Holy shit you fucking suck... %v% 8-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 7;Say --== Are you really that bad __ %v% 7-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 6;Say --== Not sure its bad luck now. %v% 6-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 5;Say --== Bad Luck! %v% 5-DEATH STREAK
should work.. because thats the same script im using.. i only removed the code that handles the Tracking of the all time highest/Monthly and Daily death streaks..

 

This one only announces when someone has atleast a 5 death streak :ohmy:.. and continues with a new message at each level till 10.. after 10 its the same message with just the number of deaths changing :ohmy:

 

did you paste as it is shown in this message or did you keep in the "... some code removed here..." if you left that part in it will come up as an error in procon rulz but still should have worked :ohmy:

 

Also it doesnt start counting Death streaks till there is atleast 2 players on the smallest team.. (remove the if %n% >=2) if you want it active all the time.. i have that section there because of my tracking.. i only want it tracking while there is an active game 8)

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Originally Posted by LjMjollnir*:

 

by the way.. for those that are interested :ohmy:

Code:

Script Removed by LjMjollnir
This script will NOT work without its companion date script.... if you read this topic hard enough you will actually find BamBam started a date handling script.. finish it and add it to this script and this will work :P.. mind you i do rather like keeping this script unique to my server.. so this will be removed soonish :ohmy:

 

oh and for the lols :ohmy:

Code:

[dsall]
dstreak=14
dstreakplayer=Falcar
date=2014_06_21
The title was held by another player at 14 deaths aswell :ohmy:.. but to make it more interesting i decided to make it the latest player to reach the current death streak becomes the leader...

 

and another interesting note :ohmy:... before i wrote my Weapon and Melee script as a c# plugin for Procon.. i had 846 rules setup in Proconrulz.. mostly all my own stuff too... about the only thing that isnt mine in my rules setup is the UT Killing spree announcer ruleset 8).. its currently down to 387 rules and dropping quickly as i convert everything over to c#... next is my general Admin commands and Map list generation scripts i think.

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Originally Posted by coRpSE*:

 

I was always under the impression you could only have 1 Yell message up at a time.. so putting 5 lines of Yell would either only display the first or the last :ohmy:.. and that is probably why the rules are disappearing so quickly.. mind you i havent tested this for myself.. ive just always assumed that was the case from reading other posts on this forum 8)

 

and for the second part.. no there is no way to color the text in game.. you can however color the text when it is displayed in the procon chat window.. .. but in game it would look something like this

 

^b^8This text is ment to be bold and red.. but in game it will be the normal color and not bold at all!!

but in the procon chat window that would display such as

This text is ment to be bold and red.. but in game it will be the normal color and not bold at all!!

 

however if all you want to do is color the procon chat window a little thats fine... :ohmy: in game users will probably wonder why there is ^ codes... but who cares about those guys eh :P

also a link to the codes if you are interested showthread....at-color-codes*

 

also.. use Both instead of Say/Yell.. and it will display it as a yell and a say :ohmy:.. i cant remember if there is a Player version of Both (PlayerBoth).. ill check that quickly... nope doesnt appear to be.. still handy to know the Both output command anyway 8)

 

one thing you could do is maybe

 

Code:

On Say;Text !rules
      PlayerYell 5 Read the chat display to see the rules
      Playersay No knifing the admin
      Playersay knifing the admin results in a permanent ban!!!
      Playersay only kidding go and have fun!!!
that will display a Yell getting their attention to read the chatlog :ohmy: not ideal but it is one way :P
Can the Playersay also have the time on it, because if just say, for an example, you have 10 rules, the chat only displays I believe the last 5 lines, I may be wrong about that, I will have to double check that after I get back, but I like to slow it down a bit if that's the case. As for the player rules, I was thinking that might be the case, but I wasn't sure if there was a break or something to tell the code to read them one at a time.

 

As for the color, I am not worried about the ProCon chat, I wanted it for the in-game user. Makes it more noticeable to the player and wouldn't get lost in with the other messages. Well, thanks for the response.

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Originally Posted by ty_ger07*:

 

Can the Playersay also have the time on it, because if just say, for an example, you have 10 rules, the chat only displays I believe the last 5 lines, I may be wrong about that, I will have to double check that after I get back, but I like to slow it down a bit if that's the case. As for the player rules, I was thinking that might be the case, but I wasn't sure if there was a break or something to tell the code to read them one at a time.

 

As for the color, I am not worried about the ProCon chat, I wanted it for the in-game user. Makes it more noticeable to the player and wouldn't get lost in with the other messages. Well, thanks for the response.

In game bold or color: not possible.

 

In game yell for multiple lines: not possible with this plugin. Even if you make the yell message appear for 5 seconds, each yell message will be overlapped by the newer yell message. Yelling a message for 5 seconds doesn't give it any priority over the 5 second yell message issued 5 milliseconds later. The players will only see the last message. You need to use a different plugin designed with pauses and message tasks.

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Originally Posted by tarreltje*:

 

In game bold or color: not possible.

 

In game yell for multiple lines: not possible with this plugin. Even if you make the yell message appear for 5 seconds, each yell message will be overlapped by the newer yell message. Yelling a message for 5 seconds doesn't give it any priority over the 5 second yell message issued 5 milliseconds later. The players will only see the last message. You need to use a different plugin designed with pauses and message tasks.

A Yell with multiple line is posible, just put enough spaces between your texts, its a bit of tweaking but you sure can have multiple lines
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Originally Posted by ty_ger07*:

 

A Yell with multiple line is posible, just put enough spaces between your texts, its a bit of tweaking but you sure can have multiple lines

I mean, text after text. He is trying to yell 10 different rules with each rule displaying for a while and the replaced by the next rule. Proconrulz doesn't support setting up tasks to schedule yelling each rule after a certain amount of delay.
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Originally Posted by LjMjollnir*:

 

Can the Playersay also have the time on it, because if just say, for an example, you have 10 rules, the chat only displays I believe the last 5 lines, I may be wrong about that, I will have to double check that after I get back, but I like to slow it down a bit if that's the case. As for the player rules, I was thinking that might be the case, but I wasn't sure if there was a break or something to tell the code to read them one at a time.

Not with Proconrulz sadly... If you asked BamBam really really nicely.. he might implement "procon.protected.tasks.add " for messages ... mind you i havent played with that one myself so im unsure if it is actually a thing or not anymore .. but i did find a topic on this forum that mentions it...
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Originally Posted by m4gnet*:

 

yes yes. Confused me the first line when the game few players.

Previously, it was much easier. Were ready to plug-ins. But in the new versions they stopped working.

So, i need to delete this line "On Kill;if %n% >= 2"?

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Originally Posted by m4gnet*:

 

LjMjollnir OK!THX!!!:smile:

 

Maybe you know why no longer displayed Ping? "On Say;Text !ping;Log Ping;Say %p%'s ping is %ping%"

[12:20:57] ~m4gnet~ > !ping

[12:20:52] ~m4gnet~'s ping is -1

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Originally Posted by LjMjollnir*:

 

Without knowing BamBam's code perfectly.. im going to assume its because you typed !ping in right after you joined the server or loading the scripts...

 

i dont know for sure but i think ping is only updated every ~30 seconds within Proconrulz.. but i am not certain about that one 8).. its just a guess..

 

try waiting awhile before trying your !ping command.. if it works a minute later im pretty sure that is the reason 8).

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Originally Posted by Hodor*:

 

This Rules not worked! But in game chat writes: [bANNED] Qwerty for using shotguns. But Qwerty not banned :huh:

Code:

On Kill;Damage Shotgun;PlayerCount 1;Say [BANNED] %p% for using shotguns;TempBan 7200 %p% was banned for 120 minutes for using Shotgun.
On Kill;Damage Shotgun;Say [KILLED] %p% using shotguns;Kill 100;PlayerSay ======SERVER RULES======;PlayerSay No Shotguns/Hand grenades;PlayerSay No SCAR-H/ACE 52/DMR;PlayerSay No Claymore/C4/M320/Mines;PlayerSay No RPG/SMAW/Javelin;PlayerYell 90 No SCAR-H/ACE 52/DMR/Shotguns/Hand grenades/No Claymore/C4/M320/Mines/No RPG/SMAW/Javelin
This Rules works fine because this TempBan = 300 sec

Code:

On Kill;Damage Shotgun;PlayerCount 1;Say [BANNED] %p% for using shotguns;TempBan 300 %p% was banned for 5 minutes for using Shotgun.
On Kill;Damage Shotgun;Say [KILLED] %p% using shotguns;Kill 100;PlayerSay ======SERVER RULES======;PlayerSay No Shotguns/Hand grenades;PlayerSay No SCAR-H/ACE 52/DMR;PlayerSay No Claymore/C4/M320/Mines;PlayerSay No RPG/SMAW/Javelin;PlayerYell 90 No SCAR-H/ACE 52/DMR/Shotguns/Hand grenades/No Claymore/C4/M320/Mines/No RPG/SMAW/Javelin
There is a fix for this?
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Originally Posted by LjMjollnir*:

 

Hodor.. you could always send a direct command using Exec and see if that works 8)

 

from the server docs

banList.add reason>Add player/IP/GUID to ban list for a certain amount of time

 

so you could try something like

Exec banList.add name %p% seconds 7200 banned for using Shotgun 2 hours.

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