ImportBot Posted February 29, 2016 Share Posted February 29, 2016 Originally Posted by CEBEP78*: In the early rounds, to show yellow text, the number of rounds played. By example: On Kill;ServerFirst;Incr %ini_rounds_count%;Yell Round %ini_rounds_count% begin! Good luck! Have fun! Sorry for bad language Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 29, 2016 Share Posted February 29, 2016 Originally Posted by archangel*: In the early rounds, to show yellow text, the number of rounds played. By example: On Kill;ServerFirst;Incr %ini_rounds_count%;Yell Round %ini_rounds_count% begin! Good luck! Have fun! Sorry for bad language you could do something like this .. (untested)Code: Set %ini_round_count[%m%]% 0 On Round;Incr %ini_round_count[%m%]%;Yell Round %ini_round_count[%m%]% begin! Good luck! Have fun! ## This is optional just to reset the count after (50) rounds ## If %ini_round_count[%m%]% >= 50;Set %ini_round_count[%m%]% 0 Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 29, 2016 Share Posted February 29, 2016 Originally Posted by HitchItch*: We would like to have No RAWR use in the server We would like to just auto kill people who kill with it . Is this simple to do? Thanks Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 29, 2016 Share Posted February 29, 2016 Originally Posted by maxdralle*: We would like to have No RAWR use in the server We would like to just auto kill people who kill with it . Is this simple to do? Thanks Code: On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100the weaponkey for RAWR is "XP3/Gameplay/Vehicles/RAWR/RAWR". tested on map pearl market Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 1, 2016 Share Posted March 1, 2016 Originally Posted by spatieman*: For one, you have written "On Join;;". For two, player information is usually not available/null at the time of join and you need to wait a little while for the information to become available. Since their information is blank (usually) other than their name, their %pcountrykey% won't match anything. It is best to wait until On Spawn so that their information will be available.ups, your right, even after correcting, it didnt work, only the on spawn did,, but spamming on spawm eachtime with country is not a smart idea. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 1, 2016 Share Posted March 1, 2016 Originally Posted by ty_ger07*: ups, your right, even after correcting, it didnt work, only the on spawn did,, but spamming on spawm eachtime with country is not a smart idea.On Spawn;PlayerFirst;... That way it will only spam once the first time they spawn after joining. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 1, 2016 Share Posted March 1, 2016 Originally Posted by BuRockK*: Hey guys anyone know how to use a delay on commands? like i wanna execute a command after 10 seconds of the previous command ive seen server msgs outputs texts line by line 1 seconds at a time so i thought itd be possible for chain commands to execute with 1 second delay between them Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 1, 2016 Share Posted March 1, 2016 Originally Posted by ty_ger07*: Hey guys anyone know how to use a delay on commands? like i wanna execute a command after 10 seconds of the previous command ive seen server msgs outputs texts line by line 1 seconds at a time so i thought itd be possible for chain commands to execute with 1 second delay between them Not possible using this plugin. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 2, 2016 Share Posted March 2, 2016 Originally Posted by BuRockK*: Not possible using this plugin.How can i do it? i dont know how to write my own plugin just yet. Is it possible with if i make a batch file and exec ingame? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 2, 2016 Share Posted March 2, 2016 Originally Posted by ty_ger07*: This plugin does not support task scheduling. I only know of two options. 1) Use a different plugin. 2) Exec a pb_sv_task task to start a certain number of seconds in the future. I don't know if this will work. It is worth a try though. On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 1 admin.yell "Test: 1 second later" 1 On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 3 admin.yell "Test: 3 seconds later" 1 On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 5 admin.yell "Test: 5 seconds later" 1 Type !Test in your server and see if it yells three 1-second messages with one second gaps in between each. Hopefully it works as expected and doesn't repeat indefinitely. Since it is adding it as a punkbuster service task on the game server, there may be a delay before it starts working or may not work as expected at all. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 2, 2016 Share Posted March 2, 2016 Originally Posted by BuRockK*: This plugin does not support task scheduling. I only know of two options. 1) Use a different plugin. 2) Exec a pb_sv_task task to start a certain number of seconds in the future. I don't know if this will work. It is worth a try though. On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 1 admin.yell "Test: 1 second later" 1 On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 3 admin.yell "Test: 3 seconds later" 1 On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 5 admin.yell "Test: 5 seconds later" 1 Type !Test in your server and see if it yells three 1-second messages with one second gaps in between each. Hopefully it works as expected and doesn't repeat indefinitely. Since it is adding it as a punkbuster service task on the game server, there may be a delay before it starts working or may not work as expected at all. Nope, didnt worked. It didnt give any errors but did nothing at all either Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 2, 2016 Share Posted March 2, 2016 Originally Posted by ty_ger07*: Try: On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 1 admin.say "Test: 1 second later" all On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 3 admin.say "Test: 3 seconds later" all The all at the end of say might be the trick. The admin.yell I tried above may not be correct since I don't know if it is trying to yell to all or trying to yell to player "1". Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 3, 2016 Share Posted March 3, 2016 Originally Posted by BuRockK*: Try: On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 1 admin.say "Test: 1 second later" all On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 3 admin.say "Test: 3 seconds later" all The all at the end of say might be the trick. The admin.yell I tried above may not be correct since I don't know if it is trying to yell to all or trying to yell to player "1". Nope, still the same. Although the command is right. I also tried "admin.yell test1 6" (without using any quote for msg part) that didnt work also. I checked if i had punkbuster access and it was full as i thought. Edit: using Exec before command worked Edit 2: Interesting though, this did not worked as i used the same logic in previous example: Code: On Say;Text !help;if %targettext% == "0"; Exec punkBuster.pb_sv_command pb_sv_task 1 exec admin.say "Commands you can use.." %p% Exec punkBuster.pb_sv_command pb_sv_task 3 exec admin.say "command1" %p% Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 3, 2016 Share Posted March 3, 2016 Originally Posted by HitchItch*: Code: On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100the weaponkey for RAWR is "XP3/Gameplay/Vehicles/RAWR/RAWR". tested on map pearl marketJust to make sure,I just copy/paste, On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100 In the rulz string array? Not sure if it goes in rulz or rulz.txt Thanks Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 3, 2016 Share Posted March 3, 2016 Originally Posted by BuRockK*: Just to make sure, I just copy/paste, On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100 In the rulz string array? Not sure if it goes in rulz or rulz.txt Thanks it goes in rules section in plugin settings tab, not Rulz.txt Rules section in ProconRulz plugin settings is for you to write your own custom rulz the Rulz.txt is for indicating your server rules to players when they type !rules in game Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 3, 2016 Share Posted March 3, 2016 Originally Posted by HitchItch*: it goes in rules section in plugin settings tab, not Rulz.txt Rules section in ProconRulz plugin settings is for you to write your own custom rulz the Rulz.txt is for indicating your server rules to players when they type !rules in game Thanks Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 3, 2016 Share Posted March 3, 2016 Originally Posted by HitchItch*: We appreciate all the help you guys have given us. Hoping someone can help us with one more issue. We were using insane limits to limit who can join our server. We had a max players K/D ratio set 3.0 and lower. Anyone with a 3.0 K/d ratio or higher would be auto kicked from the server with a message saying, Your K/D ratio exceeds 3.0, Your to Pro Bro! We started a new server with NFO and now we cannot get insane limits to work anymore, when we try to set a new limit to true we get an error messge-[insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed. We have posted a reply in insane limits but no one replies, seems that the plugin is dead. Can this be setup in procon rulz? Thanks Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 4, 2016 Share Posted March 4, 2016 Originally Posted by leibhold*: Sounds like a permission issue with writing the rule files to the layer server ? Bad idea - it doesn't write to rules file When you create a rule, it has to write back to the file proconrulz_rules.txt - if it cant then it will bomb Check with you layer host proconrulz_rules.txt is writable wrong plugin stupid.. So I have posted on the other plugin page - but same deal - just the names have changed. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 5, 2016 Share Posted March 5, 2016 Originally Posted by HitchItch*: Code: On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100the weaponkey for RAWR is "XP3/Gameplay/Vehicles/RAWR/RAWR". tested on map pearl marketWe have tried this code this morning, It does not work, teammate killed me with a rawr and he was not auto killed Any Ideas? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 5, 2016 Share Posted March 5, 2016 Originally Posted by ty_ger07*: We have tried this code this morning, It does not work, teammate killed me with a rawr and he was not auto killed Any Ideas? It works... unreliably. There is no solution to the unreliability. The game server sometimes tells procon that the kill was with rawr, but usually just tells procon that the kill was with "death". It's a DICE bug as far as I know. Since death is a weapon keyword shared with quite a few other weapons/situations, you can't usually make a rule against it. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 5, 2016 Share Posted March 5, 2016 Originally Posted by HitchItch*: It works... unreliably. There is no solution to the unreliability. The game server sometimes tells procon that the kill was with rawr, but usually just tells procon that the kill was with "death". It's a DICE bug as far as I know. Since death is a weapon keyword shared with quite a few other weapons/situations, you can't usually make a rule against it.Bummer, So it sounds like there is no real reliable way to prevent the use of a specific weapon or vehicle Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 5, 2016 Share Posted March 5, 2016 Originally Posted by BuRockK*: isnt %v% is the victim name? aka the person who got killed? and how does "kill 100" work? i didnt get that one Edit: sorry my bad, text is so small i read "w" as "v". but i still didnt get "kill 100" Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 5, 2016 Share Posted March 5, 2016 Originally Posted by HitchItch*: Im willing to give a different code a try if someone has one. Another option I was wondering about is, What about a code that kills a player when they pick the weapon up. This way the word kill does not come into play since that first code wont work Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 5, 2016 Share Posted March 5, 2016 Originally Posted by BuRockK*: Im willing to give a different code a try if someone has one. Another option I was wondering about is, What about a code that kills a player when they pick the weapon up. This way the word kill does not come into play since that first code wont work im affraid theres no trigger for picking up weapons or damaging with certain weapons for that matter Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 5, 2016 Share Posted March 5, 2016 Originally Posted by HitchItch*: So there is no way to prevent a player from using certain weapons Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 5, 2016 Share Posted March 5, 2016 Originally Posted by BuRockK*: So there is no way to prevent a player from using certain weaponsyour best bet is to use the "On kill" trigger. You can prevent of using a certain weapon with this but as stated before, RAWR has that name bug..you might need to wait on a fix for that. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 8, 2016 Share Posted March 8, 2016 Originally Posted by BuRockK*: Hello guys, i wanted to ask if proconrulz can work with UMM plugin. I will be using different server presets for different maplists i have in that plugin and i wanted to know if i can have the rules.txt (the one outputs the !rules) shows the rules for whichever server preset is set at that moment. I thought i could maybe use the var.preset... something like On Say;Text !rules;if %var.preset% == Normal....etc But i honestly dont know the right way to identify the var.preset output, or is it even possible. Is there any other way i can have proconrulz to use different !rules depending on the server presets? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 13, 2016 Share Posted March 13, 2016 Originally Posted by BuRockK*: hmm at this point i dont know who to contact since author of this plugin is inactive for 2 years now. But still cant lose hope. My previous post here as you can see above still valid. I still dont know how to get vars.preset on an "on round" trigger Besides that, now im working on a new idea that would work through Proconrulz, involving %ini_section_name%. But my question is, would it be possible to actually add this to the plugin interface as it would be much easier to use this new rule with a UI in the plugin. I was hoping to contact BamBam for this but he is inactive Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 14, 2016 Share Posted March 14, 2016 Originally Posted by ty_ger07*: Page 32 of the documentation (link in first post) lists what you have access to through the plugin. Game type/experience preset isn't one of the things you have access to with this plugin. I don't know of any work-around to get access to that variable using this plugin. Plugins don't interact with eachother (they are designed not to) and therefore you can't easily interface directly with UMM either. You may be able to think of a way to achieve a similar outcome while staying within those restrictions. For instance, proconrulz can execute a command to change the game type/experience. If you used a proconrulz command to change the game type, they you would automatically know what the game type is and save it to a variable to refer to at some later time. But can you change the game type without a server restart? I can't remember. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted March 14, 2016 Share Posted March 14, 2016 Originally Posted by BuRockK*: Page 32 of the documentation (link in first post) lists what you have access to through the plugin. Game type/experience preset isn't one of the things you have access to with this plugin. I don't know of any work-around to get access to that variable using this plugin. Plugins don't interact with eachother (they are designed not to) and therefore you can't easily interface directly with UMM either. You may be able to think of a way to achieve a similar outcome while staying within those restrictions. For instance, proconrulz can execute a command to change the game type/experience. If you used a proconrulz command to change the game type, they you would automatically know what the game type is and save it to a variable to refer to at some later time. But can you change the game type without a server restart? I can't remember. Hey man, thanks for the reply. I am using the "different preset for every map" option in UMM and yea vars.preset can be changed without restarting server. Just some vars.x sets might need a server restart while some take effect immediately. vars.preset was the easiest solution for me to have proconrulz know the change in UMM maplist. If i had a way to get any kind of a variable UMM uses, i could of use that in ProconRulz also. In UMM theres this section to make a custom preset to use on maps or maplist you have where you type all the vars.x changes on each line (basicly use whats in your startup.txt but with different sets). I wonder if i was to add "Set %preset% preset1" in there would work? (i know its a noob thinking). Maybe since that section basicly an exec command list for the server (like startup.txt) i could make 2 independent ini file and exec those ini files by one on each maplist preset loads. Then have ProconRulZ check if a variable in ini1 is active or the variable in ini2 is active and act on using rulz depending on that (im not sure it made sense) Quote * Restored post. It could be that the author is no longer active. Link to comment
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