ImportBot Posted April 21, 2018 Share Posted April 21, 2018 Originally Posted by Gam3R*: Thank you, I'll be waiting and try if I do something Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted April 22, 2018 Share Posted April 22, 2018 Originally Posted by ColColonCleaner*: Thank you, I'll be waiting and try if I do something Be waiting for what? The proconrulz documentation is public man. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted April 26, 2018 Share Posted April 26, 2018 Originally Posted by kot163*: Hi! Ok im find code kill sniperlimit 2 on spawn kit, but I want the player to receive a message in the center of the screen (Yell) Code: On Spawn;Kit Recon 2;PlayerSay >>%p%<< 2 SNIPER MAX;Kill On Kill;Not Kit Recon;Kit Recon 2;PlayerSay >>%p%<< no sniper rifle pickup;KillI tried to use PlayerYell and it does not work. Help. BFBC2 Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted April 26, 2018 Share Posted April 26, 2018 Originally Posted by ty_ger07*: Hi! Ok im find code kill sniperlimit 2 on spawn kit, but I want the player to receive a message in the center of the screen (Yell) Code: On Spawn;Kit Recon 2;PlayerSay >>%p%<< 2 SNIPER MAX;Kill On Kill;Not Kit Recon;Kit Recon 2;PlayerSay >>%p%<< no sniper rifle pickup;KillI tried to use PlayerYell and it does not work. Help. BFBC2 I bet you player yell does work. In Proconrulz plugin settings, change the yell duration setting from the default '2' to '2000'. BF3 and BF4 specify yell duration in seconds. In BFBC2, the yell duration is specified in milliseconds. At the moment, it is probably displaying for 2 milliseconds and that is why you don't see it. Or, alternatively, if you are specifying the yell duration in your rules, make sure you specify it in milliseconds for BFBC2. Example: Code: On Spawn;Kit Recon 2;PlayerYell 2000 >>%p%<< 2 SNIPER MAX;Kill Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted April 27, 2018 Share Posted April 27, 2018 Originally Posted by kot163*: I bet you player yell does work. In Proconrulz plugin settings, change the yell duration setting from the default '2' to '2000'. BF3 and BF4 specify yell duration in seconds. In BFBC2, the yell duration is specified in milliseconds. At the moment, it is probably displaying for 2 milliseconds and that is why you don't see it. Or, alternatively, if you are specifying the yell duration in your rules, make sure you specify it in milliseconds for BFBC2. Example: Code: On Spawn;Kit Recon 2;PlayerYell 2000 >>%p%<< 2 SNIPER MAX;Kill thank you! All work fine! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 11, 2018 Share Posted June 11, 2018 Originally Posted by spatieman*: Could use some help here. Made for my bf4 server a server description rotator. The idea is, that on each serverfirst spawn the description changes for the round. Code: if %lock_des% = 0;serverfirst;on spawn;incr %ini_serverdescription_current%;say %ini_serverdescription_current%;set %lock_des% 1 if %ini_serverdescription_current% >= 8;set %ini_serverdescription_current% 2;adminsay reseting loop if %ini_serverdescription_current% == 1;exec vars.serverDescription "Welcome to Private Infidels * Happy Hours *";say * Happy Hours * is active if %ini_serverdescription_current% == 2;exec vars.serverDescription "Welcome to Private Infidels * We have cookies *";say We have cookies * is active if %ini_serverdescription_current% == 3;exec vars.serverDescription "Welcome to Private Infidels * Happy Teabagging *";say * Happy Teabagging * is active if %ini_serverdescription_current% == 4;exec vars.serverDescription "Welcome to Private Infidels * Today's topic: none.....*";say * Today's topic: none.....* is active if %ini_serverdescription_current% == 5;exec vars.serverDescription "Welcome to Private Infidels * dont you have a life _ *";say * dont you have a life _ * is active if %ini_serverdescription_current% == 6;exec vars.serverDescription "Welcome to Private Infidels * teabagging allowed here*";say * teabagging allowed here* is active if %ini_serverdescription_current% == 7;exec vars.serverDescription "Welcome to Private Infidels * Dark cookie u are_ *";say * Dark cookie u are_ * is activeand yes, it looks weard with the %lock_des% but if i dont do it, the wont work properly.i can see in the config file the number increasing but for some reason the description is not changing if i remove the exec commandline, so that only the announcement is show, it even wont show that. made tons on wicked scripts, but this is bugging me. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 11, 2018 Share Posted June 11, 2018 (edited) Originally Posted by maxdralle*: irstly: i like that teabagging is allowed on your server;)secondly: when you change the server description then you see the new descripton on next round. real time change is not possible. i suggest to use the trigger ON ROUNDOVER instead of ON SPAWN.your script is a littlebit mixed. all scripts for proconrulz need a fix syntax. first you need a TRIGGER; then a optional CONDITION; then the ACTION stuff. in short: TRIGGER; CONDIDTION; ACTIONyou script will work in this way: On RoundOver; Incr %ini_serverdescription_current%; If %ini_serverdescription_current% > 7; Set %ini_serverdescription_current% 1; if %ini_serverdescription_current% == 1;exec vars.serverDescription "Welcome to Private Infidels * Happy Hours *";say * Happy Hours * is active if %ini_serverdescription_current% == 2;exec vars.serverDescription "Welcome to Private Infidels * We have cookies *";say We have cookies * is active if %ini_serverdescription_current% == 3;exec vars.serverDescription "Welcome to Private Infidels * Happy Teabagging *";say * Happy Teabagging * is active if %ini_serverdescription_current% == 4;exec vars.serverDescription "Welcome to Private Infidels * Today's topic: none.....*";say * Today's topic: none.....* is active if %ini_serverdescription_current% == 5;exec vars.serverDescription "Welcome to Private Infidels * dont you have a life _ *";say * dont you have a life _ * is active if %ini_serverdescription_current% == 6;exec vars.serverDescription "Welcome to Private Infidels * teabagging allowed here*";say * teabagging allowed here* is active if %ini_serverdescription_current% == 7;exec vars.serverDescription "Welcome to Private Infidels * Dark cookie u are_ *";say * Dark cookie u are_ * is active i suggest you take a look into the proconrulz documentation, it is very helpfull:http://www.forsterlewis.com/proconrulz.pdf Edited August 7, 2019 by maxdralle Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 11, 2018 Share Posted June 11, 2018 (edited) Originally Posted by spatieman*: eh, ya, the onroundover.as useual, to far thinking out of the box...Thanks!! Edited August 7, 2019 by maxdralle Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 29, 2018 Share Posted June 29, 2018 Originally Posted by HATANO_KENJI*: Okay! I think I was defeated by this huge scale reply, My current physical condition can't find my answer in 604 total pages... I used to see other servers and see when players join the server, All players can see the current time, Should be changed from this code: # JOINER/LEAVER LOG On Join;Say %p% has joined the server On Leave;Say %p% has left the server [HATANO_KENJI] has joined the server (Current time: 2018/06/29 - AM:07:00) [HATANO_KENJI] has has left the server (Current time: 2018/06/29 - AM:07:00) Like this effect. I want to find such a code, But I can't find it. How can I ask this problem? Thank you for your help! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 30, 2018 Share Posted June 30, 2018 Originally Posted by ty_ger07*: On Join;Say %p% has joined the server (current time %hms%) The problem is that it will always show the server's time, not necessarily the player's time. That limitation makes this seems kind of pointless. Don't people own watches, clocks, and smartphones? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 1, 2018 Share Posted July 1, 2018 Originally Posted by xcite*: Grretings to everybody! Asking for help guys ... I need to kick a player out from BF4 server on first usage of: 1. All of M320's and etc., 2. RPG, MBT, SMAW etc., 3. MORTAR On METRO & LOCKER maps. I have the following code for it: Code: # KILL AND KICK RULES On Kill;Map XP0_Metro,MP_Prison;Not Weapon U_M67,U_V40,U_Grenade_RGO,U_M34,U_Flashbang,U_C4,U_C4_Support,U_Claymore,U_Claymore_Recon;Damage Explosive,ProjectileExplosive;PlayerCount 1;Log ^1%p% ^0was KICKED for using a ^1%w%;Kick %p%, No Explosives on this Map! You used a %w%.I can't understand why the kick works for: 1. All of M320's and etc., 2. RPG, MBT, SMAW etc., And doesn't works for: 3. MORTAR ? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 1, 2018 Share Posted July 1, 2018 Originally Posted by HATANO_KENJI*: On Join;Say %p% has joined the server (current time %hms%) The problem is that it will always show the server's time, not necessarily the player's time. That limitation makes this seems kind of pointless. Don't people own watches, clocks, and smartphones? I need to be able to show the correct time to join the server, Because I want to hold an "Thank you for helping populate! event" This is because my server to join my server in the daytime my time zone few players, So I hope they can provide screenshots as a reference for participating in the event. About the server time, I have requested i3D.NET to change my server time to my time zone GMT+8, But the displayed time zone seems to be still GMT, Whether this is a Game Servers software, the default time cannot be modified? Because I refer to this teaching, the server's time has not changed: myrcon.net/...server-time#entry49851 This is really no way to solve? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 3, 2018 Share Posted July 3, 2018 Originally Posted by spatieman*: Grretings to everybody! Asking for help guys ... I need to kick a player out from BF4 server on first usage of: 1. All of M320's and etc., 2. RPG, MBT, SMAW etc., 3. MORTAR On METRO & LOCKER maps. I have the following code for it: Code: # KILL AND KICK RULES On Kill;Map XP0_Metro,MP_Prison;Not Weapon U_M67,U_V40,U_Grenade_RGO,U_M34,U_Flashbang,U_C4,U_C4_Support,U_Claymore,U_Claymore_Recon;Damage Explosive,ProjectileExplosive;PlayerCount 1;Log ^1%p% ^0was KICKED for using a ^1%w%;Kick %p%, No Explosives on this Map! You used a %w%.I can't understand why the kick works for: 1. All of M320's and etc., 2. RPG, MBT, SMAW etc., And doesn't works for: 3. MORTAR ? in your BF4 config dir from procon, is a file called bf4.defin it, are mostly all weapons, kits, defined. copy, and edit, remove all non esential stuff, so that u only have the weapon codes left. from there, u can do magic with proconrulz. hint, direct kick when using forbidden weapon is harsh, suggestion: make it first 2 kills with them a kill, and let them know that those things are forbidden. if they kep stubern,a kick can help in the case. most of the weapon kits are in your line already. but be carefull, sometimes, proconrulz make a mess if u make a extended rule.. not gonna post the stripped version i have, it is huge. stripped down version Code: None "U_V40" Auxiliary Explosive None "U_M34" Auxiliary Explosive None "U_M67" Auxiliary Explosive None "U_Flashbang" Auxiliary Explosive None "U_Grenade_RGO" Auxiliary Explosive Assault "U_AEK971_M320_3GL" Secondary ProjectileExplosive Assault "U_AEK971_M320_FLASH" Secondary ProjectileExplosive Assault "U_AEK971_M320_HE" Secondary ProjectileExplosive Assault "U_AEK971_M320_LVG" Secondary ProjectileExplosive Assault "U_AK12_M320_3GL" Secondary ProjectileExplosive Assault "U_AK12_M320_FLASH" Secondary ProjectileExplosive Assault "U_AK12_M320_HE" Secondary ProjectileExplosive Assault "U_AK12_M320_LVG" Secondary ProjectileExplosive Assault "U_AN94_M320_3GL_v1" Secondary ProjectileExplosive Assault "U_AN94_M320_FLASH_v1" Secondary ProjectileExplosive Assault "U_AN94_M320_HE_v1" Secondary ProjectileExplosive Assault "U_AN94_M320_LVG_v1" Secondary ProjectileExplosive Assault "U_AR160_M320_3GL" Secondary ProjectileExplosive Assault "U_AR160_M320_FLASH" Secondary ProjectileExplosive Assault "U_AR160_M320_HE" Secondary ProjectileExplosive Assault "U_AR160_M320_LVG" Secondary ProjectileExplosive Assault "U_CZ805_M320_3GL" Secondary ProjectileExplosive Assault "U_CZ805_M320_FLASH" Secondary ProjectileExplosive Assault "U_CZ805_M320_HE" Secondary ProjectileExplosive Assault "U_CZ805_M320_LVG" Secondary ProjectileExplosive Assault "U_L85A2_M320_3GL_V2" Secondary ProjectileExplosive Assault "U_L85A2_M320_HE_V2" Secondary ProjectileExplosive Assault "U_L85A2_M320_LVG_V2" Secondary ProjectileExplosive Assault "U_M16A4_M320_3GL" Secondary ProjectileExplosive Assault "U_M16A4_M320_FLASH" Secondary ProjectileExplosive Assault "U_M16A4_M320_HE" Secondary ProjectileExplosive Assault "U_M16A4_M320_LVG" Secondary ProjectileExplosive Assault "U_M320_3GL" Secondary ProjectileExplosive Assault "U_M320_FLASH" Secondary ProjectileExplosive Assault "U_M320_HE" Secondary ProjectileExplosive Assault "U_M320_LVG" Secondary ProjectileExplosive Assault "U_M416_M320_3GL" Secondary ProjectileExplosive Assault "U_M416_M320_FLASH" Secondary ProjectileExplosive Assault "U_M416_M320_HE" Secondary ProjectileExplosive Assault "U_M416_M320_LVG" Secondary ProjectileExplosive Assault "U_QBZ951_M320_3GL" Secondary ProjectileExplosive Assault "U_QBZ951_M320_FLASH" Secondary ProjectileExplosive Assault "U_QBZ951_M320_HE" Secondary ProjectileExplosive Assault "U_QBZ951_M320_LVG" Secondary ProjectileExplosive Assault "U_SAR21_M320_3GL" Secondary ProjectileExplosive Assault "U_SAR21_M320_FLASH" Secondary ProjectileExplosive Assault "U_SAR21_M320_HE" Secondary ProjectileExplosive Assault "U_SAR21_M320_LVG" Secondary ProjectileExplosive Assault "U_SCAR-H_M320_3GL" Secondary ProjectileExplosive Assault "U_SCAR-H_M320_FLASH" Secondary ProjectileExplosive Assault "U_SCAR-H_M320_HE" Secondary ProjectileExplosive Assault "U_SCAR-H_M320_LVG" Secondary ProjectileExplosive Assault "U_SteyrAug_M320_3GL" Secondary ProjectileExplosive Assault "U_SteyrAug_M320_FLASH" Secondary ProjectileExplosive Assault "U_SteyrAug_M320_HE" Secondary ProjectileExplosive Assault "U_SteyrAug_M320_LVG" Secondary ProjectileExplosive Demolition "AA Mine" Secondary Explosive Demolition "U_FGM148" Secondary ProjectileExplosive Demolition "U_FIM92" Secondary ProjectileExplosive Demolition "U_M15" Secondary Explosive Demolition "U_NLAW" Secondary ProjectileExplosive Demolition "U_RPG7" Secondary ProjectileExplosive Demolition "U_Sa18IGLA" Secondary ProjectileExplosive Demolition "U_SLAM" Auxiliary Explosive Demolition "U_SMAW" Secondary ProjectileExplosive Demolition "U_SRAW" Secondary ProjectileExplosive None "U_AT4" Secondary ProjectileExplosive None "U_MGL" Primary ProjectileExplosive None "U_Railgun" Primary ProjectileExplosive None "U_Starstreak" Secondary ProjectileExplosive None "U_Tomahawk" Primary ProjectileExplosive None "XP3/Gameplay/Vehicles/RAWR/RAWR" Secondary Explosive Recon "U_C4" Secondary Explosive Recon "U_Claymore_Recon" Secondary Explosive Recon "U_SP_Claymore" Secondary Explosive Support "M224" Secondary ProjectileExplosive Support "U_C4_Support" Secondary Explosive Support "U_Claymore" Secondary Explosive Support "U_M224" Secondary ProjectileExplosive Support "U_XM25" Secondary ProjectileExplosive Support "UCAV" Secondary Explosive Support "XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher" Secondary Explosivehappy copy/past saving ^^ Quote * Restored post. 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ImportBot Posted July 4, 2018 Share Posted July 4, 2018 Originally Posted by Saloed12345*: Hello. needed ur help. what is wrong with this rule. Need Operation Locker No Explosive. On Kill;Damage ProjectileExplosive;Kill 1;Say NO EXPLOSIVE! On Kill;Damage ProjectileExplosive;PlayerCount 3;Kick No Explosive! next time Ban! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2018 Share Posted July 6, 2018 Originally Posted by spatieman*: Hello. needed ur help. what is wrong with this rule. Need Operation Locker No Explosive. On Kill;Damage ProjectileExplosive;Kill 1;Say NO EXPLOSIVE! On Kill;Damage ProjectileExplosive;PlayerCount 3;Kick No Explosive! next time Ban! actualy,, the kick happends at kill 3, but when he comes back __, he still get kicked.2nd.. see my previous post about a similar question, there are difrent kinds of explosive type. cough, Claymore are ,just like C4 also explosives,cough. be more acurate, most are willing to help if they have time (i am more slacking,but it is ok) when i have time, i can rewrite one of my own no boom boom rulez hehe... Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 6, 2018 Share Posted July 6, 2018 Originally Posted by xcite*: in your BF4 config dir from procon, is a file called bf4.def in it, are mostly all weapons, kits, defined. copy, and edit, remove all non esential stuff, so that u only have the weapon codes left. from there, u can do magic with proconrulz. hint, direct kick when using forbidden weapon is harsh, suggestion: make it first 2 kills with them a kill, and let them know that those things are forbidden. if they kep stubern,a kick can help in the case. most of the weapon kits are in your line already. but be carefull, sometimes, proconrulz make a mess if u make a extended rule.. not gonna post the stripped version i have, it is huge. stripped down version Code: None "U_V40" Auxiliary Explosive None "U_M34" Auxiliary Explosive None "U_M67" Auxiliary Explosive None "U_Flashbang" Auxiliary Explosive None "U_Grenade_RGO" Auxiliary Explosive Assault "U_AEK971_M320_3GL" Secondary ProjectileExplosive Assault "U_AEK971_M320_FLASH" Secondary ProjectileExplosive Assault "U_AEK971_M320_HE" Secondary ProjectileExplosive Assault "U_AEK971_M320_LVG" Secondary ProjectileExplosive Assault "U_AK12_M320_3GL" Secondary ProjectileExplosive Assault "U_AK12_M320_FLASH" Secondary ProjectileExplosive Assault "U_AK12_M320_HE" Secondary ProjectileExplosive Assault "U_AK12_M320_LVG" Secondary ProjectileExplosive Assault "U_AN94_M320_3GL_v1" Secondary ProjectileExplosive Assault "U_AN94_M320_FLASH_v1" Secondary ProjectileExplosive Assault "U_AN94_M320_HE_v1" Secondary ProjectileExplosive Assault "U_AN94_M320_LVG_v1" Secondary ProjectileExplosive Assault "U_AR160_M320_3GL" Secondary ProjectileExplosive Assault "U_AR160_M320_FLASH" Secondary ProjectileExplosive Assault "U_AR160_M320_HE" Secondary ProjectileExplosive Assault "U_AR160_M320_LVG" Secondary ProjectileExplosive Assault "U_CZ805_M320_3GL" Secondary ProjectileExplosive Assault "U_CZ805_M320_FLASH" Secondary ProjectileExplosive Assault "U_CZ805_M320_HE" Secondary ProjectileExplosive Assault "U_CZ805_M320_LVG" Secondary ProjectileExplosive Assault "U_L85A2_M320_3GL_V2" Secondary ProjectileExplosive Assault "U_L85A2_M320_HE_V2" Secondary ProjectileExplosive Assault "U_L85A2_M320_LVG_V2" Secondary ProjectileExplosive Assault "U_M16A4_M320_3GL" Secondary ProjectileExplosive Assault "U_M16A4_M320_FLASH" Secondary ProjectileExplosive Assault "U_M16A4_M320_HE" Secondary ProjectileExplosive Assault "U_M16A4_M320_LVG" Secondary ProjectileExplosive Assault "U_M320_3GL" Secondary ProjectileExplosive Assault "U_M320_FLASH" Secondary ProjectileExplosive Assault "U_M320_HE" Secondary ProjectileExplosive Assault "U_M320_LVG" Secondary ProjectileExplosive Assault "U_M416_M320_3GL" Secondary ProjectileExplosive Assault "U_M416_M320_FLASH" Secondary ProjectileExplosive Assault "U_M416_M320_HE" Secondary ProjectileExplosive Assault "U_M416_M320_LVG" Secondary ProjectileExplosive Assault "U_QBZ951_M320_3GL" Secondary ProjectileExplosive Assault "U_QBZ951_M320_FLASH" Secondary ProjectileExplosive Assault "U_QBZ951_M320_HE" Secondary ProjectileExplosive Assault "U_QBZ951_M320_LVG" Secondary ProjectileExplosive Assault "U_SAR21_M320_3GL" Secondary ProjectileExplosive Assault "U_SAR21_M320_FLASH" Secondary ProjectileExplosive Assault "U_SAR21_M320_HE" Secondary ProjectileExplosive Assault "U_SAR21_M320_LVG" Secondary ProjectileExplosive Assault "U_SCAR-H_M320_3GL" Secondary ProjectileExplosive Assault "U_SCAR-H_M320_FLASH" Secondary ProjectileExplosive Assault "U_SCAR-H_M320_HE" Secondary ProjectileExplosive Assault "U_SCAR-H_M320_LVG" Secondary ProjectileExplosive Assault "U_SteyrAug_M320_3GL" Secondary ProjectileExplosive Assault "U_SteyrAug_M320_FLASH" Secondary ProjectileExplosive Assault "U_SteyrAug_M320_HE" Secondary ProjectileExplosive Assault "U_SteyrAug_M320_LVG" Secondary ProjectileExplosive Demolition "AA Mine" Secondary Explosive Demolition "U_FGM148" Secondary ProjectileExplosive Demolition "U_FIM92" Secondary ProjectileExplosive Demolition "U_M15" Secondary Explosive Demolition "U_NLAW" Secondary ProjectileExplosive Demolition "U_RPG7" Secondary ProjectileExplosive Demolition "U_Sa18IGLA" Secondary ProjectileExplosive Demolition "U_SLAM" Auxiliary Explosive Demolition "U_SMAW" Secondary ProjectileExplosive Demolition "U_SRAW" Secondary ProjectileExplosive None "U_AT4" Secondary ProjectileExplosive None "U_MGL" Primary ProjectileExplosive None "U_Railgun" Primary ProjectileExplosive None "U_Starstreak" Secondary ProjectileExplosive None "U_Tomahawk" Primary ProjectileExplosive None "XP3/Gameplay/Vehicles/RAWR/RAWR" Secondary Explosive Recon "U_C4" Secondary Explosive Recon "U_Claymore_Recon" Secondary Explosive Recon "U_SP_Claymore" Secondary Explosive Support "M224" Secondary ProjectileExplosive Support "U_C4_Support" Secondary Explosive Support "U_Claymore" Secondary Explosive Support "U_M224" Secondary ProjectileExplosive Support "U_XM25" Secondary ProjectileExplosive Support "UCAV" Secondary Explosive Support "XP1/Gameplay/Gadgets/UCAV/UCAV_Launcher" Secondary Explosivehappy copy/past saving ^^Maybe is it possible not to edit bf4.def? Maybe is it possible to edit my rule ? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted July 16, 2018 Share Posted July 16, 2018 Originally Posted by spatieman*: eh, never edit it. its a procon file, all weapon codes u need to make rules are in it. copy past in a empty file and save it to a difrent name and place it outside procon. the edited file is a helper to make creating rulez more easy. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 23, 2018 Share Posted August 23, 2018 Originally Posted by spatieman*: hmm, this is weard. most of weapon/vehicle codes work what are in the bf4.def file to make funny rules however. Code: On Kill;weapon AA Mine;say Hi %v% ,you got terminated by %p%'s AA minebut procon says this about it.ProconRulz: Warning, weapon AA not found in Procon (but you can still use the key in ProconRulz) kills with it, dont spam the message. any work around, this bugs me for some days now. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 23, 2018 Share Posted August 23, 2018 Originally Posted by maxdralle*: @spartieman in proconulz you can see the right definition of weapon keys. Unbenannt.png i dont know why there is a & character in the key for aa mine. you can try to debug it with the following line. after you got a kill with aa mine you will see in the plugin console the correct weapon key for proconrulz. Code: On Kill; Log %p% kill %v% with proconrulz weapon key: %wk% Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted August 23, 2018 Share Posted August 23, 2018 Originally Posted by spatieman*: As always u where right. on kill;weapon AA&Mine did the trick ,it was the & what i didnt noticed. thnxs maxdralle ! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted October 15, 2018 Share Posted October 15, 2018 Originally Posted by spatieman*: just another BF4 script to be sure that cheating with the Rorsch MK-1, XD-1 Acipiter and RAWR is not posible out of the maps wherethey belong xD This for CONQUEST ONLY ! Code: # banning for use of XD-1 Acipiter and Rorsch MK-1 on NON Final Stand maps in Conquest on kill;not mapmode Conquest;not map Giants Of Karelia,Hammerhead,Hanger 21,Operation Whiteout;weapon XP4/Gameplay/Gadgets/MKV/MKV;say %p% got banned for use of impossible weapon: XD-1 acipiter;ban %p% cheating with XD-1 acipiter on kill;not mapmode Conquest;not map Giants Of Karelia,Hammerhead,Hanger 21,Operation Whiteout;say %p% got banned for use of impossible weapon: rorsch mk-1;ban %p% cheating with rorsch mk-1And this for the RAWR out of its mapCode: on kill;not mapmode Conquest;not map Sunken Dragon,Pearl Market,Propaganda,Lumphini Garden;weapon XP3/Gameplay/Vehicles/RAWR/RAWR;say %p% got banned for use of impossible weapon: RAWR;ban %p% cheating with RAWRwork in progress for Obliteration mapmode. As for Metro only servers Yes, i have seen #$^#@# using them on it. Code: ## Metro ############### RAWR ############### On Kill;map Operation Metro 2014;weapon XP3/Gameplay/Vehicles/RAWR/RAWR;say %p% got banned for use of impossible weapon: RAWR;ban %p% cheating with RAWR ############### XD-1 Acipiter MKV ############### On Kill;map Operation Metro 2014;weapon XP4/Gameplay/Gadgets/MKV/MKV;say %p% got banned for use of impossible weapon: XD-1 acipiter;ban %p% cheating with XD-1 acipiter ############### Rorsch MK-1 ############### On Kill;map Operation Metro 2014;weapon U_Railgun;say %p% got banned for use of impossible weapon: rorsch mk-1;ban %p% cheating with rorsch mk-1Aditional:Final stand maps CQ: Giants Of Karelia: XD1 Acipiter / Rorsch MK-1 OBL: Giants Of Karelia: /XD1 Acipiter CQ: Hammerhead: XD1 Acipiter / Rorsch MK-1 OBL: Hammerhead: XD1 Acipiter / Rorsch MK-1 CQ: Hangar 21: XD1 Acipiter / rorsch mk-1 OBL: Hangar 21: XD1 Acipiter / rorsch mk-1 CQ: Operation Whiteout: XD1 Acipiter / rorsch mk-1 OBL: Operation Whiteout: XD1 Acipiter / rorsch mk-1 Dragon's Teeth maps CQ: Sunken Dragon: RAWR OBL: Sunken Dragon: RAWR CQ: Pearl Market: RAWR OBL: Pearl Market: RAWR CQ: Propaganda: RAWR OBL: Propaganda: RAWR CQ: Lumphini Garden: RAWR Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted December 23, 2018 Share Posted December 23, 2018 Originally Posted by xloneshadowx*: Somewhere among these 617 pages is a chopper kill limit script. Example when less than 30 players in the server after a 10 kill streak the chopper pilot and/or gunner gets killed. I seen a good one but before now i can't find it. It would warn players as well.. anyone know what i'm talking about? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 10, 2019 Share Posted January 10, 2019 Originally Posted by tchum*: does someone know how to add a "whitelist" in a pronconrulz code ? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 12, 2019 Share Posted January 12, 2019 Originally Posted by maxdralle*: @tchum yes, whitelist is possible. what do you want to do with the whitelist? Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 12, 2019 Share Posted January 12, 2019 Originally Posted by tchum*: @maxdralle hi, It's for your "ANTI KILL STREAK CHALLENGE" (myrcon.net/...proconrulz-player-challenge-event-to-win-a-vip-slot-bf4-working-code#entry52020) I would like to add it a whitelist, so like that if one of the whitelisted player reach the k/s limit, the ANTI KILL STREAK CHALLENGE is not triggered. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 12, 2019 Share Posted January 12, 2019 Originally Posted by maxdralle*: just edit line 7 and line 8 from: Code: # start anti kill streak challenge On Kill; if %ts1% + %ts2% >= 16;to: Code: # start anti kill streak challenge On Kill; if %ts1% + %ts2% >= 16; if %p% != [b]SniperBen[/b]; if %p% != [b]SmokyJoe[/b] Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted January 13, 2019 Share Posted January 13, 2019 Originally Posted by tchum*: Thank you for your help @maxdralle ! Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 16, 2019 Share Posted February 16, 2019 Originally Posted by spatieman*: Took a while, didnt had much time to work on it. but here is a revised version for forbidden weapons this will ban players using the RAWR ,RORSCH MK1 and the XD-1 ACIPITER used NOT on the maps where it belong. it is work in progress, exluded are Gun Master modes, depending on the gun master preset u can kill with the rorsch MK1 also excluded are the XP3 and XP4 modes. on the XP3 maps (not all modes) there is the RAWR drone. on the XP4 maps (not all modes) are the Rorsch MK1 and the XD-1 Acipiter drone * updated XP3 and XP4 in reversed order. Code: # forbidden weapon protection # excluded are XP3_ and XP4_ maps, work in progress on spawn;playerfirst;not mapmode gunmaster;map MP_Abandoned,MP_Damage,MP_Flooded,MP_Journey,MP_Naval,MP_Prison,MP_Resort,MP_Siege,MP_TheDish,MP_Tremors;say FORBIDDEN WEAPON PROTECTION vanila maps on spawn;playerfirst;not mapmode gunmaster;map XP0_Caspian,XP0_Firestorm,XP0_Metro,XP0_Oman,XP1_001,XP1_002,XP1_003,XP1_004,XP2_001,XP2_002,XP2_003,XP2_004,XP5_Night_01,XP6_CMP,XP7_Valley,XP3_MarketPl,XP3_Prpganda,XP3_UrbanGdn,XP3_WtrFront,XP4_Arctic,XP4_SubBase,XP4_Titan,XP4_WlkrFtry;say FORBIDDEN WEAPON PROTECTION DLC maps ############### RAWR ############### on kill;not mapmode gunmaster;map MP_Abandoned,MP_Damage,MP_Flooded,MP_Journey,MP_Naval,MP_Prison,MP_Resort,MP_Siege,MP_TheDish,MP_Tremors;weapon XP3/Gameplay/Vehicles/RAWR/RAWR;say %p% got banned for use of impossible weapon: RAWR;ban %p% cheating with RAWR on kill;not mapmode gunmaster;map XP0_Caspian,XP0_Firestorm,XP0_Metro,XP0_Oman,XP1_001,XP1_002,XP1_003,XP1_004,XP2_001,XP2_002,XP2_003,XP2_004,XP5_Night_01,XP6_CMP,XP7_Valley;weapon XP3/Gameplay/Vehicles/RAWR/RAWR;say %p% got banned for use of impossible weapon: RAWR;ban %p% cheating with RAWR on kill;map XP4_Arctic,XP4_SubBase,XP4_Titan,XP4_WlkrFtry;weapon XP3/Gameplay/Vehicles/RAWR/RAWR;say %p% got banned for use of impossible weapon: RAWR;ban %p% cheating with RAWR ############### XD-1 Acipiter MKV ############### on kill;not mapmode gunmaster;map MP_Abandoned,MP_Damage,MP_Flooded,MP_Journey,MP_Naval,MP_Prison,MP_Resort,MP_Siege,MP_TheDish,MP_Tremors;weapon XP4/Gameplay/Gadgets/MKV/MKV;say %p% got banned for use of impossible weapon: XD-1 acipiter;ban %p% cheating with XD-1 acipiter on kill;not mapmode gunmaster;map XP0_Caspian,XP0_Firestorm,XP0_Metro,XP0_Oman,XP1_001,XP1_002,XP1_003,XP1_004,XP2_001,XP2_002,XP2_003,XP2_004,XP5_Night_01,XP6_CMP,XP7_Valley;weapon XP4/Gameplay/Gadgets/MKV/MKV;say %p% got banned for use of impossible weapon: XD-1 acipiter;ban %p% cheating with XD-1 acipiter on kill;map XP3_MarketPl,XP3_Prpganda,XP3_UrbanGdn,XP3_WtrFront;weapon XP4/Gameplay/Gadgets/MKV/MKV;say %p% got banned for use of impossible weapon: XD-1 acipiter;ban %p% cheating with XD-1 acipiter ############### Rorsch MK-1 ############### on kill;not mapmode gunmaster;map MP_Abandoned,MP_Damage,MP_Flooded,MP_Journey,MP_Naval,MP_Prison,MP_Resort,MP_Siege,MP_TheDish,MP_Tremors;weapon U_Railgun;say %p% got banned for use of impossible weapon: rorsch mk-1;ban %p% cheating with rorsch mk-1 on kill;not mapmode gunmaster;map XP0_Caspian,XP0_Firestorm,XP0_Metro,XP0_Oman,XP1_001,XP1_002,XP1_003,XP1_004,XP2_001,XP2_002,XP2_003,XP2_004,XP5_Night_01,XP6_CMP,XP7_Valley;weapon U_Railgun;say %p% got banned for use of impossible weapon: rorsch mk-1;ban %p% cheating with rorsch mk-1 on kill;map XP3_MarketPl,XP3_Prpganda,XP3_UrbanGdn,XP3_WtrFront;weapon U_Railgun;say %p% got banned for use of impossible weapon: rorsch mk-1;ban %p% cheating with rorsch mk-1 Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 23, 2019 Share Posted February 23, 2019 Originally Posted by Skuzlebut*: Hi! Plugin has trigger "On Kill;" Is it possible to wait for the addition of the trigger "On Death;"? Or is it contrary to the logic of the program? Sorry for the dumb question.. Quote * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted February 23, 2019 Share Posted February 23, 2019 Originally Posted by ty_ger07*: Hi! Plugin has trigger "On Kill;" Is it possible to wait for the addition of the trigger "On Death;"? Or is it contrary to the logic of the program? Sorry for the dumb question.. On Kill means that their was a death, right? On Kill;%v% is the victim of a kill; which is functionally the same thing as a theoretical "on death" trigger. Quote * Restored post. It could be that the author is no longer active. Link to comment
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