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


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Originally Posted by nobodyplays*:

 

[iMHO this thread deserves to be a section]

 

I have a syntax question

 

Why is

 

On Kill;if %ini_kick_%v%%>4;Say %p% KILLED %v% - %v% is FREEKILL STATUS!

Getting a Bad "Bad If condition" clause in your rule ""

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Originally Posted by LjMjollnir*:

 

nobodyplays..

 

the problem is with the %ini_kick_%v%%.. Nested varibles wasnt working for me today.. which i thought it was ment too.. really sucked because i wanted to make an ingame map manager that saves lists to the ini file..

 

i was trying to write %ini_maplist_map%num%% but it was not working out the nested varible.. really sucked and decided i cant do the script i wanted without that kind of feature.. and bloody hell the lack of information on starting a new plugin for procon is terrible..

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Originally Posted by nobodyplays*:

 

LjMjollnir

 

the nested variables seem to work for me other than in the if statement [set,incr,decr] maybe have to pass it to a static variable before evaluating..

yeah, rulz needs a bit more polish..

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Originally Posted by bambam*:

 

Guys pls again, need Help!

Guys on my server half of the players play with that SUAV/RC Airplane, they have 60:10 kills and more whats this can i block them?

Really no fun!

THX to all!

We need the weapon key from a SUAV kill - look in your console log. You're looking for an entry something like:

 

[20:21:38] player.onKill Killuminati_D88 Tesion7 U_AKU12 false

 

which was a kill for the AKU-12. I didn't find an entry in the current Config/BF4.def.

 

Then you can have a simple rule:

 

On Kill;Weapon ;Say %p% no SUAV on this server;Kill

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Originally Posted by bambam*:

 

thanks but U_defib isnt recognized

 

Should read, Not sure why it says it is not recognized.

ProconRulz has checked your Configs/BF4.def and not found an entry with that key. ProconRulz will still work but your BF4.def is out of date.
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Originally Posted by bambam*:

 

Before I forget, bambam is OnSpawn working yet so we can lets say kill anyone that spawns in with a flashbang and send them a message saying it is not allowed?

NO. BF4 is almost identical to BF3 as far as the admin goes. No weapon/kit info is provided On Spawn, so there is nothing any plugin can do about that.
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Originally Posted by bambam*:

 

Is this possible?

On Kill;Damage ProjectileExplosive;

PlayerSay %p% do not kill with %w%;Kill

PlayerCount 1;tban 600

PlayerCount 1;If %v% == Admin;PlayerSay u kill admin with Restricted weapon!;ban

 

Is this victim = admin kill command workable?

 

 

Sent from my iPhone using Tapatalk

First, simplify these rulz so you can see what you're doing.

 

Using one trigger with multiple lines of rulz is the same as writing that trigger line before each line:

 

On Kill;Damage ProjectileExplosive;PlayerSay %p% do not kill with %w%;Kill

On Kill;Damage ProjectileExplosive;PlayerCount 1;tban 600

On Kill;Damage ProjectileExplosive;PlayerCount 1;If %v% == Admin;PlayerSay u kill admin with Restricted weapon!;ban

 

Your second and third rulz will NEVER be executed because the 'Kill' action from the first rule will fire and stop further processing.

 

Your condition "If %v% == Admin" at least shows the idea of what you're aiming for, but the only condition available in ProconRulz is "......;Admin;..." which test the current %p% player.

 

If you got smarter you could always kill the bad player, record the person he killed in a var, and when that admin spawns then ban the player. So an interesting bit of code but too complicated for you to do probably.

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Originally Posted by bambam*:

 

nobodyplays..

 

the problem is with the %ini_kick_%v%%.. Nested varibles wasnt working for me today.. which i thought it was ment too.. really sucked because i wanted to make an ingame map manager that saves lists to the ini file..

 

i was trying to write %ini_maplist_map%num%% but it was not working out the nested varible.. really sucked and decided i cant do the script i wanted without that kind of feature.. and bloody hell the lack of information on starting a new plugin for procon is terrible..

%ini_kick_%v%% works fine....

 

BUT - only use %ini..% vars if you really have to - these write to a FILE on the server (Configs/_proconrulz.ini) which is only necessary if you need the var to persist between rounds and server starts/restarts (e.g. it would work well for the implementation of a ban list in ProconRulz for example...)

 

Much more efficient is to use %server_kick_%v%% (i.e. a %server_...% var instead of %ini_...%) which only exists in memory and is flushed out between rounds which seems to be all that is needed here.

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Originally Posted by bambam*:

 

[iMHO this thread deserves to be a section]

 

I have a syntax question

 

Why is

 

On Kill;if %ini_kick_%v%%>4;Say %p% KILLED %v% - %v% is FREEKILL STATUS!

Getting a Bad "Bad If condition" clause in your rule ""

Well done sorting this out... (ProconRulz uses spaces to separate items in a condition/action, and semicolons to separate the conditions/actions from each other).

 

Forum section would be useful - there's another proconrulz thread with another couple of thousand posts in it also...

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Originally Posted by Mrwesth*:

 

hello cant seem to find this in any post, i recently installed Proconrulz and love the plugin but this resulting in my chat getting spammed witht --player-- left server .. when someone leaves .. i turned off the default join / leave part but this i cant seem to find anywhere ? .. can some1 help me ? .. only use the default version, Announcer, killstreak and sniperlimit havnt made any costume rulesets.

 

best

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Originally Posted by bambam*:

 

nobodyplays..

 

the problem is with the %ini_kick_%v%%.. Nested varibles wasnt working for me today.. which i thought it was ment too.. really sucked because i wanted to make an ingame map manager that saves lists to the ini file..

 

i was trying to write %ini_maplist_map%num%% but it was not working out the nested varible.. really sucked and decided i cant do the script i wanted without that kind of feature.. and bloody hell the lack of information on starting a new plugin for procon is terrible..

Your problem is likely to be because %num% will be a per-player variable and you might not be looking at the %ini_maplist_map%num%% in a rule triggered by the same player.

 

There's a whole section in the docs about how to use per-player, per-team, per-server and ini variables. Basically if you call a variable "%num%" then each player gets their own copy e.g.

 

On Kill;Incr %killcount%;PlayerSay you have %killcount% kills

 

will increment a unique kill count for each player.

 

On the other hand, if you have

 

On Kill;Incr %team_killcount%;PlayerSay your team has %team_killcount% kills

 

then the %team_killcount% will be shared by every player on the same team.

 

A variable %server_killcount% is what most people expect, i.e. a single value used across all rulz for every player.

 

If you want to really understand this, %killcount% is actually the same as %server_killcount[%p%]%.

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Originally Posted by ixnorp*:

 

is this possible?

On Kill;Damage Explosive;PlayerSay no %w%;kill

PlayerCount 1;PlayerSay 2 times;tban 600

PlayerCount 1;PlayerSay killed admin;if %v% == Admin;tban 1200

 

or just put them together like this?

 

PlayerCount 1;PlayerSay 2 times;tban 600;if %v% == Admin;PlayerSay killed admin;tban 1200

 

Will last command work? And if the explosives killed two or more including admin. Will the plugin use the last command for killing admin instead of the tban 600

On Kill;Damage Explosive;

PlayerCount 1;If %v% == Not Admin;Say 2 times;TempBan 600

PlayerCount 1;If %v% == Admin;Say killed admin;TempBan 1200

If %v% == Not Admin;PlayerSay no %w%;kill

If %v% == Admin;PlayerSay Kill Admin with %w%;kill

 

doesnt work either, it looks weird to me but i cant figure out. Any help?

 

or should i set to

 

On Kill;Damage Explosive;If %v% == Not Admin

PlayerCount 1;Say 2 times;TempBan 600

PlayerSay no %w%;kill

 

On Kill;Damage Explosive;If %v% == Admin

PlayerCount 1;Say killed admin;TempBan 1200

PlayerSay Kill Admin with %w%;kill

 

two diff set of rules?

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Originally Posted by LjMjollnir*:

 

yeah i get the %server? part man.. but the %num% was a temporary value set within the one block of code based on the Admin typing the text

 

Code:

On Say;Admin;Text !mapsadd
   Not If %targettext% == "all";Not If %targettext% == "vanilla";Not if %targettext% == "XP1";PlayerSay !mapsadd ### , Vanilla/XP1/all
   Set %mapnum% %ini_maplist_nummaps%
   If %ini_map_mode% == "RushLarge0";Set %rounds% 2
   Not If %ini_map_mode% == "RushLarge0";Set %rounds% 1
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Abandoned;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Damage;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Flooded;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
that there is a small snippet of the code im talking about.. it basically replaced the one section of the ini with all the data..

 

basically what this was ment to do was add all the vanilla maps to the ini file.. at which point later on i would read back and send the exec maplist.add commands for each in the list i assumed it was not picking up the nested variables as it was always comming back as 0.. and thats what was happening with me for my custom knife script aswell

 

 

i was expecting the ini to look like

 

[maplist]

map1=MP_abandoned

mapmode1=Domination0

maprounds1=1

map2=MP_Damaged

mapmode2=Domination0

maprounds2=1

etc... etc...

 

and this is what i got

[maplist]

map0=MP_Flooded

mapmode0=Domination0

maprounds0=1

 

so looking back at it.. maybe the Incr %mapnum% wasnt actually increasing the value.. too late in the night for me to play around with it now.. will look in the morning..

 

 

however the counter never increased so all i got was the one set of map information..

 

off memory this is the knife code i was trying to write.. but yeah getting the %v% %p% to stick in the ini file wouldnt work..

 

Code:

On Say;Text !setknife;set %ini_knife_%p%% %targettext%;Say you custom knife text is %targettext%
eg.

!setknife %v% just got knifed by %p%

 

[knife]

LjMjollnir=0 just got knifed by 0

 

however if the user attempted to put in %p% or %v% for player/victim name the %p% would be substituted to 0 in the ini file.. even when edited by hand to put the %v%/%p% text in it wouldnt substitute that correctly 8(.. the result looked very much the same as the map manager

 

[knife]

LjMjollnir=%v% just got knifed by %p%

 

Say %ini_knife_%p%%

 

%v% just got knifed by %p%

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Originally Posted by bambam*:

 

hello cant seem to find this in any post, i recently installed Proconrulz and love the plugin but this resulting in my chat getting spammed witht --player-- left server .. when someone leaves .. i turned off the default join / leave part but this i cant seem to find anywhere ? .. can some1 help me ? .. only use the default version, Announcer, killstreak and sniperlimit havnt made any costume rulesets.

 

best

Easy... ProconRulz starts with only two default rules, so at least you have something and can tell it's working. They are

 

On Join;Say ^2%p%^0 has joined the server

On Leave;Say ^2%p%^0 has left the server

 

They are in the Plugins settings for ProconRulz in the 'Rules' section.

 

Click the word 'Rules' and a [...] button will appear on the right end of the row for that setting.

 

Click the [...] button and a textbox containing the rulz will pop up.

 

Delete all (i.e. both) rulz in that pop-up window and hit 'Save'.

 

Now you should NOT see the 'fred has joined the server' messages.

 

While you're in that window, if you ADD a rule "On Say;Text !hello;PlayerSay Hello to you %p%" then you should be able to say "!hello" in in-game chat and have the server respond with "Hello to you Mrwesth" and you've become a ProconRulz pro.

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Originally Posted by bambam*:

 

yeah i get the %server? part man.. but the %num% was a temporary value set within the one block of code based on the Admin typing the text

 

Code:

On Say;Admin;Text !mapsadd
   Not If %targettext% == "all";Not If %targettext% == "vanilla";Not if %targettext% == "XP1";PlayerSay !mapsadd ### , Vanilla/XP1/all
   Set %mapnum% %ini_maplist_nummaps%
   If %ini_map_mode% == "RushLarge0";Set %rounds% 2
   Not If %ini_map_mode% == "RushLarge0";Set %rounds% 1
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Abandoned;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Damage;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Flooded;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
that there is a small snippet of the code im talking about.. it basically replaced the one section of the ini with all the data..

 

basically what this was ment to do was add all the vanilla maps to the ini file.. at which point later on i would read back and send the exec maplist.add commands for each in the list i assumed it was not picking up the nested variables as it was always comming back as 0.. and thats what was happening with me for my custom knife script aswell

 

 

i was expecting the ini to look like

 

[maplist]

map1=MP_abandoned

mapmode1=Domination0

maprounds1=1

map2=MP_Damaged

mapmode2=Domination0

maprounds2=1

etc... etc...

 

and this is what i got

[maplist]

map0=MP_Flooded

mapmode0=Domination0

maprounds0=1

 

so looking back at it.. maybe the Incr %mapnum% wasnt actually increasing the value.. too late in the night for me to play around with it now.. will look in the morning..

 

 

however the counter never increased so all i got was the one set of map information..

 

off memory this is the knife code i was trying to write.. but yeah getting the %v% %p% to stick in the ini file wouldnt work..

 

Code:

On Say;Text !setknife;set %ini_knife_%p%% %targettext%;Say you custom knife text is %targettext%
eg.

!setknife %v% just got knifed by %p%

 

[knife]

LjMjollnir=0 just got knifed by 0

 

however if the user attempted to put in %p% or %v% for player/victim name the %p% would be substituted to 0 in the ini file.. even when edited by hand to put the %v%/%p% text in it wouldnt substitute that correctly 8(.. the result looked very much the same as the map manager

 

[knife]

LjMjollnir=%v% just got knifed by %p%

 

Say %ini_knife_%p%%

 

%v% just got knifed by %p%

There's a detail that would have been difficult to make comprehensive in the docs, but 'indexed' variable names have to have the index in square brackets to be parsed correctly by ProconRulz (in some circumstances you can get away without the [ ] but it's best to always use them.

 

So you *could* use Set %ini_maplist_map[%mapnum%]% MP_Abandoned and that should work ok.

 

Even so, you should simplify things a bit by using %server_mapnum% because you could be caught out by some other complexity later on (%mapnum% is actually shorthand for %server_mapnum[LjMjollnir]% so you can see you've got a fair amount of nesting going on).

 

Also, BTW

 

Not If A == B

 

is the same as

 

If A != B

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Originally Posted by bambam*:

 

yeah i get the %server? part man.. but the %num% was a temporary value set within the one block of code based on the Admin typing the text

 

Code:

On Say;Admin;Text !mapsadd
   Not If %targettext% == "all";Not If %targettext% == "vanilla";Not if %targettext% == "XP1";PlayerSay !mapsadd ### , Vanilla/XP1/all
   Set %mapnum% %ini_maplist_nummaps%
   If %ini_map_mode% == "RushLarge0";Set %rounds% 2
   Not If %ini_map_mode% == "RushLarge0";Set %rounds% 1
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Abandoned;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Damage;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
   If %targettext% == "Vanilla";Incr %mapnum%;Set %ini_maplist_map%mapnum%% MP_Flooded;Set %ini_maplist_mapmode%mapnum%% %ini_map_mode%;Set %ini_maplist_maprounds%mapnum%% %rounds%
that there is a small snippet of the code im talking about.. it basically replaced the one section of the ini with all the data..

 

basically what this was ment to do was add all the vanilla maps to the ini file.. at which point later on i would read back and send the exec maplist.add commands for each in the list i assumed it was not picking up the nested variables as it was always comming back as 0.. and thats what was happening with me for my custom knife script aswell

 

 

i was expecting the ini to look like

 

[maplist]

map1=MP_abandoned

mapmode1=Domination0

maprounds1=1

map2=MP_Damaged

mapmode2=Domination0

maprounds2=1

etc... etc...

 

and this is what i got

[maplist]

map0=MP_Flooded

mapmode0=Domination0

maprounds0=1

 

so looking back at it.. maybe the Incr %mapnum% wasnt actually increasing the value.. too late in the night for me to play around with it now.. will look in the morning..

 

 

however the counter never increased so all i got was the one set of map information..

 

off memory this is the knife code i was trying to write.. but yeah getting the %v% %p% to stick in the ini file wouldnt work..

 

Code:

On Say;Text !setknife;set %ini_knife_%p%% %targettext%;Say you custom knife text is %targettext%
eg.

!setknife %v% just got knifed by %p%

 

[knife]

LjMjollnir=0 just got knifed by 0

 

however if the user attempted to put in %p% or %v% for player/victim name the %p% would be substituted to 0 in the ini file.. even when edited by hand to put the %v%/%p% text in it wouldnt substitute that correctly 8(.. the result looked very much the same as the map manager

 

[knife]

LjMjollnir=%v% just got knifed by %p%

 

Say %ini_knife_%p%%

 

%v% just got knifed by %p%

balls I just lost all the crap I just wrote.

 

In a nutshell, the 'index' var modifying a variable NAME needs to be in square brackets.

 

So the following should be ok:

 

Set %ini_maplist_map[%mapnum%]% MP_Abandoned

 

and a knife message rule as below I just tested to work ok:

 

On Say;Text !knife;Set %ini_test_knife[%p%]% %targettext%

On Kill;Weapon Melee;VictimSay Message from %p%: %ini_test_knife[%p%]%;PlayerSay %v% was told: %ini_test_knife[%p%]%

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Originally Posted by LjMjollnir*:

 

Ahh thank you again Mr Bambam!!

 

i dont have much time this morning to test.. but if the player was to type

!knife %p% has knifed %v%

 

in the ini file im pretty sure it saves the %p% and %v% as 0's well thats what was happening to me yesterday

 

[test]

knife[Diseased-LJ]=0 knifed 0

 

^^ is the actual result 8(.. is there a way to pass the %targettext% without it being changed (trying to think of a better wording.. but brain is mush from being up too late last night.. then having to get up too early today :P )..

 

maybe a varible prefix like system? but call it absolute? if the phraser picks up a variable with absolute? it wont convert the actual variables inside the text. but you also need one for the output aswell to convert a text that has variables in it to text with the variables expanded out to the value.. alot of stuffin around tho now that i think about it 8(... if i ever get around to working out the C# side of procon plugins its something i will look into myself

 

then also once read from the ini file it doesnt get converted at the moment (so if i hand edit the ini file)

 

[test]

knife[Diseased-LJ]=%p% knifed %v%

 

the output of a Say %ini_test_knife[%p%]% will be

%p% knifed %v%

 

as i have it right now the regular members get their own knife text that is displayed to everyone on the server when they knife someone and victim name is pretty much required.. so right now ive just made seperate rules for them which i need to change every time if needed

 

gah my brain is broken today.. and rushed for time so this might have sounded really stupid sorry :P

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Originally Posted by bambam*:

 

Ahh thank you again Mr Bambam!!

 

i dont have much time this morning to test.. but if the player was to type

!knife %p% has knifed %v%

no you can't defer variable substitutions the way you want - the message has to be plain text. You CAN cheat a bit as in my example (I think) where you add the %p%/%v% at knife-kill time either before or after the player text (VictimSay %p% says %...message..%)
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Originally Posted by bambam*:

 

New version 44g2 uploaded

 

Added 2 new files for Sniper Squad limit (with and without DMR). This was staazvaind's idea - only allow sniper kills out of a single squad. My rulz default to Echo but of course you can change it.

 

Extended previous Linux 'fix' to include the 'ini' file that holds all the values for %ini_X_Y% vars.

 

Added a new trigger "On Init" that can simply be used to initialize vars (e.g. On Init;Set %server_snipersquad% Echo). More convenient than On Round etc.

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Originally Posted by ixnorp*:

 

On Kill;Damage Explosive;

PlayerCount 1;If %v% == Not Admin;Say 2 times;TempBan 600

PlayerCount 1;If %v% == Admin;Say killed admin;TempBan 1200

If %v% == Not Admin;PlayerSay no %w%;kill

If %v% == Admin;PlayerSay Kill Admin with %w%;kill

 

doesnt work either, it looks weird to me but i cant figure out. Any help?

 

or should i set to

 

On Kill;Damage Explosive;If %v% == Not Admin

PlayerCount 1;Say 2 times;TempBan 600

PlayerSay no %w%;kill

 

On Kill;Damage Explosive;If %v% == Admin

PlayerCount 1;Say killed admin;TempBan 1200

PlayerSay Kill Admin with %w%;kill

 

two diff set of rules?

any hint? just a little then i figure out for myself? couldn't get it to work. which 1 did i do wrong?
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Originally Posted by IBA_DR_DEATH*:

 

stupid noob question, cant get in game admin to anything. i have in-game admin plugin and checked but when i go in the server in admin dont work. in my startup ini,am i supposed to put something in the configs naming an admin and if so what is it supposed to look like

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Originally Posted by C-4-N*:

 

Snipersquard(limited) available only 1 squard?

im set below

 

On Init;Set %server_ss_squadname% Delta

On Init;Set %server_ss_squadname% Echo

 

2 squads of sniper = 10 snipers it s a lot , you may don t need limits^^

but apply only Echo squard

because the second line erase the first.

 

get 2 differents variables

 

On Init;Set %server_ss_squadname% Delta

On Init;Set %server_ss_squadname2% Echo

 

OR

 

Depend of how is rest of the code, you may can try

 

On Init;Set %server_ss_squadname% Delta,Echo

 

stupid noob question, cant get in game admin to anything. i have in-game admin plugin and checked but when i go in the server in admin dont work. in my startup ini,am i supposed to put something in the configs naming an admin and if so what is it supposed to look like

You are not in good section , in game admin work with admin account in procon/config at source of layer if you have procon hosted, admins must have the exactly same name as battlelog.

Please read ...* and ask in good section if need

regards

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Originally Posted by C-4-N*:

 

New version 44g2 uploaded

 

Added 2 new files for Sniper Squad limit (with and without DMR). This was staazvaind's idea - only allow sniper kills out of a single squad. My rulz default to Echo but of course you can change it.

 

Extended previous Linux 'fix' to include the 'ini' file that holds all the values for %ini_X_Y% vars.

 

Added a new trigger "On Init" that can simply be used to initialize vars (e.g. On Init;Set %server_snipersquad% Echo). More convenient than On Round etc.

good for init , will testing that , for when end of round detect ? :tongue:
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Originally Posted by KOR_Rifle*:

 

Prior to writing... i'm not speak english well... T_T

 

I'm used Sniper Squad Limited..

but after end of Round, Not working this plugin.

 

example, setting sniper squad Echo,

this round is Normal Operation. But next round, squad Echo players died by ProconRulz.

 

So I'm resetting(Some modifications) Code..

after resetting normal operation...

 

This is problem..

I don't know why..

I did not modify the code in a separate..

 

Is this a bug? or my mistake..?

Waiting for your answer.. Thanks :smile:

 

Note ) Version is 44g2..

* Restored post. It could be that the author is no longer active.
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