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


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Originally Posted by Mrwesth*:

 

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.

Thanks for the Reply Bambam, i thought it was enought just to "#" comment out the lines .. as that was enought to removed the player joined message but that Persky Left the server message wouldnt go away :/ .. i will try to delete it completely next time my server is empty .. i dont dare to do it while its full since i dont know if that resets / borks out Proconrulz while Sniperlimit and so on is running and suddenly being reset ? ..

 

Anyways thanks for the help i will see if that solves the issue :smile:

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Originally Posted by bambam*:

 

=( can %v% == admin ? anyone? still cannot figure out.

can any1 reply my previous 2 posts

You can't do "If %v% == Admin" directly like that.

 

There is only the one "...;Admin;..." condition that checks the player (%p%) that trigger the rule containing that condition.

 

So your code would have to be more complicated and you keep track of the admins as they spawn.

 

E.g. have an additional rule

 

On Spawn;Admin;Set %server_ixadmin[%p%]% 1

 

So when YOU spawn, a variable %server_ixadmin[ixnorp]% will get set to 1, and an "If %server_ixadmin[] == 1" will only succeed if the player has spawned earlier sometime this round as an admin.

 

Later, if you're killed (so YOU will be %v%) with a weapon you don't like (lets say any Shotgun), you can check the same variable e.g.

 

On Kill;Damage Shotgun;If %server_ixadmin[%v%]% == 1;Say %p% killed an admin (%v%) with a shotgun!!

 

Understand? You're using %p% when you set the variable, and %v% to get the same var back when you test it.

 

What you want to do isn't easy/basic Proconrulz, so if you don't get my comments just give up and choose something simpler at first...

 

cheers, Bambam

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Originally Posted by HolTitan*:

 

HolTitan - This is what I currently use, It works ok I guess it will block everything but pistols and melee.

Code:

On Kill;Log %pt% %p% killed %v% with %w% (%wk%), damage %d%
On Kill;Not Damage Handgun;Not Damage Melee;PlayerCount 3;Log %p% banned (pistols / Melee Only);Ban %p% pistols only
On Kill;Not Damage Handgun;Not Damage Melee;PlayerCount 1;Log %p% kicked (pistols / Melee Only);Kick %p% pistols only
On Kill;Not Damage Handgun;Not Damage Melee;PlayerSay %p% pistols only! you will be kicked then banned if you continue!;Kill 100
madmuthamonk - This is the same that I gave HolTitan but I changed the code a bit to work for Shotguns.

 

 

 

Code:

On Kill;Log %pt% %p% killed %v% with %w% (%wk%), damage %d%
On Kill;Not Damage Handgun;Not Damage Melee;Not Damage Shotgun;PlayerCount 3;Log %p% banned (pistols / Melee Only);Ban %p% pistols only
On Kill;Not Damage Handgun;Not Damage Melee;Not Damage Shotgun;PlayerCount 1;Log %p% kicked (pistols / Melee Only);Kick %p% pistols only
On Kill;Not Damage Handgun;Not Damage Melee;Not Damage Shotgun;PlayerSay %p% pistols only! you will be kicked then banned if you continue!;Kill 100
You can both put a # in front of the ban code if you do not want to ban people that break these rules and only kick them or just take this line out your choice. Like this

Code:

#On Kill;Not Damage Handgun;Not Damage Melee;PlayerCount 3;Log %p% banned (pistols / Melee Only);Ban %p% pistols only
Tested it out this morning and it works like a dream.

 

Hillbillies from around the world thank-you.

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Originally Posted by ixnorp*:

 

You can't do "If %v% == Admin" directly like that.

 

There is only the one "...;Admin;..." condition that checks the player (%p%) that trigger the rule containing that condition.

 

So your code would have to be more complicated and you keep track of the admins as they spawn.

 

E.g. have an additional rule

 

On Spawn;Admin;Set %server_ixadmin[%p%]% 1

 

So when YOU spawn, a variable %server_ixadmin[ixnorp]% will get set to 1, and an "If %server_ixadmin[] == 1" will only succeed if the player has spawned earlier sometime this round as an admin.

 

Later, if you're killed (so YOU will be %v%) with a weapon you don't like (lets say any Shotgun), you can check the same variable e.g.

 

On Kill;Damage Shotgun;If %server_ixadmin[%v%]% == 1;Say %p% killed an admin (%v%) with a shotgun!!

 

Understand? You're using %p% when you set the variable, and %v% to get the same var back when you test it.

 

What you want to do isn't easy/basic Proconrulz, so if you don't get my comments just give up and choose something simpler at first...

 

cheers, Bambam

Yes yes thank you! I got the rough idea. Thanks bambam

 

 

Sent from my iPhone using Tapatalk

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Originally Posted by AJToft*:

 

I wonder if you could make this rule kick the 3rd time a player uses sniper and the player is not in snipersquad?

 

Code:

##################################################
# Limit snipers (and DMR's) to a single squad V1.0
# idea credit staazvaind (rulz by bambam)
##################################################
# CHOOSE YOUR SQUAD HERE
On Init;Set %server_ss_squadname% Charlie

On Init;
    If %server_ss_squadname% == Alpha;Set %server_ss_squad% 1
    If %server_ss_squadname% == Bravo;Set %server_ss_squad% 2
    If %server_ss_squadname% == Charlie;Set %server_ss_squad% 3
    If %server_ss_squadname% == Delta;Set %server_ss_squad% 4
    If %server_ss_squadname% == Echo;Set %server_ss_squad% 5
    If %server_ss_squadname% == Foxtrot;Set %server_ss_squad% 6
    If %server_ss_squadname% == Golf;Set %server_ss_squad% 7
    If %server_ss_squadname% == Hotel;Set %server_ss_squad% 8
    If %server_ss_squadname% == India;Set %server_ss_squad% 9
    If %server_ss_squadname% == Juliet;Set %server_ss_squad% 10
    If %server_ss_squadname% == Kilo;Set %server_ss_squad% 11
    If %server_ss_squadname% == Lima;Set %server_ss_squad% 12
    If %server_ss_squadname% == Mike;Set %server_ss_squad% 13

On Kill;Damage SniperRifle,DMR;Log %pt% %p% sniper kill with %d% %w% in squad %ps%;

On Kill;Damage SniperRifle,DMR;If %psk% != %server_ss_squad%;
    Log %p% %ps% not in %server_ss_squadname% squad (will be slayed);
    TeamSay Sniper Squad is %server_ss_squadname% (limit running);
    PlayerSay You were slayed for sniper use (must be in %server_ss_squadname% Squad);
    Kill

On Say;Text !snipers;PlayerSay Snipers/DMRs limited to %server_ss_squadname% Squad
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Originally Posted by bambam*:

 

I wonder if you could make this rule kick the 3rd time a player uses sniper and the player is not in snipersquad?

Insert a 'playercount' rule which kicks player if count>2 (i.e. ==3) as second line below

Code:

On Kill;Damage SniperRifle,DMR;If %psk% != %server_ss_squad%;
    PlayerCount 2;Log %p% kicked for %w%;Kick No snipers,DMRs
    Log %p% %ps% not in %server_ss_squadname% squad (will be slayed);
    TeamSay Sniper Squad is %server_ss_squadname% (limit running);
    PlayerSay You were slayed for sniper use (must be in %server_ss_squadname% Squad);
    Kill
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Originally Posted by AJToft*:

 

Insert a 'playercount' rule which kicks player if count>2 (i.e. ==3) as second line below

Code:

On Kill;Damage SniperRifle,DMR;If %psk% != %server_ss_squad%;
    PlayerCount 2;Log %p% kicked for %w%;Kick No snipers,DMRs
    Log %p% %ps% not in %server_ss_squadname% squad (will be slayed);
    TeamSay Sniper Squad is %server_ss_squadname% (limit running);
    PlayerSay You were slayed for sniper use (must be in %server_ss_squadname% Squad);
    Kill
Thanks :smile:
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Originally Posted by vanker*:

 

How do i disable the "playernamehere left the server" thing?

i've deleted all the 2 lines (one for joining and another for leaving the server) these 2 came by default with the plugin

 

The joining message don appear...Ok, but the leaving message still appears even after i've deleted :/.

 

Any thoughts?

 

Thanks!

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Originally Posted by Mrwesth*:

 

How do i disable the "playernamehere left the server" thing?

i've deleted all the 2 lines (one for joining and another for leaving the server) these 2 came by default with the plugin

 

The joining message don appear...Ok, but the leaving message still appears even after i've deleted :/.

 

Any thoughts?

 

Thanks!

Same problem here .. cant seem to get ridt of it ...
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Originally Posted by nobodyplays*:

 

I made a very simple script to promote myself to the squad leader of the current squad

 

On Say;Text !switchleader;admin;Exec squad.leader %ptk% %psk% %p%

 

I'm trying to make it such that it can work for any targetplayer, but i dont see an equivalent %ttk% and %tsk%, how can i do this?

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Originally Posted by C-4-N*:

 

I made a very simple script to promote myself to the squad leader of the current squad

 

On Say;Text !switchleader;admin;Exec squad.leader %ptk% %psk% %p%

 

I'm trying to make it such that it can work for any targetplayer, but i dont see an equivalent %ttk% and %tsk%, how can i do this?

interesting i will watch that and try

i don't think "exec squad.leader" is available command

 

when you move someone in oscar squad console send that :

admin.movePlayer -C4N- 2 15 true

 

will come back this evening i think with news

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Originally Posted by bambam*:

 

How do i disable the "playernamehere left the server" thing?

i've deleted all the 2 lines (one for joining and another for leaving the server) these 2 came by default with the plugin

 

The joining message don appear...Ok, but the leaving message still appears even after i've deleted :/.

 

Any thoughts?

 

Thanks!

I think you must have "Display join/leaving" checked in your Procon Chat window, i.e. it's nothing to do with ProconRulz...
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Originally Posted by bambam*:

 

I made a very simple script to promote myself to the squad leader of the current squad

 

On Say;Text !switchleader;admin;Exec squad.leader %ptk% %psk% %p%

 

I'm trying to make it such that it can work for any targetplayer, but i dont see an equivalent %ttk% and %tsk%, how can i do this?

hey SWEET well spotted - new BF4 admin rcon command which you can quickly make available in in-game admin via a simple rule

Code:

BF4 admin command:

squad.leader <teamId> <squadId> <player name> Get/Set the leader of a squad
As a quick implementation, you can track teams/squads for all players:

 

Code:

On Spawn;Set %server_pl_teamkey[%p%]% %ptk%;Set %server_pl_squadkey[%p%]% %psk%
On Kill;Set %server_pl_teamkey[%p%]% %ptk%;Set %server_pl_squadkey[%p%]% %psk%

On Say;Admin;Text !leader;TargetPlayer;Exec squad.leader %server_pl_teamkey[%t%]% %server_pl_squadkey[%t%]% %t%
There's a slight catch that ProconRulz doesn't provide a "On SquadChange" rulz trigger so with the On Spawn/Kill rulz above you can only get the team/squad membership up to the last time they did a spawn or a kill (that should be pretty good). ProconRulz internally IS actually keeping track of those changes, but I don't expose the info directly for each player (except %p%). So currently with the rulz above you can set any player as squad leader so long as they haven't changed squad since their last spawn or kill...
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Originally Posted by C-4-N*:

 

hey SWEET well spotted - new BF4 admin rcon command which you can quickly make available in in-game admin via a simple rule

Code:

BF4 admin command:

squad.leader <teamId> <squadId> <player name> Get/Set the leader of a squad
As a quick implementation, you can track teams/squads for all players:

 

Code:

On Spawn;Set %server_pl_teamkey[%p%]% %ptk%;Set %server_pl_squadkey[%p%]% %psk%
On Kill;Set %server_pl_teamkey[%p%]% %ptk%;Set %server_pl_squadkey[%p%]% %psk%

On Say;Admin;Text !leader;TargetPlayer;Exec squad.leader %server_pl_teamkey[%t%]% %server_pl_squadkey[%t%]% %t%
There's a slight catch that ProconRulz doesn't provide a "On SquadChange" rulz trigger so with the On Spawn/Kill rulz above you can only get the team/squad membership up to the last time they did a spawn or a kill (that should be pretty good). ProconRulz internally IS actually keeping track of those changes, but I don't expose the info directly for each player (except %p%). So currently with the rulz above you can set any player as squad leader so long as they haven't changed squad since their last spawn or kill...
Working bambam !

nice done

 

please had 'onroundover' event :tongue:

 

Code:

public override void OnRoundOver(int iWinningTeamID)
Could we have hope ? :P
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Originally Posted by lordicon*:

 

I am trying to setup a multi bad word kill command. This is what I have but when the text is said it does nothing, Wondering what am I doing wrong? Also does each word have to have its own line or can I put it all in one command?

 

Code:

On Say;Text BAD WORD HERE;Text BAD WORD HERE;Text BAD WORD HERE;Text BAD WORD HERE;PlayerSay %P% Racisim NOT allowed on this server, keep it up and you will get kicked!;kill 100
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Originally Posted by Hutchew*:

 

I am trying to setup a multi bad word kill command. This is what I have but when the text is said it does nothing, Wondering what am I doing wrong? Also does each word have to have its own line or can I put it all in one command?

 

Code:

On Say;Text BAD WORD HERE;Text BAD WORD HERE;Text BAD WORD HERE;Text BAD WORD HERE;PlayerSay %P% Racisim NOT allowed on this server, keep it up and you will get kicked!;kill 100
Try

Code:

On Say;Text BAD WORD HERE,BAD WORD HERE,BAD WORD HERE,BAD WORD HERE;
PlayerCount 2;AdminSay AUTOADMIN: %p% was 5-minute temp-banned for racist remarks.;TempBan 300 AUTOADMIN: Excessive derogatory smacktalk.
PlayerCount 1;PlayerSay AUTOADMIN: %p%, LAST WARNING!!! Stop the racist comments! (Warning %c% of 2);Kill 2500
PlayerSay AUTOADMIN: %P% Racism NOT allowed on this server, keep it up and you will get kicked!;kill 2500 (Warning %c% of 2)
That will give them two warnings with kill, then 5 minute temp ban. Adjust as desired.
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Originally Posted by FireIce69*:

 

bambam,

 

I have downloaded Proconrulz and extracted the file. I placed the files in the Plugins/BF4 folder as I understand where they are to go. However when I open up Procon and look at the plugins for the Loaded Plugins ProconRulz does not show up.

I am running version 1.4.1.3 of Procon and I have 1 BF4 server that I work with.

Can you point me in the right direction for what I may be doing wrong?

 

Regards,

 

FireIce

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Originally Posted by tarreltje*:

 

bambam,

 

I have downloaded Proconrulz and extracted the file. I placed the files in the Plugins/BF4 folder as I understand where they are to go. However when I open up Procon and look at the plugins for the Loaded Plugins ProconRulz does not show up.

I am running version 1.4.1.3 of Procon and I have 1 BF4 server that I work with.

Can you point me in the right direction for what I may be doing wrong?

 

Regards,

 

FireIce

You need to restart your layer server, otherwise procon wont load your plugins/proconrulz
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Originally Posted by Mrwesth*:

 

I think you must have "Display join/leaving" checked in your Procon Chat window, i.e. it's nothing to do with ProconRulz...

Hey Bambam, i have that checked but that only shows up in Procon chat not ingame, the problem im having is as mentioned, that the ingame chat getting spammed with --player has left--, even after deleting those 2 lines and those disappear the moment i disable proconrulz so its clearly linked to proconrulz in some way just cant figure out how .. :/
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Originally Posted by lordicon*:

 

Try

Code:

On Say;Text BAD WORD HERE,BAD WORD HERE,BAD WORD HERE,BAD WORD HERE;
PlayerCount 2;AdminSay AUTOADMIN: %p% was 5-minute temp-banned for racist remarks.;TempBan 300 AUTOADMIN: Excessive derogatory smacktalk.
PlayerCount 1;PlayerSay AUTOADMIN: %p%, LAST WARNING!!! Stop the racist comments! (Warning %c% of 2);Kill 2500
PlayerSay AUTOADMIN: %P% Racism NOT allowed on this server, keep it up and you will get kicked!;kill 2500 (Warning %c% of 2)
That will give them two warnings with kill, then 5 minute temp ban. Adjust as desired.
Thanks will try that out
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Originally Posted by FireIce69*:

 

You need to restart your layer server, otherwise procon wont load your plugins/proconrulz

Thanks tarreltje - I was actually making a couple of mistakes but your response pointed me in the right direction.
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Originally Posted by bambam*:

 

Hey Bambam, i have that checked but that only shows up in Procon chat not ingame, the problem im having is as mentioned, that the ingame chat getting spammed with --player has left--, even after deleting those 2 lines and those disappear the moment i disable proconrulz so its clearly linked to proconrulz in some way just cant figure out how .. :/

Hi - you are correct - I just scanned the rulz .txt files I'm now including in the download and proconrulz_punish.txt DOES include an "On Leave" rule generating the 'Say' chat you've described:

On Leave;Say -- %p% has left the server --;Set %ini_punish_count[%p%]% 0

as its last line...

you can safely modify this to:

On Leave;Set %ini_punish_count[%p%]% 0

 

I think that say chat was only in there for 'debug' purposes so I've taken it out of the version in my download...

 

thanks...

Bambam

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Originally Posted by Mrwesth*:

 

Hi - you are correct - I just scanned the rulz .txt files I'm now including in the download and proconrulz_punish.txt DOES include an "On Leave" rule generating the 'Say' chat you've described:

On Leave;Say -- %p% has left the server --;Set %ini_punish_count[%p%]% 0

as its last line...

you can safely modify this to:

On Leave;Set %ini_punish_count[%p%]% 0

 

I think that say chat was only in there for 'debug' purposes so I've taken it out of the version in my download...

 

thanks...

Bambam

Ahh thanks bro :biggrin:

im no master so tried to look over those codes to spot it my self be didnt understand it so guess i gave up :biggrin:

nice that you found it thanks so much mate :biggrin:

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Originally Posted by ty_ger07*:

 

what is code for whitelist player?

player = %p%

whitelist player = ?

please help ~

A whitelist player is 'Protected', but that is a condition, not a variable.

 

 

You can do something like this:

 

On Kill;Not Protected;...

 

OR

 

On Kill;Protected;...

 

 

But you can't do something like this:

 

On Kill;If %p% != Protected;...

 

OR

 

On Kill;If %p% == Protected;...

 

 

Read the manual. Especially page 32 through page 39.

 

http://www.forsterlewis.com/proconrulz.pdf

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