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


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Originally Posted by urda*:

 

Can anyone help with the rule which would kick specific player from the server to write something in the chat?

 

I'm trying such rule, but it kill and kick anyone but not specific player

 

on say;TargetPlayer urda;PlayerCount 1;Log %p% kicked for chat off;Kick %p% Sorry, chat off

on say;TargetPlayer urda;PlayerYell %p% CHAT OFF;Kill 100

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Originally Posted by ty_ger07*:

 

Can anyone help with the rule which would kick specific player from the server to write something in the chat?

 

I'm trying such rule, but it kill and kick anyone but not specific player

 

on say;TargetPlayer urda;PlayerCount 1;Log %p% kicked for chat off;Kick %p% Sorry, chat off

on say;TargetPlayer urda;PlayerYell %p% CHAT OFF;Kill 100

It might be better to use a player variable in an IF Statement instead of target player and target action (you are missing the target action in your rules by the way and it is aplying the action to everyone).

 

Something like this:

 

On Say;If %p% == urda;PlayerYell %p% CHAT OFF;Kill 100

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Originally Posted by Hodor*:

 

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

 

from the server docs

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

 

so you could try something like

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

Dont offer me nonsense. The plugin does not extradite TempBan 7200 sec.
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Originally Posted by LjMjollnir*:

 

As for the reason i gave you another choice 8)

 

try that command...

 

Exec is Proconrulz way of being able to send direct commands to the server.. and banList.add is a server command...

so if Proconrulz is not able to ban for 7200 seconds with its temp ban.. use the direct method.. which i know works 8)

 

to put it in your code it would look like this

 

Code:

On Kill;Damage Shotgun;PlayerCount 1;Say [BANNED] %p% for using shotguns;Exec banList.add name %p% seconds 7200 "banned for using Shotgun 2 hours."
On Kill;Damage Shotgun;Say [KILLED] %p% using shotguns;Kill 100;PlayerSay ======SERVER RULES======;PlayerSay No Shotguns/Hand grenades;PlayerSay No SCAR-H/ACE 52/DMR;PlayerSay No Claymore/C4/M320/Mines;PlayerSay No RPG/SMAW/Javelin;PlayerYell 90 No SCAR-H/ACE 52/DMR/Shotguns/Hand grenades/No Claymore/C4/M320/Mines/No RPG/SMAW/Javelin
I have just tested that code and it worked perfectly... well actually i tested

Code:

on say;Text !test;Exec banList.add name %p% seconds 7200 "banned for using Shotgun 2 hours."
and that worked perfectly :ohmy:
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Originally Posted by LjMjollnir*:

 

Code:

Exec banList.add guid %pb_guid% seconds 7200 "banned for using Shotgun 2 hours."
Do not know why does not work? In ban list adds, but lets the server to play:sad:
cant think of anything right now.. because when i tested it i was banned and kicked right away and the ban was the right time in the banlist with the right reason...
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Originally Posted by Hodor*:

 

Yeah cause you are use ban "NAME" and this ban "PB", but if i banned for "ea_guid" = works fine!

 

Code:

Exec banList.add guid %ea_guid% seconds 7200 "banned for using Shotgun 2 hours."
But there is one problem: Red bar to the cause disappears if banned by ea_guid, and pb remains.
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Originally Posted by ty_ger07*:

 

The ban reason thing is in EA's hands. Why not just do a temporary name ban if you want them to be able to see the message? It's not a permanent ban, so you shouldn't worry about them changing their name and joining again; just let them and then let them be temp banned again if they keep up their bad habits.

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Originally Posted by Hodor*:

 

The ban reason thing is in EA's hands. Why not just do a temporary name ban if you want them to be able to see the message? It's not a permanent ban, so you shouldn't worry about them changing their name and joining again; just let them and then let them be temp banned again if they keep up their bad habits.

You're not in the subject.
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Originally Posted by ty_ger07*:

 

You're not in the subject.

What does that mean?

 

You said that an EA GUID ban won't show the ban reason. Why not just do a name ban (the way LjMjollnir showed) instead of an EA GUID ban if you want to not have the ban reason message problem?

 

PB bans are not added to that banlist. PB bans are on a different list and you need to use a different pb ban command if you want to do a pb ban.

http://www.evenbalance.com/publicati...c-ad/index.htm

 

Honestly, just ban by name instead of EA GUID or PB GUID for this purpose. PB bans are way more of a hassle than they are worth (pb ban, pb unban, pb reload ban list, and pb service restart are all more complicated than you will like).

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Originally Posted by LjMjollnir*:

 

Well the other way is to do both bans i guess :ohmy:

 

kind of pointless.. but ban first with the name ban.. then right after do a ban using the EA GUID... but really for a temporary ban name should be fine specially when its only 2 hours.. if you notice them come back with a different name well you can just give them a permanent ban i say :P

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Originally Posted by DavDog*:

 

I NEED HELP. What I'm trying to do is create an BF4 In-game warning script for all Admin to use. I would like all Admin to be able to type !warn and after four times the player would be kicked automatically. Here's what I have so far.

 

1. warning

On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]%

+ TargetAction Incr %warning[%t%]% 1;Say %t% was warned for the first time.;

+ TargetAction PlayerYell %t% you have been warned(1 of 3) for %targettext%.;

 

2. warning

On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]% == 1;

+ TargetAction Incr %warning[%t%]%;Say %t% was warned 2 of 3 times.;

+ TargetAction PlayerYell %t% you have been warned(2 of 3) for %targettext%.;

 

3. warning followed by a kill

On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]% == 2;

+ TargetAction Incr %warning[%t%]%;Say %t% was warned 3 of 3 times.;

+ TargetAction Kill;

+ TargetAction PlayerYell %t% you have been warned(3 of 3) for %targettext%.;

 

4. Kick player for too many warnings

On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]% = 3;

+ TargetAction Set %warning[%t%]% 4;

+ TargetAction Kick;

+ Say Player %t% was kicked for too many warnings.;

 

 

Code:

################################################
# Purpose:  Warn Limit Admin Tool by [LOoL] S.Wisdom                            
# Version:  1.1                                                                 
# Variable: %warning% Incremented per user.                                     
# Commands: !warn PLAYERNAME REASON : !warnstatus PLAYERNAME                    
#################################################

# Kick someone for too many warnings.                                           
On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]% = 3;
+  TargetAction Set %warning[%t%]% 4;
+  TargetAction Kick;
+  Say Player %t% was kicked for too many warnings.;

# Give Final Warning                                                            
On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]% == 2;
+  TargetAction Incr %warning[%t%]%;Say %t% was warned 3 of 3 times.;
+  TargetAction Kill;
+  TargetAction PlayerYell %t% you have been warned(3 of 3) for %targettext%.;

# Warn Second Offenders                                                         
On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]% == 1;
+  TargetAction Incr %warning[%t%]%;Say %t% was warned 2 of 3 times.;
+  TargetAction PlayerYell %t% you have been warned(2 of 3) for %targettext%.;

# Increment for First Offenders                                                 
On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]% < 1;
+  TargetAction Incr %warning[%t%]% 1;Say %t% was warned for the first time.;
+  TargetAction PlayerYell %t% you have been warned(1 of 3) for %targettext%.;

# Reset Counter on Kicked Player                                                
On Say;Admin;Text !warn;TargetPlayer;If TargetAction %warning[%t%]% = 4;
+  TargetAction Set %warning[%t%]% 0;

# Check number of warnings.                                                     
On Say;Admin;Text !warnstatus;TargetPlayer;
+  Say %t% has been warned %warning[%t%]% times.  Version 1.1;
What am I doing wrong? I need some help.:sad: Any help would be greatly appreciated.
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Originally Posted by ty_ger07*:

 

(1)

I don't think this is correct:

"If TargetAction %warning[%t%]% = ..."

 

I think you should use this instead:

"If %warning[%t%]% = ..."

 

I am pretty sure that an IF Statement is a condition not an action and do not need the TargetAction text since %t% is in the variable which specifies the target.

 

(2)

I don't think Incr and Set need the TargetAction text either since they already have %t% in the variable they are incrementing and setting. I think the TargetAction is only necessary for the PlayerYell, Kill, and Kick actions in your rules. If you look at page 32 of the documentation, you will see that Set and Incr are considered conditions instead of actions.

 

This:

"Set %warning[%t%]% ..."

 

Not this:

"TargetAction Set %warning[%t%]% ..."

 

(3)

This doesn't make sense to me:

"Incr %warning[%t%]% 1"

 

Incr will increment/increase the value of the variable by 1 every time. The 1 at the end doesn't make sense. Use this instead:

"Incr %warning[%t%]%"

 

(4)

Lastly, page 13 of the documentation showing the '+' character's usage, shows that those lines shouldn't have a semicolon ( ; ) at their ends.

This:

"Trigger;Condition

+ Condition

+ Action"

 

Not this:

"Trigger;Condition;

+ Condition;

+ Action;"

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Originally Posted by m4gnet*:

 

LjMjollnir!

I redid "Dead streak", and he consistently works unlike your option.

 

 

On Kill;If %server_dstreak[%p%]% >= 5;Say %p% ended %server_dstreak[%p%]%-Dead Series with %w%. Thanks %v%!

On Kill;Incr %server_dstreak[%v%]%;Incr %server_dstreak[%p%]%;Set %server_dstreak[%p%]% 0

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

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

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

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

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

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

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Originally Posted by m4gnet*:

 

Thanks to all authors writing in the plugin! My BFBC2 )

 

Gathered in a bunch:

 

####KILLS AND DEATHS STREAK####

####Kills and Deaths announcer

On Kill;Incr %kills[%p%]%;Incr %server_deaths[%v%]%

On TeamKill;Incr %server_deaths[%v%]%

On Suicide;Incr %server_deaths[%p%]%

#### Announcements of killstreak ending:

On Kill;If %server_streak[%v%]% >= 5;Say %p% ended %v%'s %server_streak[%v%]% kill series with %w%.

#### Reset the player's streak count when they are killed:

On Kill;Set %server_streak[%v%]% 0

#### Reset killincr to 0 if server_streak is 0

On Kill;If %server_streak[%p%]% == 0;Set %killincr% 0

#### Accumulate the kill count for each player in a var %server_streak[playername]%

On Kill;Incr %killincr%;Incr %server_streak[%p%]%;

#### Say periodic killstreak messages

On Kill;If %killincr% == 30;Set %killincr% 25

On Kill;If %server_streak[%p%]% == 25;Say GodLike! %p% 25-Kill streak;PlayerSay [%p%] - your K/D: %kills[%p%]%/%server_deaths[%p%]%

On Kill;If %server_streak[%p%]% == 20;Say Unstoppable! %p% 20-Kill streak;PlayerSay [%p%] - your K/D: %kills[%p%]%/%server_deaths[%p%]%

On Kill;If %server_streak[%p%]% == 15;Say Dominating! %p% 15-Kill streak;PlayerSay [%p%] - your K/D: %kills[%p%]%/%server_deaths[%p%]%

On Kill;If %server_streak[%p%]% == 10;Say Rampage! %p% 10-Kill streak;PlayerSay [%p%] - your K/D: %kills[%p%]%/%server_deaths[%p%]%

On Kill;If %server_streak[%p%]% == 5;Say Killing Spree! %p% 5-Kill streak;PlayerSay [%p%] - your K/D: %kills[%p%]%/%server_deaths[%p%]%

###Deaths Streak Annonce###

#### Announcements of Deaths Streak ending:

On Kill;If %server_dstreak[%p%]% >= 5;Say %p% ended %server_dstreak[%p%]%-Dead Series with %w%. Thanks %v%!

####

On Kill;Incr %server_dstreak[%v%]%;Incr %server_dstreak[%p%]%;Set %server_dstreak[%p%]% 0

#### Say periodic Deaths Streak messages

On Kill;If %server_dstreak[%v%]% >= 10;Say --== %v% died again... they should just give up... Series of %server_dstreak[%v%]%-Death Streak ==-

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

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

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

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

On Kill;If %server_dstreak[%v%]% == 5;Say --== Bad Luck! %v% starting 5-Deaths in a row==-

 

 

Everything works fine.

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Originally Posted by LjMjollnir*:

 

LjMjollnir!

I redid "Dead streak", and he consistently works unlike your option.

 

 

On Kill;If %server_dstreak[%p%]% >= 5;Say %p% ended %server_dstreak[%p%]%-Dead Series with %w%. Thanks %v%!

On Kill;Incr %server_dstreak[%v%]%;Incr %server_dstreak[%p%]%;Set %server_dstreak[%p%]% 0

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

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

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

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

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

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

Ok.... exactly the same as mine except your doesnt check to see if the smallest team has atleast 2 players.. which i said you could remove if you wanted :ohmy:.. and basically thats all you did and now it works...... i can tell you the script i gave before works too but sure im easy :P...
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Originally Posted by LjMjollnir*:

 

Removal of "On Kill;if %n% >= 2" and "Set %dsm% 0", did not succeed. I had to add a line "On Kill;Incr %server_dstreak[%v%]%;Incr %server_dstreak[%p%]%".

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

... some code removed here...

On Kill;If %server_dstreak[%v%]% >= 10;Say --== %v% died again... they should just give up... %server_dstreak[%v%]% Deaths in a row.
On Kill;If %server_dstreak[%v%]% == 9;Say --== Oh come on.. noone is that fucking bad %v% 9-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 8;Say --== Holy shit you fucking suck... %v% 8-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 7;Say --== Are you really that bad __ %v% 7-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 6;Say --== Not sure its bad luck now. %v% 6-DEATH STREAK
On Kill;If %server_dstreak[%v%]% == 5;Say --== Bad Luck! %v% 5-DEATH STREAK
so you mean the bit in Green that where already in my script :ohmy:.. and removed the red bits like i said..

 

Link to original post myrcon.net/...proconrulz-v44j1-weapon-limits-and-other-event-triggered-admin-actions#entry14042

 

The Set %dsm% 0 does nothing in that script btw.. its part of my tracking which i removed.. and left that in by accident.. it has 0 affect on that script :ohmy:.. and i did mention to remove the %n% if you wanted it active all the time.. (i perfer to only track during an active game however).. mind you that script does fail on Squad death match with %n% > 2 bit we dont play SQDM on our sever and forgot about that issue... thats the only time its failed for me... and i mentioned you need a good balancer addon for the %n% to work correctly :ohmy:

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Originally Posted by m4gnet*:

 

On Kill;If %server_dstreak[%p%]% >= 5;Say %p% ended %server_dstreak[%p%]%-Dead Series with %w%. Thanks %v%!

 

On Kill;Incr %server_dstreak[%v%]%;Incr %server_dstreak[%p%]%;Set %server_dstreak[%p%]% 0

 

On Kill;If %server_dstreak[%v%]% >= 10;Say --== %v% died again... they should just give up... Series of %server_dstreak[%v%]%-Death Streak ==-

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

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

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

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

On Kill;If %server_dstreak[%v%]% == 5;Say --== Bad Luck! %v% starting 5-Deaths in a row==-

 

You want to say, the second blue alternating superfluous? Incr %server_dstreak[%p%]%?

But while these blue lines were not, generally do not want to work even when you remove On Kill;if %n% >= 2.

Removing the "On Kill;if %n% >= 2" + "Set %dsm% 0", did not get what you were promised, until i added blue variables. Now the countdown is 0.

 

I have everything working. Thank you very much. Theme locked. :smile:

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Originally Posted by LjMjollnir*:

 

ok... Incr %server_dstreak[%p%]% is just plain wrong.. why are you increasing the death count of the player that made the kill :ohmy:.. and then you are setting it to 0 the very next command... pointless 8) it should just be set to 0 right away..

 

and secondly i never said to remove "On Kill".. that bit has to stay there :ohmy:

the ";if %n% >= 2" is the only bit you should be removing in my code :ohmy:... as i marked it in red in my last post 8)..

 

Proconrulz will carry over the trigger to line below it if there isnt a trigger there already .. the trigger in this case is "On Kill"

 

so my code of

Code:

On Kill
   Set %server_dstreak[%p%]% 0
   Incr %server_dstreak[%v%]%
turns into

Code:

On Kill Set %server_dstreak[%p%]% 0
On Kill Incr %server_dstreak[%v%]%
when proconrulz does it thing :ohmy:.. the reason i keep the triggers on seperate lines at times is to save typing and sometimes i want more advanced triggers.. like in that code there i wanted to make sure %n% >= 2 for all the on kills that followed :ohmy:

 

here is another example of the following Trigger pattern :ohmy: this is part of my map handling rule set.. and shows a really good example of why i keep the triggers on a seperate line :ohmy:

 

Code:

On Say;Admin;Text !mapsadd
   Set %server_tt% %targettext%
   Set %server_bc% 0;Set %server_van% 0;Set %server_xp1% 0;Set %server_xp2% 0;Set %server_xp3% 0;Set %server_jl% 0

   If %server_tt% == "all";Set %server_van% 1;Set %server_xp1% 1;Set %server_xp2% 1;Set %server_bc% 1;Set %server_xp3% 1
   If %server_tt% == "vanilla";Set %server_van% 1;Set %server_bc% 1
   If %server_tt% == "xp1";Set %server_xp1% 1;Set %server_bc% 1
   If %server_tt% == "xp2";Set %server_xp2% 1;Set %server_bc% 1
   If %server_tt% == "xp3";Set %server_xp3% 1;Set %server_bc% 1
   If %server_tt% == "dis";Set %server_lj% 1;Set %server_bc% 1;set %ini_map_mode% "Mixed"
   if %server_bc% == 1;If %ini_map_mode% == "AirSuperiority0";Set %server_van% 0;Set %server_xp1% 1;Set %server_xp2% 0;Set %server_xp3% 0;Say Game mode is Air Superiority, China rising maps selected.
   if %server_bc% == 1;If %ini_map_mode% == "CaptureTheFlag0";Set %server_van% 0;Set %server_xp1% 0;Set %server_xp2% 1;Set %server_xp3% 0;Say Game mode is Capture the flag, Second assault maps selected.
   if %server_bc% == 1;If %ini_map_mode% == "CarrierAssaultSmall0";Set %server_van% 0;Set %server_xp1% 0;Set %server_xp2% 0;Set %server_xp3% 1;Say Game mode is Carrier Assault, Naval Strike maps selected.
   if %server_bc% == 1;If %ini_map_mode% == "CarrierAssaultLarge0";Set %server_van% 0;Set %server_xp1% 0;;Set %server_xp2% 0;Set %server_xp3% 1;Say Game mode is Carrier Assault, Naval Strike maps selected.

   If %server_bc% == 0;PlayerSay !mapsadd ### , Vanilla/XP1/XP2/all;Set %server_bc% 0

#   If %ini_map_mode% == "RushLarge0";Set %server_rounds% 2
#   If %ini_map_mode% != "RushLarge0";Set %server_rounds% 1
   Set %server_rounds% 1

   If %server_van% == 1;Exec maplist.add MP_Abandoned %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_Damage %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_Flooded %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_Journey %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_Naval %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_Prison %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_Resort %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_Siege %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_TheDish %ini_map_mode% %server_rounds%
   If %server_van% == 1;Exec maplist.add MP_Tremors %ini_map_mode% %server_rounds%
   If %server_xp1% == 1;Exec maplist.add XP1_001 %ini_map_mode% %server_rounds%
   If %server_xp1% == 1;Exec maplist.add XP1_002 %ini_map_mode% %server_rounds%
   If %server_xp1% == 1;Exec maplist.add XP1_003 %ini_map_mode% %server_rounds%
   If %server_xp1% == 1;Exec maplist.add XP1_004 %ini_map_mode% %server_rounds%
   If %server_xp2% == 1;Exec maplist.add XP0_Caspian %ini_map_mode% %server_rounds%
   If %server_xp2% == 1;Exec maplist.add XP0_Firestorm %ini_map_mode% %server_rounds%
   If %server_xp2% == 1;Exec maplist.add XP0_Metro %ini_map_mode% %server_rounds%
   If %server_xp2% == 1;Exec maplist.add XP0_Oman %ini_map_mode% %server_rounds%
   If %server_xp3% == 1;Exec maplist.add XP2_001 %ini_map_mode% %server_rounds%
   If %server_xp3% == 1;Exec maplist.add XP2_002 %ini_map_mode% %server_rounds%
   If %server_xp3% == 1;Exec maplist.add XP2_003 %ini_map_mode% %server_rounds%
   If %server_xp3% == 1;Exec maplist.add XP2_004 %ini_map_mode% %server_rounds%
when proconrulz sees that set of rules it actually turns them into this

 

Code:

On Say;Admin;Text !mapsadd;Set %server_tt% %targettext%
On Say;Admin;Text !mapsadd;Set %server_bc% 0;Set %server_van% 0;Set %server_xp1% 0;Set %server_xp2% 0;Set %server_xp3% 0;Set %server_jl% 0

On Say;Admin;Text !mapsadd;If %server_tt% == "all";Set %server_van% 1;Set %server_xp1% 1;Set %server_xp2% 1;Set %server_bc% 1;Set %server_xp3% 1
On Say;Admin;Text !mapsadd;If %server_tt% == "vanilla";Set %server_van% 1;Set %server_bc% 1
On Say;Admin;Text !mapsadd;If %server_tt% == "xp1";Set %server_xp1% 1;Set %server_bc% 1
On Say;Admin;Text !mapsadd;If %server_tt% == "xp2";Set %server_xp2% 1;Set %server_bc% 1
On Say;Admin;Text !mapsadd;If %server_tt% == "xp3";Set %server_xp3% 1;Set %server_bc% 1
On Say;Admin;Text !mapsadd;If %server_tt% == "dis";Set %server_lj% 1;Set %server_bc% 1;set %ini_map_mode% "Mixed"
On Say;Admin;Text !mapsadd;if %server_bc% == 1;If %ini_map_mode% == "AirSuperiority0";Set %server_van% 0;Set %server_xp1% 1;Set %server_xp2% 0;Set %server_xp3% 0;Say Game mode is Air Superiority, China rising maps selected.
On Say;Admin;Text !mapsadd;if %server_bc% == 1;If %ini_map_mode% == "CaptureTheFlag0";Set %server_van% 0;Set %server_xp1% 0;Set %server_xp2% 1;Set %server_xp3% 0;Say Game mode is Capture the flag, Second assault maps selected.
On Say;Admin;Text !mapsadd;if %server_bc% == 1;If %ini_map_mode% == "CarrierAssaultSmall0";Set %server_van% 0;Set %server_xp1% 0;Set %server_xp2% 0;Set %server_xp3% 1;Say Game mode is Carrier Assault, Naval Strike maps selected.
On Say;Admin;Text !mapsadd;if %server_bc% == 1;If %ini_map_mode% == "CarrierAssaultLarge0";Set %server_van% 0;Set %server_xp1% 0;;Set %server_xp2% 0;Set %server_xp3% 1;Say Game mode is Carrier Assault, Naval Strike maps selected.

On Say;Admin;Text !mapsadd;If %server_bc% == 0;PlayerSay !mapsadd ### , Vanilla/XP1/XP2/all;Set %server_bc% 0
On Say;Admin;Text !mapsadd;Set %server_rounds% 1

On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Abandoned %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Damage %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Flooded %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Journey %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Naval %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Prison %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Resort %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Siege %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_TheDish %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_van% == 1;Exec maplist.add MP_Tremors %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp1% == 1;Exec maplist.add XP1_001 %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp1% == 1;Exec maplist.add XP1_002 %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp1% == 1;Exec maplist.add XP1_003 %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp1% == 1;Exec maplist.add XP1_004 %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp2% == 1;Exec maplist.add XP0_Caspian %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp2% == 1;Exec maplist.add XP0_Firestorm %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp2% == 1;Exec maplist.add XP0_Metro %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp2% == 1;Exec maplist.add XP0_Oman %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp3% == 1;Exec maplist.add XP2_001 %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp3% == 1;Exec maplist.add XP2_002 %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp3% == 1;Exec maplist.add XP2_003 %ini_map_mode% %server_rounds%
On Say;Admin;Text !mapsadd;If %server_xp3% == 1;Exec maplist.add XP2_004 %ini_map_mode% %server_rounds%
^^^ loads and loads of needless typing if you ask me :ohmy:... Those 2 sets of code are exactly the same.. one just takes alot less typing :ohmy:..

 

anyway i hope that shows how the Trigger thing works...

if there isnt a trigger in the line you set out it uses the previous trigger

* Restored post. It could be that the author is no longer active.
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Originally Posted by ty_ger07*:

 

Ok all write here,but no one tell how and where to unzip ProconRulz files to can i see them in Procon software.

Someone can tell me?

Thank you.

Read the 'online documentation' linked in the first post. It has pictures and everything. BF4 plugins folder.
* Restored post. It could be that the author is no longer active.
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Originally Posted by tatar-mongol*:

 

On Say;Admin;Text !kill;TargetPlayer;Say Player %t% killed;TargetAction Kill 100 -It work

On Say;Admin;Text !kick;TargetPlayer;Say Player %t% kicked;TargetAction Kick Kicked by Admin -It work

On Say;Admin;Text !move;TargetPlayer;Say Player %t% moved;TargetAction Move Moved by Admin -It doesn't work. this command himself wrote. please write correctly. To Move Player

* Restored post. It could be that the author is no longer active.
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Originally Posted by ty_ger07*:

 

On Say;Admin;Text !kill;TargetPlayer;Say Player %t% killed;TargetAction Kill 100 -It work

On Say;Admin;Text !kick;TargetPlayer;Say Player %t% kicked;TargetAction Kick Kicked by Admin -It work

On Say;Admin;Text !move;TargetPlayer;Say Player %t% moved;TargetAction Move Moved by Admin -It doesn't work. this command himself wrote. please write correctly. To Move Player

Online documentation (link in first post) : page 32. Do you see a 'move' command? No. You will have to use Exec with proper RCon command.
* Restored post. It could be that the author is no longer active.
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Originally Posted by trans-am*:

 

I have 2 question for this code

For this code:

Code:

On Say;Text[b] /!kick[/b];Admin;TargetPlayer;PlayerSay %t% KICKED;TargetAction [b]PBKick[/b] %targettext%
On Say;Text [b]/!ban[/b];Admin;TargetPlayer;PlayerSay %t% BANNED;TargetAction Ban %targettext%
1) If i type /!ban apple, will the chat show this:

Code:

Trans-am: /!ban apple
If so, is there anyway to hid it?

 

2)If i type /!kick Trans-am 5 too much whining

Will battlelog show the target player this message: (" Game disconnected: too much whining")

If not, what will it show?

p.s: This will be PB kick right?

 

 

@ty_ger07: Where can i find RCon command? Mind give me the link?

* Restored post. It could be that the author is no longer active.
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Originally Posted by LjMjollnir*:

 

@Trans-am

server docs can be found at page1/index.html* or on the Battlelog forums(usually) :ohmy:

 

The Rcon command to move a player from the docs is

Code:

Request: admin.movePlayer <name: player name> <teamId: TeamId> <squadId: SquadId> <forceKill: boolean>

Only works if player is dead. This command will kill player if forceKill is true
i havent used that one myself.. but there is an example on how to make someone a squad leader on these forums around here someplace :ohmy: i assume it would be similar

 

On Say;Admin;Text !Move;TargetPlayer;Exec admin.movePlayer %t% %targettext% 0 true

 

so in game i can type

!move LjM 1

and that would move me to team 1

and

!move LjM 2

would move me to team 2..

 

just tested and it works fine..

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