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


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Originally Posted by bambam*:

 

Ah very interesting - thanks. Note that knife kills can be "Weapon Weapons/weapon/knife" OR "Weapon Melee", depending on the animation. You are safer with "Damage Melee" although this will include a couple of other things (Repair Tool, Defib)

 

Suggested knife hack nerf rule:

On Kill;Damage Melee;Rate 8 60;Say ProconRulz Protection System [%p%];Ban %p% melee kills

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Originally Posted by 8_ball_tattoo*:

 

First: sorry for my english

 

Second:

We try make rule NO GL/RL on ALL maps. We have this rules:

# SPAWN RULE, so we get info when BF3 gives it

On Spawn;Log [%pt%] ^2%p%^0 spawned with [%kk%], [%wk%], [%speck%]

# TEAMKILL RULZ

On TeamKill;Admin

On TeamKill;PlayerCount 2;Log %p% SUICIDAL TEAMKILL #%c% on %v% with %w%;Kill 100

On TeamKill;Log TEAMKILL #%c% by ^2%p%^0 on ^2%v%^0 with %w%

# SUICIDE LOG

On Suicide;Log Suicide by [%pt%] [^2%p%^0] with [%wk%]

# SAMPLE KILL RULZ

On Kill;Weapon M15&AT&MINE;Log Mine kill by [^2%p%^0] on [^2%v%^0]

On Kill;Weapon weapons/knife/knife;Log Knife kill by [^2%p%^0] on [^2%v%^0]

On Kill;Damage ProjectileExplosive;Log Rockect nade kill by [^2%p%^0] on [^2%v%^0]

On Kill;Log Kill [%pt%] [^2%p%^0] killed [%vt%] [^2%v%^0] with [%wk%] [%w%], Kit [%kk%] [%k%], Damage [%d%]

On Kill;Map Subway;Damage ProjectileExplosive;PlayerSay %p% NO rockets on Metro;Kick %p% Metro rockets

 

# SAMPLE SAY RULZ

On Say;Text protected;Protected;Say [^2%p%^0] is protected

On Say;Text protected;Not Protected;Say [^2%p%^0] is NOT protected

On Say;Admin;Text xkill;TargetPlayer;Say Confirm %t%;TargetAction Say %t% killed by admin;TargetAction Kill 100

On Say;Admin;Text xkick;TargetPlayer;Say Confirm %t%;TargetAction Say %t% kicked by admin;TargetAction Kick Kicked by admin

On Say;Text xyes;TargetConfirm

# ROUND CHANGE

On Round;Log Round change to [%m%] [%mm%]

# JOINER/LEAVER LOG

On Join;Admin;Log Joiner [^2%p%^0] (min teamsize %n%) (Admin)

On Join;Log Joiner [^2%p%^0] (min teamsize %n%) (Not admin)

On Leave; Log Leaver [^2%p%^0] (min teamsize %n%)

 

 

What and where i shoule change to have no GL/RL on ALL maps we will have?

Thx for anwser

 

PS

 

this rule

On Kill;Map Subway;Damage ProjectileExplosive;PlayerSay %p% NO rockets on Metro;Kick %p% Metro rockets

dosen't work - my friend killed me 2 times by RL and still was on the server

 

What we have wrong?

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Originally Posted by bambam*:

 

8_ball do you want no grenades/rockets on maps even if they have vehicles? Then it will be impossible to destroy vehicles. That is why the 'no rockets' rule is usually only used on Metro, because that map has no vehicles and has a bad rocket problem.

 

Grenades fired from underslung launchers on a rifle show in BF3 as kills by the rifle, not the nade, so you have a problem there.

 

The rule that you say does not work is OK - something else must be happening. If you are a Procon admin, probably you are 'protected' by ProconRulz, and the log will say this "8_ball protected from kill by ProconRulz". Type 'protected' in the game and see if it confirms you are protects. Check the ProconRulz 'protection' plugin settings (None, Admins, Admins+Reserved Slots) to make sure it is what you want.

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Originally Posted by 8_ball_tattoo*:

 

Sorry i didn't tell you, we have NO VEHICLE maps - only INFANTRY :smile: My mistake, sorry

 

"Grenades fired from underslung launchers on a rifle show in BF3 as kills by the rifle, not the nade, so you have a problem there."

 

i understand i can't "switch off" GL :sad:

 

about my friend -he didn't have any protecyion, HE killed me NOT I killed him - so he should be kicked form server. i think.

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Originally Posted by bambam*:

 

ah 8_ball I see your problem my mistake...

 

(1) Your "no rockets" rule must be HIGHER UP your list of rulz, i.e. above the "On Kill;Damage ProjectileExplosive.." and "On Kill;Log..." rulz, because on every kill event with a rocket those rulz are succeeding first and rulz processing stops for that kill event when that successful rule is used. (The NEXT version (v36) of ProconRulz will CONTINUE after each rule unless the player is Killed/Kicked/Banned, so fewer users will be confused by this)

 

Your existing 'no rockets' rule is OK, but it will kick a player on the first rocket kill which is a bit tough. You could use these two rulz which mean KICK on the 3rd+ rocket kill, but KILL on rocket kill #1 and #2:

 

On Kill;Damage ProjectileExplosive;Count 2;Say %p% NO rockets;Kick %p% rockets

On Kill;Damage ProjectileExplosive;Say %p% NO rockets;Kill 100

 

Here they are put into a better place:

# SPAWN RULE, so we get info when BF3 gives it

On Spawn;Log [%pt%] ^2%p%^0 spawned with [%kk%], [%wk%], [%speck%]

# TEAMKILL RULZ

On TeamKill;Admin

On TeamKill;PlayerCount 2;Log %p% SUICIDAL TEAMKILL #%c% on %v% with %w%;Kill 100

On TeamKill;Log TEAMKILL #%c% by ^2%p%^0 on ^2%v%^0 with %w%

# SUICIDE LOG

On Suicide;Log Suicide by [%pt%] [^2%p%^0] with [%wk%]

 

# NO ROCKET RULZ

On Kill;Damage ProjectileExplosive;Count 2;Say %p% NO rockets;Kick %p% rockets

On Kill;Damage ProjectileExplosive;Say %p% NO rockets;Kill 100

 

# SAMPLE KILL RULZ

On Kill;Weapon M15&AT&MINE;Log Mine kill by [^2%p%^0] on [^2%v%^0]

On Kill;Weapon weapons/knife/knife;Log Knife kill by [^2%p%^0] on [^2%v%^0]

On Kill;Log Kill [%pt%] [^2%p%^0] killed [%vt%] [^2%v%^0] with [%wk%] [%w%], Kit [%kk%] [%k%], Damage [%d%]

 

# SAMPLE SAY RULZ

On Say;Text protected;Protected;Say [^2%p%^0] is protected

On Say;Text protected;Not Protected;Say [^2%p%^0] is NOT protected

On Say;Admin;Text xkill;TargetPlayer;Say Confirm %t%;TargetAction Say %t% killed by admin;TargetAction Kill 100

On Say;Admin;Text xkick;TargetPlayer;Say Confirm %t%;TargetAction Say %t% kicked by admin;TargetAction Kick Kicked by admin

On Say;Text xyes;TargetConfirm

# ROUND CHANGE

On Round;Log Round change to [%m%] [%mm%]

# JOINER/LEAVER LOG

On Join;Admin;Log Joiner [^2%p%^0] (min teamsize %n%) (Admin)

On Join;Log Joiner [^2%p%^0] (min teamsize %n%) (Not admin)

On Leave; Log Leaver [^2%p%^0] (min teamsize %n%)

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Originally Posted by 8_ball_tattoo*:

 

Thank you - it is wahta we want - it works fine

 

But if we want this rulz only for 2 from 8 maps it should be:

 

On Kill;(here map name_1);Damage ProjectileExplosive;Count 2;Say %p% NO rockets;Kick %p% rockets

On Kill;(here map name_1);Damage ProjectileExplosive;Say %p% NO rockets;Kill 100

On Kill;(here map name_2);Damage ProjectileExplosive;Count 2;Say %p% NO rockets;Kick %p% rockets

On Kill;(here map name_2);Damage ProjectileExplosive;Say %p% NO rockets;Kill 100

 

Am I correct?

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Originally Posted by bambam*:

 

Note the "Map " condition can test both the map NAME and its FILENAME. The test is "does xxx appear anywhere in the map name or filename_". You have to be very careful if you use actual map names because it is possible the name will have letters like e-acute in it (Metro). That is why I suggest "Map Subway" for the metro map - the map filename is "MP_Subway".

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Originally Posted by 8_ball_tattoo*:

 

@bambam - u overtaked my next question about maps. u have right - when i write MP_Subway i have:

[16:41:27 99] ProconRulz: Unrecognised rule On Kill;MP_Subway;Damage ProjectileExplosive;Count 1;Say %p% NO rockets;Kick %p% rockets

[16:41:27 99] ProconRulz: Unrecognised rule On Kill;MP_Subway;Damage ProjectileExplosive;Say %p% NO rockets;Kill 100

Bu if the is map metro everything is ok.

 

So what i should write when i want this rule on STRIKE AT KARKAND map?

 

ok, i 've got it :ohmy:

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Originally Posted by bambam*:

 

It is "Map Subway" or you could do "Map MP_Subway", you have missed out the name of the condition, i.e. "Map".

 

You have to look on the internet (or see what Procon displays) for the map name or map filename of the map you are interested in. For your server to play the map, the map file name must be in the server's map list, so look in there. If you fnd a good source of BF3 map names and file names, maybe post them all on here...

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Originally Posted by Clay52*:

 

PhaxeNor the counts for all the rulz DO reset at round end.

There are two small exceptions:

(1) the internal count used in the 'Rate' condition. If you say "Rate 2 3600" that would be "this rule triggered for this player twice in an hour" and the hour can span multiple rounds. If you want a general count condition that CONTINUES past round end then you can use "Rate", just give a very long time period.

(2) the PlayerOnce condition only fires once the whole time a player is on the server, hence the name. I.e. through multiple rounds, not reset at round end. (The condition PlayerFirst does the same thing but resets at round end...)

 

Clay BF3 R12 is just a bug fix (haven't actually applied it yet). No idea what R13 and R14 are. These changes have very little impact on ProconRulz - I'm basically waiting for BF3 to catch up with BFBC2 and nothing has changed in BF3 since R3. **edit** lol just catching up - I see our server has been patched to R14 - I think it's a safe bet this has no new features that ProconRulz will gain advantage from.

Same for R15 I assume, when did you anticipate your next update?
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Originally Posted by CoMPaHoLiC*:

 

Same for R15 I assume, when did you anticipate your next update?

Maybe answering out-of-line, but R15 didn't bring anything new ... I'm not so sure when EA/DICE is actually going to improve the BF3 RCON story, currently all kinds of plugins and RCON tools have issues that we already experienced in the early BFBC2 era. Seems like they are reinventing their own previously created wheel :S

You best bet would be to also download the manual that is distributed and linked on this forum - the zip-file contains both the latest RCON documents and 'changes' documents where you can discover whats new (or deleted) using red markers/text.

 

Let's all pray/hope/etc. that we'd get somewhere soon!!!

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Originally Posted by Clay52*:

 

bambam, I'd like to expand on this very good rule you suggested and kick after a period of kills, i.e. player continuously uses more than 2/min, then he gets kicked. This is a an excellent rule but it gets continuously violated (loads of spam) on my server so, after say the 2nd or 3rd time a player abuses this rule, he/she gets kicked and ultimately banned, well banned when you implement PB GUID that is.

 

On Kill;Damage Explosive;Rate 2 60;Say %p% excessive nade use;Kill

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Originally Posted by illuminator*:

 

Just a short one. It's possible to restrict class Recon, depending on teamsize ? This means:

 

Until 5 players per team, only 1 Recon. Until 10 players only 2, until 20 max 4.and so on.

 

THx & Cheers

illu

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Originally Posted by BarelyBen*:

 

Would it be possible to set up a rule for knives/Defibs/Repair tool and Pistols only?

 

Warn on first kill

Kill on Second and third

T-Ban 120 on 4th

 

If someone could write this rule it would be greatly appreciated

 

Thanks

-Benny

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Originally Posted by Clay52*:

 

Would it be possible to set up a rule for knives/Defibs/Repair tool and Pistols only?

Sure, goes something like this: (keep in kind, Defib and repair tools are same class as melee)

 

On Kill;Not Damage Melee;Not Damage Handgun;PlayerCount 2;Log %p% kicked (Knives,Pistols,Defibs & Repair tool Only);kick %p% Knives,Pistols,Defibs & Repair tool Only

On Kill;Not Damage Melee;Not Damage Handgun;PlayerSay %p% Knives,Pistols,Defibs & Repair tool Only;kill 100

On Kill;Damage Explosive;PlayerCount 2;Log %p% kicked (Knives,Pistols,Defibs & Repair tool Only);kick %p% Knives,Pistols,Defibs & Repair tool Only

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Originally Posted by BarelyBen*:

 

I use this for My Metro 24/7 No Rockets/M320/Mortars

 

We were manually banning for Mortars, but now the rulez are not working

 

On Kill;Weapon RPG-7;say NO RPG %p%!!! Next time = Temporary Ban for 15 Min !;Kill 100

On Kill;Weapon SMAW;say NO SMAW %p%!!! Next time = Temporary Ban for 15 Min !;Kill 100

On Kill;Weapon M320;say NO M320 %p%!!! Next time = Temporary Ban for 15 Min !;Kill 100

On Kill;Weapon RPG-7;PlayerCount 2;Say %p% was banned 15 Min for killing %v% with RPG-7;TempBan 15 RPG user

On Kill;Weapon SMAW;PlayerCount 2;Say %p% was banned 15 Min for killing %v% with SMAW;TempBan 15 SMAW user

On Kill;Weapon M320;PlayerCount 3;Say %p% was banned 15 Min for killing %v% with M320;TempBan 15 Noobtube user

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Originally Posted by Clay52*:

 

You're welcome, I'm just paying it forward from help I've generously received...Ben try this one for rockets:

 

# METRO ROCKET SPAM RULZ (kick, TempBan 24 Hrs@ 2)

On Kill;Map Subway;Damage ProjectileExplosive;Count 2;TempBan 86400 %p% No RPG/SMAW or M320 Allowed!!!

On Kill;Map Subway;Damage ProjectileExplosive;Kick

 

change the times or counts to your liking, 1 Hour = 3600, 24 Hours = 86400 secs...

 

 

for mortars, try this one:

 

# METRO MORTAR RULE (T-banned for 1 hour)

On Kill;Weapon Death;Count 2; TempBan 3600 %p% No Mortars Allowed!!!

On Kill;Weapon Death;Kick

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Originally Posted by Clay52*:

 

Well something along these lines, from a sniper rule I used to use:

 

On Kill;Damage SniperRifle;Count 7;Kick %p% ignoring sniper limit

On Kill;Damage SniperRifle;Count 5;Say %p% sniper limit;Kill 100

On Kill;Damage SniperRifle;Count 3;Say %p% sniper limit warning #%c%

 

so you could kill, kick then warn for the rocket rule, just insert the proper class and counts, reason etc.

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Originally Posted by BarelyBen*:

 

Clay I couldnt get the rule to work for the metro No Rockets/M320/Mortars

 

Is it possible to do

 

1st kill= Kill and message to the serer "(Player Name) No Rockets/M320/Mortars Next Time = 30 Min Ban"

2nd Kill= Tban for 30 Minutes (Player Name) Banned for 30 Min for Using a Banned Weapon (Rockets/M320/Mortar)

 

Thanks

-Benny

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Originally Posted by Clay52*:

 

have to have separate rules, the rocket and mortar rules work perfectly for me...

 

again here are mine verbatim:

 

# METRO ROCKET SPAM RULZ

On Kill;Map Subway;Damage ProjectileExplosive;Kick %p% No RPG/SMAW or M320 Allowed!!!

 

# METRO MORTAR RULE

On Kill;Weapon Death;Kick %p% No Mortars Allowed!!!

 

I don't allow ANY rockets whatsoever, mortars are less of an issue but nevertheless I do kick when used. Now of course, under-slung M320s will not be handled due to no weapon code yet, so those you'll have to deal with manually. Same goes for M320 smoke, but I do allow those, only M320 that I do.

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