Jump to content

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


ColColonCleaner

Recommended Posts

Originally Posted by DoctorTrojan*:

 

ty_ger07, its everything okay with my logic, dont offend me please. U NEVER need "and" condition in a weapon parts of rulz.

So its a BUG. How can u allow all SniperRifles and U_V40 only now?

I've fixed this. And this conditions works great with my fix.

Code:

On Kill;Not Damage Handgun;Weapon U_M93R,U_Glock18;Kill
or
On Kill;Not Damage SniperRifle;Not Weapon U_V40;Kill
And i think that author of this plugin should to do it also. =)
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by wdfstryfe*:

 

I'm trying to do a surrender script but the one I had did not work so I had to go to one that starts whenever. What's the best way to set it after X amount of time the script becomes active?

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 It could be that the author is no longer active.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

Originally Posted by tarreltje*:

 

I'm trying to do a surrender script but the one I had did not work so I had to go to one that starts whenever. What's the best way to set it after X amount of time the script becomes active?

We cant use time in proconrulz to trigger a rule. I would suggest to count kills for this.

 

So basicly after x amount kills to trigger a rule;

 

#### Trigger for Surrender Rules ####

On Kill;Incr %activatesurrender%

On Kill;If %activatesurrender% == 50;Set %surrender% 1

 

#### Surrender Rules ####

On Kil;If %surrender% == 1;

(your Rules)

 

 

So each kill will increase the var %activatesurrender%. When it reaches 50 it will set the var % surrender% to 1.

 

So your surrender rules will only work when %surrender% = 1

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 It could be that the author is no longer active.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

Originally Posted by tarreltje*:

 

That would be PERFECT! Thank you! Or ticket percentage just have to find out the best way to do it.

I believe there was something with the teamscore not being that accurate! If always count kills for all my rules that needs some time delay. I also use it for my chatspambot
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by tarreltje*:

 

ty_ger07, its everything okay with my logic, dont offend me please. U NEVER need "and" condition in a weapon parts of rulz.

So its a BUG. How can u allow all SniperRifles and U_V40 only now?

I've fixed this. And this conditions works great with my fix.

Code:

On Kill;Not Damage Handgun;Weapon U_M93R,U_Glock18;Kill
or
On Kill;Not Damage SniperRifle;Not Weapon U_V40;Kill
And i think that author of this plugin should to do it also. =)
It isnt a bug, you just think wrong

 

On Kill;Not Damage Handgun;Weapon U_M93R,U_Glock18;Kill

 

Not Damage Handgun

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

Originally Posted by ty_ger07*:

 

ty_ger07, its everything okay with my logic, dont offend me please. U NEVER need "and" condition in a weapon parts of rulz.

So its a BUG. How can u allow all SniperRifles and U_V40 only now?

I've fixed this. And this conditions works great with my fix.

Code:

On Kill;Not Damage Handgun;Weapon U_M93R,U_Glock18;Kill
or
On Kill;Not Damage SniperRifle;Not Weapon U_V40;Kill
And i think that author of this plugin should to do it also. =)
If you shoot a handgun, it is a handgun. 'Not Damage Handgun' will be false and the rule will stop. I am not trying to offend you. But you are not thinking correctly.

 

Think of it this way:

What if you made a rule that if a person goes through your doorway wearing certain colors, they have to pay $5.

Your rule: on enter, if not wearing blue and wearing blue socks, pay $5.

No one will ever end up paying. If they have no blue on, they won't pay because they don't have blue socks. And if they have blue socks, they won't pay because they are wearing something which is blue.

 

Please stop being offended and think it through better. If you are hell-bent on believing you are correct, you will never solve your 'bug'.

 

Your rules in your code don't make sense. Please read the documentation. There is no such condition as 'or'. If you read the documentation, you will see that semicolons ( ; ) ARE 'and'. No, you don't ever type 'AND', but semicolons ARE 'AND'. Just read the documentation...

 

It can't be NOT a handgun AND be a certain kind of handgun. You need to solve your logic issues ('and', 'or', 'not') to solve your 'bug'. I am not insulting your intelligence. By 'logic' I mean logical operators ('and', 'or', 'not'), not intelligence.

 

On Kill;Damage Handgun;Weapon U_Glock18;Kill

Means: On Kill;Damage Handgun AND Weapon U_Glock18;Kill

Semicolons between conditions mean 'AND'.

 

On Kill;Weapon U_M93R,U_Glock18;Kill

Means: On Kill Weapon U_M93R OR U_Glock18;Kill

Commas or new rules mean 'OR'.

 

You don't ever type 'AND' or 'OR'. It's just what those symbol's logical values are.

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

Originally Posted by ixnorp*:

 

Is anyone having this problem on the new dragon teeth maps and old maps together(e.g. metro)?

 

[10:22:30 22] ProconRulz: recoverable exception in process_part (ProconRulz will continue...)

[10:22:30 22] ProconRulz: process_part rule.unparsed_rule = [On Kill;Map Metro;Weapon Death]

[10:22:30 22] ProconRulz: process_part player_name = [l523667]

[10:22:30 22] ProconRulz: process_part p.part_type = Map

[10:22:30 22] ProconRulz: process_part k.Killer.SoldierName = [l523667]

[10:22:30 22] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.

at PRoConEvents.ProconRulz.process_part(ParsedRule rule, PartClass p, String player_name, Kill k, String msg, Dictionary`2& keywords)

 

I tried the rules on metro and it works. but once i change to dragon teeth map like sunken dragon conquest small. It shows me a load of errors in my procon console log. Problem with the Map_

 

dumb me forget to manually update BF4.def :ohmy:

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

Originally Posted by Hodor*:

 

why i got banned when kills 6 enemy, I did only one shot in the head

 

Code:

#AimDetect 1
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
In the reason of ban: Impossible Hs/K 64 %. WHAAAT?

 

Pls help i have this rules:

 

Code:

#AimDetect 1
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

#AimDetect 2
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 80;If %kills% > 10;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

#AimDetect 3
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 60;If %kills% > 20;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

why i got banned when kills 6 enemy, I did only one shot in the head

 

Code:

#AimDetect 1
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
In the reason of ban: Impossible Hs/K 64 %. WHAAAT?

 

Pls help i have this rules:

 

Code:

#AimDetect 1
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

#AimDetect 2
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 80;If %kills% > 10;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

#AimDetect 3
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 60;If %kills% > 20;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
1) These lines are not necessary:

"on spawn;serverfirst;set %kills% 0;set %hs% 0"

 

Every round, these variables get set to 0 for all players automatically.

 

2) "#AimDetect 1", "#AimDetect 2", and "#AimDetect 3" being repeated like that causes every kill to increase the value of %kills% and %hs% by a factor of 3. That means that one kill will be counted as 3 kills and one headshot will be counted as 3 headshots.

 

 

Try this instead:

Code:

#AimDetect
On Kill;Not Damage SniperRifle;Incr %kills%
On Kill;Not Damage SniperRifle;Headshot;Incr %hs%
On Kill;If %kills% > 0;Set %proc.1% %hs% / %kills% * 100
#AimPunish
On Kill;If %proc.1% >= 100;If %kills% > 5;Ban %p% Impossible Hs/K %proc.1% percent.
On Kill;If %proc.1% >= 80;If %kills% > 10;Ban %p% Impossible Hs/K %proc.1% percent.
On Kill;If %proc.1% >= 60;If %kills% > 20;Ban %p% Impossible Hs/K %proc.1% percent.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by LjMjollnir*:

 

why i got banned when kills 6 enemy, I did only one shot in the head

 

Code:

#AimDetect 1
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
In the reason of ban: Impossible Hs/K 64 %. WHAAAT?

 

Pls help i have this rules:

 

Code:

#AimDetect 1
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

#AimDetect 2
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 80;If %kills% > 10;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

#AimDetect 3
on spawn;serverfirst;set %kills% 0;set %hs% 0
on kill;Not Damage SniperRifle;incr %kills%
on kill;Not Damage SniperRifle;Headshot;incr %hs%
on kill;Set %proc.1% %hs% / %kills% * 100
on kill;If %proc.1% >= 60;If %kills% > 20;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
Firstly.. you are multiplying code for no reason.. and that itself will screw with your results :ohmy: (tho it still got the wrong answer.. but that is something else)

 

you need to remove alot of that code for example.. each kill its adding to the kill and hs counter they are all the same variables and are being added 3 times per kill while over all it will be the same ratio that you are looking at.. it is incorrect

 

you also used the tag serverfirst you should have used playerfirst.. serverfirst only fires once.. playerfirst fires once per player :ohmy:.. that being said variables used in Proconrulz are wiped at the start of each round automatically. (%ini_section_key% are the exception)

 

you also didnt check to see if %kills% is non zero... dividing by 0 is generally not acceptable :ohmy: im not sure if proconrulz checks for that kind of thing internally or not.. but always good practice to check it yourself :ohmy:

 

so below is your code rewritten.. didnt test it... and not sure how it reported 64% since 1/6 is 16%.. by your rules it would have been 18 kills and 3 headshots and shouldnt have triggered the last check.. if it was 7 kills however that would have classified since your code was multiplying by 3 (21 kills/3 head shots still works out to be 14% tho...)

 

Code:

on spawn;playerfirst;set %kills% 0;set %hs% 0
on kill
   Not Damage SniperRifle;incr %kills%
   Not Damage SniperRifle;Headshot;incr %hs%
on kill;if %kills% > 0
   Set %proc.1% %hs% / %kills% * 100
   If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
   If %proc.1% >= 80;If %kills% > 10;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
   If %proc.1% >= 60;If %kills% > 20;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
soo.. make sure you are not adding to %kills% or %hs% in another script.. that might be causing the issue..
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Hodor*:

 

You made ??a mistake here? Not set ;

 

on spawn;playerfirst;set %kills% 0;set %hs% 0

on kill;

Not Damage SniperRifle;incr %kills%

Not Damage SniperRifle;Headshot;incr %hs%

on kill;if %kills% > 0

Set %proc.1% %hs% / %kills% * 100

If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

If %proc.1% >= 80;If %kills% > 10;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

If %proc.1% >= 60;If %kills% > 20;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.

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

Originally Posted by ty_ger07*:

 

You made ??a mistake here? Not set ;

Code:

on spawn;playerfirst;set %kills% 0;set %hs% 0
on kill
   Not Damage SniperRifle;incr %kills%
   Not Damage SniperRifle;Headshot;incr %hs%
on kill;if %kills% > 0
   Set %proc.1% %hs% / %kills% * 100
   If %proc.1% >= 100;If %kills% > 5;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
   If %proc.1% >= 80;If %kills% > 10;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
   If %proc.1% >= 60;If %kills% > 20;Log %p%;Ban %p% Impossible Hs/K %proc.1% %.
No, not a mistake.

 

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

 

"Multi-line rulz copying a trigger from above"

Page 12

 

Multi-line rulz which copy the trigger above are shown in the documentation without having an ending semicolon for some reason.

 

Of you can use this if it is easier for you to understand. :ohmy:

Code:

#AimDetect
On Kill;Not Damage SniperRifle;Incr %kills%
On Kill;Not Damage SniperRifle;Headshot;Incr %hs%
On Kill;If %kills% > 0;Set %proc.1% %hs% / %kills% * 100
#AimPunish
On Kill;If %proc.1% >= 100;If %kills% > 5;Ban %p% Impossible Hs/K %proc.1% percent.
On Kill;If %proc.1% >= 80;If %kills% > 10;Ban %p% Impossible Hs/K %proc.1% percent.
On Kill;If %proc.1% >= 60;If %kills% > 20;Ban %p% Impossible Hs/K %proc.1% percent.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by DoctorTrojan*:

 

ty_ger07, tarreltje i just sayed that you NEVER need "AND" condition in a weapon context in ur rules. Never! I'm perfectly know what means "and" and "or" conditions. So it would be reasonable to made DEFAULT "OR" condition between weapon parts. The main idea of my comment is: "YOU NEVER NEED "AND" CONDITION FOR THE WEAPON PARTS OF RULLES". Never. With the default "or" condition between weapon parts ur code would be MUCH clearer. That ts im trying to explain u. Please answer on my simple question.

"How can u allow all SniperRifles and U_V40 only now_"

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

Originally Posted by ty_ger07*:

 

ty_ger07, tarreltje i just sayed that you NEVER need "AND" condition in a weapon context in ur rules. Never! I'm perfectly know what means "and" and "or" conditions. So it would be reasonable to made DEFAULT "OR" condition between weapon parts. The main idea of my comment is: "YOU NEVER NEED "AND" CONDITION FOR THE WEAPON PARTS OF RULLES". Never. With the default "or" condition between weapon parts ur code would be MUCH clearer. That ts im trying to explain u. Please answer on my simple question.

Nobody EVER needs a rule with AND? Are you joking? EVERY individual rule is OR and therefore don't you suppose that there should be at least ONE SINGLE way for people to use AND?

 

"How can u allow all SniperRifles and U_V40 only now_"

If you can't exclude all from your filter, you should include all into your filter and invert the action.

 

Here is the full code you need with comments in the code to explain.

Code:

#
# RESTRICT THESE CLASSES COMPLETELY
#
On Kill;Damage AssaultRifle;Kill
On Kill;Damage Carbine;Kill
On Kill;Damage DMR;Kill
On Kill;Damage Impact;Kill
On Kill;Damage LMG;Kill
On Kill;Damage None;Kill
On Kill;Damage ProjectileExplosive;Kill
On Kill;Damage Shotgun;Kill
On Kill;Damage SMG;Kill
#
# RESTRICT A CERTAIN CLASS EXCEPT FOR ONE WEAPON IN THAT CLASS
#
On Kill;Damage Explosive;Not Weapon U_V40;Kill
#
# RESTRICT CERTAIN WEAPONS WHICH ARE IN AN OTHERWISE ALLOWED CLASS
#
On Kill;Weapon U_M93R,U_Glock18;Kill
Notice above: "Damage Explosive;Not Weapon U_V40". That is an immediate example showing that your statement 'no one ever needs to use AND' is false. Damage with an explosive AND it is NOT the explosive U_V40.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by DoctorTrojan*:

 

ty_ger07, i said nobody need AND between weapon parts. Thats what i said. ur solution is true. But if u need to warn player at first, then kill him and then kick. How much code it would be? BUT if u have "OR" condition between WEAPON PARTS. The code is MUCH clearer.

Code:

On Kill;Not Damage SniperRifle;Not Weapon U_V40 
		Say %p% somethisg
		PlayerCount 1; Kick %p%
		PlayerCount 0;	Kill
Also u can do this

Code:

On Kill;Not Damage SniperRifle;Not Weapon U_V40;Weapon U_SR338,U_M82A3,U_M82A3_CQB,U_M82A3_MED
		Say %p% somethisg
		PlayerCount 1; Kick %p%
		PlayerCount 0;	Kill
Allowed all sniper rifles, but SRR338, no pickup rifles. V 40 Allowed.

The life becames much better if u have OR condition between WEAPON parts.

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

Originally Posted by ty_ger07*:

 

Blah, blah, blah.

 

I am done arguing. Clearly you now know the solution but want to argue about how it could be better for you even if it were worse for everyone else. Like I said, wouldn't it be nice to be able to use AND in some cases? If semicolon was not AND, there would be absolutely no way to ever use AND because semicolons are the only way to use AND.

 

Do you want me to show you how to easily do player counts without adding a bunch more code, or do you want to argue about how you are the only person on the planet who does not ever need to use AND?

 

Code:

On Kill
     Set %allowed% 0
     Damage SniperRifle;Set %allowed% 1
     Weapon U_V40;Set %allowed% 1
     Damage Handgun;Not Weapon U_M93R,U_Glock18;Set %allowed% 1
On Kill;If %allowed% == 0
     PlayerYell Snipers, V40, and Handguns other than G18 and M93R!
     PlayerCount 2;Kick
     PlayerCount 1;Kill
Easier to read:

 

Screenshot1.png

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

Originally Posted by DoctorTrojan*:

 

ty_ger07 you dont read what i write exactly. I said NO ONE NEVER WILL NEED "AND" between weapon parts. Can you come up a case when u need AND between weapon parts? I speak about the things that would be better for EVERYONE. Its so sad that plugin developer is inactive. I think he would understand me.

 

P.S. Look at my code, then look at ur code and say wich is clearer and faster.

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

Originally Posted by ty_ger07*:

 

ty_ger07 you dont read what i write exactly. I said NO ONE NEVER WILL NEED "AND" between weapon parts. Can you come up a case when u need AND between weapon parts? I speak about the things that would be better for EVERYONE. Its so sad that plugin developer is inactive. I think he would understand me.

Setting you to ignore.

 

Good luck!

 

Screenshot.png

 

P.S. Look at my code, then look at ur code and say wich is clearer and faster.

Look at your code and look at my code and see which one works and which one doesn't.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

Good for you. The internet is impressed with your ability to alter C# source code to suit your needs. The rest of the internet will do as the documentation tells them to and will have no problem in doing so.

 

It is not a bug even if it annoys you.

 

1) I am sure that I can find a 'bug' in your modified logic. Actually, I already have one in mind. Your solution won't work for everyone.

 

2) I am sure the documentation would be a lot more confusing and people would have a much harder time understanding this plugin if there were special conditions where a symbol means one thing unless placed before, after, or between other things which change its symbolic value to something totally different.

 

 

Here is a solution you may find more appealing from the 'number of rules' perspective:

 

Code:

On Kill
     Set %allowed% 0
     Damage SniperRifle;Set %allowed% 1
     Weapon U_V40;Set %allowed% 1
     Damage Handgun;Not Weapon U_M93R,U_Glock18;Set %allowed% 1
On Kill;If %allowed% == 0
     PlayerYell Snipers, V40, and Handguns other than G18 and M93R!
     PlayerCount 2;Kick
     PlayerCount 1;Kill
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by LjMjollnir*:

 

You made ??a mistake here? Not set ;

as ty_ger07 pointed out.. its not a mistake.. 8) i write my proconrulz script like that so i know what blocks of code are affecting each other n such.. for me it is easier to read.. both ways work exactly the same.. but yeah adding a ; on that trigger line would break it all
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Hodor*:

 

Please tell me where the error !!! Not displayed yell :sad:

I want to make multi language Yell message when player kill someone with forbidden weapon and spawn

 

Code:

On Kill;Weapon U_SCAR-H;Say [KILLED] %p% using SCAR-H;Kill 1;PlayerSay ======SERVER RULES======;PlayerSay No Shotguns/Hand grenades;PlayerSay No BULLDOG/SCAR-H/ACE52/DMR;PlayerSay No Claymore/C4/M320/Mines;PlayerSay No RPG/SMAW/Javelin;If %pcountrykey% == ru;PlayerYell 30 [1/3] BHuMaHue BbI HapyIIIaeTe IIpaBuJIa cepBepa! HaIIuIIIuTe B 4at !rules;Not If %pcountrykey% == ru;PlayerYell 30 [1/3] Warning violation of the rules! Write in Chat !rules
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

Please tell me where the error !!! Not displayed yell :sad:

I want to make multi language Yell message when player kill someone with forbidden weapon and spawn

 

Code:

On Kill;Weapon U_SCAR-H;Say [KILLED] %p% using SCAR-H;Kill 1;PlayerSay ======SERVER RULES======;PlayerSay No Shotguns/Hand grenades;PlayerSay No BULLDOG/SCAR-H/ACE52/DMR;PlayerSay No Claymore/C4/M320/Mines;PlayerSay No RPG/SMAW/Javelin;If %pcountrykey% == ru;PlayerYell 30 [1/3] BHuMaHue BbI HapyIIIaeTe IIpaBuJIa cepBepa! HaIIuIIIuTe B 4at !rules;Not If %pcountrykey% == ru;PlayerYell 30 [1/3] Warning violation of the rules! Write in Chat !rules
What about If %pcountrykey% != ru;. I don't think you can do Not If.

 

I think I see some other issues too, but I am not exactly sure what you are trying to accomplish.

Code:

On Kill;Weapon U_SCAR-H
	Say [KILLED] %p% using SCAR-H;Kill
	PlayerSay ======SERVER RULES======
	PlayerSay No Shotguns/Hand grenades
	PlayerSay No BULLDOG/SCAR-H/ACE52/DMR
	PlayerSay No Claymore/C4/M320/Mines
	PlayerSay No RPG/SMAW/Javelin;
	If %pcountrykey% == ru;PlayerYell 30 [1/3] BHuMaHue BbI HapyIIIaeTe IIpaBuJIa cepBepa! HaIIuIIIuTe B 4at !rules
	If %pcountrykey% != ru;PlayerYell 30 [1/3] Warning violation of the rules! Write in Chat !rules
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by wdfstryfe*:

 

Code:

#### Trigger for Surrender Rules ####
On Kill;Incr %activatesurrender% 
On Kill;If %activatesurrender% == 350;Set %surrender% 1;say Players can now giveup the round!

#### Surrender Rules ####
On Kill;If %surrender% == 1;
On spawn;serverfirst;
set %ini_team1_abandons% 0
set %ini_team2_abandons% 0
set %ini_abandons% 0
set %ini_number_vote% 12

On say;if %surrender% == 1;team 2;text !giveup,@giveup;
if %ini_abandons_%p%% == 1;playersay %p% Your vote is ever Registred !
if %ini_abandons_%p%% == 0;Incr %ini_team2_abandons%;say RUS !surrender is LAUNCHED [%ini_team2_abandons% / %ini_number_vote%];yell 15 RUS !giveup is LAUNCHED [%ini_team2_abandons% / %ini_number_vote%]
if %ini_abandons_%p%% == 0;Incr %ini_abandons_%p%%;playersay You Have Surrendered !
if %ini_team2_abandons% >= %ini_number_vote%;set %ini_team1_abandons% 0;set %ini_team2_abandons% 0;set %ini_abandons% 0;exec mapList.endRound 1

### USA surrender ###
On say;team 1;text !giveup,@giveup;
if %ini_abandons_%p%% == 1;playersay %p% Your vote is ever Registred !
if %ini_abandons_%p%% == 0;Incr %ini_team1_abandons%;say USA !surrender is LAUNCHED  [%ini_team1_abandons% / %ini_number_vote%];yell 15 USA !giveup is LAUNCHED  [%ini_team1_abandons% / %ini_number_vote%]
if %ini_abandons_%p%% == 0;Incr %ini_abandons_%p%%;playersay You Have Surrendered !
if %ini_team1_abandons% >= %ini_number_vote%;set %ini_team1_abandons% 0;set %ini_team2_abandons% 0;set %ini_abandons% 0;exec mapList.endRound 2
Anyone see anything wrong with this?

It doesn't wait until the kill number is reached.

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

Originally Posted by ty_ger07*:

 

Code:

#### Trigger for Surrender Rules ####
On Kill;Incr %activatesurrender% 
On Kill;If %activatesurrender% == 350;Set %surrender% 1;say Players can now giveup the round!

#### Surrender Rules ####
On Kill;If %surrender% == 1;
On spawn;serverfirst;
set %ini_team1_abandons% 0
set %ini_team2_abandons% 0
set %ini_abandons% 0
set %ini_number_vote% 12

On say;if %surrender% == 1;team 2;text !giveup,@giveup;
if %ini_abandons_%p%% == 1;playersay %p% Your vote is ever Registred !
if %ini_abandons_%p%% == 0;Incr %ini_team2_abandons%;say RUS !surrender is LAUNCHED [%ini_team2_abandons% / %ini_number_vote%];yell 15 RUS !giveup is LAUNCHED [%ini_team2_abandons% / %ini_number_vote%]
if %ini_abandons_%p%% == 0;Incr %ini_abandons_%p%%;playersay You Have Surrendered !
if %ini_team2_abandons% >= %ini_number_vote%;set %ini_team1_abandons% 0;set %ini_team2_abandons% 0;set %ini_abandons% 0;exec mapList.endRound 1

### USA surrender ###
On say;team 1;text !giveup,@giveup;
if %ini_abandons_%p%% == 1;playersay %p% Your vote is ever Registred !
if %ini_abandons_%p%% == 0;Incr %ini_team1_abandons%;say USA !surrender is LAUNCHED  [%ini_team1_abandons% / %ini_number_vote%];yell 15 USA !giveup is LAUNCHED  [%ini_team1_abandons% / %ini_number_vote%]
if %ini_abandons_%p%% == 0;Incr %ini_abandons_%p%%;playersay You Have Surrendered !
if %ini_team1_abandons% >= %ini_number_vote%;set %ini_team1_abandons% 0;set %ini_team2_abandons% 0;set %ini_abandons% 0;exec mapList.endRound 2
Anyone see anything wrong with this?

It doesn't wait until the kill number is reached.

Look at multiline rulz in the documentation and note that those lines should not have a semicolon after them.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by wdfstryfe*:

 

Code:

## Count kills to 350
On Kill;Incr %activatesurrender% 
On Kill;If %activatesurrender% == 350
	set %ini_team1_abandons% 0
	set %ini_team2_abandons% 0
	set %ini_abandons% 0
	set %ini_number_vote% 12
	set %surrender% 1
	both Players can now giveup the round!
##
On say;team 2;text !giveup,@giveup;
if %surrender% == 0;playersay Not enough kills recorded to start a vote!
On say;team 1;text !giveup,@giveup;
if %surrender% == 0;playersay Not enough kills recorded to start a vote!

## Russian Surrender
On say;team 2;text !giveup,@giveup;
if %ini_abandons_%p%% == 1;playersay %p% Your vote is ever Registred !
if %ini_abandons_%p%% == 0;Incr %ini_team2_abandons%;say RUS !surrender is LAUNCHED [%ini_team2_abandons% / %ini_number_vote%];yell 15 RUS !giveup is LAUNCHED 

[%ini_team2_abandons% / %ini_number_vote%]
if %ini_abandons_%p%% == 0;Incr %ini_abandons_%p%%;playersay You Have Surrendered !
if %ini_team2_abandons% >= %ini_number_vote%;set %ini_team1_abandons% 0;set %ini_team2_abandons% 0;set %ini_abandons% 0;exec mapList.endRound 1

### USA surrender
On say;team 1;text !giveup,@giveup;
if %ini_abandons_%p%% == 1;playersay %p% Your vote is ever Registred !
if %ini_abandons_%p%% == 0;Incr %ini_team1_abandons%;say USA !surrender is LAUNCHED  [%ini_team1_abandons% / %ini_number_vote%];yell 15 USA !giveup is LAUNCHED  

[%ini_team1_abandons% / %ini_number_vote%]
if %ini_abandons_%p%% == 0;Incr %ini_abandons_%p%%;playersay You Have Surrendered !
if %ini_team1_abandons% >= %ini_number_vote%;set %ini_team1_abandons% 0;set %ini_team2_abandons% 0;set %ini_abandons% 0;exec mapList.endRound 2
If I read that right.. THIS should work after 350 kills are recorded.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

...

 

If I read that right.. THIS should work after 350 kills are recorded.

I do not understand all of your code and find it to be overly complex. Why use %ini_% variables? A lot of %server_% variables seem to be missing. And I see some other things which I interpret to be mistakes.

 

Try this instead:

Code:

## Count kills to 350
On Kill;Incr %server_activatesurrender% 
On Kill;If %server_activatesurrender% == 350
	Set %server_number_vote% 12
	Set %server_surrender% 1
	Yell Either team can now vote to !giveup the round.

## Detect Too Early to Giveup
On Say;Text !giveup,@giveup;If %server_surrender% == 0
	PlayerSay %p% Not enough kills recorded to start a vote!

### USA surrender
On Say;Text !giveup,@giveup;Team 1;If %server_surrender% == 1
	If %server_abandons_[%p%]% == 1;PlayerSay %p% Your vote is already registered!
	If %server_team1_abandons% == 0; Yell USA !giveup is LAUNCHED
	If %server_abandons_[%p%]% == 0;Set %server_abandons_[%p%]% 1;Incr %server_team1_abandons%;Say USA !giveup is at %server_team1_abandons% of %server_number_vote% votes.
	If %server_team1_abandons% >= %server_number_vote%;Exec mapList.endRound 2

### RUS surrender
On Say;Text !giveup,@giveup;Team 2;If %server_surrender% == 1
	If %server_abandons_[%p%]% == 1;PlayerSay %p% Your vote is already registered!
	If %server_team2_abandons% == 0; Yell RUS !giveup is LAUNCHED
	If %server_abandons_[%p%]% == 0;Set %server_abandons_[%p%]% 1;Incr %server_team2_abandons%;Say RUS !giveup is at %server_team2_abandons% of %server_number_vote% votes.
	If %server_team2_abandons% >= %server_number_vote%;Exec mapList.endRound 1
* Restored post. It could be that the author is no longer active.
Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.