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


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Originally Posted by LjMjollnir*:

 

@_lecro?

 

Make sure your Bf4.def is upto date... if it is and still a problem you could attempt to modify the bf4.def and put it in the sniper class

 

Code:

procon.protected.weapons.add Recon "U_CS5" Primary SniperRifle
That is the line you are looking for.. if it doesnt exist you Bf4.def is probably out of date.. if its there well maybe there is some other problem that im not aware of.
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Originally Posted by _lecro_*:

 

@_lecro?

 

Make sure your Bf4.def is upto date... if it is and still a problem you could attempt to modify the bf4.def and put it in the sniper class

 

Code:

procon.protected.weapons.add Recon "U_CS5" Primary SniperRifle
That is the line you are looking for.. if it doesnt exist you Bf4.def is probably out of date.. if its there well maybe there is some other problem that im not aware of.
It was missing,

hopefully thats cured it ,cheers

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Originally Posted by m4gnet*:

 

Hi LjMjollnir!

 

Tell me, how do I make the result at the end of round chat wrote once, instead of three?

 

###### End of round stats v1.0 ####

# Most Deaths

On Spawn;Not Playerfirst;Incr %playerdead%

On Spawn;If %playerdead% > %server_dead%;Set %server_dead% %playerdead%;Set %server_deadplayer% %p%

# Most kills

On Kill;Incr %playerkills%

On Kill;If %playerkills% > %server_mostkills%;Set %server_mostkills% %playerkills%;Set %server_mostkillsplayer% %p%

# Firstblood

On kill;ServerFirst;Set %server_firstblood% %p%;Set %server_firstbloodtarget% %v%

# Lastblood

On Kill;Set %server_lastbloodplayer% %p%;Set %server_lastbloodtarget% %v%;

# Most knives

On kill;Weapon knv-1;Incr %playerknifes%

On Kill;Weapon knv-1;If %playerknifes% > %server_knifes%;Set %server_knifes% %playerknifes%;Set %server_knifesplayer% %p%

On RoundOver;

Say ------------------------- END OF ROUND STATS -------------------------

Say First Blood: %server_firstblood% Last Kill: %server_lastbloodplayer%

Say Most Kills: %server_mostkillsplayer% %server_mostkills% Best Knife: %server_knifesplayer% %server_knifes%

Say Top Score: %ini_score_topplayer% with a %ini_score_highest% points! Max Deaths: %server_deadplayer% %server_dead%

 

 

[03:09:11] ------------------------- END OF ROUND STATS -------------------------

[03:09:11] First Blood: Snerepet Last Kill: ciotka

[03:09:11] Most Kills: ciotka 83 Best Knife: ciotka 2

[03:09:11] Top Score: ciotka with a 5012 points! Max Deaths: Nummbb 26

[03:09:11] ------------------------- END OF ROUND STATS -------------------------

[03:09:11] First Blood: Snerepet Last Kill: ciotka

[03:09:11] Most Kills: ciotka 83 Best Knife: ciotka 2

[03:09:11] Top Score: ciotka with a 5012 points! Max Deaths: Nummbb 26

[03:09:11] ------------------------- END OF ROUND STATS -------------------------

[03:09:11] First Blood: Snerepet Last Kill: ciotka

[03:09:11] Most Kills: ciotka 83 Best Knife: ciotka 2

[03:09:11] Top Score: ciotka with a 5012 points! Max Deaths: Nummbb 26

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Originally Posted by LjMjollnir*:

 

Hi LjMjollnir!

 

Tell me, how do I make the result at the end of round chat wrote once, instead of three?

 

Code:

###### End of round stats v1.0 ####
# Most Deaths
On Spawn;Not Playerfirst;Incr %playerdead%
On Spawn;If %playerdead% > %server_dead%;Set %server_dead% %playerdead%;Set %server_deadplayer% %p%
# Most kills
On Kill;Incr %playerkills%
On Kill;If %playerkills% > %server_mostkills%;Set %server_mostkills% %playerkills%;Set %server_mostkillsplayer% %p%
# Firstblood
On kill;ServerFirst;Set %server_firstblood% %p%;Set %server_firstbloodtarget% %v%
# Lastblood
On Kill;Set %server_lastbloodplayer% %p%;Set %server_lastbloodtarget% %v%;
# Most knives
On kill;Weapon knv-1;Incr %playerknifes%
On Kill;Weapon knv-1;If %playerknifes% > %server_knifes%;Set %server_knifes% %playerknifes%;Set %server_knifesplayer% %p%
On RoundOver;
    Say  ------------------------- END OF ROUND STATS -------------------------
    Say  First Blood: %server_firstblood%     Last Kill: %server_lastbloodplayer% 
    Say  Most Kills: %server_mostkillsplayer% %server_mostkills%     Best Knife: %server_knifesplayer% %server_knifes% 
    Say  Top Score: %ini_score_topplayer% with a %ini_score_highest% points!   Max Deaths: %server_deadplayer% %server_dead%
Firstly ALWAYS use code blocks when pasting code here :P... makes it easier to read and to know if a simple formatting error is the problem here

 

Code:

On RoundOver;
That line there is the problem.. remove the ; at the end of the line :ohmy:

 

Code:

On RoundOver
    Say  ------------------------- END OF ROUND STATS -------------------------
    Say  First Blood: %server_firstblood%     Last Kill: %server_lastbloodplayer% 
    Say  Most Kills: %server_mostkillsplayer% %server_mostkills%     Best Knife: %server_knifesplayer% %server_knifes% 
    Say  Top Score: %ini_score_topplayer% with a %ini_score_highest% points!   Max Deaths: %server_deadplayer% %server_dead%
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Originally Posted by Hodor*:

 

Please help me to make the whitelist against spam in chat

 

This works and player Qwerty cannot see this message:

Code:

On Spawn;PlayerOnce;Not if %p% == Qwerty;
    PlayerSay ======SERVER RULES======
    PlayerSay No Shotguns/Hand Grenades
    PlayerSay No BULLDOG/SCAR-H/ACE52/DMR 
    PlayerSay No PKP PECHENEG/M60E4/M240B
    PlayerSay No Claymore/C4/M320/Mines
    PlayerSay No RPG/SMAW/Javelin
    PlayerSay No Insulting family/players
But if i want use two nicknames this version doesnt works:

Code:

On Spawn;PlayerOnce;Not if %p% == Qwerty;Not if %p% == Sanday;
    PlayerSay ======SERVER RULES======
    PlayerSay No Shotguns/Hand Grenades
    PlayerSay No BULLDOG/SCAR-H/ACE52/DMR 
    PlayerSay No PKP PECHENEG/M60E4/M240B
    PlayerSay No Claymore/C4/M320/Mines
    PlayerSay No RPG/SMAW/Javelin
    PlayerSay No Insulting family/players
Where is my error?
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Originally Posted by LjMjollnir*:

 

Im surprised the first one would work actually :ohmy:

 

Code:

On Spawn;PlayerOnce;Not if %p% == Qwerty;
On Spawn;PlayerOnce;Not if %p% == Qwerty;Not if %p% == Sanday;
your triggers have a ; on the end of them.. that causes the rule to stop and not carry the triggers to the following lines.

remove the ;'s and see how you go :P

 

if you plan to extend the range of names on that list you could also try a "contains"

 

Code:

On Init;Set %server_whitelist% "Qwerty Sanday LjMjollnir Someotherdude"
On Spawn;PlayerOnce;Not if %server_whitelist% contains %p%
    PlayerSay ======SERVER RULES======
    PlayerSay No Shotguns/Hand Grenades
    PlayerSay No BULLDOG/SCAR-H/ACE52/DMR 
    PlayerSay No PKP PECHENEG/M60E4/M240B
    PlayerSay No Claymore/C4/M320/Mines
    PlayerSay No RPG/SMAW/Javelin
    PlayerSay No Insulting family/players
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Originally Posted by Hodor*:

 

Im surprised the first one would work actually :ohmy:

 

Code:

On Spawn;PlayerOnce;Not if %p% == Qwerty;
On Spawn;PlayerOnce;Not if %p% == Qwerty;Not if %p% == Sanday;
your triggers have a ; on the end of them.. that causes the rule to stop and not carry the triggers to the following lines.

remove the ;'s and see how you go :P

 

if you plan to extend the range of names on that list you could also try a "contains"

 

Code:

On Init;Set %server_whitelist% "Qwerty Sanday LjMjollnir Someotherdude"
On Spawn;PlayerOnce;Not if %server_whitelist% contains %p%
    PlayerSay ======SERVER RULES======
    PlayerSay No Shotguns/Hand Grenades
    PlayerSay No BULLDOG/SCAR-H/ACE52/DMR 
    PlayerSay No PKP PECHENEG/M60E4/M240B
    PlayerSay No Claymore/C4/M320/Mines
    PlayerSay No RPG/SMAW/Javelin
    PlayerSay No Insulting family/players
So much thank you
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Originally Posted by LjMjollnir*:

 

Code:

On RoundStart;Set %server_kills% 0
on kill
  If %server_kills% = 10;Yell 10 Test Message
Fixed :ohmy:... you put a ; on the end of your trigger again.. and also since you assigned %server_kills% i assumed thats what you wanted to test aswell.. so changed that :ohmy:

 

you could have also just put that in 1 line

Code:

on kill;If %server_kills% = 10;Yell 10 Test Message
if you want to join multiple lines (1 super massive rule) you can always use the + symbol aswell :ohmy:

 

Code:

on kill;
+ If %server_kills% = 10;Yell 10 Test Message;
+ yell another message

is the same as 

on kill;If %server_kills% = 10;Yell 10 Test Message;yell another message
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Originally Posted by ForceITA*:

 

Hi, I'm trying to set ESL rules on my server.

 

Only these Assault Rifles and Carbines are allowed to be used:

 

Assault Rifles:

 

ACE 23

M416

AEK-971

M16A4

AK-12

Carbines:

 

ACW-R

ACE 21CQB

AK 5C

M4

AKU-12

For the assault i'm trying with this code:

Code:

On Kill; Damage Shotgun; PlayerCount 3;Log %p% kicked for Forbidden weapon; Kick %p% Read rules, ESL weapons only!.
On Kill; Damage Shotgun; PlayerSay %p% ESL Rules!;Kill 100

On Kill; Kit Assault; Not Weapon GalilACE23; Not Weapon M416; Not Weapon AEK971; Not Weapon M16A4; Not Weapon AK12;PlayerCount 3; Log %p% kicked for Forbidden weapon; Kick %p% Read rules; ESL weapons only!.
On Kill; Kit Assault; Not Weapon GalilACE23; Not Weapon M416; Not Weapon AEK971; Not Weapon M16A4; Not Weapon AK12; PlayerSay %p% ESL Rules!;Kill 100
But it does not work; it kills people whit the allowed weaons, and if i remove NOT it just don't kill. How can i do?

Another question that I have is: If someone kill with different forbidden weapon does he get kicked after 3 kills or only after 3 kills whit the same forbidden weapon. I want to do the first case. Thanks for help

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Originally Posted by Hodor*:

 

Code:

On RoundStart;Set %server_kills% 0
on kill
  If %server_kills% = 10;Yell 10 Test Message
Fixed :ohmy:... you put a ; on the end of your trigger again.. and also since you assigned %server_kills% i assumed thats what you wanted to test aswell.. so changed that :ohmy:

 

you could have also just put that in 1 line

Code:

on kill;If %server_kills% = 10;Yell 10 Test Message
if you want to join multiple lines (1 super massive rule) you can always use the + symbol aswell :ohmy:

 

Code:

on kill;
+ If %server_kills% = 10;Yell 10 Test Message;
+ yell another message

is the same as 

on kill;If %server_kills% = 10;Yell 10 Test Message;yell another message
Does not show messages at all, why?

 

Code:

On RoundStart;Set %server_kills% 0
on kill;If %server_kills% = 10;Yell 15 Test Message 1
        If %server_kills% = 25;Yell 15 Test Message 2
		If %server_kills% = 45;Yell 15 Test Message 3
		If %server_kills% = 75;Yell 15 Test Message 4
		If %server_kills% = 125;Yell 15 Test Message 5
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Originally Posted by LjMjollnir*:

 

Does not show messages at all, why?

 

Code:

On RoundStart;Set %server_kills% 0
on kill;If %server_kills% = 10;Yell 15 Test Message 1
        If %server_kills% = 25;Yell 15 Test Message 2
		If %server_kills% = 45;Yell 15 Test Message 3
		If %server_kills% = 75;Yell 15 Test Message 4
		If %server_kills% = 125;Yell 15 Test Message 5
Ok ill show you why :ohmy: the following code is how Proconrulz will see that set of rules

 

Code:

On RoundStart;Set %server_kills% 0
on kill;If %server_kills% = 10;Yell 15 Test Message 1
on kill;If %server_kills% = 10;Yell 15 Test Message 1;If %server_kills% = 25;Yell 15 Test Message 2
on kill;If %server_kills% = 10;Yell 15 Test Message 1;If %server_kills% = 45;Yell 15 Test Message 3
on kill;If %server_kills% = 10;Yell 15 Test Message 1;If %server_kills% = 75;Yell 15 Test Message 4
on kill;If %server_kills% = 10;Yell 15 Test Message 1;If %server_kills% = 125;Yell 15 Test Message 5
you need to write your trigger better.. in this case you can just use a Simple On Kill :ohmy:.. Everything on the Trigger line is copied to the following lines that dont have a trigger (unless the trigger line ends with a ";")

 

The code fails because %server_kills% is only ever 10 once... every other time its not == 10 the rule finishes at that spot and does not continue

 

Code:

On Kill
   If %server_kills% = 10;Yell 15 Test Message 1
   If %server_kills% = 25;Yell 15 Test Message 2
   If %server_kills% = 45;Yell 15 Test Message 3
   If %server_kills% = 75;Yell 15 Test Message 4
   If %server_kills% = 125;Yell 15 Test Message 5
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Originally Posted by LjMjollnir*:

 

Hi, I'm trying to set ESL rules on my server.

 

For the assault i'm trying with this code:

Code:

On Kill; Damage Shotgun; PlayerCount 3;Log %p% kicked for Forbidden weapon; Kick %p% Read rules, ESL weapons only!.
On Kill; Damage Shotgun; PlayerSay %p% ESL Rules!;Kill 100

On Kill; Kit Assault; Not Weapon GalilACE23; Not Weapon M416; Not Weapon AEK971; Not Weapon M16A4; Not Weapon AK12;PlayerCount 3; Log %p% kicked for Forbidden weapon; Kick %p% Read rules; ESL weapons only!.
On Kill; Kit Assault; Not Weapon GalilACE23; Not Weapon M416; Not Weapon AEK971; Not Weapon M16A4; Not Weapon AK12; PlayerSay %p% ESL Rules!;Kill 100
But it does not work; it kills people whit the allowed weaons, and if i remove NOT it just don't kill. How can i do?

Another question that I have is: If someone kill with different forbidden weapon does he get kicked after 3 kills or only after 3 kills whit the same forbidden weapon. I want to do the first case. Thanks for help

Alrighty... i cant remember for sure.. but i thought Kit was not supported in Bf3 or Bf4.. i could be wrong on that one..

either way.. you need to change your weapon detection code a fair bit :ohmy: use "," as or

 

Code:

On Kill; Kit Assault; Not Weapon GalilACE23,M416,AEK971,M16A4,AK12;PlayerCount 3; Log %p% kicked for Forbidden weapon; Kick %p% Read rules; ESL weapons only!
you cant use spaces when using ,'s also using the rule this way will make sure they are kicked after using 3 of any other weapon :ohmy:

i didnt check your weapon codes.. for some reason i think they are incorrect.. i cant check right now tho sorry..

 

you will also need to add the Carbines to that weapon list.. if you make 2 sets of rules 1 will trigger the other.. so if using an assault rifle will trigger the carbine rule.. so put all the weapons in 1 rule.. OR make a way to check if the player used a correct weapon from either... (simpler to just use 1 rule.)

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Originally Posted by ForceITA*:

 

Hi, I tried to change the code, but it still do the same problem.

 

Code:

On Kill; Not Weapon GalilACE23,M416,AEK971,M16A4,AK12; PlayerCount 3; Log %p% kicked for Forbidden weapon; Kick %p% Read rulesESL weapons only!
On Kill; Not Weapon GalilACE23,M416,AEK971,M16A4,AK12; PlayerSay %p% Read rulesESL weapons only!; Kill 100
I also tried adding U? in front of the weapon or change Not weapon whit Not Damage, but still the same.

 

EDIT -----------------------

 

Fixed, mea culpa. I was i little bit confused,i mixed codes. This works!

 

Code:

On Kill; Not Weapon U_M16A4,U_GalilACE23,U_M416,U_AK12,U_AEK971,U_ACR,U_GalilACE,U_AK5C,U_M4A1,U_AKU12; Not Damage SniperRifle,LMG,Melee,SMG,Handgun; PlayerSay Forbidden Weapon, ESL rules!; Kill 100
Thanks!
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Originally Posted by Hodor*:

 

Alrighty... i cant remember for sure.. but i thought Kit was not supported in Bf3 or Bf4.. i could be wrong on that one..

either way.. you need to change your weapon detection code a fair bit :ohmy: use "," as or

 

Code:

On Kill; Kit Assault; Not Weapon GalilACE23,M416,AEK971,M16A4,AK12;PlayerCount 3; Log %p% kicked for Forbidden weapon; Kick %p% Read rules; ESL weapons only!
you cant use spaces when using ,'s also using the rule this way will make sure they are kicked after using 3 of any other weapon :ohmy:

i didnt check your weapon codes.. for some reason i think they are incorrect.. i cant check right now tho sorry..

 

you will also need to add the Carbines to that weapon list.. if you make 2 sets of rules 1 will trigger the other.. so if using an assault rifle will trigger the carbine rule.. so put all the weapons in 1 rule.. OR make a way to check if the player used a correct weapon from either... (simpler to just use 1 rule.)

On RoundStart;Set %server_kills% 0

On Kill

If %server_kills% = 10;Yell 15 Test Message 1

If %server_kills% = 25;Yell 15 Test Message 2

If %server_kills% = 45;Yell 15 Test Message 3

If %server_kills% = 75;Yell 15 Test Message 4

If %server_kills% = 125;Yell 15 Test Message 5

 

Still no message in chat when serverkills 10 and more

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Originally Posted by LjMjollnir*:

 

Code:

On Kill;incr %server_kills%

On Kill
   If %server_kills% = 10;Yell 15 Test Message 1
   If %server_kills% = 25;Yell 15 Test Message 2
   If %server_kills% = 45;Yell 15 Test Message 3
   If %server_kills% = 75;Yell 15 Test Message 4
   If %server_kills% = 125;Yell 15 Test Message 5
sory didnt see you didnt incr the server kill counter... added in above
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Originally Posted by Hodor*:

 

Code:

On Kill;incr %server_kills%

On Kill
   If %server_kills% = 10;Yell 15 Test Message 1
   If %server_kills% = 25;Yell 15 Test Message 2
   If %server_kills% = 45;Yell 15 Test Message 3
   If %server_kills% = 75;Yell 15 Test Message 4
   If %server_kills% = 125;Yell 15 Test Message 5
sory didnt see you didnt incr the server kill counter... added in above
Its works now, thank you
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Originally Posted by Hodor*:

 

LjMjollnir, help me again please.

Why my whitelist doesnt work with this rule?

 

Whitelist:

Code:

On Init;Set %server_whitelist% "Qwerty1 Qwerty2 Qwerty3 Qwerty4"
With this rule whitelist doesnt work, i still see chat messages

Code:

On RoundStart;Set %server_kills% 0
On Kill;incr %server_kills%
On Kill;Not if %server_whitelist% contains %p%
   If %server_kills% = 20;Yell 25 Test Messages1
   If %server_kills% = 30;Yell 25 Test Messages2
   If %server_kills% = 150;Yell 25 Test Messages3
   If %server_kills% = 170;Yell 25 Test Messages4
   If %server_kills% = 200;Yell 25 Test Messages5
But with this rule whitelist works perfect:

Code:

On Spawn;PlayerOnce;Not if %server_whitelist% contains %p%
    PlayerSay ======SERVER RULES======
    PlayerSay No Shotguns/Hand Grenades
    PlayerSay No BULLDOG/SCAR-H/ACE52/DMR 
    PlayerSay No PKP PECHENEG/M60E4/M240B
    PlayerSay No Claymore/C4/M320/Mines
    PlayerSay No RPG/SMAW/Javelin
    PlayerSay No Insulting family/players
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Originally Posted by ty_ger07*:

 

There is no such thing as "On Init".

 

Please read the documentation. Page 32.

 

On Round

On Spawn

On Kill

On TeamKill

On Suicide

On Join

On Leave

On Say

 

Do you see "On Init" in that list?

 

I gave up on you a long time ago. Read the documentation!

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Originally Posted by Hodor*:

 

There is no such thing as "On Init".

 

Please read the documentation. Page 32.

 

On Round

On Spawn

On Kill

On TeamKill

On Suicide

On Join

On Leave

On Say

 

Do you see "On Init" in that list?

 

I gave up on you a long time ago. Read the documentation!

I do not see these messages if my nickname is registered On Init; Set% server_whitelist% "Qwerty1 Qwerty2 Qwerty3 Qwerty4" So working On Init

Code:

On Spawn;PlayerOnce;Not if %server_whitelist% contains %p%
    PlayerSay ======SERVER RULES======
    PlayerSay No Shotguns/Hand Grenades
    PlayerSay No BULLDOG/SCAR-H/ACE52/DMR 
    PlayerSay No PKP PECHENEG/M60E4/M240B
    PlayerSay No Claymore/C4/M320/Mines
    PlayerSay No RPG/SMAW/Javelin
    PlayerSay No Insulting family/players
What do you want from me? If you know how to help - help me, I understood a little something in the documentation, thank you.
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Originally Posted by ty_ger07*:

 

If you know how to help - help me

I am helping you. I am helping you learn how to help yourself.

 

All rules start with a trigger. The first step of writing a rule is to choose the appropriate trigger.

 

These are the triggers available:

On Round

On Spawn

On Kill

On TeamKill

On Suicide

On Join

On Leave

On Say

 

Choose one of those triggers from that list.

 

Please read the documentation.

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Originally Posted by LjMjollnir*:

 

LjMjollnir, you are a saint for being able to put up with the same questions over and over again from people who refuse to read the documentation and follow instructions.

I dont help everyone :P... specially people that are asking for the same shit over and over again ... how do i make a pistol only server for example... :ohmy: (specially when i designed a plugin for that exact reason but was ignored mostly and i have since removed it)

 

There is no such thing as "On Init".

Actually there is.. it was added in v44 its just not in the docs for some reason.. actually there is heaps of shit that isnt in the docs

 

from the source

Code:

// v44 - a. support for BF4
//       b. support for rulz files (Plugins\BF4\proconrulz_*.txt)
//       c. 'Not' modifier now also allowed with If and Text conditions
//       d. added VictimTeamKey
//       e. Enable/Disable rulz.txt files in settings
//       f. Linux support for external rulz files (credit FritzE)
//       g. On Init trigger added, for var initialisations
//       h. On RoundOver trigger added. Bugfix for NULL team
//       j. Update to reload .txt rulz files on plugin enable, and display full path if not found
On Init allows you to setup variables on Map load basically... i use it in heaps of my scripts :ohmy:

 

LjMjollnir, help me again please.

 

With this rule whitelist doesnt work, i still see chat messages

Code:

On Init;Set %server_whitelist% "Qwerty1 Qwerty2 Qwerty3 Qwerty4"
On RoundStart;Set %server_kills% 0
On Kill;incr %server_kills%
On Kill;Not if %server_whitelist% contains %p%
   If %server_kills% = 20;Yell 25 Test Messages1
   If %server_kills% = 30;Yell 25 Test Messages2
   If %server_kills% = 150;Yell 25 Test Messages3
   If %server_kills% = 170;Yell 25 Test Messages4
   If %server_kills% = 200;Yell 25 Test Messages5
The problem with this piece of code "could" be is that someone that isnt on the Whitelist gets the 20th,30th,150th etc kill if that is the case it will display the message.. otherwise i believe the code is fine :ohmy: if not just bad design

 

if you are attempting to do what i think you are it isnt going to work well in proconrulz.. i think you are attempting to send a message to all players (except those on the whitelist) every so many kills.. cant be done in proconrulz not without a huge amount of coding atleast.. there is no simple for/next loops for us to use nor is there an easy list of players to iterate through...

 

Yell is designed to show to all players.. for what i think you are attempting .. you would need to use PlayerYell and somehow make a list of all active players to send the Yell to.. and depending on how big your server is you could be looking at anywhere up to 70 rules + just to make something like that.. honestly not worth the effort in a Proconrulz script..

 

it would only be a matter of a few lines in a proper CS script but thats not something im going to go into :ohmy:.. there are some good resources around here if that's something you want to look at.

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Originally Posted by ForceITA*:

 

Hi, I'm trying to initialize an array of weapon key. This is the code I use.

Code:

On Init; Set %dlc_weapon% "CodeWeapon1 CodeWeapon2 CW3 AndSo"
On Kill; if  %dlc_weapon% contains %wk%;Kill 100
The problem is that when I'm trying to use this array, nothing happens.

What's the problem. Thanks for help.

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Originally Posted by LjMjollnir*:

 

Hi, I'm trying to initialize an array of weapon key. This is the code I use.

Code:

On Init; Set %dlc_weapon% "CodeWeapon1 CodeWeapon2 CW3 AndSo"
On Kill; if  %dlc_weapon% contains %wk%;Kill 100
The problem is that when I'm trying to use this array, nothing happens.

What's the problem. Thanks for help.

Not too sure there man.. can you link the actual code you are using.. there might be something wrong with the weapon codes you are using.. and sadly i cant actually test scripts at the moment (i dont have a server anymore).. but i can still read over them and see if i can spot anything wrong

 

for a simple test you could add

 

Code:

On Init;Set %server_dlcweapon% "CodeWeapon1 CodeWeapon2 CW3 AndSo"
On Kill;Say does %server_dlcweapon% contain %wk%;If  %server_dlcweapon% contains %wk%;say Yes
I just noticed while writing that code you are using the variables %dlc_weapon%.. without testing i dont know for sure but the ? is really designed for splitting up variable names into groups Proconrulz expects either server/ini or a keyname for an ini file. try changing your variable names over to %server_dlcweapon% and see if that fixes the problem.

 

to explain more on that :ohmy:

 

a simple variable such as %test% is assigned per player .. a %server_text% the variable is the same for all players.. %ini_key_test% stores and reads the variable from an ini file under the key name "key" and variable test

 

player1;Set %test% = 1

player2;Set %test% = 2

set %server_test% = 3

set %ini_key_test% = 15

 

Player1; Say %test%

1

player2;Say %test%

2

player 1 or 2;Say %server_test%

3

 

*ipaddress*_*port*-proconrulz.Ini

Code:

[key]
test=15
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Originally Posted by aduh*:

 

We are using forbidden weapons script on ProconRulz - it kill/kick players for using forbidden weapons.

Is it possible to auto run @rules for player killed by plugin?

(we are using @rules in AdKats)

Code:

On Kill;Weapon Siaga20k;PlayerCount 3;Say %p% banned for Saiga;Ban %p% Saiga shotgun use
On Kill;Weapon Siaga20k;PlayerCount 1;Say %p% kicked for Saiga;Kick %p% Saiga is forbidden on this server !
On Kill;Weapon Siaga20k;PlayerSay %p% Saiga is forbidden on this server !;Kill 100
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Originally Posted by Prime-Meridian*:

 

for BFBC2

Hello!

Please tell me whether it is possible with this plugin as realties prohibit the installation of C-4 on the M-COM to the one who blows the charge from C-4 to kick for some time from the server.

Another question, can I use this plugin as realties prevent the destruction of M-COM in the art to which the player shoots from the art to the charge kicked from the server for a while.

 

If this is possible, could to those who are well versed in the plug-ins and writing rules for plug-ins, write such a rule?

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Originally Posted by ty_ger07*:

 

for BFBC2

Hello!

Please tell me whether it is possible with this plugin as realties prohibit the installation of C-4 on the M-COM to the one who blows the charge from C-4 to kick for some time from the server.

Another question, can I use this plugin as realties prevent the destruction of M-COM in the art to which the player shoots from the art to the charge kicked from the server for a while.

 

If this is possible, could to those who are well versed in the plug-ins and writing rules for plug-ins, write such a rule?

Procon is not able to detect whether a mcom is destroyed by C4 or artillery. No such mcom information is provided from the game server to procon. Therefore, this plugin cannot control mcom destruction. "It's in the game."
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