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


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Originally Posted by modlock*:

 

Hi, i'm trying to get a count of people deaths or kills.. but it doesnt look to work..

 

here are my rules..:

 

# SUICIDE RULES

On Suicide;Say %p% killed himself

On Suicide;ServerCount 1;Say %p% killed himself again...(o_x)'

On Suicide;ServerCount 2;Say %p% might be tempting something crazy.. because he killed himself again...

On Suicide;ServerCount 3;Say %p% died again To Respawn with GODMODE please press ALT F4..

 

and

 

# KNIFE HUMILIATION

#On Kill;Damage Melee;Say %v% GOT OWNED by %p% with a %w%!

#On Kill;Damage Melee;ServerCount 1;Say %p% Humiliated %v% with his %w% for the 2nd time!!

#On Kill;Damage Melee;ServerCount 2;Say OMG! %p% Got another %w% kill on %v% !!

#On Kill;Damage Melee;ServerCount 3;Say %v% Should quit this game! %p% killed him again with a %w% !!

 

what am i doing wrong (havent tryed the melee yet.. but suicide doesnt work)..

 

(thanks anyway for this great mod)

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Originally Posted by scorpionfr59*:

 

I have a little trouble with the rule below, I explain when two players have a sniper during the game, if a new player selects one of two players a sniper dies, he kills a player, to be replace with the new player, this is not normal? it should be the new player who dies and not one that already in the game!

rule : On Kill;Damage SniperRifle;PlayerCount 2;Say %p% sniper limit;Kill 1004;Say >>%p%

Is the rule that is not good?

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Originally Posted by scorpionfr59*:

 

I think I found it must be of the Spaw kill?

On spaw;Damage SniperRifle;PlayerCount 2;Say %p% sniper limit;Kill 1004;Say >>%p%

 

VehicleWater, VehicleAir, VehicleStationary, VehicleLight, VehicleHeavy

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Originally Posted by flugger*:

 

# SUICIDE RULES

On Suicide;Say %p% killed himself

On Suicide;ServerCount 1;Say %p% killed himself again...(o_x)'

On Suicide;ServerCount 2;Say %p% might be tempting something crazy.. because he killed himself again...

On Suicide;ServerCount 3;Say %p% died again To Respawn with GODMODE please press ALT F4..

 

and

 

# KNIFE HUMILIATION

#On Kill;Damage Melee;Say %v% GOT OWNED by %p% with a %w%!

#On Kill;Damage Melee;ServerCount 1;Say %p% Humiliated %v% with his %w% for the 2nd time!!

#On Kill;Damage Melee;ServerCount 2;Say OMG! %p% Got another %w% kill on %v% !!

#On Kill;Damage Melee;ServerCount 3;Say %v% Should quit this game! %p% killed him again with a %w% !!

Try replace ServerCount to PlayerCount
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Originally Posted by bambam*:

 

I'll try and catch up here from halfway through the previous page (only 7pm yesterday). I'll edit this post as I get to the questions...

 

droopie

im currently trying to set up weapon kill announcer for knife or repair tool kills on every 5th kill

Easiest way is:

On Kill;Damage Melee;PlayerCount 4;Not PlayerCount 5;Say %p% gets his 5th knife/repair tool kill !!!

On Kill;Damage Melee;PlayerCount 9;Not PlayerCount 10;Say %p% gets his 10th knife/repair tool kill !!!

On Kill;Damage Melee;PlayerCount 14;Not PlayerCount 15;Say %p% gets his 15th knife/repair tool kill !!!

On Kill;Damage Melee;PlayerCount 19;Not PlayerCount 20;Say %p% gets his 20th knife/repair tool kill !!!

On Kill;Damage Melee;PlayerCount 24;Not PlayerCount 25;Say %p% gets his 25th knife/repair tool kill !!!

On Kill;Damage Melee;PlayerCount 29;Not PlayerCount 30;Say %p% gets his 30th knife/repair tool kill !!!

 

pilu666 your rulz are ok - did you have a problem putting them into the ProconRulz plugin? Click on row where it says 'Rules', a [...] button will appear on the right end of the same row, click that and the rulz will appear in an edit box. ONLY edit the rules by clicking on the [...] button and then saving.

 

Doomsayer

whats the rules to get the team kill to count down to a kick or a kill? ive tried it myself but it just ends up killing the player and doesnt count down. i want it to count down to 5 of 5 then kick

On TeamKill;PlayerCount 5;Say %p% kicked for too many teamkills;Kick too many teamkills

On TeamKill;Say %p% %c%/5 teamkills;Kill

 

PhaxeNor

just want to say that the Rulz are working perfect!

Thanks! I appreciate you letting me know. Generally this plugin is a lot of work responding to queries while I try and find the time to work on the next version.

 

LF12 If you really ran two separate copies, you'd have to edit the source of the plugin. With the next version of the plugin it will be easy to switch rule sets in-game via a say command, but for now can't you do something simpler like have certain maps shotgun-only and other maps knife-only? Then at least you could put 'Map' conditions on your knife/shotgun rulz and that would work. Or use your imagination and think of another condition you could use on the rulz to separate them.

 

MODLOCK you're on the right lines but use PlayerCount, and put your rulz in the reverse order. The # is commenting out your Kill rulz (fuck it, here it is:smile:

# SUICIDE RULES

On Suicide;ServerCount 3;Say %p% died again To Respawn with GODMODE please press ALT F4..

On Suicide;ServerCount 2;Say %p% might be tempting something crazy.. because he killed himself again...

On Suicide;ServerCount 1;Say %p% killed himself again...(o_x)'

On Suicide;Say %p% killed himself

 

I started on your "On Kill" rulz and have just realised you want something NOT IN PROCONRULZ, i.e. a VictimCount. Sorry, that's not something I've thought of implementing. The 'PlayerCount' of an "On Kill" rule is for the KILLER, and that's the only thing you've got. So you can say 1st knife kill BY freddy, 2nd knife kill BY freddy, etc but there's no way I can think of to get "1st knife kill OF benny".

 

I'll think about it.

 

scorpionfr59 I think you want to limit the NUMBER of snipers in the game. You are correct this *would* use the "On Spawn" trigger (actually it is as simple as "On Spawn;Kit Recon 2;Kill" but this is not possible in BF3. Maybe BF3 will be updated to provide the required data. peut-être.

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Originally Posted by Clay52*:

 

bambam, do you suppose that this rule below for aimbotting could or should be changed for cases where LMG users frequently can and often do get that amount of HS in 15 seconds? I was thinking about maybe 14 seconds and working it from there...

 

On Kill;Headshot;Rate 5 15;Ban %p% aimbot

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Originally Posted by Doomsayer*:

 

On TeamKill;PlayerCount 5;Say %p% kicked for too many teamkills;Kick too many teamkills

On TeamKill;Say %p% %c%/5 teamkills;Kill

thanks for the reply. i just copied and pasted this into the rules section and when i had a squad mate kill me it kicked him right away without counting down. so i put the bottom rule on the top and it started to count down but didnt do anything after it got to 6 team kills. i also changed kill to kick but nothing happened
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Originally Posted by modlock*:

 

hey guys,

 

thx for the repply. i did manage to catch the reversed position a bit before u tell me (Genius inside (ok ok or not!!)) and i got it to work. unfortunatly.. if the %p% get more kills than the rules specify.. (lets say 7 kill rules).. then it goes i dont know where... restart.. or keep showing the last one.. its fine tho.. people usually dont get 50 knife kill in a round.. =D

 

i got my head scratched on a different probleme.. the famous melee / knife for the animation kill...

 

we all know that with

 

On Kill;Damage Melee;Say %p% POWNED %v% with his %w%!!

if repair tool => all good

if knife with no animation => all good

if knife with animation => %w% become a shiny "melee" weapon

 

i know its no big trouble but i would like it to differency the kill with no animation and the kill with animation with a cool catch phrase like :

without animation => On Kill;Damage Melee;Say %p% POWNED %v% with his %w%!!

with animation => On Kill;Damage Melee;Say %p% POWNED %v% with his %w% and got his dogtag!

 

SO i was thinking about calling the weapon instead of the type of damage.. kinda like so:

 

On Kill;Weapon Weapons/Knife/Knife 1;Say %p% POWNED %v% with his %w% and got his dogtag!

 

this system will correctly show the knife for the annimation.. but i will not be able to diferency both kills.. am i right ?

 

(and of course i will have to rule for the repair&tool)

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Originally Posted by baffula*:

 

Trying to make a pistol/melee only with kick after third not allowed kill... Are these rules in the right order?

 

On Kill;Not Damage Melee;Not Damage Handgun;PlayerSay %p% melee/pistols only;Kill 100

On Kill;Not Damage Melee;Not Damage Handgun;PlayerCount 3;Log %p% kicked for rule break;Kick %p% rule break pistol/melee only

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

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Originally Posted by PhaxeNor*:

 

bambam

Thanks! I appreciate you letting me know. Generally this plugin is a lot of work responding to queries while I try and find the time to work on the next version.

yea, it kinda becomes like a secondary job ^_^ Less paid tho :P
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Originally Posted by bambam*:

 

Clay52

On Kill;Headshot;Rate 5 15;Ban %p% aimbot

This is an art as much as a science - I think your rate is pretty close to what's best. I'd have the rule write a 'Log HACKER %p% aimbot' message as well and routinely scan the logs (I use freeware Notepad++ which can search multiple files). When you find a hacker has been autobanned via this rule, check their stats via BattleLog to see if you think it's a mistake and unban them. You have to accept the risk of false positives to trap the hackers but FYI this rule on my server caught maybe 20 hackers and all of them had a clear indication in their stats they were hacking.

 

DoomSayer the rules as I wrote them are OK, I think, and those two rulz will not auto-kick unless a player has triggered the TeamKill event 6 times. You have something else going on that kicked the player (maybe a server setting_). It should be very easy to see what the rulz are doing because you have the 'Say' messages to confirm. I'm assuming when your teammate was kicked, there was no "DoomSayerBuddy kicked for too many teamkills" say message which would have confirmed your rule had fired. You can always add 'Log' actions (or change your Kick to a 'Log') to see what is going on with ProconRulz. If you swap the rulz around, the top one will always fire instead of the second.

 

modlock the "PlayerCount X" condition fires when the rule count for the current player is MORE than X, so "PlayerCount 5" will fire when the count is 6, 7, 8 onwards. If you want the rule ONLY to fire at 6, use "PlayerCount 5;Not PlayerCount 6;"

 

re Knife kills with Weapon Melee, you're exactly right (genius) you have to finesse the issue BF3 reports knife kills as sometimes knife, sometimes Melee (both with DAMAGE Melee). The rulz I use are:

 

On Kill;Damage Melee;Not Weapon Melee;Say %p% HUMILIATED %v% with the %w%

On Kill;Weapon Melee;Say %p% HUMILIATED %v% with the KNIFE

 

I use caps for KNIFE in the Weapon Melee rule so I can see when that rule kicked in...

You could add another rule at the top of these that checks "Weapon Weapons/weapon/knife" if you want a 'dogtag' message for that.

 

baffula No, ProconRulz starts at the top and works down the rulz, so you don't want to make a rule with no PlayerCount be above a similar one with a PlayerCount because the top rule will always fire first (get it_). Use:

 

On Kill;Not Damage Melee;Not Damage Handgun;PlayerCount 3;Log %p% kicked for rule break;Kick %p% rule break pistol/melee only

On Kill;Not Damage Melee;Not Damage Handgun;PlayerSay %p% melee/pistols only;Kill 100

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

 

Otherwise your rulz are right on the money...

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Originally Posted by baffula*:

 

baffula No, ProconRulz starts at the top and works down the rulz, so you don't want to make a rule with no PlayerCount be above a similar one with a PlayerCount because the top rule will always fire first (get it_). Use:

 

On Kill;Not Damage Melee;Not Damage Handgun;PlayerCount 3;Log %p% kicked for rule break;Kick %p% rule break pistol/melee only

On Kill;Not Damage Melee;Not Damage Handgun;PlayerSay %p% melee/pistols only;Kill 100

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

 

Otherwise your rulz are right on the money...

Excellent sir. Thanks!!
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Originally Posted by modlock*:

 

modlock the "PlayerCount X" condition fires when the rule count for the current player is MORE than X, so "PlayerCount 5" will fire when the count is 6, 7, 8 onwards. If you want the rule ONLY to fire at 6, use "PlayerCount 5;Not PlayerCount 6;"

 

re Knife kills with Weapon Melee, you're exactly right (genius) you have to finesse the issue BF3 reports knife kills as sometimes knife, sometimes Melee (both with DAMAGE Melee). The rulz I use are:

 

On Kill;Damage Melee;Not Weapon Melee;Say %p% HUMILIATED %v% with the %w%

On Kill;Weapon Melee;Say %p% HUMILIATED %v% with the KNIFE

 

I use caps for KNIFE in the Weapon Melee rule so I can see when that rule kicked in...

You could add another rule at the top of these that checks "Weapon Weapons/weapon/knife" if you want a 'dogtag' message for that.

First of all, thx for your time. its working like a charme, here are my rules:

 

# MELEE SYSTEM

On Kill;Weapon Weapons/Knife/Knife;Say %p% Just missed %v% dogtag with his knife!

On Kill;Damage Melee;Not Weapon Melee;Say %p% HUMILIATED %v% with the %w%

On Kill;Weapon Melee;Count 5;Say %v% should uninstall BF3 and buy MW3 its a shame to give so much Tags to %p%

On Kill;Weapon Melee;Count 4;Say %p% got %v% DOG TAG %c% times!!

On Kill;Weapon Melee;Count 3;Say %p% got %v% DOG TAG %c% times!!

On Kill;Weapon Melee;Count 2;Say %p% got %v% DOG TAG %c% times!!

On Kill;Weapon Melee;Count 1;Say OMG! %p% got another DOG TAG from %v%!!!

On Kill;Weapon Melee;Say %p% got %v% DOG TAG!!!

 

this way it will "kinda" record the number of times x took y dog tag up to maximum.. ( 5 is enough i think for my server)

 

I'd like to share a few rules i thinked of:

 

# STRIKE KILLS

On Kill;Rate 10 2;Say %p% got a 10 KILLS STRIKE!!! with his %w%!

On Kill;Rate 9 2;Say %p% got a 9 KILLS STRIKE!!! with his %w%!

On Kill;Rate 8 2;Say %p% got a 8 KILLS STRIKE!!! with his %w%!

On Kill;Rate 7 2;Say %p% got a 7 KILLS STRIKE!!! with his %w%!

On Kill;Rate 6 2;Say %p% got a 6 KILLS STRIKE!!! with his %w%!

On Kill;Rate 5 2;Say %p% got a 5 KILLS STRIKE!!! with his %w%!

On Kill;Rate 4 2;Say %p% got a QUADRUPLE KILL with his %w%!

On Kill;Rate 3 2;Say %p% got a TRIPLE KILL with his %w%!

On Kill;Rate 2 2;Say %p% got a DOUBLE KILL with his %w%!

 

(10? really? yeah i know.. its too much.. but i'd rather have too much than not enough =D)

 

here are my nice suicide rules:

 

# SUICIDE RULES

On Suicide;Count 10;Say %p% should respawn with GOD MODE by pressing ALT F4!!

On Suicide;Count 9;Say %p% killed himself again for the %c% time!!

On Suicide;Count 8;Say %p% killed himself again for the %c% time!!

On Suicide;Count 7;Say %p% killed himself again for the %c% time!!

On Suicide;Count 6;Say %p% killed himself again for the %c% time!!

On Suicide;Count 5;Say %p% killed himself again for the %c% time!!

On Suicide;Count 4;Say %p% killed himself again for the %c% time!!

On Suicide;Count 3;Say %p% killed himself again for the %c% time!!

On Suicide;Count 2;Say %p% killed himself again for the %c% time!!

On Suicide;Count 1;Say %p% killed himself again (o_x)'

On Suicide;Say %p% killed himself

 

and now i come to my next question =D its about first blood.. =)

 

# FIRST BLOOD

On Kill;ServerFirst;Not Weapon Melee;Not Weapon Death;Say FIRST BLOOD !!! by %p%, killing %v% with his %w%!

On Kill;ServerFirst;Weapon Melee;Say FIRST BLOOD!!! by %p%, killing %v% with his Knife!

On Kill;ServerFirst;Weapon Death;Say FIRST BLOOD !!! by %p%, killing %v% with his vehicle!

 

i dont like the "DEATH" or "MELEE" showing @ the end of the first blood phrase.. so i was thinking about something like that top... but i got into a probleme.. its calling first blood 3times =P .... 1time with evrything not melee or not death.. and then its gonna call first melee and then first kill with a vehicle.. so hmm .. too much.. because @ this stade i should call also first blood for an-94, for smaw and for evrything else.. and spam the tchat =P..

 

so i wonder.. any idea how i could block first blood from others to show up IF first blood as already been met ? =)

 

again thx you so much for your time and keep up the good work =P

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Originally Posted by bambam*:

 

modlock thanks for posting your rulz. I get the 'strike' concept now (I had to think about it) - it's multiple kills within a 2-second window (e.g. you destroy a jeep could be 3-kill strike.

 

can you explain what you want if the first 5 kills on the server are

1. knife

2. repair tool

3. smaw

4. death

5. melee

 

Your current rulz would say

1. FIRST BLOOD !!! by bambam_ofc, killing pebbles with his knife! (1st rule)

2. (nothing) because ServerFirst for top rule fails

3. (nothing) because ServerFirst for top rule fails

4. FIRST BLOOD !!! by bambam_ofc, killing pebbles with his vehicle! (3rd rule)

5. FIRST BLOOD !!! by bambam_ofc, killing pebbles with his Knife! (2nd rule)

 

after than, none of your FIRST BLOOD rulz can trigger again this round.

 

The 'ServerFirst' conditions ensure EACH rule can only succeed ONCE per round. What is it you want? Can you give an example like I did showing the output you want?

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Originally Posted by PhaxeNor*:

 

My Melee rules that works fine for me:

 

On Kill;Damage Melee;Rate 8 60;Log Knife hacker [%p%];Ban %p% too fast with melee kills

On Kill;Weapon Weapons/Knife/Knife;Say %v% got humiliated by %p% (Knife)

On Kill;Weapon Defib;Say %v% got zapped by %p% (%w%)

On Kill;Weapon Repair Tool;Say %v% got burned by %p% (%w%)

On Kill;Weapon Melee;Say %v% got humiliated by %p% (Knife)

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Originally Posted by PhaxeNor*:

 

Love the knife hacker rule Phax, will try that one ty. I once had 5 knifes within a minuet but 8 should cover the hack portion I would think.

Well it depends on the map I think, but for me that run Metro, it should be almost impossible to get that many kills in a minute. Only knife hackers can do it.
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Originally Posted by modlock*:

 

Ok so here it is..

 

the round is starting, people is spawning..

 

First confrontation is with a vehicle someone get killed so

FIRST BLOOD with vehicle!

 

after that none of the others are triggering...

 

maps end, next round..

people spawn, and one kill occure with an94

so FIRST BLOOD with an94 and none of the others show up after that..

 

next round.. the kill is with a knife

so FIRST BLOOD with a knife and after that kill none of the others are triggering

 

 

so in eatch round the FIRST BLOOD is shown just 1 time depending on the weapon used to kill the victime.

and not showing 3 times like it does because we got 3 rules..

 

i dont think we got such possibility in this plugin.. but that would look something like that..

 

# FIRST BLOOD

On Kill;ServerFirst "IfNotShownAlready";Not Weapon Melee;Not Weapon Death;Say FIRST BLOOD !!! by %p%, killing %v% with his %w%!

On Kill;ServerFirst "IfNotShownAlready";Weapon Melee;Say FIRST BLOOD!!! by %p%, killing %v% with his Knife!

On Kill;ServerFirst "IfNotShownAlready";Weapon Death;Say FIRST BLOOD !!! by %p%, killing %v% with his vehicle!

 

so if a rule ServerFirst as already been showed dont activate the others =)

 

hope im more clear that time (and sorry about my english)

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Originally Posted by bambam*:

 

ok modlock I see what you mean. A single FIRST BLOOD message for the first kill, whichever the weapon, but a different message depending on the weapon. I think you are probably right, it is not possible to combine rule effects like this in the current version (v34) of ProconRulz.

 

So I wrote the rulz in the NEXT version of ProconRulz (actually v37), and then you will be able to do this ok. v37 of ProconRulz will support more general use of rule variables, so you can have:

 

On Kill;If %server_first% == 0;Set %server_first% 1;Not Weapon Melee;Not Weapon Death;Say FIRST BLOOD !!! by %p%, killing %v% with his %w%!

On Kill;If %server_first% == 0;Set %server_first% 1;Weapon Melee;Say FIRST BLOOD!!! by %p%, killing %v% with his Knife!

On Kill;If %server_first% == 0;Set %server_first% 1;Weapon Death;Say FIRST BLOOD !!! by %p%, killing %v% with his vehicle!

 

The variable is %server_first%, on round start all vars are reset to 0, Set assigns a value to the var.

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Originally Posted by bambam*:

 

Grzesiek - ask EA... ProconRulz has the support for taking action on Spawn events, not just on Kill, but BF3 currently (R16) only provides the data on a Kill event. The data protocol is actually the same for BF3 as it was for BFBC2, and if you keep the default rulz in ProconRulz, you'll see the players are reported as spawning with no kit, no weapons and no specializations. All this is in the 1st post of this thread.

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Originally Posted by modlock*:

 

ok modlock I see what you mean. A single FIRST BLOOD message for the first kill, whichever the weapon, but a different message depending on the weapon. I think you are probably right, it is not possible to combine rule effects like this in the current version (v34) of ProconRulz.

 

So I wrote the rulz in the NEXT version of ProconRulz (actually v37), and then you will be able to do this ok. v37 of ProconRulz will support more general use of rule variables, so you can have:

 

On Kill;If %server_first% == 0;Set %server_first% 1;Not Weapon Melee;Not Weapon Death;Say FIRST BLOOD !!! by %p%, killing %v% with his %w%!

On Kill;If %server_first% == 0;Set %server_first% 1;Weapon Melee;Say FIRST BLOOD!!! by %p%, killing %v% with his Knife!

On Kill;If %server_first% == 0;Set %server_first% 1;Weapon Death;Say FIRST BLOOD !!! by %p%, killing %v% with his vehicle!

 

The variable is %server_first%, on round start all vars are reset to 0, Set assigns a value to the var.

great =) cant wait!
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Originally Posted by PhaxeNor*:

 

Had my first NUKE hacker on the server. So had to make a rule to prevent those while I wasn't on.

 

 

On Kill;Weapon Death;Rate 10 30;Log Nuke hacker [%p%];Ban %p% Nuke Hack

 

Change "Rate 10 30" to what you think fits your server. Also note that Death is also counted as mortars. So be careful when using this.

 

This will ban anyone that does more than 10 kills in 30 seconds.

 

Example to why:

 

Code:

Playerlist	12/23/2011 20:56:15	PlayerKilled	PsYch3D0ne killed Nitwimp [AEK-971 Assault Rifle]
Playerlist	12/23/2011 20:56:17	PlayerKilled	Bobby_kamikadze killed Tboss [M249 SAW | -HEADSHOT-]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed luckystrikeII [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed R3plica83uk [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed sfw_SPIKE [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed eichen_dk [Death | -HEADSHOT-]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed vent84 [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed renroka [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed davidsterling [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed RojinLoveJoy [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	lordtok killed Angrias [DAO-12 Striker Shotgun | -HEADSHOT-]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed bander12 [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed Bauchitherium [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed Skafo222 [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed Szele_pele [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed PoiWing [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed Jurios83 [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed Bobby_kamikadze [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed RiseOfThePC [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed bahiax4 [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed SmokyyY88 [Death]
Playerlist	12/23/2011 20:56:19	PlayerKilled	GIennCouringt0n killed -inDomination- [Death | -HEADSHOT-]
Playerlist	12/23/2011 20:56:22	PlayerKilled	GIennCouringt0n killed nerupon [Death]
Playerlist	12/23/2011 20:56:24	PlayerKilled	GIennCouringt0n killed Fabby90 [Death]
Playerlist	12/23/2011 20:56:27	PlayerKilled	GIennCouringt0n killed luckystrikeII [Death]
Playerlist	12/23/2011 20:56:27	PlayerKilled	GIennCouringt0n killed SkaterWurst [Death]
Playerlist	12/23/2011 20:56:27	PlayerKilled	GIennCouringt0n killed Gresshelm [Death]
Playerlist	12/23/2011 20:56:28	PlayerKilled	GIennCouringt0n killed -inDomination- [Death]
Playerlist	12/23/2011 20:56:29	PlayerKilled	GIennCouringt0n killed PoiWing [Death]
Playerlist	12/23/2011 20:56:30	PlayerKilled	GIennCouringt0n killed weskeresp [Death]
Playerlist	12/23/2011 20:56:31	PlayerKilled	GIennCouringt0n killed Bobby_kamikadze [Death]
Playerlist	12/23/2011 20:56:31	PlayerKilled	GIennCouringt0n killed Nitwimp [Death]
Playerlist	12/23/2011 20:56:31	PlayerKilled	GIennCouringt0n killed sumeragi_ryu [Death | -HEADSHOT-]
Playerlist	12/23/2011 20:56:35	PlayerKilled	GIennCouringt0n killed Angrias [Death]
Playerlist	12/23/2011 20:56:35	PlayerKilled	GIennCouringt0n killed Szele_pele [Death]
Playerlist	12/23/2011 20:56:35	PlayerKilled	GIennCouringt0n killed Jurios83 [Death]
Playerlist	12/23/2011 20:56:35	PlayerKilled	GIennCouringt0n killed luckystrikeII [Death]
Playerlist	12/23/2011 20:56:35	PlayerKilled	GIennCouringt0n killed eichen_dk [Death | -HEADSHOT-]
Playerlist	12/23/2011 20:56:36	PlayerKilled	GIennCouringt0n killed renroka [Death]
Playerlist	12/23/2011 20:56:36	PlayerKilled	GIennCouringt0n killed sfw_SPIKE [Death | -HEADSHOT-]
Playerlist	12/23/2011 20:56:38	PlayerKilled	GIennCouringt0n killed davidsterling [Death | -HEADSHOT-]
Playerlist	12/23/2011 20:56:41	PlayerKilled	GIennCouringt0n killed SmokyyY88 [Death]
Playerlist	12/23/2011 20:56:41	PlayerKilled	GIennCouringt0n killed PoiWing [Death]
Playerlist	12/23/2011 20:56:41	PlayerKilled	GIennCouringt0n killed RiseOfThePC [Death]
Playerlist	12/23/2011 20:56:42	PlayerKilled	GIennCouringt0n killed nerupon [Death]
Playerlist	12/23/2011 20:56:42	PlayerKilled	GIennCouringt0n killed bahiax4 [Death]
Playerlist	12/23/2011 20:56:44	PlayerKilled	GIennCouringt0n killed Gresshelm [Death]
Playerlist	12/23/2011 20:56:44	PlayerKilled	GIennCouringt0n killed Fabby90 [Death]
Playerlist	12/23/2011 20:56:46	PlayerKilled	GIennCouringt0n killed Nitwimp [Death]
Playerlist	12/23/2011 20:56:47	PlayerKilled	GIennCouringt0n killed weskeresp [Death | -HEADSHOT-]
Playerlist	12/23/2011 20:56:47	PlayerKilled	GIennCouringt0n killed sumeragi_ryu [Death]
Playerlist	12/23/2011 20:56:50	PlayerKilled	GIennCouringt0n killed SkaterWurst [Death]
Playerlist	12/23/2011 20:56:51	PlayerKilled	GIennCouringt0n killed Jurios83 [Death]
Playerlist	12/23/2011 20:56:52	PlayerKilled	GIennCouringt0n killed S1ckWell [Death]
Playerlist	12/23/2011 20:56:52	PlayerKilled	PycHaka_Sn1p3r killed DezaoMaggot [{MISSING: global.Weapons.l96} | -HEADSHOT-]
Playerlist	12/23/2011 20:56:52	PlayerKilled	GIennCouringt0n killed Szele_pele [Death | -HEADSHOT-]
Playerlist	12/23/2011 20:56:53	PlayerKilled	GIennCouringt0n killed renroka [Death]
* Restored post. It could be that the author is no longer active.
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Originally Posted by Clay52*:

 

bambam, I pulled this form somewhere here and it errors out, ideas? Does this sort of thing work yet?

 

 

# KILLING SPREE

On Spawn;Set %spree% 0

On Kill;Incr %spree%;If %spree% > 4;Say %p% %spree%-kill KILLING SPREE

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Originally Posted by Hive*:

 

Hmmm ok guys we have a SQDM server and we want to prevent players from using vehicles without turning them off.

 

So when a player gets in the vehicle and when the player makes a kill it needs to kick that player...

 

I would've thought this would've worked but it doesnt, anyone able to assist?

 

On Kill;Damage VehicleHeavy;kick

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Originally Posted by Operator*:

 

Is there a way to hide these messages in the Procon chat window:

Code:

[23:50:10] ProconRulz: [No team key] xxxspawned with [No kit key], [No weapon key], [No spec key]
[23:50:11] ProconRulz: Kill [U.S Army] [xxxxx] killed [Russian Army] [xxxxx] with [Weapons/M416/M416] [M416 Assault Rifle], Kit [No kit key] [No kit], Damage [AssaultRifle]
[23:50:11] ProconRulz: [U.S Army] xxxxspawned with [No kit key], [No weapon key], [No spec key]
[23:50:13] ProconRulz: [U.S Army] xxxx spawned with [No kit key], [No weapon key], [No spec key]
Its hard to chat or read admin questions because of all the messages.
* Restored post. It could be that the author is no longer active.
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Originally Posted by micovery*:

 

Hmmm ok guys we have a SQDM server and we want to prevent players from using vehicles without turning them off.

 

So when a player gets in the vehicle and when the player makes a kill it needs to kick that player...

 

I would've thought this would've worked but it doesnt, anyone able to assist?

 

On Kill;Damage VehicleHeavy;kick

Tank kills in BF3 are reported simply as "Death" through the admin protocol, so there no way to know if player was in a tank. This is one of the things that DICE has to fix in the protocol once they get their act together with server stability.
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    • 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.

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      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.
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    • 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.
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    • 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

       
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