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


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Originally Posted by maxdralle*:

 

hmmm okay so is this right? cuz i think i got the command wrong its not changing map

 

On Say;Text !map;Admin;PlayerSay Changing map to %targettext%;TargetAction admin.map %targettext%

you can not read the maplist via proconrulz. but its possible to set the next map. try this code. type !map 2 to set the next map (!map 2 = map nr. 2 in map rotation).

 

Code:

On Say;Text !map;Set %tmp_target% "";Set %tmp_target% %targettext%
    If %tmp_target% <> "0"; PlayerSay Changing map. Next map is #%tmp_target% from map rotation.; Decr %tmp_target%; Exec mapList.setNextMapIndex %tmp_target%
    If %tmp_target% == "0";PlayerSay ERROR: Type !map <MapIndex> to set the next map
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Originally Posted by BuRockK*:

 

Hmm. Targettext is a player name, huh? I didn't think about that. Maybe you will need to make a different rule for each map name so that the name of the map is included in the command.

%targettext is player name? no its the text that comes after !map (ex: !map MP_Prison tdm : %targettext would be "MP_Rison tdm")
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Originally Posted by BuRockK*:

 

you can not read the maplist via proconrulz. but its possible to set the next map. try this code. type !map 2 to set the next map (!map 2 = map nr. 2 in map rotation).

 

Code:

On Say; Text !map; Admin; Set %tmp_target% none; Set %tmp_target% %targettext%
    If %tmp_target% <> none; PlayerSay Changing map. Next map is #%tmp_target% from map rotation.; Exec mapList.setNextMapIndex %tmp_target%
    If %tmp_target% == none;PlayerSay ERROR: Type !map <MapIndex> to set the next map
im assuming this would work perfect with every map mode combination there is is in the maplist. Is there a default admin ingame command to output maps with modes in the current maplist in procon? because im also using Ultimate Map Manager addon and if admins cant list the maps in active maplist then they wouldnt know which maps are available as some maps are not available in every maplist i have created with that plugin.
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Originally Posted by BuRockK*:

 

ok so i tried the code youve given me after disbling Ultimate Map manager because i wasnt sure if it would conflict with !maplist command as that plugin has that command. But it seems still when i type !maplist just to test out, it output say "Changing map. Next map is #list from map rotation.". It evaluated !maplist as seperate words, (!map+list) i was hoping %targettext% would be equal to the text that comes after the first word that actually has space after it. Example, after first word (which is the command) "!map(space)" and not just whatever comes after "!map"

 

Also another problem, i check procon to be sure it works perfect, i noticed the number is off target. using !map 2 would set the 3rd map in the list as the next map. i got confused there

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Originally Posted by ty_ger07*:

 

%targettext is player name? no its the text that comes after !map (ex: !map MP_Prison tdm : %targettext would be "MP_Rison tdm")

I mean that the term %targettext% is a special variable in the proconrulz script which tries to find a player name matching %targettext%. I don't think that proconrulz knows how to search for other possible matches to the %targettext%. I am pretty sure that when it sees %targettext%, it automatically asks 'is there a player name matching targettext%? no? I will return the value null since no match was found'.
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Originally Posted by BuRockK*:

 

I mean that the term %targettext% is a special variable in the proconrulz script which tries to find a player name matching %targettext%. I don't think that proconrulz knows how to search for other possible matches to the %targettext%. I am pretty sure that when it sees %targettext%, it automatically asks 'is there a player name matching targettext%? no? I will return the value null since no match was found'.

Nope, ProconRulz dont centainly evaluates it as a playername. for example, and this example is in that same documentation you suggested to me, "On Say;Admin;Text !kick;TargetPlayer;TargetAction Kick %targettext%"

 

you can use %targettext which contains playername for your own pleasure of style i guess but proconrulz always will evaluate %targettext% as a text and not an "on trigger" playername like TargetPlayer or %p% does for that matter

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Originally Posted by ty_ger07*:

 

hmmm okay so is this right? cuz i think i got the command wrong its not changing map

 

On Say;Text !map;Admin;PlayerSay Changing map to %targettext%;TargetAction admin.map %targettext%

I must have been wrong about the targettext thing. There is so much that I have forgotten.

 

1) You needed to use Exec to perform a command instead of TargetAction.

2) admin.map is not a valid command.

 

See "BF4 PC Server Remote Administration Protocol" documentation here:

http://eaassets-a.akamaihd.net/dice-...inistrator.zip

 

I don't know the correct command for specifying a particular map. It seems that you might have to add the map to the maplist, determine the map's index location, and then load that map from the index.

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Originally Posted by BuRockK*:

 

I must have been wrong about the targettext thing. There is so much that I have forgotten.

 

1) You needed to use Exec to perform a command instead of TargetAction.

2) admin.map is not a valid command.

 

See "BF4 PC Server Remote Administration Protocol" documentation here:

http://eaassets-a.akamaihd.net/dice-...inistrator.zip

 

I don't know the correct command for specifying a particular map. It seems that you might have to add the map to the maplist, determine the map's index location, and then load that map from the index.

yea that documantation is what i needed really...thanks.
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Originally Posted by Drunk*:

 

Hi, I'm trying to get the following rule to work on BFH:

 

On Kill;Weapon UGolfClub;If %p% == Killername;Yell %p% has just teed off %v% face;victimsay %p% used %v% as a golf tee

 

But nothing happens, also if I try

 

On Kill;Weapon melee;If %p% == Killername;Yell %p% has just teed off %v% face;victimsay %p% used %v% as a golf tee

 

nothing happens, the above command works fine in BF4.

 

Just wondering if BFH reports the kill for melee weapons differently and hence the rule can't match the event? I'm aware that BFH isn't fully supported but all other stats logging and reporting rules appear to work for kills. Any help would greatly appreciated.

Has anyone tried weapon specific rules on BFH?
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Originally Posted by maxdralle*:

 

Has anyone tried weapon specific rules on BFH?

i am not sure, but maybe you use a wrong weaponkey... try this code:

 

Code:

On Kill; Say DEBUG %p% WeaponKEY: %wk% ::: DamageClass: %d%

On Kill; Damage Melee; If %p% == Killername; Yell %p% has just teed off %v% face; VictimSay %p% used %v% as a golf tee
On Kill; Weapon U_GolfClub;If %p% == Killername; Yell %p% has just teed off %v% face; VictimSay %p% used %v% as a golf tee
what you want with "If %p% == Killername"__:huh:
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Originally Posted by BuRockK*:

 

Hey maxdralle, the code you gave me works very nice. Thank you for your help. But theres only one problem i didnt understand. The number i use doesnt match the number in my maplist. Example i use !map 2 and the nextmap becomes the map #3 in the maplist..

 

heres the code i have:

 

Code:

On Say;Admin;Text !map;Set %tmp_target% none;Set %tmp_target% %targettext%
    If %tmp_target% <> none;PlayerSay Changing map. Next map is #%tmp_target% from map rotation.;Exec mapList.setNextMapIndex %tmp_target%
    If %tmp_target% == none;PlayerSay ERROR: Type !map <MapIndex> to set the next map
Other thing, if the %tmp_target% is none(null), it doesnt show ERROR msg and halts. It simply evaluates "none" as 0 (and changes nextmap to 1st map on the list because of the problem i mentioned above)

 

I couldnt figure out why. Would it work if i use %targettext% directly in this code instead of using %tmp_target% ?

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Originally Posted by maxdralle*:

 

@BuRockK

 

oh sorry, it was a little bug. this code works.

load the first map with !map 1 ; the second with !map 2 ...

Code:

On Say;Admin;Text !map;Set %tmp_target% "0";Set %tmp_target% %targettext%
    If %tmp_target% <> "0"; PlayerSay Changing map. Next map is #%tmp_target% from map rotation.; Decr %tmp_target%; Exec mapList.setNextMapIndex %tmp_target%
    If %tmp_target% == "0";PlayerSay ERROR: Type !map <MapIndex> to set the next map
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Originally Posted by BuRockK*:

 

@BuRockK

 

oh sorry, it was a little bug. this code works.

load the first map with !map 1 ; the second with !map 2 ...

Code:

On Say;Admin;Text !map;Set %tmp_target% "0";Set %tmp_target% %targettext%
    If %tmp_target% <> "0"; PlayerSay Changing map. Next map is #%tmp_target% from map rotation.; Decr %tmp_target%; Exec mapList.setNextMapIndex %tmp_target%
    If %tmp_target% == "0";PlayerSay ERROR: Type !map <MapIndex> to set the next map
oh thanks. so if i understand it correctly "null" entry after the command which would still be %targettext%, is evaluated as 0? does this apply to all "null" entries?

 

Also i wanted to know is there a prefix like "if %text% == $number" ? i think i could upgrade this code a bit just to make this command usage be more clearifying to admins. like if they use anything else besides numbers they would still get error msg

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Originally Posted by DarkZerO_AT*:

 

Has anyone tried weapon specific rules on BFH?

yep, having an announcer for one of our clan members if he does melee kills and we also have a sniper limiter on one server and a tazer rule for some fun rounds which we can enable

 

but i havent tried really specific rules for weapons as you try to

what i found out was ... the melee rule only gets triggered if he kills with the "animation" and not just hitting him with the knife

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Originally Posted by Drunk*:

 

i am not sure, but maybe you use a wrong weaponkey... try this code:

 

Code:

On Kill; Say DEBUG %p% WeaponKEY: %wk% ::: DamageClass: %d%

On Kill; Damage Melee; If %p% == Killername; Yell %p% has just teed off %v% face; VictimSay %p% used %v% as a golf tee
On Kill; Weapon U_GolfClub;If %p% == Killername; Yell %p% has just teed off %v% face; VictimSay %p% used %v% as a golf tee
what you want with "If %p% == Killername"__:huh:
Thanks for your reply:

 

Killername is reference to a players name for personalised kill messages, so it only applies the yell/message if that player performs the kill. As there's a variety of weapons in BFH I thought it would be fun to tailor the messages per weapon as well. I'll give it a go as I say it works ok in BF4 for melee kills.

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Originally Posted by MoKko*:

 

mmhh, bf3 and procon.

 

try this code:

Code:

On Kill; Headshot;Set %tmpsmg% %p% HEADSHOOTED you with %w%; TargetPlayer %v%; TargetAction PlayerYell %tmpsmg%
if its not working, try this "victimyell" on spawn...

Code:

On Kill; Headshot; Set %server_global_headshot[%v%][0]% %p% HEADSHOOTED you with %w%
On Spawn; if %server_global_headshot[%p%][0]% <> 0; PlayerYell %server_global_headshot[%p%][0]%; Set %server_global_headshot[%p%][0]% 0
Thx!, the second1 worked fine. I wouldn´t be able to figure it out that way.
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Originally Posted by ty_ger07*:

 

oh thanks. so if i understand it correctly "null" entry after the command which would still be %targettext%, is evaluated as 0? does this apply to all "null" entries?

 

Also i wanted to know is there a prefix like "if %text% == $number" ? i think i could upgrade this code a bit just to make this command usage be more clearifying to admins. like if they use anything else besides numbers they would still get error msg

For whatever it is worth, ProconRulz automatically sets all variables to 0 when they are created. If it sees a new variable which hasn't been previously mentioned, it creates the variable with a value of 0. Even if its value will later be a string, it starts out as a number of 0. From there, the value is changed from 0 to whatever your rulz tell it.

 

You can do things like: "If %number1% == %number2%" or "If %number1% %number2%" ( means not equal) or "If %number1%

 

Keep in mind that you need to prefix a variable with "server_" if you want that variable to be shared equally with all players in the server. Otherwise, each player will have their own version of the variable with their own value. I mean that if it isn't "%server_number%" and is just "%number%" instead, the value of %number% could be different for every player and when one player causes %number% to change, %number is unchanged for all other players.

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Originally Posted by BuRockK*:

 

For whatever it is worth, ProconRulz automatically sets all variables to 0 when they are created. If it sees a new variable which hasn't been previously mentioned, it creates the variable with a value of 0. Even if its value will later be a string, it starts out as a number of 0. From there, the value is changed from 0 to whatever your rulz tell it.

 

You can do things like: "If %number1% == %number2%" or "If %number1% %number2%" ( means not equal) or "If %number1%

 

Keep in mind that you need to prefix a variable with "server_" if you want that variable to be shared equally with all players in the server. Otherwise, each player will have their own version of the variable with their own value. I mean that if it isn't "%server_number%" and is just "%number%" instead, the value of %number% could be different for every player and when one player causes %number% to change, %number is unchanged for all other players.

Thank you for your help on this. i will test some commands and codes depending on the information youve given and hopefully upgrade some commands i use to be more effective. Theres also one problem i couldnt solve. For example, i have now have the !map command but no other commands are set that start with !map* , like !maplist or !mapname etc. even though if i was to type !mapname it would still trigger the on text code youve given me sayin " Changing map to #name..." is there a work around for this? or bf4 servers dont add a "space" after the actual command given in an "on text" code?

 

I tried to put an actual space after the code (on text;admin;say !map(space here);...) but that didnt worked. i tried to use %space% variable without even knowing if there is a such variable, that didnt worked either. Im guessing no matter else what comes after !map command besides a number, if its not a valid command it will return 0. But i wanna let my admins know that its somehow an "invalid command"

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Originally Posted by maxdralle*:

 

@burockk

 

with this it is a little bit noob safer...

 

Code:

On Say;Admin;Text !map;Set %tmp_target% "0";Set %tmp_target% %targettext%
    If %tmp_target% <> "0"; if %tmp_target% > 0; PlayerSay Changing map. Next map is #%tmp_target% from map rotation.; Decr %tmp_target%; Exec mapList.setNextMapIndex %tmp_target%; Set %tmp_target% tmperror
    If %tmp_target% == "0";PlayerSay ERROR: Type !map <MapIndex> to set the next map
    If %tmp_target% == tmperror;PlayerSay ERROR: Type !map <MapIndex> to set the next map
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Originally Posted by BuRockK*:

 

@burockk

 

with this it is a little bit noob safer...

 

Code:

On Say;Admin;Text !map;Set %tmp_target% "0";Set %tmp_target% %targettext%
    If %tmp_target% <> "0"; if %tmp_target% > 0; PlayerSay Changing map. Next map is #%tmp_target% from map rotation.; Decr %tmp_target%; Exec mapList.setNextMapIndex %tmp_target%; Set %tmp_target% tmperror
    If %tmp_target% == "0";PlayerSay ERROR: Type !map <MapIndex> to set the next map
    If %tmp_target% == tmperror;PlayerSay ERROR: Type !map <MapIndex> to set the next map
Thanks for your help again. Now i get how you worked it around. I didnt know you could insert if call in an already opened if call

 

I used to code mIRC scripts back in 1999-2003 so i can make logics on this but its hard to know how it works without seeing examples. I guess you can say im a "watch to learn" type of guy.

 

But i didnt understand This:

 

Decr %tmp_target%; Exec mapList.setNextMapIndex %tmp_target%;

 

why decr the number? or does decr stands for something else?

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Originally Posted by BuRockK*:

 

Decr means decrease or decrement. It subtracts 1 from the number so that "map 1" is actually index #0, 2 is index #1, etc..

yea thats what i thought, but why decrease number? maybe he added that to make me think and find the wrong code lol
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Originally Posted by ty_ger07*:

 

yea thats what i thought, but why decrease number? maybe he added that to make me think and find the wrong code lol

He added it to make the map number line up with the index number. Map number 1 is index number 0. Remember? Before, you would type !map 2 and map number 3 would load. Remember?
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Originally Posted by BuRockK*:

 

He added it to make the map number line up with the index number. Map number 1 is index number 0. Remember? Before, you would type !map 2 and map number 3 would load. Remember?

yea but i had that problem because he mistakenly used "none" instead of "0" in the code.

he fixed it as soon as i meantioned about the problem. Now, %tmp_target doesnt need to be decreased as "0" is being used in the code.

Anyway im sure he was tired or something when re-writing the code. But ill work it out probably now that i got the workaround in on this code.

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Originally Posted by ty_ger07*:

 

%tmp_target% is the variable he uses to specify the map index number. He decreases %tmp_target% by one so that your number given (which humans start at 1) matches the map index number (which computers start at 0).

 

It wasn't a mistake. He wasn't tired. It was on purpose. And that is the reason.

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Originally Posted by durangod*:

 

Ok i hate to sound stupid here but i know i missed something i was suppose to do and didnt. I added the files ftp to my procon server plugin dir but i still do not get the rulz tab on my procon. I have reloaded the plugins and its not there on the list either. So what did i miss doing here. thanks

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Originally Posted by ColColonCleaner*:

 

Ok i hate to sound stupid here but i know i missed something i was suppose to do and didnt. I added the files ftp to my procon server plugin dir but i still do not get the rulz tab on my procon. I have reloaded the plugins and its not there on the list either. So what did i miss doing here. thanks

You mean the proconrulz plugin is not loaded in the plugin list? There is no rulz tab to be found in procon after installing the plugin. You need to copy all of the files over to your layer directory in the same structure it gives them to you in the download. All the files are needed.
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