Jump to content

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


ColColonCleaner

Recommended Posts

Originally Posted by CEBEP78*:

 

In the early rounds, to show yellow text, the number of rounds played. By example:

On Kill;ServerFirst;Incr %ini_rounds_count%;Yell Round %ini_rounds_count% begin! Good luck! Have fun!

 

Sorry for bad language

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 It could be that the author is no longer active.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

Originally Posted by archangel*:

 

In the early rounds, to show yellow text, the number of rounds played. By example:

On Kill;ServerFirst;Incr %ini_rounds_count%;Yell Round %ini_rounds_count% begin! Good luck! Have fun!

 

Sorry for bad language

you could do something like this .. (untested)

Code:

Set %ini_round_count[%m%]% 0
On Round;Incr %ini_round_count[%m%]%;Yell Round %ini_round_count[%m%]% begin! Good luck! Have fun!
## This is optional just to reset the count after (50) rounds ##
If %ini_round_count[%m%]% >= 50;Set %ini_round_count[%m%]% 0
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by maxdralle*:

 

We would like to have No RAWR use in the server

We would like to just auto kill people who kill with it .

 

Is this simple to do?

 

Thanks

Code:
On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100
the weaponkey for RAWR is "XP3/Gameplay/Vehicles/RAWR/RAWR". tested on map pearl market
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by spatieman*:

 

For one, you have written "On Join;;". For two, player information is usually not available/null at the time of join and you need to wait a little while for the information to become available. Since their information is blank (usually) other than their name, their %pcountrykey% won't match anything. It is best to wait until On Spawn so that their information will be available.

ups, your right, even after correcting, it didnt work, only the on spawn did,, but spamming on spawm eachtime with country is not a smart idea.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

ups, your right, even after correcting, it didnt work, only the on spawn did,, but spamming on spawm eachtime with country is not a smart idea.

On Spawn;PlayerFirst;...

 

That way it will only spam once the first time they spawn after joining.

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

Originally Posted by BuRockK*:

 

Hey guys anyone know how to use a delay on commands? like i wanna execute a command after 10 seconds of the previous command

 

ive seen server msgs outputs texts line by line 1 seconds at a time so i thought itd be possible for chain commands to execute with 1 second delay between them

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

Originally Posted by ty_ger07*:

 

Hey guys anyone know how to use a delay on commands? like i wanna execute a command after 10 seconds of the previous command

 

ive seen server msgs outputs texts line by line 1 seconds at a time so i thought itd be possible for chain commands to execute with 1 second delay between them

Not possible using this plugin.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

This plugin does not support task scheduling.

 

I only know of two options.

1) Use a different plugin.

2) Exec a pb_sv_task task to start a certain number of seconds in the future.

 

 

I don't know if this will work. It is worth a try though.

 

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 1 admin.yell "Test: 1 second later" 1

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 3 admin.yell "Test: 3 seconds later" 1

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 5 admin.yell "Test: 5 seconds later" 1

 

Type !Test in your server and see if it yells three 1-second messages with one second gaps in between each. Hopefully it works as expected and doesn't repeat indefinitely. Since it is adding it as a punkbuster service task on the game server, there may be a delay before it starts working or may not work as expected at all.

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

Originally Posted by BuRockK*:

 

This plugin does not support task scheduling.

 

I only know of two options.

1) Use a different plugin.

2) Exec a pb_sv_task task to start a certain number of seconds in the future.

 

 

I don't know if this will work. It is worth a try though.

 

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 1 admin.yell "Test: 1 second later" 1

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 3 admin.yell "Test: 3 seconds later" 1

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 5 admin.yell "Test: 5 seconds later" 1

 

Type !Test in your server and see if it yells three 1-second messages with one second gaps in between each. Hopefully it works as expected and doesn't repeat indefinitely. Since it is adding it as a punkbuster service task on the game server, there may be a delay before it starts working or may not work as expected at all.

Nope, didnt worked. It didnt give any errors but did nothing at all either
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

Try:

 

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 1 admin.say "Test: 1 second later" all

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 3 admin.say "Test: 3 seconds later" all

 

The all at the end of say might be the trick. The admin.yell I tried above may not be correct since I don't know if it is trying to yell to all or trying to yell to player "1".

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

Originally Posted by BuRockK*:

 

Try:

 

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 1 admin.say "Test: 1 second later" all

On Say;Text !Test;Exec punkBuster.pb_sv_command pb_sv_task 3 admin.say "Test: 3 seconds later" all

 

The all at the end of say might be the trick. The admin.yell I tried above may not be correct since I don't know if it is trying to yell to all or trying to yell to player "1".

Nope, still the same. Although the command is right. I also tried "admin.yell test1 6" (without using any quote for msg part) that didnt work also. I checked if i had punkbuster access and it was full as i thought.

 

 

Edit: using Exec before command worked :smile:

 

 

Edit 2:

 

Interesting though, this did not worked as i used the same logic in previous example:

 

Code:

On Say;Text !help;if %targettext% == "0";
    Exec punkBuster.pb_sv_command pb_sv_task 1 exec admin.say "Commands you can use.." %p%
    Exec punkBuster.pb_sv_command pb_sv_task 3 exec admin.say "command1" %p%
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HitchItch*:

 

Code:

On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100
the weaponkey for RAWR is "XP3/Gameplay/Vehicles/RAWR/RAWR". tested on map pearl market
Just to make sure,

I just copy/paste, On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100

In the rulz string array?

Not sure if it goes in rulz or rulz.txt

 

Thanks

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

Originally Posted by BuRockK*:

 

Just to make sure,

I just copy/paste, On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100

In the rulz string array?

Not sure if it goes in rulz or rulz.txt

 

Thanks

it goes in rules section in plugin settings tab, not Rulz.txt

 

Rules section in ProconRulz plugin settings is for you to write your own custom rulz

 

the Rulz.txt is for indicating your server rules to players when they type !rules in game

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

Originally Posted by HitchItch*:

 

it goes in rules section in plugin settings tab, not Rulz.txt

 

Rules section in ProconRulz plugin settings is for you to write your own custom rulz

 

the Rulz.txt is for indicating your server rules to players when they type !rules in game

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

Originally Posted by HitchItch*:

 

We appreciate all the help you guys have given us.

 

Hoping someone can help us with one more issue.

 

We were using insane limits to limit who can join our server. We had a max players K/D ratio set 3.0 and lower. Anyone with a 3.0 K/d ratio or higher would be auto kicked from the server with a message saying, Your K/D ratio exceeds 3.0, Your to Pro Bro!

 

We started a new server with NFO and now we cannot get insane limits to work anymore, when we try to set a new limit to true we get an error messge-[insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

 

We have posted a reply in insane limits but no one replies, seems that the plugin is dead.

 

Can this be setup in procon rulz?

 

Thanks

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

Originally Posted by leibhold*:

 

Sounds like a permission issue with writing the rule files to the layer server ?

 

Bad idea - it doesn't write to rules file

When you create a rule, it has to write back to the file proconrulz_rules.txt - if it cant then it will bomb

Check with you layer host proconrulz_rules.txt is writable

wrong plugin stupid..

 

So I have posted on the other plugin page - but same deal - just the names have changed.

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

Originally Posted by HitchItch*:

 

Code:

On Kill;Weapon XP3/Gameplay/Vehicles/RAWR/RAWR;Say %p% was KILLED for using %w%;PlayerYell Do not use a %w%;Kill 100
the weaponkey for RAWR is "XP3/Gameplay/Vehicles/RAWR/RAWR". tested on map pearl market
We have tried this code this morning, It does not work, teammate killed me with a rawr and he was not auto killed

 

Any Ideas?

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

Originally Posted by ty_ger07*:

 

We have tried this code this morning, It does not work, teammate killed me with a rawr and he was not auto killed

 

Any Ideas?

It works... unreliably. There is no solution to the unreliability. The game server sometimes tells procon that the kill was with rawr, but usually just tells procon that the kill was with "death". It's a DICE bug as far as I know. Since death is a weapon keyword shared with quite a few other weapons/situations, you can't usually make a rule against it.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by HitchItch*:

 

It works... unreliably. There is no solution to the unreliability. The game server sometimes tells procon that the kill was with rawr, but usually just tells procon that the kill was with "death". It's a DICE bug as far as I know. Since death is a weapon keyword shared with quite a few other weapons/situations, you can't usually make a rule against it.

Bummer, So it sounds like there is no real reliable way to prevent the use of a specific weapon or vehicle
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by BuRockK*:

 

isnt %v% is the victim name? aka the person who got killed? and how does "kill 100" work? i didnt get that one

 

Edit: sorry my bad, text is so small i read "w" as "v". but i still didnt get "kill 100"

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

Originally Posted by HitchItch*:

 

Im willing to give a different code a try if someone has one.

Another option I was wondering about is, What about a code that kills a player when they pick the weapon up. This way the word kill does not come into play since that first code wont work

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

Originally Posted by BuRockK*:

 

Im willing to give a different code a try if someone has one.

Another option I was wondering about is, What about a code that kills a player when they pick the weapon up. This way the word kill does not come into play since that first code wont work

im affraid theres no trigger for picking up weapons or damaging with certain weapons for that matter
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by BuRockK*:

 

So there is no way to prevent a player from using certain weapons

your best bet is to use the "On kill" trigger. You can prevent of using a certain weapon with this but as stated before, RAWR has that name bug..you might need to wait on a fix for that.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by BuRockK*:

 

Hello guys, i wanted to ask if proconrulz can work with UMM plugin. I will be using different server presets for different maplists i have in that plugin and i wanted to know if i can have the rules.txt (the one outputs the !rules) shows the rules for whichever server preset is set at that moment.

 

I thought i could maybe use the var.preset... something like On Say;Text !rules;if %var.preset% == Normal....etc

But i honestly dont know the right way to identify the var.preset output, or is it even possible.

 

Is there any other way i can have proconrulz to use different !rules depending on the server presets?

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

Originally Posted by BuRockK*:

 

hmm at this point i dont know who to contact since author of this plugin is inactive for 2 years now. But still cant lose hope.

 

My previous post here as you can see above still valid. I still dont know how to get vars.preset on an "on round" trigger

 

Besides that, now im working on a new idea that would work through Proconrulz, involving %ini_section_name%. But my question is, would it be possible to actually add this to the plugin interface as it would be much easier to use this new rule with a UI in the plugin.

 

I was hoping to contact BamBam for this but he is inactive

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

Originally Posted by ty_ger07*:

 

Page 32 of the documentation (link in first post) lists what you have access to through the plugin. Game type/experience preset isn't one of the things you have access to with this plugin. I don't know of any work-around to get access to that variable using this plugin.

 

Plugins don't interact with eachother (they are designed not to) and therefore you can't easily interface directly with UMM either.

 

You may be able to think of a way to achieve a similar outcome while staying within those restrictions. For instance, proconrulz can execute a command to change the game type/experience. If you used a proconrulz command to change the game type, they you would automatically know what the game type is and save it to a variable to refer to at some later time. But can you change the game type without a server restart? I can't remember.

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

Originally Posted by BuRockK*:

 

Page 32 of the documentation (link in first post) lists what you have access to through the plugin. Game type/experience preset isn't one of the things you have access to with this plugin. I don't know of any work-around to get access to that variable using this plugin.

 

Plugins don't interact with eachother (they are designed not to) and therefore you can't easily interface directly with UMM either.

 

You may be able to think of a way to achieve a similar outcome while staying within those restrictions. For instance, proconrulz can execute a command to change the game type/experience. If you used a proconrulz command to change the game type, they you would automatically know what the game type is and save it to a variable to refer to at some later time. But can you change the game type without a server restart? I can't remember.

Hey man, thanks for the reply. I am using the "different preset for every map" option in UMM and yea vars.preset can be changed without restarting server. Just some vars.x sets might need a server restart while some take effect immediately.

 

vars.preset was the easiest solution for me to have proconrulz know the change in UMM maplist. If i had a way to get any kind of a variable UMM uses, i could of use that in ProconRulz also.

 

In UMM theres this section to make a custom preset to use on maps or maplist you have where you type all the vars.x changes on each line (basicly use whats in your startup.txt but with different sets). I wonder if i was to add "Set %preset% preset1" in there would work? (i know its a noob thinking). Maybe since that section basicly an exec command list for the server (like startup.txt) i could make 2 independent ini file and exec those ini files by one on each maplist preset loads. Then have ProconRulZ check if a variable in ini1 is active or the variable in ini2 is active and act on using rulz depending on that (im not sure it made sense)

* 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.