Jump to content

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


ColColonCleaner

Recommended Posts

Originally Posted by BuRockK*:

 

Is removed from the map settings lava-25 or any other code in series such as SMAW man dying with me in person that killed you kill

is this for bf3? or bf4?

 

Also you always have an option to disable all vehicles with a rcon command:

 

You need to change map (or restart map) for this setting to work

 

vars.vehicleSpawnAllowed false

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 It could be that the author is no longer active.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

Originally Posted by CEBEP78*:

 

i did not understand what you need. but if its for bf3 i wouldnt know

 

pls read

Killed a player, while he is dead, he sees information yellow text, about that player, who killed him, him K/D, his exactness, amount of hits in a head, for this round. So clearer? I apologize for bad knowledge of English.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

Killed a player, while he is dead, he sees information yellow text, about that player, who killed him, him K/D, his exactness, amount of hits in a head, for this round. So clearer? I apologize for bad knowledge of English.

It isn't possible to judge accuracy using any information from just procon.

 

You can keep track of headshots and kills/deaths though.

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 It could be that the author is no longer active.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

Originally Posted by BuRockK*:

 

Killed a player, while he is dead, he sees information yellow text, about that player, who killed him, him K/D, his exactness, amount of hits in a head, for this round. So clearer? I apologize for bad knowledge of English.

Its okay i understood now. But you can not get K/D,Total Headshot,Accuracy etc. stats of players in proconrulz. But you can use Insane Limits or AdKats. They can get the stats of players when needed
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by cin83ali*:

 

is this for bf3? Or bf4?

 

Also you always have an option to disable all vehicles with a rcon command:

 

You need to change map (or restart map) for this setting to work

 

vars.vehiclespawnallowed false

bf3
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

Its okay i understood now. But you can not get K/D,Total Headshot,Accuracy etc. stats of players in proconrulz. But you can use Insane Limits or AdKats. They can get the stats of players when needed

Yes you can keep track of K/D and total headshots per round (like he requested) using Proconrulz. It is true that you can't get accuracy using any Procon plugin unless that plugin connects to Battlelog and retrieves the accuracy information from Battlelog.

 

There is a problem though. You can't yell text ("yellow text in the middle of the screen") while a player is dead. So, the dead player won't see it. You would need to wait until the player spawns again and then yell the text.

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

Originally Posted by ty_ger07*:

 

Here is some code which should work:

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %server_PlayerKills[%p%]%;Incr %server_PlayerDeaths[%v%]%;Set %server_Killer[%v%]% %p%
On Kill;Headshot;Incr %server_PlayerHeadshot[%p%]%
On Suicide;Incr %server_PlayerDeaths[%p%]%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %server_Killer[%p%]% != 0
	Set %KillerDeaths% %server_PlayerDeaths[%server_Killer[%p%]%]%
	If %KillerDeaths% == 0;Set %KillerDeaths% 1
	Set %KillerKDR.1% %server_PlayerKills[%server_Killer[%p%]%]%/%KillerDeaths%
	PlayerYell Your killer %server_Killer[%p%]% has %server_PlayerHeadshot[%server_Killer[%p%]%]% headshots and a KDR of %KillerKDR.1%
	Set %server_Killer[%p%]% 0
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Chilace*:

 

There is a problem though. You can't yell text ("yellow text in the middle of the screen") while a player is dead. So, the dead player won't see it. You would need to wait until the player spawns again and then yell the text.

This is true for bf 3. But in bf 4 dead players can see the yell messages.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by CEBEP78*:

 

Here is some code which should work:

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %server_PlayerKills[%p%]%;Incr %server_PlayerDeaths[%v%]%;Set %server_Killer[%v%]% %p%
On Kill;Headshot;Incr %server_PlayerHeadshot[%p%]%
On Suicide;Incr %server_PlayerDeaths[%p%]%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %server_Killer[%p%]% != 0
	Set %KillerDeaths% %server_PlayerDeaths[%server_Killer[%p%]%]%
	If %KillerDeaths% == 0;Set %KillerDeaths% 1
	Set %KillerKDR.1% %server_PlayerKills[%server_Killer[%p%]%]%/%KillerDeaths%
	PlayerYell Your killer %server_Killer[%p%]% has %server_PlayerHeadshot[%server_Killer[%p%]%]% headshots and a KDR of %KillerKDR.1%
	Set %server_Killer[%p%]% 0
Put it, I tried it, do not write anything in the game
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by BuRockK*:

 

Put it, I tried it, do not write anything in the game

Try this. This is generally for bf4 but ini vars should also work:

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %ini_playerRoundStats_PlayerKills%p%%;Incr %ini_playerRoundStats_PlayerDeaths%v%%;Set %ini_playerRoundStats_Killer%v%% %p%
On Kill;Headshot;Incr %ini_playerRoundStats_PlayerHeadshot%p%%
On Suicide;Incr %ini_playerRoundStats_PlayerDeaths%p%%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %ini_playerRoundStats_Killer%p%% != 0;
	Set %KillerDeaths% %ini_playerRoundStats_PlayerDeaths%ini_playerRoundStats_Killer%p%%%
	If %KillerDeaths% == 0;Set %KillerDeaths% 1
	Set %KillerKDR.1% %ini_playerRoundStats_PlayerKills%ini_playerRoundStats_Killer%p%%%/%KillerDeaths%
	PlayerYell Your killer %ini_playerRoundStats_Killer%p%% has %ini_playerRoundStats_PlayerHeadshot%ini_playerRoundStats_Killer%p%%% headshots and a KDR of %KillerKDR.1%
	Set %ini_playerRoundStats_Killer%p%% 0

On Round; Set %ini_playerRoundStats 0
If you delete the line that starts with "On Round", the stats will not reset and you will have the stats add up each time and will generally be a server stats for players (not per round)
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

This is true for bf 3. But in bf 4 dead players can see the yell messages.

His server is a BF3 server.... I think. But, maybe there is too much cross talk.

 

CEBEP78, for which game are you trying to use this code? BFBC2? BF3? BF4? Hardline?

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

Originally Posted by ty_ger07*:

 

Try this. This is generally for bf4 but ini vars should also work:

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %ini_playerRoundStats_PlayerKills%p%%;Incr %ini_playerRoundStats_PlayerDeaths%v%%;Set %ini_playerRoundStats_Killer%v%% %p%
On Kill;Headshot;Incr %ini_playerRoundStats_PlayerHeadshot%p%%
On Suicide;Incr %ini_playerRoundStats_PlayerDeaths%p%%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %ini_playerRoundStats_Killer%p%% != 0;
	Set %KillerDeaths% %ini_playerRoundStats_PlayerDeaths%ini_playerRoundStats_Killer%p%%%
	If %KillerDeaths% == 0;Set %KillerDeaths% 1
	Set %KillerKDR.1% %ini_playerRoundStats_PlayerKills%ini_playerRoundStats_Killer%p%%%/%KillerDeaths%
	PlayerYell Your killer %ini_playerRoundStats_Killer%p%% has %ini_playerRoundStats_PlayerHeadshot%ini_playerRoundStats_Killer%p%%% headshots and a KDR of %KillerKDR.1%
	Set %ini_playerRoundStats_Killer%p%% 0

On Round; Set %ini_playerRoundStats 0
If you delete the line that starts with "On Round", the stats will not reset and you will have the stats add up each time and will generally be a server stats for players (not per round)
It should not need to use ini variables. I think ini variables add unnecessary complexity because it requires that their layer host has working read/write access to files (sometimes it doesn't work). The code I typed should work without needing ini variables. This should definitely not be used to save stats variables between rounds in ini variables. Using a text file as a database is very inefficient and will cause issues after a while. If he wants stats to last more than one round, this is definitely not the plugin which he should be using.

 

Maybe his server is a BFBC2 server and the message is only being yelled for 1/1000th of a second? Maybe his proconrulz version is old? Maybe I made a mistake?

 

CEBEP78, is there any error message in the plugin console log when you save the rules? Explain your steps when saving the new rules. What game is this for? Have you ever used proconrulz before and do you know for sure how to use it, or do you need assistance in using it properly?

 

Does someone else want to test and debug the proconrulz code I typed?

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

Originally Posted by CEBEP78*:

 

Try this. This is generally for bf4 but ini vars should also work:

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %ini_playerRoundStats_PlayerKills%p%%;Incr %ini_playerRoundStats_PlayerDeaths%v%%;Set %ini_playerRoundStats_Killer%v%% %p%
On Kill;Headshot;Incr %ini_playerRoundStats_PlayerHeadshot%p%%
On Suicide;Incr %ini_playerRoundStats_PlayerDeaths%p%%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %ini_playerRoundStats_Killer%p%% != 0;
	Set %KillerDeaths% %ini_playerRoundStats_PlayerDeaths%ini_playerRoundStats_Killer%p%%%
	If %KillerDeaths% == 0;Set %KillerDeaths% 1
	Set %KillerKDR.1% %ini_playerRoundStats_PlayerKills%ini_playerRoundStats_Killer%p%%%/%KillerDeaths%
	PlayerYell Your killer %ini_playerRoundStats_Killer%p%% has %ini_playerRoundStats_PlayerHeadshot%ini_playerRoundStats_Killer%p%%% headshots and a KDR of %KillerKDR.1%
	Set %ini_playerRoundStats_Killer%p%% 0

On Round; Set %ini_playerRoundStats 0
If you delete the line that starts with "On Round", the stats will not reset and you will have the stats add up each time and will generally be a server stats for players (not per round)
BF4 Server, http://battlelog.battlefield.com/bf4...c-dc56ff01884d add your usually works, but oddly, one player once showed the other did not show a third every time shows, strangely, he says Statistics everywhere zero.

STPPT7V.jpg

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

Originally Posted by CEBEP78*:

 

It should not need to use ini variables. I think ini variables add unnecessary complexity because it requires that their layer host has working read/write access to files (sometimes it doesn't work). The code I typed should work without needing ini variables. This should definitely not be used to save stats variables between rounds in ini variables. Using a text file as a database is very inefficient and will cause issues after a while. If he wants stats to last more than one round, this is definitely not the plugin which he should be using.

 

Maybe his server is a BFBC2 server and the message is only being yelled for 1/1000th of a second? Maybe his proconrulz version is old? Maybe I made a mistake?

 

CEBEP78, is there any error message in the plugin console log when you save the rules? Explain your steps when saving the new rules. What game is this for? Have you ever used proconrulz before and do you know for sure how to use it, or do you need assistance in using it properly?

 

Does someone else want to test and debug the proconrulz code I typed?

Thank you for your help. Server BF4, Yes, I use procon rulz, know how to set the rules. I need to write statistics for the current round.

The rule does not show every death is shown by an undetermined number of deaths, sometimes three deaths shows, sometimes 5 deaths shows, and some shows in general this message. e17630ccd536.jpg

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

Originally Posted by ty_ger07*:

 

Thank you for your help. Server BF4, Yes, I use procon rulz, know how to set the rules. I need to write statistics for the current round.

The rule does not show every death is shown by an undetermined number of deaths, sometimes three deaths shows, sometimes 5 deaths shows, and some shows in general this message. e17630ccd536.jpg

Those aren't the rules I typed. I don't know anything about ini rules and cannot help you if you use rules differently than I typed.

 

I don't know why version of ProconRulz you are using. Maybe try these rules which have excess stuff left in them so they will be more compatible with older versions of ProconRulz.

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %server_PlayerKills[%p%]%;Incr %server_PlayerDeaths[%v%]%;Set %server_Killer[%v%]% %p%
On Kill;Headshot;Incr %server_PlayerHeadshot[%p%]%
On Suicide;Incr %server_PlayerDeaths[%p%]%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %server_Killer[%p%]% != 0;Set %player_KillerDeaths% %server_PlayerDeaths[%server_Killer[%p%]%]%
On Spawn;If %server_Killer[%p%]% != 0;If %player_KillerDeaths% == 0;Set %player_KillerDeaths% 1
On Spawn;If %server_Killer[%p%]% != 0;Set %player_KillerKDR.1% %server_PlayerKills[%server_Killer[%p%]%]%/%player_KillerDeaths%
On Spawn;If %server_Killer[%p%]% != 0;PlayerYell Your killer %server_Killer[%p%]% has %server_PlayerHeadshot[%server_Killer[%p%]%]% headshots and a KDR of %player_KillerKDR.1%
On Spawn;If %server_Killer[%p%]% != 0;Set %server_Killer[%p%]% 0
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by BuRockK*:

 

Those aren't the rules I typed. I don't know anything about ini rules and cannot help you if you use rules differently than I typed.

I think basicly the problem is, as far as i could observe, its not reading vars right and shows "0" where would be a "%" sign to validate a variable.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by CEBEP78*:

 

Those aren't the rules I typed. I don't know anything about ini rules and cannot help you if you use rules differently than I typed.

 

I don't know why version of ProconRulz you are using. Maybe try these rules which have excess stuff left in them so they will be more compatible with older versions of ProconRulz.

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %server_PlayerKills[%p%]%;Incr %server_PlayerDeaths[%v%]%;Set %server_Killer[%v%]% %p%
On Kill;Headshot;Incr %server_PlayerHeadshot[%p%]%
On Suicide;Incr %server_PlayerDeaths[%p%]%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %server_Killer[%p%]% != 0;Set %player_KillerDeaths% %server_PlayerDeaths[%server_Killer[%p%]%]%
On Spawn;If %server_Killer[%p%]% != 0;If %player_KillerDeaths% == 0;Set %player_KillerDeaths% 1
On Spawn;If %server_Killer[%p%]% != 0;Set %player_KillerKDR.1% %server_PlayerKills[%server_Killer[%p%]%]%/%player_KillerDeaths%
On Spawn;If %server_Killer[%p%]% != 0;PlayerYell Your killer %server_Killer[%p%]% has %server_PlayerHeadshot[%server_Killer[%p%]%]% headshots and a KDR of %player_KillerKDR.1%
On Spawn;If %server_Killer[%p%]% != 0;Set %server_Killer[%p%]% 0
Now turn on your script!

I tried your script always shows zero. version of ProconRulz b3I32pX.png

Code:

# Keep track of player kills and deaths
On Kill;Incr %server_PlayerKills[%p%]%;Incr %server_PlayerDeaths[%v%]%;Set %server_Killer[%v%]% %p%
On Kill;Headshot;Incr %server_PlayerHeadshot[%p%]%
On Suicide;Incr %server_PlayerDeaths[%p%]%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %server_Killer[%p%]% != 0
	Set %KillerDeaths% %server_PlayerDeaths[%server_Killer[%p%]%]%
	If %KillerDeaths% == 0;Set %KillerDeaths% 1
	Set %KillerKDR.1% %server_PlayerKills[%server_Killer[%p%]%]%/%KillerDeaths%
	PlayerYell Your killer %server_Killer[%p%]% has %server_PlayerHeadshot[%server_Killer[%p%]%]% headshots and a KDR of %KillerKDR.1%
	Set %server_Killer[%p%]% 0
You can see _!

http://battlelog.battlefield.com/bf4...-dc56ff01884d/

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

Originally Posted by BuRockK*:

 

Now turn on your script!

I tried your script always shows zero. version of ProconRulz b3I32pX.png

Code:

# Keep track of player kills and deaths
On Kill;Incr %server_PlayerKills[%p%]%;Incr %server_PlayerDeaths[%v%]%;Set %server_Killer[%v%]% %p%
On Kill;Headshot;Incr %server_PlayerHeadshot[%p%]%
On Suicide;Incr %server_PlayerDeaths[%p%]%
# Build intermediary death variable to avoid division by 0, do the KDR math, and then yell the message
On Spawn;If %server_Killer[%p%]% != 0
	Set %KillerDeaths% %server_PlayerDeaths[%server_Killer[%p%]%]%
	If %KillerDeaths% == 0;Set %KillerDeaths% 1
	Set %KillerKDR.1% %server_PlayerKills[%server_Killer[%p%]%]%/%KillerDeaths%
	PlayerYell Your killer %server_Killer[%p%]% has %server_PlayerHeadshot[%server_Killer[%p%]%]% headshots and a KDR of %KillerKDR.1%
	Set %server_Killer[%p%]% 0
You can see _!

http://battlelog.battlefield.com/bf4...-dc56ff01884d/

With this code ty_ger07 gave you now,

 

Does it show:

 

example: "Your killer BuRockK has 0ini? ..."

 

or

 

example: "Your killer BuRockK has 0 headshots ..." ?

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

Originally Posted by CEBEP78*:

 

With this code ty_ger07 gave you now,

 

Does it show:

 

example: "Your killer BuRockK has 0ini? ..."

 

or

 

example: "Your killer BuRockK has 0 headshots ..." ?

"Your killer BuRockK has 0 headshots ..."
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

So, %server_xxx[%server_Killer[%p%]%]% isn't working as expected? Hmm. If you killed me, it should be interpreted as %server_PlayerHeadshot[CEBEP78]%, for example.

 

Maybe there is too much nested (a variable inside a variable inside a variable). We know that %server_Killer[%p%]% is working fine on its own. Something is just lost later by adding one further variable inside itself. The %p% is not substituting properly into the variable when too many nested substitutions are used.

 

EDIT: Try this:

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %server_PlayerKills[%p%]%;Incr %server_PlayerDeaths[%v%]%;Set %server_Killer[%v%]% %p%
On Kill;Headshot;Incr %server_PlayerHeadshot[%p%]%
On Suicide;Incr %server_PlayerDeaths[%p%]%
# Do logic and display message on spawn
On Spawn;If %server_Killer[%p%]% != 0;Set %Killer% %server_Killer[%p%]%
On Spawn;If %Killer% != 0;Set %KillerDeaths% %server_PlayerDeaths[%Killer%]%
On Spawn;If %Killer% != 0;If %KillerDeaths% == 0;Set %KillerDeaths% 1
On Spawn;If %Killer% != 0;Set %KillerKDR.1% %server_PlayerKills[%Killer%]%/%KillerDeaths%
On Spawn;If %Killer% != 0;PlayerYell Your killer %Killer% has %server_PlayerHeadshot[%Killer%]% headshots and a KDR of %KillerKDR.1%
On Spawn;If %Killer% != 0;Set %server_Killer[%p%]% 0;Set %Killer% 0
With one level of nested variables removed, there is no reason why it shouldn't work (I think). I think that there is no reason why it shouldn't have worked before either except for some bug in ProconRulz regarding how it interpreted the variables in an unexpected way.

 

I know that the above code can be simplified/shortened, but it has proven problematic to make assumptions about optimization.

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

Originally Posted by CEBEP78*:

 

So, %server_xxx[%server_Killer[%p%]%]% isn't working as expected? Hmm. If you killed me, it should be interpreted as %server_PlayerHeadshot[CEBEP78]%, for example.

 

Maybe there is too much nested (a variable inside a variable inside a variable). We know that %server_Killer[%p%]% is working fine on its own. Something is just lost later by adding one further variable inside itself. The %p% is not substituting properly into the variable when too many nested substitutions are used.

 

EDIT: Try this:

 

Code:

# Keep track of player kills and deaths
On Kill;Incr %server_PlayerKills[%p%]%;Incr %server_PlayerDeaths[%v%]%;Set %server_Killer[%v%]% %p%
On Kill;Headshot;Incr %server_PlayerHeadshot[%p%]%
On Suicide;Incr %server_PlayerDeaths[%p%]%
# Do logic and display message on spawn
On Spawn;If %server_Killer[%p%]% != 0;Set %Killer% %server_Killer[%p%]%
On Spawn;If %Killer% != 0;Set %KillerDeaths% %server_PlayerDeaths[%Killer%]%
On Spawn;If %Killer% != 0;If %KillerDeaths% == 0;Set %KillerDeaths% 1
On Spawn;If %Killer% != 0;Set %KillerKDR.1% %server_PlayerKills[%Killer%]%/%KillerDeaths%
On Spawn;If %Killer% != 0;PlayerYell Your killer %Killer% has %server_PlayerHeadshot[%Killer%]% headshots and a KDR of %KillerKDR.1%
On Spawn;If %Killer% != 0;Set %server_Killer[%p%]% 0;Set %Killer% 0
With one level of nested variables removed, there is no reason why it shouldn't work (I think). I think that there is no reason why it shouldn't have worked before either except for some bug in ProconRulz regarding how it interpreted the variables in an unexpected way.

 

I know that the above code can be simplified/shortened, but it has proven problematic to make assumptions about optimization.

pfIW4oA.jpg

SfAF611.jpg

Now when there is after death, there is an inscription, but not weapons of Statistics says Statistics headshots writes 0, KD writes Statistics 0

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

Originally Posted by ty_ger07*:

 

I have no idea. I am stumped. How can it work in so many ways but also not work?

 

It is keeping track of your killer correctly, right? Or is it telling you the wrong killer?

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

Originally Posted by CEBEP78*:

 

I have no idea. I am stumped. How can it work in so many ways but also not work?

 

It is keeping track of your killer correctly, right? Or is it telling you the wrong killer?

Shows who killed properly, but does not show the killer Statistics

 

 

Guys Insane limits through work, here's an example S8li2XU.jpg

With this program, I am unfamiliar, so how to add or change information. I Do not know, and so I want to make the statistics through a killer Procon rulz, he dearer

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

Originally Posted by BuRockK*:

 

pfIW4oA.jpg

SfAF611.jpg

Now when there is after death, there is an inscription, but not weapons of Statistics says Statistics headshots writes 0, KD writes Statistics 0

Do a search for every variable that is given in the code ty_ger07 gave you, in ProconRulz>Rules section (where you write rules) and see if any of the variable used in the code ty_ger07 gave you is also used in another code

 

Sometimes variables gets mixed up in proconrulz because simply you forget you used a similar one elsewhere

 

Reason im asking because ive noticed you use a couple nice codes like "Best 3 player" and various kill announcements etc. in your server

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

Originally Posted by spatieman*:

 

for a few months ago i asked, what do i need to do to make a on spawn message for each team.

it didnt took long with a nice answer.

after bein happy coding the stuff for other map mode's i noticed it didnt worked.

due some lack on time, i didnt investigate the problem, but now i am finaly done.

Base on the map mode the below script can yell a customized text, and yes, it can be extend with many gadgets.

Have fun with it ^^

(i am not putting my own stuff, it is harsh, hehe)

 

Code:

# CTF spam
on spawn;mapmode capturetheflag;if %pt% contains rus;playeryell 4 <wite here you stuff for the russian team>
on spawn;mapmode capturetheflag;not if %pt% contains rus;playeryell 4 <wite here you stuff for the US of A team>
# Tank superiority spam
On spawn;mapmode TankSuperiority;if %pt% contains rus;playeryell 4 <wite here you stuff for the russian team>
On spawn;mapmode TankSuperiority;not if %pt% contains rus;playeryell 4 <wite here you stuff for the US of A team>
# Air superiority spam
on spawn;mapmode airsuperiority;if %pt% contains rus;playeryell 4 <wite here you stuff for the russian team>
on spawn;mapmode airsuperiority;not if %pt% contains rus;playeryell 4 <wite here you stuff for the US of A team>
# RUSH spam
on spawn;mapmode rush;if %pt% contains rus;playeryell 4 <wite here you stuff for the russian team>
on spawn;mapmode rush;not if %pt% contains rus;playeryell 4 <wite here you stuff for the US of A team>
# TDM spam
on spawn;mapmode teamdeathmatch;if %pt% contains rus;playeryell 4 <wite here you stuff for the russian team>
on spawn;mapmode teamdeathmatch;not if %pt% contains rus;playeryell 4 <wite here you stuff for the US of A team>
# SCAVENGER spam
on spawn;mapmode scavenger;if %pt% contains rus;playeryell 4 <wite here you stuff for the russian team>
on spawn;mapmode scavenger;not if %pt% contains rus;playeryell 4 <wite here you stuff for the US of A team>
# CONQUEST/ASSUALT spam
on spawn;mapmode conquest;if %pt% contains rus;playeryell 4 <wite here you stuff for the russian team>
on spawn;mapmode conquest;not if %pt% contains rus;playeryell 4 <wite here you stuff for the US of A team>
# SQUAD DEATHMATCH spam
on spawn;mapmode squaddeathmatch;if %pt% contains alpha;playeryell 4 alpha squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains bravo;playeryell 4 bravo squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains charlie;playeryell 4 charlie squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains delta;playeryell 4 delta squad ready to kick some ass
# GUNMASTER spam
on spawn;mapmode gunmaster;if %pt% contains alpha;playeryell 4 <wite here you stuff for the US of A team>
on spawn;mapmode gunmaster;if %pt% contains bravo;playeryell 4 <wite here you stuff for the russian team>
# DOMINATION spam
on spawn;mapmode domination;if %pt% contains alpha;playeryell 4 <wite here you stuff for the US of A team>
on spawn;mapmode domination;if %pt% contains bravo;playeryell 4 <wite here you stuff for the russian team>
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by mambochambo*:

 

Hello- i hope anybody can help me. I have the Problem as followes, ill attach my Rules for a Sniper only Server were Players should be kicked after using prohibited Weapon for 3rd Time, unfortunatelly i couldnt write in one command line, so if anybody recognize it, he can exploit the Script and kill 7 time with various Weapons because i wrote 3 log conditions:

On Kill;Not Damage SniperRifle; Not Weapon dlSHTR; PlayerCount 2; Log %p% kicked (Plz. follow the Rules); adminsay %p% got kicked for not following the Rules;Kick

On Kill; Not Damage SniperRifle; Not Weapon dlSHTR; playeryell 3rd time Kick- Please follow the Rules; adminsay %p% 3rd time you get kicked for not following the Rules; kill 100

On Kill; Weapon U_SR338; PlayerCount 2; Log %p% kicked (Plz. follow the Rules); adminsay %p% got kicked for not following the Rules;Kick

On Kill; Weapon U_SR338; playeryell Only Bolt Sniper allowed; adminsay %p% 3rd time you get kicked for not following the Rules; kill 100

On Kill; Weapon U_M82A3_CQB; playeryell No Pickup- Gun; PlayerCount 2; Log %p% kicked (Plz. follow the Rules); adminsay %p% got kicked for not following the Rules;Kick

On Kill; Weapon U_M82A3_CQB; playeryell No Pickup- Gun; adminsay %p% 3rd time you get kicked for not following the Rules; kill 100

 

Can anybody teach me how to write the Script, so that every log will be logging the same log entry_! I tried to combine the Lines, but it wasnt working properly.

 

Thanks in Advance!

Best Regards

* 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.