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


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Originally Posted by XxBeAsTxX*:

 

I just want to have a rule that one should die the first time but kills someone with a claymore. the second time you should be kicked.

 

Are there any of you could write this code for me? Is not so well-read in this.

 

thanks in advance.

On Kill;Weapons/Gadgets/Claymore/Claymore;Player Count 1;Say %p% KICKED for Claymore;Kick %p% No Claymores Are Allowed On This Server

On Kill;Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;Kill 100

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Originally Posted by XxBeAsTxX*:

 

BamBam

 

 

Is there any way to limit other clans from piling up in your server. Without the reserved slots working, we have a lot of our own clanmembers that cant get in because other clans bring 5 -7 people of their own into our server to play on a regular basis.

 

I would like a way to kick anyone with clantags other than ours after a certain limit of that same clantag is already in the server (ie limit any other clan besides ours to 3 members max on the server at any time)

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Originally Posted by Disturbed11B*:

 

Not sure if others are experiencing this problem but it seems that some weapons that have the under slung rail M320 buck attachment the weapon doesnt register as M320 Buck and kill them on the admin commands.

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Originally Posted by GitSum*:

 

On Kill;Weapons/Gadgets/Claymore/Claymore;Player Count 1;Say %p% KICKED for Claymore;Kick %p% No Claymores Are Allowed On This Server

On Kill;Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;Kill 100

I think you need another "Weapon" in there

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 1;Say %p% KICKED for Claymore;Kick %p% No Claymores Are Allowed On This Server

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;Kill 100

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Originally Posted by bambam*:

 

Cain you could just enable Procon Console logging (with events enabled) and that PunkBuster info will be dumped into the file with everything else. Or you could wait a day or two for the next release of ProconRulz which has %ea_guid%, %pb_guid% and %ip% substitution variables you could put in Log rulz (and also PBKick/Ban if you want to use those directly).

 

Dan1eL-de the sample Metro rulz catch all weapons with Damage 'ProjectileExplosive' which already includes the M320 (. Note that the current release of BF3 (R16 and earlier) has a bug: M320 nades launched from an assault rifle are reported as "kill by the assault rifle, Damage AssaultRifle", not M320, so the rule can only possibly detect the dedicated M320 weapon.

 

ty_ger07 can you give a real example of what you want to do, including a sample of the input text?

 

kolsyra

I just want to have a rule that one should die the first time but kills someone with a claymore. the second time you should be kicked.

xxbeastxx's rulz are good with one typo fixed below:

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Player Count 1;Say %p% KICKED for Claymore;Kick %p% No Claymores Are Allowed On This Server

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;Kill 100

 

edit - ah yeah GitSum got the fix in before me...

 

Disturbed11B kills with underslung projectile nades are reported by BF3 as kills by the assault rifle they're attached to (e.g. M416). This is a BF3 bug IMHO.

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Originally Posted by bambam*:

 

New ProconRulz v37 released today (download from 1st post in this thread).

 

Apart from a couple of new actions, much of the update is about way ProconRulz steps through your rulz, allowing a much greater flexibility. See the 1st post in this thread for the announcement.

 

The most important thing to get clear is this update could have an impact on your Log/Say rulz. ProconRulz processing will NOT now stop after a rule succeeds that only has Log or Say actions, but will do those actions AND CONTINUE to step through the remaining rulz. Overall this is better (trust me) - logging events can now be considered independent of each other. If you want the old behaviour on any Log or Say rule, just add the new action "End" to that rule. Any rule with a Kill, Kick or Ban action automatically ends processing at that rule as before, so an "End" action would be redundant there.

 

The new "rulz variables" and the "If" condition allow new types of plugins to be written, but I figured the first thing to do was allow this new version of ProconRulz to settle down with existing users with existing rulz before adding to the documentation regarding those. Just as a taster, here is a "Kill-streak Announcer" plugin, written as ProconRulz rulz:

 

On Spawn;Set %streak% 0

On Kill;Incr %streak%;If %streak% >= 5;Say %p% %streak%-kill kill-streak (killed %v% with %w%)

 

ONLINE DOCUMENTATION UPDATED HERE

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Originally Posted by ty_ger07*:

 

ty_ger07 can you give a real example of what you want to do, including a sample of the input text?

Well, the rules are for language, so I didn't want to throw a whole bunch of swear words on this site.

 

Let me give you the gist... This is what I am using now:

 

On Say;Text swear1;PlayerCount 3;Say %p% was killed for bad language.;Kill

On Say;Text swear1;Say %p%, watch your language!

On Say;Text swear2;PlayerCount 3;Say %p% was killed for bad language.;Kill

On Say;Text swear2;Say %p%, watch your language!

On Say;Text swear3;PlayerCount 3;Say %p% was killed for bad language.;Kill

On Say;Text swear3;Say %p%, watch your language!

 

That works fine, except that the player can use all of the combination of swear words many times as long as they vary their swearing vocabulary. I would like the combine all of the swear words into one rule so that varying their swearing vocabulary doesn't increase the number of times they can swear.

 

If there isn't another way, I suppose I with your latest release, I could create a swearing variable each round and add to that variable in each rule and count the cumulative value of that variable.

 

Could you give an example of how I could do this using either method? (either stacking all the text into one rule or creating and tracking a value)

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Originally Posted by XxBeAsTxX*:

 

I think you need another "Weapon" in there

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 1;Say %p% KICKED for Claymore;Kick %p% No Claymores Are Allowed On This Server

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;Kill 100

derp..............thanks !
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Originally Posted by PhaxeNor*:

 

Like the new update bambam, thanks for the PBBans option :smile:

 

Also one thing that happen to one of my rules, but not sure if its the ProconRulz update or BF3.def file

 

[18:37:41 72] ProconRulz: Warning, weapon Repair not found in Procon

[18:37:41 72] ProconRulz: 9 rules loaded

 

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

The BF3.def file got Repair tool, but still won't get it.

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Originally Posted by XxBeAsTxX*:

 

Found a strange hiccup with the new version I think, maybe its just me?

 

I altered my existing rules to PBBan instead of Ban:

 

# HACKER kill rate limits

On Kill;Rate 16 60;Log Suspected hacker %p%;PBBan %p% You were auto-banned - Have a great day =]

On Kill;Damage Melee;Rate 8 60;Log Knife hacker %p%;PBBan %p% You were auto-banned - Have a great day =]

On Kill;Weapon Death;Rate 10 30;Log Nuke hacker %p%;PBBan %p% Nuke Hack - You were auto-banned - Have great day =]

 

 

I tried it out using some of our clan members to where 1 member got enough kills to set off the script. He was promptly PB banned and added to the pbbans.dat file on the server, but he would not show up in the procon client "Lists\Banlist" window no matter how many time I tried to refresh it. I had to go into the pbbans.dat file on the server and manually remove him and then reload the banlist before he could enter again, instead of just unbanning him through the procon client.

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Originally Posted by GitSum*:

 

I was wondering about spaces in a weapon key and the repair tool is one of them

 

The actual bf3.def file lists it as "Repair Tool" and the plugin docs lists the weapon key as "Repair&Tool". So I would assume that any weapon key needs to have a space replaced with "&" for the plugin to work ?

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Originally Posted by GitSum*:

 

Found a strange hiccup with the new version I think, maybe its just me?

 

I altered my existing rules to PBBan instead of Ban:

 

# HACKER kill rate limits

On Kill;Rate 16 60;Log Suspected hacker %p%;PBBan %p% You were auto-banned - Have a great day =]

On Kill;Damage Melee;Rate 8 60;Log Knife hacker %p%;PBBan %p% You were auto-banned - Have a great day =]

On Kill;Weapon Death;Rate 10 30;Log Nuke hacker %p%;PBBan %p% Nuke Hack - You were auto-banned - Have great day =]

 

 

I tried it out using some of our clan members to where 1 member got enough kills to set off the script. He was promptly PB banned and added to the pbbans.dat file on the server, but he would not show up in the procon client "Lists\Banlist" window no matter how many time I tried to refresh it. I had to go into the pbbans.dat file on the server and manually remove him and then reload the banlist before he could enter again, instead of just unbanning him through the procon client.

In order for a PB Ban to show in procon in has to have BC2! somewhere in the reason
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Originally Posted by bambam*:

 

Phaxenor you need "Weapon Repair&Tool" - see the ProconRulz details or the online ProconRulz weapon list info. *edit* lol GitSum beat me to it again.

 

Tyger/Compaholic there are two new features in ProconRulz v37 that might be of interest:

 

(1) Conditions can now have multiple alternative keys, separated by commas WITHOUT SPACES, e.g. "Weapon SMAW,RPG-7". So a rule should be ok with "Text word1,word2,word3", with the rulz as otherwise by Ty_ger

 

(2) Rulz variables could be used:

 

On Say;Set %server_badword% 0

Text word1;Incr %words%;Set %server_badword% 1

Text word2;Incr %words%;Set %server_badword% 1

...

Text wordN;Incr %words%;Set %server_badword% 1

If %words% > 3;Set %words% 0;Say %p% killed for swearing;Kill

If %server_badword% == 1;Say %p% watch your language !!!

 

This script takes advantage of another new simple feature - rulz inherit the trigger from above, so all these lines are "On Say" rulz. Also the %words% count is reset to zero each time the player is killed by ProconRulz, so the player count starts again.

 

%words% is a player variable, i.e. each player has their own copy, used to accumuate the number of times a player has said a bad word. %server_badword% is a server variable, i.e. only one copy for server, just used in this case to record the fact that ANY of the "Text wordN" conditions has succeeded.

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Originally Posted by Ryote*:

 

Anyone help and tell me were i went wrong?

 

On Kill;Not Damage Handgun;Weapon Weapons/Knife/Knife;Weapon M67;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

On Kill;Not Damage Handgun;Weapon Weapons/Knife/Knife;Weapon M67;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Not Damage Handgun;Weapon Weapons/Knife/Knife;Weapon M67;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

 

This is too run a pistol/knife/grenade only server on bf3 at present this does nothing

 

Thanks Ry

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Originally Posted by Ryote*:

 

i realise that i am back to front thanks to gitsum for that! But still no joy!

 

Ok so now i changed it to

 

On Kill;Not Damage Handgun;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Weapon Weapons/knife/knife;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Weapon M67;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Not Damage Handgun;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Weapon Weapons/knife/knife;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Weapon M67;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Not Damage Handgun;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

On Kill;Weapon Weapons/knife/knife;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

On Kill;Weapon M67;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

 

but still not getting it to work

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Originally Posted by Hizorix*:

 

Hello, i would like No Claymores on my server but when i type this in ProConRulz:

"On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;kill"

 

It just Says "Hizorix No Claymores", and its alright but how to make it to Suicide? so they die after they kill some1 with gaymore.? ;p

Also if u don't mind : how to fix this command? it jsut doesn't kick the player after he kill with claymore. what should i change if i would like to auto kick the player when he get 2 kills with claymore: here is command i try to use.

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 1;Say %p% KICKED for Claymore;Kick %p% No Claymores...!!

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Originally Posted by bambam*:

 

Ryote

For Pistol/Knife/Nade ONLY, punish the player if they kill with Not Knife; Not Nade; Not pistol, i.e. similar to your rulz (you were closer the first time, but back to front):

 

On Kill;Not Weapon Weapons/Knife/Knife,Melee;Not Damage Handgun,Explosive;PlayerCount 4;Log %p% banned (pistols only);Ban %p% knife/pistols/nades only

On Kill;Not Weapon Weapons/Knife/Knife,Melee;Not Damage Handgun,Explosive;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% knife/pistols/nades only

On Kill;Not Weapon Weapons/Knife/Knife,Melee;Not Damage Handgun,Explosive;PlayerSay %p% PISTOL/KNIFE/NADE ONLY SERVER;Kill

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Originally Posted by bambam*:

 

Hello, i would like No Claymores on my server but when i type this in ProConRulz:

"On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;kill"

 

It just Says "Hizorix No Claymores",

Hizorix is this just because you are a Procon admin and "Protected by ProconRulz..." ? Try turning that off in the settings (Protection: None) and see.

 

how to fix this command? it jsut doesn't kick the player after he kill with claymore. what should i change if i would like to auto kick the player when he get 2 kills with claymore: here is command i try to use.

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 1;Say %p% KICKED for Claymore;Kick %p% No Claymores...!!

Looks OK - do you have this AFTER your rule above, so it never gets executed? Put the rule with the PlayerCount condition BEFORE the one without the PlayerCount, so it gets a chance to be tested. I.e.

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 2;Say %p% KICKED for Claymore;Kick %p% No Claymores...!!

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;kill

 

So your rulz are correct, as far as I can see, but check the order and the 'Protection' setting for admins. FYI in my 'green' version of your rulz I tweaked the PlayerCount to '2', so the perp doesn't get kicked until the THIRD gaymore kill. My suggestion - because it is possible to get 2 kills with a single claymore, which would trigger a 'say' followed by an immediate 'kick' which might not be what you want. I could design this better with the 'Rate' condition but lets not get fancy.

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Originally Posted by Hizorix*:

 

Hizorix is this just because you are a Procon admin and "Protected by ProconRulz..." ? Try turning that off in the settings (Protection: None) and see.

 

 

Looks OK - do you have this AFTER your rule above, so it never gets executed? Put the rule with the PlayerCount condition BEFORE the one without the PlayerCount, so it gets a chance to be tested. I.e.

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 2;Say %p% KICKED for Claymore;Kick %p% No Claymores...!!

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %p% No Claymores!!!;kill

 

So your rulz are correct, as far as I can see, but check the order and the 'Protection' setting for admins. FYI in my 'green' version of your rulz I tweaked the PlayerCount to '2', so the perp doesn't get kicked until the THIRD gaymore kill. My suggestion - because it is possible to get 2 kills with a single claymore, which would trigger a 'say' followed by an immediate 'kick' which might not be what you want. I could design this better with the 'Rate' condition but lets not get fancy.

Thanks for your help, really helped :smile:
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Originally Posted by CoMPaHoLiC*:

 

Tyger/Compaholic there are two new features in ProconRulz v37 that might be of interest:

 

Text word1;Incr %words%;Set %server_badword% 1

As said it works perfectly, but would it also work for

Text word1,word2;Incr %words%;Set %server_badword% 1

_?

It does for a normal On Say; Text rules,!rules; Say Look on ourwebsite :smile:

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Originally Posted by matusalem*:

 

Hi! I tried the config Knife & Pistols but the kill is penalized in Knife

 

On Kill;Not Damage Handgun;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Weapon Weapons/knife/knife;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Weapon M67;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Not Damage Handgun;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Weapon Weapons/knife/knife;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Weapon M67;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Not Damage Handgun;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

On Kill;Weapon Weapons/knife/knife;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

On Kill;Weapon M67;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

 

With the knife it is killed, a little help will be welcome!

 

thank you

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Originally Posted by ty_ger07*:

 

Hi! I tried the config Knife & Pistols but the kill is penalized in Knife

 

On Kill;Not Damage Handgun;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Weapon Weapons/knife/knife;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Weapon M67;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Not Damage Handgun;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Weapon Weapons/knife/knife;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Weapon M67;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Not Damage Handgun;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

On Kill;Weapon Weapons/knife/knife;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

On Kill;Weapon M67;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

 

With the knife it is killed, a little help will be welcome!

 

thank you

If you don't want to punish knives, then why do you have these rules?

 

On Kill;Weapon Weapons/knife/knife;PlayerCount 4;Log %p% banned (pistols only);Ban %p% pistols only

On Kill;Weapon Weapons/knife/knife;PlayerCount 2;Log %p% kicked (pistols only);Kick %p% pistols only

On Kill;Weapon Weapons/knife/knife;PlayerSay %p% PISTOL/KNIFE ONLY SERVER;Kill

What about this instead?

 

On Kill;Not Weapon Weapons/Knife/Knife,Melee;Not Damage Handgun;PlayerCount 4;Ban %p% pistol/knife only

On Kill;Weapon M67;PlayerCount 4;Say %p% pistol/knife only;Ban %p% pistol/knife only

On Kill;Not Weapon Weapons/Knife/Knife,Melee;Not Damage Handgun;PlayerCount 2;Kick %p% pistol/knife only

On Kill;Weapon M67;PlayerCount 2;Say %p% pistol/knife only;Kick %p% pistol/knife only

On Kill;Not Weapon Weapons/Knife/Knife,Melee;Not Damage Handgun;Say %p% pistol/knife only;Kill

On Kill;Weapon M67;Say %p% pistol/knife only;Kill

 

I don't know if the M67 rules in there are necessary, but it can't hurt.

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Originally Posted by ty_ger07*:

 

Ok, I found something a little odd about the On Say; Text rule function.

 

I can stack them like you said:

 

On Say;Text word1, word2, word3,...

 

Or I can do them separately:

 

On Say;Text word1

On Say;Text word2

On Say;Text word3

 

Either way, the issue I am going to mention is still present.

 

The issue is that the rule doesn't work unless there is at least one more character in the text string typed by the player. If the player only says the word with no additional characters, the rule is not triggered.

 

When filtering swear words, this is problematic since the player may only say the swear word and nothing additionally.

 

Example:

 

Rule:

Code:

On Say;Text swear;Say %p%, quit swearing.
Will not trigger rule:

swear

swear (SPACE + swear)

swear (swear + SPACE)

Will trigger rule:

Cswear (ANY CHARACTER + swear)

swearC (swear + ANY CHARACTER)

CswearC (ANY CHARACTER + swear + ANY CHARACTER)

C swear (ANY CHARACTER + SPACE + swear)

swear C (swear + SPACE + ANY CHARACTER)

C swear C (ANY CHARACTER + SPACE + swear + SPACE + ANY CHARACTER)

Any idea?
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Originally Posted by DevilsRonin*:

 

On Kill;Damage VehicleHeavy;PlayerSay Only use vehicles for transport;Kill

On Kill;Damage VehicleLight;PlayerSay Only use vehicles for transport;Kill

On Kill;Damage VehicleAir;PlayerSay Only use vehicles for transport;Kill

 

I have tried this rule above for vehicles and it aint working for some reason. The suicide for TKing rule works great, but for whatever reason the ones for vehicles aint. Any help would be great. Below is what shows up in the console:

 

[17:03:48 73] ProconRulz: ********************Debug command teamsize******************

[17:03:48 73] ProconRulz: min teamsize 1

[17:03:48 73] ProconRulz: players (team 1:U.S Army) = 1 players: DevilsRonin

[17:03:48 73] ProconRulz: players (team 2:Russian Army) = 1 players: Actor

[17:03:48 73] ProconRulz: ********************Debug command watched******************

[17:03:48 73] ProconRulz: Watched items are: vehicleheavy, vehiclelight, vehicleair

[17:03:48 73] ProconRulz: spawn_counts (team 1:U.S Army) = vehicleheavy(0 vehiclelight(0 vehicleair(0

[17:03:48 73] ProconRulz: spawn_counts (team 2:Russian Army) = vehicleheavy(0 vehiclelight(0vehicleair(0 vehicleheavy(0 vehiclelight(0 vehicleair(0

[17:03:51 89] *******************OnPlayerKilled***************** ********DevilsRonin

[17:03:51 89] ProconRulz: OnPlayerKilled [DevilsRonin] [Actor]

[17:03:51 89] ProconRulz: OnPlayerKilled [DevilsRonin] weapon_key [Death]

[17:03:51 89] ProconRulz: OnPlayerKilled [DevilsRonin] weapon_descr [Death]

[17:03:51 89] ProconRulz: OnPlayerKilled [DevilsRonin] kit [No kit key]

[17:03:51 89] ProconRulz: OnPlayerKilled [DevilsRonin] damage [None]

[17:03:51 89] ProconRulz: add_kill_count to [Death(4)] for [DevilsRonin]

[17:03:51 89] ProconRulz: add_kill_count to [None(0)] for [DevilsRonin]

[17:03:51 89] ProconRulz: add_kill_count to [No kit key(0)] for [DevilsRonin]

[17:03:51 89] ProconRulz: [No kit key DevilsRonin [death(5) ]] killed [Actor] with [Death], damage None, range 0

[17:03:51 89] ProconRulz: OnPlayerKilled for [DevilsRonin] is Event Kill

[17:03:51 89] ProconRulz: Scan_rules[DevilsRonin] with Event Kill

[17:03:51 89] ProconRulz: scan_rules[DevilsRonin] [On Kill;Damage VehicleHeavy;PlayerSay Only use vehicles for transport;Kill]

[17:03:51 89] ProconRulz: test_rule[DevilsRonin] with event Kill

[17:03:51 89] ProconRulz: Test kill item [DAMAGE VehicleHeavy]

[17:03:51 89] ProconRulz: scan_rules[DevilsRonin] [On Kill;Damage VehicleLight;PlayerSay Only use vehicles for transport;Kill]

[17:03:51 89] ProconRulz: test_rule[DevilsRonin] with event Kill

[17:03:51 89] ProconRulz: Test kill item [DAMAGE VehicleLight]

[17:03:51 89] ProconRulz: scan_rules[DevilsRonin] [On Kill;Damage VehicleAir;PlayerSay Only use vehicles for transport;Kill]

[17:03:51 89] ProconRulz: test_rule[DevilsRonin] with event Kill

[17:03:51 89] ProconRulz: Test kill item [DAMAGE VehicleAir]

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  • 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
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