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


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Originally Posted by apocalypsedan*:

 

Working thanks I had an out dated procon rules

 

Is it possible to add Lights and lasers to the list mostly lights(torch) I mean until they fit a battery to it I do not want them on my server I have owned many torches 1 of them is 3.5 million candles if it stays on for more than 1 min it starts to loose its power and needs to be turned of I know military lights and batteries are most probably better but I bet they cant leave there lights on 24/7 365 with out them loosing powers and the fact that they are more powerful than the Sun lighting effect, Oh they suck and id like them gone is it possible ?

 

 

Many thanks In advance

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Originally Posted by LUSOS*:

 

THANKS BamBam

great help and thanks to all . for this forums, i have one more Q

FOR FUN/HUMOR

On Kill;Weapon Weapons/Gagets/Claymore/Claymore;say %p% oop`s

I want it so if they trip a clay it say oop`s is this ok ?

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Originally Posted by ty_ger07*:

 

THANKS BamBam

great help and thanks to all . for this forums, i have one more Q

FOR FUN/HUMOR

On Kill;Weapon Weapons/Gagets/Claymore/Claymore;say %p% oop`s

I want it so if they trip a clay it say oop`s is this ok ?

I assume that you want to say oops to the victim of the claymore not to the player who planted the claymore. In that case, you should substitute %p% for %v%.
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Originally Posted by LUSOS*:

 

hey ty_ger07

so On Kill;Weapon Weapons/Gagets/Claymore/Claymore;say %v% oop`s i still get so ProconRulz: Unrecognised rule so On Kill;Weapon Weapons/Gagets/Claymore/Claymore;say %v% oop`s

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Originally Posted by ty_ger07*:

 

hey ty_ger07

so On Kill;Weapon Weapons/Gagets/Claymore/Claymore;say %v% oop`s i still get so ProconRulz: Unrecognised rule so On Kill;Weapon Weapons/Gagets/Claymore/Claymore;say %v% oop`s

Maybe the ' in "oop's" is making it go crazy? I don't know. But really, oops is spelled "oops" not "oop's". In some programming languages, a ' in a string causes a programming error since it triggers an early end in the string input.

 

Try this:

 

Code:

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %v% oops!
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Originally Posted by joshfroh*:

 

i got it all working now with the new version. but i still dont understand how you guys are getting these things.. nowwhere on procon does it say what key words to use for vehicles. so how would i make one for light infantry vehicle.? theres no info about this.. if anything you would think it would be on kill;damage light vehicle;kill

 

but its not.. can someone make a correct instruction guide for this?

 

http://www.forsterlewis.com/proconru...#example_rules

 

thats just not cuttin it.

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Originally Posted by ty_ger07*:

 

i got it all working now with the new version. but i still dont understand how you guys are getting these things.. nowwhere on procon does it say what key words to use for vehicles. so how would i make one for light infantry vehicle.? theres no info about this.. if anything you would think it would be on kill;damage light vehicle;kill

 

but its not.. can someone make a correct instruction guide for this?

 

http://www.forsterlewis.com/proconru...#example_rules

 

thats just not cuttin it.

You can't punish for using vehicles in BF3.

 

Read the first post of this thread completely.

( www.phogue.net/forumvb/showth...-admin-actions* )

 

Some limitations of BF3 R10 to be aware of

 

1) not all weapon keys are available. All kills by mortar, MAV, tanks, choppers, humvee are just weapon 'Death'. This means Damage VehicleXXX conditions cannot be used in BF3.

 

...

 

Specifically, these kinds of limits are not possible, even though many people ask:

* no mortar limits (see 1. Mortars are one of the weapons with key DEATH, as well as all vehicles). On an infantry-only server, you can use a Weapon Death condition to block mortars because you are not worried about vehicle kills being affected by the same rule.

 

...

 

* no 'no use of vehicles until 8 players' type rule (see 1 and 7). For BFBC2 we would detect the vehicle kill and punish then if teams were small.

And then it is asked again many times over and over in posts in this thread.

 

You read my response, right?

 

( myrcon.net/...proconrulz-v44j1-weapon-limits-and-other-event-triggered-admin-actions#entry10667 )

 

...

Code:

On Kill;Weapon Death;Say No vehicle or mortar kills allowed.;Kill
That rule punish all vehicle kills and mortar kills. That's as good as you can do so far as far as restricting vehicles in BF3.
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Originally Posted by joshfroh*:

 

You can't punish for using vehicles in BF3.

 

Read the first post of this thread completely.

( www.phogue.net/forumvb/showth...-admin-actions* )

 

 

 

And then it is asked again many times over and over in posts in this thread.

 

You read my response, right?

 

( myrcon.net/...proconrulz-v44j1-weapon-limits-and-other-event-triggered-admin-actions#entry10667 )

yea i understood all that.. i used the previous code you gave me. and it works for siene on hardcore.. (no other vehicles to worry about) i have it set to that map only..

 

but now i added four squaddeathmatch.. and i guess theres an LAV in that gamemode.. pretty much what i was asking is.. how the hell do u i figure out what an LAV is READ as..? i would like to block LAV use from all squad deathmatch map modes

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Originally Posted by ty_ger07*:

 

but now i added four squaddeathmatch.. and i guess theres an LAV in that gamemode.. pretty much what i was asking is.. how the hell do u i figure out what an LAV is READ as..? i would like to block LAV use from all squad deathmatch map modes

It isn't possible to 'Read the LAV' because the LAV is also 'Weapon Death'. All vehicles are 'Weapon Death' in BF3 currently.
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Originally Posted by Devilkiss*:

 

Guys i have put a new version now, the problem not kick with this weapon: M320, RPG, SMAW

I put this in rules:

# rocket rulz

On Kill;Weapon RPG-7;PlayerCount 0;Log %p% kicked on #%c% RPG-7 kill;Kick %p% kicked for rockets

On Kill;Weapon SMAW;PlayerCount 0;Log %p% kicked on #%c% SMAW kill;Kick %p% kicked for rockets

On Kill;Weapon M320;PlayerCount 0;Log %p% kicked on #%c% M320 kill;Kick %p% kicked for rockets

 

Thanks.

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Originally Posted by ty_ger07*:

 

Guys i have put a new version now, the problem not kick with this weapon: M320, RPG, SMAW

I put this in rules:

# rocket rulz

On Kill;Weapon RPG-7;PlayerCount 0;Log %p% kicked on #%c% RPG-7 kill;Kick %p% kicked for rockets

On Kill;Weapon SMAW;PlayerCount 0;Log %p% kicked on #%c% SMAW kill;Kick %p% kicked for rockets

On Kill;Weapon M320;PlayerCount 0;Log %p% kicked on #%c% M320 kill;Kick %p% kicked for rockets

 

Thanks.

Try removing "PlayerCount 0". There is no need for "PlayerCount 0" since you aren't counting any thing higher than the first occurance anyway.

 

Code:

# rocket rulz
On Kill;Weapon RPG-7;Log %p% kicked on #%c% RPG-7 kill;Kick %p% kicked for rockets
On Kill;Weapon SMAW;Log %p% kicked on #%c% SMAW kill;Kick %p% kicked for rockets
On Kill;Weapon M320;Log %p% kicked on #%c% M320 kill;Kick %p% kicked for rockets
You can also further compact it by combining the weapon rules into one rule (if you would like).

 

Code:

# rocket rulz
On Kill;Weapon RPG-7,SMAW,M320;Log %p% kicked on #%c% rocket / grenade launcher kill;Kick %p% kicked for rocket / grenade launcher
Since they are all weapons, you can combine them into one rule separated by commas. That rule says: On kill, if weapon is RPG-7 OR SMAW OR M320, Log %p% kicked on #%c% rocket / grenade launcher kill, and Kick %p% kicked for rocket / grenade launcher.
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Originally Posted by bambam*:

 

hizorix an admin plugin can't see the 'queue' of players waiting to join, so the answer to your question is 'no'. DICE are working on 'reserved slots' as far as I'm aware which will give you what you want - that is dependent upon the 'server queuing' working (which wasn't working in prior releases of BF3).

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Originally Posted by CoMPaHoLiC*:

 

@hizorix as far as I'm aware (in addition to bambam's response) queueing is done in battle log and as such your game server won't have any clue of the queue

 

little more detail on how we circumvent it (and off-topic, so won't go in to that as much):

@bambam & historix reserved slots would be nice if they (for once) implemented them right, we (our clan and some others are using the idea also) reinstated our makeroom/autokick script of BC2 again which provides members with a webpage they can access which will trigger the script if the server is full

the script will kick the 'least useful' player (and as we couldn't determine that at the start of bf3 we ended up selecting) the last joined & least scoring player (mix/match) - they only problem we now still have is that if you kick someone out you still have to wait for the queue to empty (so use the make room page/script combo a few times), but it's better than nothing still

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Originally Posted by bambam*:

 

compaholic cool - I haven't looked at the battlelog stuff much but see what you mean - there are API's that let you see some queue information e.g. this server queue status. Maybe there's a battlelog 'who's in the queue' function (or probably not).

 

XploZ use a rule "On Kill;Log %p% killed %v% with weapon %w% (key %wk%)" - my guess is the Glock 17 is simply reported by BF3 as a kill by the Glock 18 - if so there is nothing you can do to differentiate them.

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Originally Posted by XploZ*:

 

XploZ use a rule "On Kill;Log %p% killed %v% with weapon %w% (key %wk%)" - my guess is the Glock 17 is simply reported by BF3 as a kill by the Glock 18 - if so there is nothing you can do to differentiate them.

It's the same :sad:
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Originally Posted by Ryote*:

 

hi guys a short while ago you helped me with this bit of code for my pistols,knifes and nades server.

 

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

 

 

the only thing i've noticed is that the explosive ref means they can use claymores!

 

can i change my code to say

 

On Kill;Not Weapon Weapons/Knife/Knife,Melee,M67,Explosive;Not Damage Handgun;PlayerSay %p% PISTOL/KNIFE/NADE ONLY

SERVER;Kill

 

instead?

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Originally Posted by bambam*:

 

Any significant changes for 37g3?

This morning's update to 37g3 is 'minor', i.e. there's no urgency on anyone installing it if they have ProconRulz v37 already installed.

 

* I fixed the PBBan formatting error where the prior version sticks "n " on the front of the 'ban reason' (although bans still worked ok, just the reason had the extra 2 characters)

* I added a "word" comparator to the "If" condition which works similarly to the "contains". I.e. "If %text% word ass" will succeed if %text% is "bambam has a great ass" but will not succeed if %text% is "bonnie is a fine lass" (unlike 'contains' which searches for a substring anywhere in the string or the existing condition "Text " which is similar to "If %text% contains "). The If condition can check the contents of any variable.

 

Ryote if you want to block Claymores but still allow nades, just set a rule before your existing rulz that detects the use of Claymores and takes action before your later rulz kick in, e.g. to kill the player using Claymores:

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;Say %p% no Gaymores on our server please;Kill 100

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 SileX*:

 

Need some help with this code;

On Kill;Weapon Death;PlayerCount 1;Log %p% Kicked for vehicle or mortar use;Kick No vehicle or mortar

On Kill;Weapon Death;Say %p% no vehicle or mortar;Kill

 

This is only happening per round. It will kill on the first usage and kick on the second. But its reset once new round starts.

 

Any chance of this remembering till the next round ?

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Originally Posted by bambam*:

 

Is there a way to create a rule to disable vehicles until a certain numbers join the server?

Use a variant of Example 1 from the first post in this thread, with a Teamsize condition (see docs in my sig) and Weapon Death (which is how the mortar and all vehicle kills are reported). In future there could be a BF3 upgrade that means you can use "Damage VehicleHeavy" as intended, but that is not possible with the current release.

 

On Kill;Teamsize 4;Weapon Death;PlayerCount 5;Log %p% banned for vehicle use;Ban %p% vehicle use

On Kill;Teamsize 4;Weapon Death;PlayerCount 3;Log %p% kicked for vehicle use;Kick %p% vehicle use

On Kill;Teamsize 4;Weapon Death;Say %p% no vehicle/mortar kills until 10 players;Kill 100

 

Silex

 

The Rate condition is the only one that spans rounds, but otherwise is very similar to PlayerCount.

 

E.g. 2 hours is 7200 seconds, so PlayerCount 1 (player triggered rule twice in a round) is similar to "Rate 2 7200" (player triggered rule twice in 2 hours, spanning round ends. You can make the timespan whatever you like.

 

My suggestion is change the kick threshold to at least 3 (as below) because a vehicle could kill 2 players in the first shell so that player would be kicked without warning - in general just use the 'Kill' action a bit longer - that will deter players perfectly fine - and only kick if they really don't get the message.

 

On Kill;Weapon Death;Rate 3 7200;Log %p% Kicked for vehicle or mortar use;Kick No vehicle or mortar

On Kill;Weapon Death;Say %p% no vehicle or mortar;Kill

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