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


ColColonCleaner

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Originally Posted by BarelyBen*:

 

Everything is working great now, I typed up the rules a little differently and now its slaying and kicking like its suppose to. Im still getting alot of server crashes but thats a diffrent story. I have many Procon rules on the server and they all work great.

 

-Benny

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Originally Posted by bambam*:

 

MysticalQ Life is simpler than you thought... all you do is cut-and-paste your rulz into the ProconRulz settings - a screenshot is attached to this post. 10/10 for trying to hack them into the code though.

 

Your rulz are ok - can be simlpified down because you can have multiple alternate keys in a single weapon condition, and also you should set the kick threshold HIGHER (e.g. on 3rd kill => use PlayerCount 2) because explosives can kill 2 players in a single hit. Also it is worth shortening the "kill time" (1000 = 1 second, default is 5000) on kill punishments to make them more linked to the event. In total:

 

On Kill;Map Subway;Weapon M320,RPG-7,SMAW;PlayerCount 2;Say >> %p%

On Kill;Map Subway;Weapon M320,RPG-7,SMAW;PlayerCount 1;Say >> %p%

On Kill;Map Subway;Weapon M320,RPG-7,SMAW;Say >> %p%

Instead of "Weapon M320,RPG-7,SMAW" you could equally use "Damage ProjectileExplosive" and on Metro that'd pick up the same weapons. If you want to nerf the nades, you can add similar rules for "Damage Explosive".

 

Attached Files:

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Originally Posted by MysticalQ*:

 

CoMPaHoLiC and Bambam! So much thanks!

I will try this out tonight!

 

I'm helping out a friend and I'm new to the BF3 server configuration thing.

He told me I should download PRoCon and then install the plugin localy on my pc and PRoCon would fix it on the server. But so far that didn't work, I think you need to install the plugin to the server, but we are both a bit of a noob about it :-)! But who is right? =)

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Originally Posted by ty_ger07*:

 

Documentation also says the player's name has to be in quotes, I tried it, worked.

Ok.

 

Then:

Code:

On Kill;Headshot;Rate 4 25;Exec punkBuster.pb_sv_command pb_sv_getss "%p%";Log Punkbuster Screenshot taken of %p%.
On Kill;Headshot;Rate 3 15;Exec punkBuster.pb_sv_command pb_sv_getss "%p%;Log Punkbuster Screenshot taken of %p%.
EDIT: Doesn't work...

 

Code:

Exec punkBuster.pb_sv_command pb_sv_getss "%p%"
Doesn't work for PRoConRulz, but:

 

Code:

Exec punkBuster.pb_sv_command pb_sv_getss
Works fine.
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Originally Posted by marvel*:

 

Hi guys I have a problem with this plugin, hope somebody can help me out :smile:

 

Everything works like a charm, but not always. Say I block M320 on the server, then 9 out of 10 times a player gets kicked for killing with the M320. However, next time I have a player that kills like 5 people with the M320 and never gets kicked.

 

Any idea? Thanks!

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Originally Posted by ty_ger07*:

 

Hi guys I have a problem with this plugin, hope somebody can help me out :smile:

 

Everything works like a charm, but not always. Say I block M320 on the server, then 9 out of 10 times a player gets kicked for killing with the M320. However, next time I have a player that kills like 5 people with the M320 and never gets kicked.

 

Any idea? Thanks!

Perhaps the second player is using the 'M320 Buck'. The type of M320 which mounts as a weapon attachment below the primary assault riffle is not counted as 'Weapon M320' and will not be detected by PRoCon. PRoCon receives the data via Rcon and all Rcon says is that the weapon used was the primary weapon and doesn't take into consideration that the kill was actually caused by the M320 attached to it.
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Originally Posted by ty_ger07*:

 

Code:

Exec punkBuster.pb_sv_command pb_sv_getss "%p%"
Doesn't work.

 

Why?

 

If I type it into the console, it works fine.

 

When PRoConRulz executes that command, the console shows that the command was executed and says "OK", but the punkBuster console doesn't show any record of the command being issued.

 

If I execute ' punkBuster.pb_sv_command pb_sv_getss "Player_Name" ' command manually in the console, it says "OK", and the punkBuster console shows the command and executes it.

 

What is the difference?

 

If I do:

Code:

Exec punkBuster.pb_sv_command pb_sv_getss
That works fine.

 

I suppose the Code:

" "
is messing up the command for PRoConRulz. What is the workaround?
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Originally Posted by PierroLeFou-fr*:

 

I am testing your code ty_ger07 but is'nt working with a player name,

 

is'nt working with a player name ,also tried with ip, EA guid and PB guid

Code:

I say:                      [i][22:55:02] punkBuster.pb_sv_command pb_sv_getss PierroLeFou-fr  [/i]
rcon console say:           [i][22:55:02] OK [/i]
and pb consol say:          [i]pb_sv_getss PierroLeFou-fr[/i]
[i]                            PunkBuster Server: 0 Screenshots Requested [/i]
when I testing with player slot is working,e.g. in rcon console

Code:

I say:                     [i][23:02:10] punkBuster.pb_sv_command pb_sv_getss 1   [/i]                               
rcon console say:          [i][23:02:10] OK      [/i]                  
and pb consol say:         [i]pb_sv_getss 1[/i]
[i]                           PunkBuster Server: Screenshot 000006 Requested from 1  PierroLeFou-fr[/i]
[i]                           PunkBuster Server: 1 Screenshot Requested           
[/i]
It's strange because I see that in PBBan forum:

PB_SV_GetSs [player_name_or_slot#]

Sends a request to all applicable connected players asking for a screen shot to be captured and sent to the PB Server; to specify a player name or substring (as opposed to slot #), surround the text with double-quote marks

 

 

 

 

Is working when player is not specified but all players are scren

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Originally Posted by ty_ger07*:

 

Is working when player is not specified but all players are scren

Yeah.

 

I edited my post above and then made another post about the same issue.

 

I think the problem is that the quotation marks in "%p%" is messing with PRoConRulz. I don't think it knows how to handle the quotation mark ( " ) in a command. Someone else had a similar problem half a dozen pages ago when using an apostrophe ( ' ) in a command.

 

I am just taking screenshots of everyone (leaving the "%p%" out of the command) for the time being until BamBam provides some insight.

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Originally Posted by PierroLeFou-fr*:

 

okay the probleme is ( " )

e.g. when use Proconrulez

Code:

[00:04:16] punkBuster.pb_sv_command pb_sv_getss "PierroLeFou-fr"
[00:04:16] InvalidArguments
it s working when you write in consol the probleme is ( " )
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Originally Posted by marvel*:

 

Perhaps the second player is using the 'M320 Buck'. The type of M320 which mounts as a weapon attachment below the primary assault riffle is not counted as 'Weapon M320' and will not be detected by PRoCon. PRoCon receives the data via Rcon and all Rcon says is that the weapon used was the primary weapon and doesn't take into consideration that the kill was actually caused by the M320 attached to it.

Ah yes that explains a lot. So I guess there's no workaround on this.
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Originally Posted by bambam*:

 

ty_ger pierrolefou... neat stuff

Exec punkBuster.pb_sv_command pb_sv_getss "%p%"

give me a little time to look at this - I've not personally used that command. I don't think there's a quotes issue - maybe to do with the way Procon admin commands are formatted differs between punkbuster and bf3. You could test it with

 

On Say;Text test1;Exec punkBuster.pb_sv_command pb_sv_getss "PierroLeFou-fr"

 

(I think that will work)

 

instead of

 

On Say;Text test2;Exec punkBuster.pb_sv_command pb_sv_getss "%p%"

 

(that might not work).

 

Let me know if that is correct (I'll test it myself when I can get on our server later). If so I'll be able to provide a workaround.

 

if someone just types "rules" instead of "!rules"

 

the server rules are printed out..

 

is that a bug?

No, it's a design feature intended to include users that say "where the fuck are the rules___". If you want something else you can very easily turn the default 'server rules' message off and write your own, e.g.

 

On Say;Text !rules;Say Server rule #1 = no camping

On Say;Text !rules;Say Server rule #2 = love thy teammate

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Originally Posted by MysticalQ*:

 

How long will it remember the PlayerCount variable by the way? If for example I have:

PlayerCount 4; Ban

PlayerCount 3; Kick

PlayerCount 2; Kill

PlayerCount 1; Kill

 

And I got kicked from the server and I join like a day or 2 days later and make the same mistake, will I be banned? Or is it round/game committed? Or when?

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Originally Posted by ty_ger07*:

 

How long will it remember the PlayerCount variable by the way? If for example I have:

PlayerCount 4; Ban

PlayerCount 3; Kick

PlayerCount 2; Kill

PlayerCount 1; Kill

 

And I got kicked from the server and I join like a day or 2 days later and make the same mistake, will I be banned? Or is it round/game committed? Or when?

Ban is permanent unless you remove the ban.

 

All the triggers and variables are only for the round though. In other words, if you reach PlayerCount 3 in one round, when the next round starts, you will be back at PlayerCount 0.

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Originally Posted by Porthos*:

 

Ok a little confused with all the rule settings so wondering if someone can help me out. Last couple day have had several players come on that get 10+ kills in about 2 seconds. I want to use this plugin to catch these guys before they empty out my server.

 

Don't want it based on any set weapons, just the number of kills. What do I need to put in the string collection editor? When they exceed the limit I want them banned.

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Originally Posted by ty_ger07*:

 

Ok a little confused with all the rule settings so wondering if someone can help me out. Last couple day have had several players come on that get 10+ kills in about 2 seconds. I want to use this plugin to catch these guys before they empty out my server.

 

Don't want it based on any set weapons, just the number of kills. What do I need to put in the string collection editor? When they exceed the limit I want them banned.

Here are some of the rules I use for your sort of situation:

Code:

# Cheater Detector
On Kill;Damage Melee;Rate 8 30;Say %p%: banned - kill rate;Ban %p% Auto-banned - Knife
On Kill;Weapon Death;Rate 10 30;Say %p%: banned - nuke;Ban %p% Auto-banned - Nuke
On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 20 50;Say %p%: banned - kill rate;Ban %p% Auto-banned - Kill Rate 1
On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 40 200;Say %p%: banned - kill rate;Ban %p% Auto-banned - Kill Rate 2
On Kill;Headshot;Rate 6 15;Say %p%: banned - aimbot;Ban %p% Auto-banned - Aimbot 1
On Kill;Headshot;Rate 8 25;Say %p%: banned - aimbot;Ban %p% Auto-banned - Aimbot 2
Those rules use the Rate command. If the first number after 'Rate' happens within the second number of seconds, the action is taken.

 

If you want to simplify the rules and not split it up into different types of cheats, you could use a simple rule like this:

 

Code:

On Kill;Rate 10 5;Say %p%: banned.;Ban %p% Auto-banned
That would ban a player if they make 10 kills in 5 seconds. It would not care which weapon the player used or how the kill was made. If they made 10 kills in 5 seconds, it would say "PlayerName: Banned" and then ban the player in your server. It would tell the banned player "PlayerName Auto-Banned" as the reason for the ban.
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Originally Posted by d00kiejones*:

 

Hello all!! Wondering if there is a way to only allow rpg/smaw a limited number of shots? Like say 15 per round. Using Count 15;Say Enough rpg spam;kill would keep killing in next round right?

 

Thanks in advance for your help!!!

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Originally Posted by CoMPaHoLiC*:

 

Hello all!! Wondering if there is a way to only allow rpg/smaw a limited number of shots? Like say 15 per round. Using Count 15;Say Enough rpg spam;kill would keep killing in next round right?

 

Thanks in advance for your help!!!

As mentioned above, the plugin can't count 'beyond round' limits, every new round things are reset to 0

For within a round there are a number of example posts by ty_ger07 and myself in this thread, look for likewise as below

On Kill;Damage ProjectileExplosive;PlayerCount 15;Say Enough RPG spam %p%;kill 100

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Originally Posted by bambam*:

 

The 'Rate' function will span round ends (but the Rate count resets when a player leaves the server...). So ProconRulz really has no such thing as a persistent count that lasts forever.

 

But if you want a relatively long period for a check (e,g. an hour, 3600 seconds) you could use the Rate condition in a very similar way to the PlayerCount, e.g.

On Kill;Damage ProjectileExplosive;Rate 15 3600;Say %p% has done 15 rocket kills in the past hour;Kill

 

The normal counts reset at round end as this is the most common requirement and it keeps the use of the rulz simple.

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Originally Posted by MysticalQ*:

 

I know you can't rule out mortar but if on an infantry only server you could give something like

 

Code:

On Kill;Map Subway;Weapon Death;PlayerCount 2;Say >> %p% << used Mortar again! The player has been kicked!;Kick kicked for using Mortar on Metro
On Kill;Map Subway;Weapon Death;Say >> %p% << was using a Mortar! This is not allowed!;Kill 100
But what if someone dies from example the fire in the Metro tubes or burning cars? Does that count as a death kill and will the player be punished for it?

 

Or what is the correct way to rule people out that are using Mortars?

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Originally Posted by bambam*:

 

what if someone dies from example the fire in the Metro tubes or burning cars?

This would trigger an "On Suicide" rule, not an "On Kill", so you're ok. If you confirm someone dies with "Weapn Death" when they stand in a fire that'll be useful to know.
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Originally Posted by Xeideo*:

 

Hey @ moment i use this

On Kill;Damage Melee;Say >> %p% use %w% for kill an enemy

to show the people you use a Melee weapon to kill an enemy. Is there a way to show the name of the enemy how was killed by the player?

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Originally Posted by bambam*:

 

Hey @ moment i use this

On Kill;Damage Melee;Say >> %p% use %w% for kill an enemy

to show the people you use a Melee weapon to kill an enemy. Is there a way to show the name of the enemy how was killed by the player?

All the available 'substitution variables' are listed in the online documentation linked in my sig. In an On Kill rule, the 'enemy killed' (i.e. the VICTIM) name can be displayed using %v%.

 

So you could use

On Kill;Damage Melee;Say >> %p% used %w% to kill %v%

 

There is a minor point: BF3 reports KNIFE kills sometimes as "Weapon Weapons/Knife/Knife", and other times as "Weapon Melee" (do not confuse with DAMAGE Melee). The difference appears to depend on the animation. Both these weapons do Damage Melee. The rulz above will sometimes say "Xeideo used Melee to kill bambam" which could be a bit better with:

 

On Kill;Weapon Melee;Say >> %p% used the KNIFE to kill %v%

On Kill;Damage Melee;Not Weapon Melee;Say >> %p% used the %w% to kill %v%

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