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


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Originally Posted by gabipaci*:

 

Hi!

 

Can u make rule for RPG/SMAW spammers?

 

If the player kill sb with RPG, and got only 100 points, he is shoot directly to human.

Make the counter and actions for this.

eg:

first kill by prg, got 100 points only, no action

second kill by rpg, got 150 points (kill + wehicle disable) no action

third kill by rpg, got 100 points only, (second shoot directly to human) kill with admin message.

fourth kill by rpg, got 100 points only, kill with message and kick after 10 sec

 

This is possible?

 

Sorry for my basic english.

 

Regards and Respect to Your job!

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Originally Posted by ty_ger07*:

 

Yeah, this !punish rule totally works!

 

Code:

# Team Kill Punish Rule
On Kill;Set %server_lastteamkiller[%v%]% 0;Set %server_lastteamkiller[%p%]% 0
On TeamKill;Set %server_lastteamkiller[%v%]% %p%
On Say;Text !punish;If %server_lastteamkiller[%p%]% != 0;TargetPlayer %server_lastteamkiller[%p%]%;Say %server_lastteamkiller[%p%]% killed for team killing.;TargetAction Kill;TargetConfirm
On Say;Text !punish;If %server_lastteamkiller[%p%]% == 0;Say %p%: could not find a recent team kill to punish.
On Say;Text !forgive;If %server_lastteamkiller[%p%]% != 0;Say %server_lastteamkiller[%p%]% was forgiven by %p%.
On Say;Text !forgive;If %server_lastteamkiller[%p%]% == 0;Say %p%: could not find a recent team kill to forgive.
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Originally Posted by ty_ger07*:

 

This is why I ask:

 

I was thinking of making the !forgive action have a real function. Forgiving the player could make it so that if they accidentally kill the same team player again, it wouldn't automatically punish them for killing that team player twice in a row.

 

This is what I am working with:

Code:

# Team Kill Tracking Rules
On TeamKill;If %server_lastteamkill[%v%]% == %p%;Say %p%: killed for payback team kill against %v%.;Kill
On TeamKill;If %server_lastteamkill[%p%]% == %v%;Say %p%: killed for team killing %v% twice in a row.;Kill
On TeamKill;Set %server_lastteamkill[%p%]% %v%
# .
# Team Kill Punish Rule
On Kill;Set %server_lastteamkiller[%v%]% 0;Set %server_lastteamkiller[%p%]% 0
On TeamKill;Set %server_lastteamkiller[%v%]% %p%
On Say;Text !punish;If %server_lastteamkiller[%p%]% != 0;TargetPlayer %server_lastteamkiller[%p%]%;Say %server_lastteamkiller[%p%]% killed for team killing.;TargetAction Kill;TargetConfirm
On Say;Text !punish;If %server_lastteamkiller[%p%]% == 0;PlayerSay %p%: could not find a recent team kill to punish.
On Say;Text !forgive;If %server_lastteamkiller[%p%]% != 0;Set %server_lastteamkill[%server_lastteamkiller[%p%]%]% 0;Say %server_lastteamkiller[%p%]% was forgiven by %p%.
On Say;Text !forgive;If %server_lastteamkiller[%p%]% == 0;PlayerSay %p%: could not find a recent team kill to forgive.
Understand what I have going on there? I want to set %server_lastteamkill[]% of the player who team killed the player who is typing the command, but don't know how to refer to that player directly.

 

So, the question is: is 'Set %server_lastteamkill[%server_lastteamkiller[%p%]%]% 0' a valid command? Otherwise I could probably refer to the variable using the TargetPlayer command.

 

Here's an example of using the TargetPlayer and TargetAction to do the same thing. But, I don't know if the TargetAction is configured to deal with variables properly and if it will work.

 

Code:

On Say;Text !forgive;If %server_lastteamkiller[%p%]% != 0;TargetPlayer %server_lastteamkiller[%p%]%;TargetAction Set %server_lastteamkill[%p%]% 0;Say %server_lastteamkiller[%p%]% was forgiven by %p%.
Thanks!
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Originally Posted by Elvardo*:

 

I have

Code:

#               Swearing
On Say; Set %server_badword% 0
Text fag,fu**,fi,gy,ho,fu,fu,w,p,cor,m fu,ct;Incr %words%;Set %server_badword% 1
If %words% > 2;Set %words% 0; Say %p% kicked for swearing and/or disrespecting players;Kick %p% Being disrespectful
if %server_badword% = 1;Say %p% watch your language!!!
Set as one of my procon rules, but it doesn't seem to work. I copied the code like for like from another post. Im very new to procon & rule writing so any help would be greatly appreciated.

 

BTW the swear words have been changed to avoid offending anyone :smile:

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Originally Posted by mellinx*:

 

So im configging this

 

" Server Rulz Message "

 

and it goes with the @rules in chatbox.

 

So my question is.. how do i get this rulez of the server not to send to fast in the chat box.. to actually get some secs b4 the next rulez is displaying in the chat box, cause now all the rulez gets into the box immidately

 

cheers

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Originally Posted by bambam*:

 

Still catching up...

 

ty_ger - nice job on the !punish code.

I want to set %server_lastteamkill[]% of the player who team killed the player who is typing the command, but don't know how to refer to that player directly.

Holy shit, I read your code/comments back and forth a couple of times and it took a while to spot you have both

 

On TeamKill;Set %server_lastteamkill[%p%]% %v%

and

On TeamKill;Set %server_lastteamkiller[%v%]% %p%

 

I see, you have two indexed vars, one for playername -> name of most recent teamkill victim of this player, and the other for playername -> name of most recent teamkiller of this player.

 

OK... so now I understand the question "can you have a variable %server_lastteamkill[%server_lastteamkiller[%p%]%]%"

 

I just created a simple rule using this format and confirmed the format is ok. The following as you asked will assign 0 to the variable.

Set %server_lastteamkill[%server_lastteamkiller[%p%]%]% 0

If there *had* been a problem with the format (which there wasn't) you could have unfolded the nesting and used a temporary intermediate variable:

Set %server_person% %server_lastteamkiller[%p%]%;Set %server_lastteamkill[%server_person%]% 0

 

I lost your plot slightly with your use of TargetAction - this doesn't make sense with "TargetAction Set %server_lastteamkill[%p%]% 0" ... ahhhh ... wait a minute ... you're just trying to do the same thing I did with the rule above and set an intermediate variable but in this case the value happens to be a playername so you used TargetPlayer (correct? I'm sure I'm right). In any case

 

(1) 10 out of 10 for innovative thinking

 

(2) Generally TargetPlayer [variable] would be simpler with the 'Set new_var [variable]' command, although TargetPlayer was kinda neat, unless you're going to use TargetAction to modify the behaviour of Kill/Kick/Ban/PlayerSay.

 

(3) TargetAction sets a %t% variable, which is then used in a Kill/Kick/Ban action to nail the right player, but doesn't actually modify %p%. I think your approach *would* work though if you'd later used "Set %server_lastteamkill[%t%]% 0" instead of "TargetAction Set %server_lastteamkill[%p%]% 0"

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Originally Posted by gabipaci*:

 

bambam, have u any ide here?

Thanks

Hi!

 

Can u make rule for RPG/SMAW spammers?

 

If the player kill sb with RPG, and got only 100 points, he is shoot directly to human.

Make the counter and actions for this.

eg:

first kill by prg, got 100 points only, no action

second kill by rpg, got 150 points (kill + wehicle disable) no action

third kill by rpg, got 100 points only, (second shoot directly to human) kill with admin message.

fourth kill by rpg, got 100 points only, kill with message and kick after 10 sec

 

This is possible?

 

Sorry for my basic english.

 

Regards and Respect to Your job!

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Originally Posted by CoMPaHoLiC*:

 

@elvardo

 

check at least that the last line includes double == marks

when upgrading to v38 it broke my antiswearing as well but i've now got it formatted like

 

(edit, indenting gets lost when quoting, [tab] should be there :smile:

# Swearing

On Say;

[tab] Set %server_badword% 0

[tab] Text fag,fu**,fi,gy,ho,fu,fu,w,p,cor,m fu,ct;Incr %words%;Set %server_badword% 1

[tab] Text puzz,pizz,puss;Incr %words%;Set %server_badword% 1

If %words% > 2;Set %words% 0; Say %p% kicked for swearing and/or disrespecting players;Kick %p% Being disrespectful

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

Dunno if it's the indenting that made it work on my part though, at least those double == should be there, but that still should have kicked badmouths out!
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Originally Posted by ty_ger07*:

 

So, this is my whole list of the current team kill rules I am using:

 

Code:

# Team Kill Rule
On TeamKill;PlayerCount 4;Say %p%: kicked for too many team kills!;Log           %p% killed %v% with %w%.;Kick Too Many Team Kills
On TeamKill;PlayerCount 2;Say %p%: killed for too many team kills!;Log           %p% killed %v% with %w%.;Kill
On TeamKill;PlayerSay %p%: watch your fire! #%c%
.
# Round Start Team Kill Rule
On Round;Set %server_firstteamkill[%p%]% 1
On Kill;Set %server_firstteamkill[%p%]% 0
On TeamKill;If %server_firstteamkill[%p%]% == 1;Set %server_firstteamkill[%p%]% 0;Say %p%: killed for team killing at start of round.;Kill
# .
# Team Kill Tracking Rules
On TeamKill;If %server_lastteamkill[%v%]% == %p%;Say %p%: killed for payback team kill against %v%.;Kill
On TeamKill;If %server_lastteamkill[%p%]% == %v%;Say %p%: killed for team killing %v% twice in a row.;Kill
On TeamKill;Set %server_lastteamkill[%p%]% %v%
# .
# Team Kill Punish Rule
On Kill;Set %server_lastteamkiller[%v%]% 0;Set %server_lastteamkiller[%p%]% 0
On TeamKill;Set %server_lastteamkiller[%v%]% %p%
On Say;Text !punish;If %server_lastteamkiller[%p%]% != 0;TargetPlayer %server_lastteamkiller[%p%]%;Say %server_lastteamkiller[%p%]% killed for team killing.;TargetAction Kill;TargetConfirm
On Say;Text !punish;If %server_lastteamkiller[%p%]% == 0;PlayerSay %p%: could not find a recent team kill to punish.
On Say;Text !forgive;If %server_lastteamkiller[%p%]% != 0;Set %server_lastteamkill[%server_lastteamkiller[%p%]%]% 0;Say %server_lastteamkiller[%p%]% was forgiven by %p%.
On Say;Text !forgive;If %server_lastteamkiller[%p%]% == 0;PlayerSay %p%: could not find a recent team kill to forgive.
I stole the first team kill rule from you. :tongue:
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Originally Posted by RadicalMode*:

 

NEW (Jan) personal request from me - if you use ProconRulz, would you mind posting to this thread and giving the name of your server? I personally like playing on BF3 servers that DO have teamkill limits or no rockets on Metro so I'd like to favorite them (at the moment I do that if I come across one by chance). If you think it's sensible I can advertise your server in this top post. If you want to be low-key then I'd appreciate a PM with the server name maybe. Cheers - Bambam.

!KillZone #01 - No Explosives - Operation Metro 1000 Tickets

http://battlelog.battlefield.com/bf3...-1000-Tickets/

 

!KillZone #07 - No Explosives - Operation Metro 1000 Tickets HC

http://battlelog.battlefield.com/bf3...00-Tickets-HC/

 

Server rules based on Proconrulz:

 

1 - No Shotguns

2 - No Grenades

3 - No RPG/SMAW and M320

4 - No C4, Claymores and Mortars

5 - MAV kills are NOT allowed

 

 

KZ is an open and international community, visit us at killzonewars.com

 

People from more than 80 countries visited our website.

 

KillZone is upgrading to a new dedicated machine with the following specs.

 

Dual X5690: The highest level of performance

 

Two Intel Xeon X5690 processors (twelve physical 3.46ghz cores on QPI + hyperthreading + turbo->3.73ghz)

48 GB registered DDR3 ECC memory

Four 1000 GB SATA drives in RAID 10

15000 GB of premium bandwidth

Able to host around 600-1200 connected players at once

 

All BF servers are based on US - NYC.

 

Our staff has 16 admins from US, Canada and Brazil.

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Originally Posted by bambam*:

 

m4xl0ng

is it possible to add an nextmap announcer?

 

" On Say;Text /nextmap;Say the nextmap will be %nextmap% "

Nope. There is no %nextmap% substitution variable. I've been wondering for a while whether it would be possible to provide a mechanism in ProconRulz to use the value of information that could be retrieved via an admin command sent to the game server (your %nextmap% would require this) but it's not something Procon makes possible via its plugin API, so I'd have to work around that.
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Originally Posted by bambam*:

 

Elvardo,

 

Having NO trigger on rulz (each line is a new rule) is equivalent exactly to the previous rule that DOES have a trigger, i.e. your code looks like this:

Code:

#               Swearing
On Say; Set %server_badword% 0
On Say; Set %server_badword% 0;Text fag,fu**,fi,gy,ho,fu,fu,w,p,cor,m fu,ct;Incr %words%;Set %server_badword% 1
On Say; Set %server_badword% 0;If %words% > 2;Set %words% 0; Say %p% kicked for swearing and/or disrespecting players;Kick %p% Being disrespectful
On Say; Set %server_badword% 0;if %server_badword% = 1;Say %p% watch your language!!!
So maybe change it to

 

Code:

#               Swearing
On Say;
 Set %server_badword% 0
 Text fag,fu**,fi,gy,ho,fu,fu,w,p,cor,m fu,ct;Incr %words%;Set %server_badword% 1
 If %words% > 2;Set %words% 0; Say %p% kicked for swearing and/or disrespecting players;Kick %p% Being disrespectful
 if %server_badword% == 1;Say %p% watch your language!!!
Note that a "Text sex" condition will match the string "sex" ANYWHERE in the player chat text, e.g. in "I live in Essex". If you want to match a WORD, then use "If %text% word sex".
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Originally Posted by bambam*:

 

mellinx

how do i get this rulez of the server not to send to fast in the chat box.

Not possible with current version of ProconRulz and suggest you compress server rules message into max 3 lines (that's what we do on our server).
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Originally Posted by bambam*:

 

I'm overlapping a bit with other replies - all good stuff - apologies.

 

Operator

I want to add a command, that will only kill 1 person, without confirmation, is this how i do it?

 

On Say;Admin;Text !command;Kill thenameofguy;

yeah you're on the right lines, and you're correct you need to modify the Kill action to kill thenameoftheguy not the person who said the say text, so 9/10 for that. ProconRulz has a condition that modifies the 'target' of a Kill/Kick/Ban/PlayerSay exactly as you want, and it conveniently converts a 'partial player name' into a full player name. The condition is TargetPlayer.

 

So if an admin says "!kill bam" and you have a rule:

 

On Say;Admin;Text !kill;TargetPlayer;;...

 

then

 

1) ProconRulz will fire the rule as it is "On Say" (and %text% will be "!kill bam"),

2) The "Text !kill" condition will succeed

3) the TargetPlayer condition will try and match the %text% (starting after the "!kill ") with any player name currently in game. If there is a SINGLE player with that string (i.e. "bam") in their name (e.g. "bambam") then the TargetPlayer condition will succeed and a variable called %t% (for Target) will contain the target playername.

 

So in the you now have a couple of options... You can explicitly use the %t% value in conditions/actions where you can specify a player name (particulary this includes "Exec ") AND you can use Kill/Kick/Ban modified using the TargetAction modifier (following so far). Your guess with "Kill thenameoftheguy" is actually supported with "TargetAction Kill, having previously set up the target using TargetPlayer. OK? So for all that, you can do exactly what you want with:

 

On Say;Admin;Text !kill;TargetPlayer;TargetAction Kill

 

The upside of this technique is it means you have a way of getting your "thenameoftheguy" without the admin having to type in the exact player name. ANY substring that ONLY matches that player (even a single char) will do. And there's no risk you'll nail the wrong guy because TargetPlayer actually checks ALL the player names and FAILS if it gets multiple matches. As you learn more you'll find you can mix and match other commands (e.g. Say Killing %t%) which will inform the admin of the situation whether/not a player has been succesfully matched...

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Originally Posted by Elvardo*:

 

Elvardo,

 

Having NO trigger on rulz (each line is a new rule) is equivalent exactly to the previous rule that DOES have a trigger, i.e. your code looks like this:

Code:

#               Swearing
On Say; Set %server_badword% 0
On Say; Set %server_badword% 0;Text fag,fu**,fi,gy,ho,fu,fu,w,p,cor,m fu,ct;Incr %words%;Set %server_badword% 1
On Say; Set %server_badword% 0;If %words% > 2;Set %words% 0; Say %p% kicked for swearing and/or disrespecting players;Kick %p% Being disrespectful
On Say; Set %server_badword% 0;if %server_badword% = 1;Say %p% watch your language!!!
So maybe change it to

 

Code:

#               Swearing
On Say;
 Set %server_badword% 0
 Text fag,fu**,fi,gy,ho,fu,fu,w,p,cor,m fu,ct;Incr %words%;Set %server_badword% 1
 If %words% > 2;Set %words% 0; Say %p% kicked for swearing and/or disrespecting players;Kick %p% Being disrespectful
 if %server_badword% == 1;Say %p% watch your language!!!
Note that a "Text sex" condition will match the string "sex" ANYWHERE in the player chat text, e.g. in "I live in Essex". If you want to match a WORD, then use "If %text% word sex".
Thanks for your help, I will try that even thou I'm not aux fait with it?

 

BTW thanks for all your hardwork to the plugin scene & your support, I will be donating to help where I can :smile:

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Originally Posted by bambam*:

 

Can u make rule for RPG/SMAW spammers?

 

If the player kill sb with RPG, and got only 100 points, he is shoot directly to human.

Make the counter and actions for this.

eg:

first kill by prg, got 100 points only, no action

second kill by rpg, got 150 points (kill + wehicle disable) no action

third kill by rpg, got 100 points only, (second shoot directly to human) kill with admin message.

fourth kill by rpg, got 100 points only, kill with message and kick after 10 sec

 

This is possible?

See Example 5 on the 1st post in this thread. If you want rulz to apply to ALL maps then you can remove the "Map Subway;" clause in each rule in the example.

 

No plugin can affect the number of POINTS awarded to a player. But you can kill/kick/ban and give messages as in Example 5.

 

No plugin can tell if the RPG was fired at INFANTRY versus killed a player in a TANK. The information sent by BF3 is the same in both these cases (pebbles killed bambam with SMAW) - nowhere can you see the killed player was in a tank or not.

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Originally Posted by MorpheusX(AUT)*:

 

Not sure if this has been mentioned already, or I am simply blind, but I think, we're missing the MK3A1 (new Fully-Auto Shotgun from B2K Assignments), right?

Would be nice to have too, since people now use this shotgun with Explosive Rounds on Metro, which is quite as annoying as USAS >.

Just to make sure this hasn't been overlooked :smile:
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Originally Posted by gabipaci*:

 

See Example 5 on the 1st post in this thread. If you want rulz to apply to ALL maps then you can remove the "Map Subway;" clause in each rule in the example.

 

No plugin can affect the number of POINTS awarded to a player. But you can kill/kick/ban and give messages as in Example 5.

 

No plugin can tell if the RPG was fired at INFANTRY versus killed a player in a TANK. The information sent by BF3 is the same in both these cases (pebbles killed bambam with SMAW) - nowhere can you see the killed player was in a tank or not.

That example is so close for make me happy.

Can u write "deduct" rule, who kill with different weapon, the counter go down?

 

 

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 5;Log %p% banned for rockets on Metro;Ban %p% Metro rockets

On Kill;Map Subway;Not Damage ProjectileExplosive;PlayerCount -1

 

 

Like the Quake counter plugin for BC2

www.phogue.net/forumvb/showth...t.-2010%29-BC2*

The Quake counter plugin developer is offline long time ago :sad:

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Originally Posted by ty_ger07*:

 

That example is so close for make me happy.

Can u write "deduct" rule, who kill with different weapon, the counter go down?

 

 

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 5;Log %p% banned for rockets on Metro;Ban %p% Metro rockets

On Kill;Map Subway;Not Damage ProjectileExplosive;PlayerCount -1

 

 

Like the Quake counter plugin for BC2

www.phogue.net/forumvb/showth...t.-2010%29-BC2*

The Quake counter plugin developer is offline long time ago :sad:

PlayerCount is a variable which has been programmed into the plugin which cannot be modified like that. You could just create a different variable instead and then quite easily modify it to act the way you want.

 

Code:

On Kill;Map Subway;Damage ProjectileExplosive;Incr %server_rockets[%p%]%
On Kill;Map Subway;Not Damage ProjectileExplosive;Decr %server_rockets[%p%]%
On Kill;Map Subway;Damage ProjectileExplosive;If %server_rockets[%p%]% >= 5;Log %p% banned for Metro rockets;Ban %p% Metro rockets
On Kill;Map Subway;Damage ProjectileExplosive;If %server_rockets[%p%]% >= 2;PlayerSay %p%: server bans for 5 rockets in a row. # %server_rockets[%p%]%
EDIT: Added the last line to inform the player of the rule as a warning so that they won't be banned out of the blue without any warning.

 

 

 

This is the rule behavior.

 

Player shoots one rocket: no warning

Player shoots two rockets: "Player: server bans for 5 rockets in a row. # 2"

Player shoots a third rocket: "Player: server bans for 5 rockets in a row. # 3"

Player kills with the M416: no warning

Player shoots a fourth rocket: "Player: server bans for 5 rockets in a row. # 3"

etc.

 

"Server bans for 5 rockets in a row" is a bit misleading because it is actually an increment / decrement system instead, but it's hard to explain how the rule really works in a short sentence. "5 rockets in a row" is easier to understand. The player will learn how the system works as the player plays in your server.

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Originally Posted by ty_ger07*:

 

Here are my servers BamBam:

 

-TTT- TheTacTeam - B2K HC SQ Rush 16 - UK

http://battlelog.battlefield.com/bf3...SQ-Rush-16-UK/

 

-TTT- TheTacTeam - Standard HC SQ Rush 16 - UK

http://battlelog.battlefield.com/bf3...SQ-Rush-16-UK/

 

They are both 16-person hardcore squad rush servers. The tickets are set to 200% since there are 200% the number of players compared to a normal 8-person squad rush server. One server plays only B2K maps and the other server plays only standard maps.

 

The server rules feature:

-10 kill limit with USAS and DAO-12 (this limit is rarely reached)

-5 kill limit with claymores and mortar strikes

-5 kill limit with SMAW/RPG/M320 (shared total)

 

The server features:

-all 8 team members in one squad

-player stats logging

-kill streak, headshot streak, knife, suicide, etc. announcement

 

Stop on by!

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Originally Posted by gabipaci*:

 

PlayerCount is a variable which has been programmed into the plugin which cannot be modified like that. You could just create a different variable instead and then quite easily modify it to act the way you want.

 

Code:

On Kill;Map Subway;Damage ProjectileExplosive;Incr %server_rockets[%p%]%
On Kill;Map Subway;Not Damage ProjectileExplosive;Decr %server_rockets[%p%]%
On Kill;Map Subway;Damage ProjectileExplosive;If %server_rockets[%p%]% >= 5;Log %p% banned for Metro rockets;Ban %p% Metro rockets
On Kill;Map Subway;Damage ProjectileExplosive;If %server_rockets[%p%]% >= 2;PlayerSay %p%: server bans for 5 rockets in a row. # %server_rockets[%p%]%
EDIT: Added the last line to inform the player of the rule as a warning so that they won't be banned out of the blue without any warning.

 

 

 

This is the rule behavior.

 

Player shoots one rocket: no warning

Player shoots two rockets: "Player: server bans for 5 rockets in a row. # 2"

Player shoots a third rocket: "Player: server bans for 5 rockets in a row. # 3"

Player kills with the M416: no warning

Player shoots a fourth rocket: "Player: server bans for 5 rockets in a row. # 3"

etc.

 

"Server bans for 5 rockets in a row" is a bit misleading because it is actually an increment / decrement system instead, but it's hard to explain how the rule really works in a short sentence. "5 rockets in a row" is easier to understand. The player will learn how the system works as the player plays in your server.

Thanks, look like the Best for me.

I will try in our server tonight.

I just change the message to "Server ban for rocket spamming".

Q1: if i del the "Map Subway;" this rule will be working on all maps, or i need write different rules for all maps?

Q2: can u add one more line, if counter will go 4, kill with admin message?

Q3: this counter will be zero after the round, map or leave server?

 

Thanks :smile:

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Originally Posted by ty_ger07*:

 

Thanks, look like the Best for me.

I will try in our server tonight.

I just change the message to "Server ban for rocket spamming".

Q1: if i del the "Map Subway;" this rule will be working on all maps, or i need write different rules for all maps?

Q2: can u add one more line, if counter will go 4, kill with admin message?

Q3: this counter will be zero after the round, map or leave server?

 

Thanks :smile:

Q1: Yes

Q3: Zero after round, and after map, but I think it stays on server leave and rejoin into the same round.

Q2:

 

On Kill;Damage ProjectileExplosive;Incr %server_rockets[%p%]%

On Kill;Not Damage ProjectileExplosive;Decr %server_rockets[%p%]%

On Kill;Damage ProjectileExplosive;If %server_rockets[%p%]% >= 5;Log %p% banned for Metro rockets;Ban %p% Metro rockets

On Kill;Damage ProjectileExplosive;If %server_rockets[%p%]% == 4;PlayerSay %p%: killed for rocket spamming. # %server_rockets[%p%]%;Kill

On Kill;Damage ProjectileExplosive;If %server_rockets[%p%]% >= 2;PlayerSay %p%: server bans for rocket spamming. # %server_rockets[%p%]%

But, if the player kills two people at the same time on their fourth rocket, it will ban them without any kill in between.

 

I removed "Map Subway;" for you.

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Originally Posted by ty_ger07*:

 

Bambam, is it ok if I start a dedicated !forgive !punish thread for proconrulz? I see that a refined !forgive !punish system with ability to adjust settings is in want and your plugin with these rules could satisfy the demand.

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Originally Posted by ty_ger07*:

 

Oh yeah, good point. It would be bad if it kept decreasing to a negative number.

 

On Kill;Damage ProjectileExplosive;Incr %server_rockets[%p%]%

On Kill;Not Damage ProjectileExplosive;If %server_rockets[%p%]% >= 1;Decr %server_rockets[%p%]%

On Kill;Damage ProjectileExplosive;If %server_rockets[%p%]% >= 5;Log %p% banned for Metro rockets;Ban %p% Metro rockets

On Kill;Damage ProjectileExplosive;If %server_rockets[%p%]% == 4;PlayerSay %p%: killed for rocket spamming. # %server_rockets[%p%]%;Kill

On Kill;Damage ProjectileExplosive;If %server_rockets[%p%]% >= 2;PlayerSay %p%: server bans for rocket spamming. # %server_rockets[%p%]%

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Originally Posted by micovery*:

 

Bambam, is it ok if I start a dedicated !forgive !punish thread for proconrulz? I see that a refined !forgive !punish system with ability to adjust settings is in want and your plugin with these rules could satisfy the demand.

If Bambam approves, you can go ahead and create it under ProCon 1.0 General, or Plugin Development. Make sure to specify in the title that it's an extension for ProCon Rulz.
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