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


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Originally Posted by bambam*:

 

thanks lupri - I'll favourite it and add it to my 1st page.

Ostrich/Soyd you're right Procon comes with in-game admin and the ProconRulz support doesn't allow the player to give a reason (all you can do is have a reason in the rule such as %p% kicked by admin) but I *am* experimenting with using ProconRulz for in-game admin because personally I prefer the "TargetPlayer" playername matching to the one built into the Procon in-game admin plugin, and I've stuck an example 10 in the 1st post of this thread. With a player name such as "_V_h4x0r_V_" you can do "!kick h4x" with ProconRulz but would have to type something very close to "!kick _V_h4x0r_V_" using the Procon in-game plugin. By the way the reason I'm not supporting a 'reason' is because I'm concerned about player names including SPACES (how would you kick "_V? h4x0r _V_"? How would you know it's not "!kick _V_" with the reason "h4x0r _V_" ? Our server is running a similar "!votekick" in-game command as well, which only took a few rulz to do. It's an experiment at this stage. Micovery and I are dicussing the pro's and con's of the player matching methods at the moment.

 

gabipaci

 

For someone new to ProconRulz you're choosing a fairly fancy rocket ban. Your life would be simpler if you just started with a simple single rule On Kill;Damage ProjectileExplosive;PlayerCount 3;Say %p% Rocket Limit;Kill 100

 

But if you're determined to have a Quake-style up-down rocket limit adjusting when the player kills with another weapon,

Just cut-and-paste these rulz at the TOP of your existing rulz.

On Kill;Damage ProjectileExplosive;Not Rate 2 2;Incr %rockets%

On Kill;Not Damage ProjectileExplosive;Decr %rockets%

On Kill;Damage ProjectileExplosive;If %rockets% >= 5;Log %p% 1-hour banned for rocket spamming;TempBan 3600 %p% rocket spamming

On Kill;Damage ProjectileExplosive;If %rockets% == 4;PlayerSay %p%: killed for rocket spamming. #%rockets%/5;Kill

On Kill;Damage ProjectileExplosive;If %rockets% >= 2;PlayerSay %p%: server bans for rocket spamming. #%rockets%/5

 

If you know what you're doing, delete ALL the rulz and just add these above. NONE of the default rulz are essential for any reason, they're just examples. But the kill/spawn logging rulz give you a clue of those events occuring in the game.

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Originally Posted by Athlon*:

 

Great Plug-in. Thank you!

 

I'm trying to create a rule to make an announcement only when someone first joins the server, and only when there are less than 8 players in the server. At 8 or more there should be no announcement. Our server is auto-balanced, by the way.

 

Instead what is happening is that my announcement happens every time someone spawns until there are 8 players.

 

Please help. Here is my rule:

 

On Join; Teamsize 3; Say %p% spawned on %pt% - still not enough players to allow firing from vehicles!

On Kill;Weapon Death;Teamsize 3;

PlayerCount 2;Say %p% kicked for vehicle/mortar/tow kill with less than 4 players per side;Kick kicked for vehicle kills with small teams

PlayerCount 0;Say %p% killed for vehicle/mortar/tow kill with less than 4 players per side(%c% Infractions);Kill 100

Say %p% - No vehicle kills with less than 4 players per side (%c% Infractions)

 

The rest of my rule works great!

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Originally Posted by ty_ger07*:

 

But if you're determined to have a Quake-style up-down rocket limit adjusting when the player kills with another weapon,

Just cut-and-paste these rulz at the TOP of your existing rulz.

On Kill;Damage ProjectileExplosive;Not Rate 2 2;Incr %rockets%

On Kill;Not Damage ProjectileExplosive;Decr %rockets%

On Kill;Damage ProjectileExplosive;If %rockets% >= 5;Log %p% 1-hour banned for rocket spamming;TempBan 3600 %p% rocket spamming

On Kill;Damage ProjectileExplosive;If %rockets% == 4;PlayerSay %p%: killed for rocket spamming. #%rockets%/5;Kill

On Kill;Damage ProjectileExplosive;If %rockets% >= 2;PlayerSay %p%: server bans for rocket spamming. #%rockets%/5

I would just like to point out that if someone uses a weapon other than a rocket launcher for 20 kills at first, with these rules, they would be able to use a rocket launcher for 25 kills in a row before they were kicked. You might want to add a stop on the decrease so that it won't decrease below 0.

 

Like this:

On Kill;Damage ProjectileExplosive;Not Rate 2 2;Incr %rockets%

On Kill;Not Damage ProjectileExplosive;If %rockets% >= 1;Decr %rockets%

On Kill;Damage ProjectileExplosive;If %rockets% >= 5;Log %p% 1-hour banned for rocket spamming;TempBan 3600 %p% rocket spamming

On Kill;Damage ProjectileExplosive;If %rockets% == 4;PlayerSay %p%: killed for rocket spamming. #%rockets%/5;Kill

On Kill;Damage ProjectileExplosive;If %rockets% >= 2;PlayerSay %p%: server bans for rocket spamming. #%rockets%/5

 

Unless... the Decr command in your code is already programmed to not decrease below 0. I don't know.

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Originally Posted by bambam*:

 

Hey ty_ger ....

add a stop on the decrease so that it won't decrease below 0.

relax - Decr stops at 0 - it doesn't go negative...

 

Athlon - use the PlayerFirst condition on the On Spawn trigger - that will only kick in ONCE per round

 

e.g.

 

On Spawn;Teamsize 3;PlayerFirst;Say %p% spawned

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Originally Posted by Athlon*:

 

Athlon - use the PlayerFirst condition on the On Spawn trigger - that will only kick in ONCE per round

 

e.g.

 

On Spawn;Teamsize 3;PlayerFirst;Say %p% spawned

/slap to the forehead/!

 

Thank you for your quick reply!!

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Originally Posted by KTwo*:

 

Is there anything special with %ping%? I always get a -1 ping when I use it. Do I have to log the ping first somehow?

 

I am using the following rule: On Say;Text !ping;Log Ping;Say %p%'s ping is %ping%.

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Originally Posted by ty_ger07*:

 

Is there anything special with %ping%? I always get a -1 ping when I use it. Do I have to log the ping first somehow?

 

I am using the following rule: On Say;Text !ping;Log Ping;Say %p%'s ping is %ping%.

BF3 doesn't currently report the player's ping via Rcon. the %ping% command only currently works with BC2.
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Originally Posted by KTwo*:

 

Next question... I can't seem to get this working. Basically, I want the player to type "!alpha" and it will move them to alpha squad (its SR server).

 

On Say;Text !alpha;

If %pt% = U.S Army;exec admin.movePlayer %p% 1 1 false;PlayerSay You will be moved to alpha squad after you die.;

If %pt% = Russian Army;exec admin.movePlayer %p% 2 1 false;;PlayerSay You will be moved to alpha squad after you die.;

End;

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Originally Posted by KTwo*:

 

I can't seem to edit my last post, but I tried this as well and it does not seem to work. Help?

 

On Say;Text !alpha;Team Attack;exec admin.movePlayer %p% 1 1 false;PlayerSay You will be moved to alpha squad after you die.;

On Say;Text !alpha;Team Defend;exec admin.movePlayer %p% 2 1 false;PlayerSay You will be moved to alpha squad after you die.;

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Originally Posted by ty_ger07*:

 

I can't seem to edit my last post, but I tried this as well and it does not seem to work. Help?

 

On Say;Text !alpha;Team Attack;exec admin.movePlayer %p% 1 1 false;PlayerSay You will be moved to alpha squad after you die.;

On Say;Text !alpha;Team Defend;exec admin.movePlayer %p% 2 1 false;PlayerSay You will be moved to alpha squad after you die.;

First, I don't know if it will work with the semicolon at the end of the command. The semicolon for the Rulz means 'AND', and if you use one at the end with no command to add on as an AND, then I don't know what it does.

 

 

I've never played around with that command, but from what I am reading, that command doesn't work if you try to move them after they die. It seems that you have to force kill them at time of the command to move them.

 

So, I would try:

 

On Say;Text !alpha;Team Attack;exec admin.movePlayer %p% 1 1 true;PlayerSay Moving you to alpha squad now.

On Say;Text !alpha;Team Defend;exec admin.movePlayer %p% 2 1 true;PlayerSay Moving you to alpha squad now.

 

 

Also, this won't work at all when the server is full (DICE server limitation). It will probably just admin kill them and then they will respawn still not in a squad.

 

 

No guarantees, but it is worth a try.

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Originally Posted by user890*:

 

Hi. Thanks alot for this plugin! I slightly modified Rodex settings. Nowhere is there a mistake? This is my experience he first set the plugin. :huh:

 

Code:

# Kill Streak Announcer
On Spawn;If %streak% >= 10;Say %p%: %streak% kill streak is over.
On Spawn;Set %streak% 0;Set %killincr% 0
On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 10;Set %killincr% 0;Say %p%: is on a %streak% kill streak!

# Weapon rules
On Kill;Weapon SMAW;PlayerCount 2;Kick %p% ignoring warnings! (SMAW)
On Kill;Weapon SMAW;PlayerCount 1;PlayerSay Warning %p%! No SMAW on infantry!;Kill 100
On Kill;Weapon SMAW;PlayerCount 0;PlayerSay Notice! No SMAW on infantry!;Say Dear players, rocket launchers not allowed!;Kill 50
On Kill;Weapon RPG-7;PlayerCount 2;Kick %p% ignoring warnings! (RPG-7)
On Kill;Weapon RPG-7;PlayerCount 1;PlayerSay Warning %p%! No RPG-7 on infantry!;Kill 100
On Kill;Weapon RPG-7;PlayerCount 0;PlayerSay Notice! No RPG-7 on infantry!;Say Dear players, rocket launchers not allowed!;Kill 50
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Originally Posted by ty_ger07*:

 

Hi. Thanks alot for this plugin! I slightly modified Rodex settings. Nowhere is there a mistake? This is my experience he first set the plugin. :huh:

 

Code:

# Kill Streak Announcer
On Spawn;If %streak% >= 10;Say %p%: %streak% kill streak is over.
On Spawn;Set %streak% 0;Set %killincr% 0
On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 10;Set %killincr% 0;Say %p%: is on a %streak% kill streak!

# Weapon rules
On Kill;Weapon SMAW;PlayerCount 2;Kick %p% ignoring warnings! (SMAW)
On Kill;Weapon SMAW;PlayerCount 1;PlayerSay Warning %p%! No SMAW on infantry!;Kill 100
On Kill;Weapon SMAW;PlayerCount 0;PlayerSay Notice! No SMAW on infantry!;Say Dear players, rocket launchers not allowed!;Kill 50
On Kill;Weapon RPG-7;PlayerCount 2;Kick %p% ignoring warnings! (RPG-7)
On Kill;Weapon RPG-7;PlayerCount 1;PlayerSay Warning %p%! No RPG-7 on infantry!;Kill 100
On Kill;Weapon RPG-7;PlayerCount 0;PlayerSay Notice! No RPG-7 on infantry!;Say Dear players, rocket launchers not allowed!;Kill 50
Rodex settings?

 

The kill streak announcer was written by me I believe.

 

What is the problem? Which part isn't working? What version of this PRoCon Rulz plugin are you using?

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Originally Posted by Stronkie*:

 

First I want to say what a wonderfull Plugin. I have a couple of question though :

 

In the Main Options these are in:

 

Trace Rules

Server Rulz Message Enable

Server Rulz Message limited to PlayerSay

 

Ok what do these options do. Cause no matter what I type in the Server Rulz Message list arraybox.. The rules are not being broadcasted to the server

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Originally Posted by axRhino*:

 

Is there any way proconrulz could be used to balance/ move new players into one of four squads in sq deathmatch.

 

Im asking because we really need a simple but smart balancer that looks at the teams and puts each joining player in the squad that is short handed. As it works now...using just the stock bf3 autobalance we end up with really lopsided teams. Sometime we will see things like 8 vs 4 vs 3 vs 6. Then i end up moving players and they get ticked off.

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Originally Posted by KTwo*:

 

First, I don't know if it will work with the semicolon at the end of the command. The semicolon for the Rulz means 'AND', and if you use one at the end with no command to add on as an AND, then I don't know what it does.

 

 

I've never played around with that command, but from what I am reading, that command doesn't work if you try to move them after they die. It seems that you have to force kill them at time of the command to move them.

 

So, I would try:

 

On Say;Text !alpha;Team Attack;exec admin.movePlayer %p% 1 1 true;PlayerSay Moving you to alpha squad now.

On Say;Text !alpha;Team Defend;exec admin.movePlayer %p% 2 1 true;PlayerSay Moving you to alpha squad now.

 

 

Also, this won't work at all when the server is full (DICE server limitation). It will probably just admin kill them and then they will respawn still not in a squad.

 

 

No guarantees, but it is worth a try.

Ignoring the admin rule, I cant even get the condition to work. I need to somehow determine which team the soldier is on in the first place since there is no just squad move command. You have to specify both the team and the squad. Also, I have found the Team Attack and Team Defend is just Rush. It does not include Squad Rush. Also I don't think it matters if you end with a ";" as far as I can tell, but anyways, here is what I have:

 

On Say;Text !alpha;If [%pt%] = [u.S Army];PlayerSay You will be moved to alpha squad after you die.

On Say;Text !alpha;If [%pt%] = [Russian Army];PlayerSay You will be moved to alpha squad after you die.

 

I can't even get it to do the playersay. Any other way to find the team? The problem is the commands use numbers instead of team names (i.e. U.S Army is 1, Russian Army is 2).

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Originally Posted by ty_ger07*:

 

Ignoring the admin rule, I cant even get the condition to work. I need to somehow determine which team the soldier is on in the first place since there is no just squad move command. You have to specify both the team and the squad. Also, I have found the Team Attack and Team Defend is just Rush. It does not include Squad Rush. Also I don't think it matters if you end with a ";" as far as I can tell, but anyways, here is what I have:

 

On Say;Text !alpha;If [%pt%] = [u.S Army];PlayerSay You will be moved to alpha squad after you die.

On Say;Text !alpha;If [%pt%] = [Russian Army];PlayerSay You will be moved to alpha squad after you die.

 

I can't even get it to do the playersay. Any other way to find the team? The problem is the commands use numbers instead of team names (i.e. U.S Army is 1, Russian Army is 2).

I don't think the brackets ([ ]) around the variables are doing you any good. Also, the equals command you used is not valid. Equals is ' == ' not ' = '.

 

Try this:

On Say;Text !alpha;If %pt% == U.S Army;PlayerSay You will be moved to alpha squad after you die.

On Say;Text !alpha;If %pt% == Russian Army;PlayerSay You will be moved to alpha squad after you die.

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Originally Posted by KTwo*:

 

I don't think the brackets ([ ]) around the variables are doing you any good. Also, the equals command you used is not valid. Equals is ' == ' not ' = '.

 

Try this:

On Say;Text !alpha;If %pt% == U.S Army;PlayerSay You will be moved to alpha squad after you die.

On Say;Text !alpha;If %pt% == Russian Army;PlayerSay You will be moved to alpha squad after you die.

Still no dice...

 

[12:23:56 12] ProconRulz SKIPPING RULE: Bad "Test number of parameters" clause in your rule "On Say;Text !alpha;If %pt% == U.S Army;PlayerSay You will be moved to alpha squad after you die."

[12:23:56 12] ProconRulz SKIPPING RULE: Bad "Test number of parameters" clause in your rule "On Say;Text !alpha;If %pt% == Russian Army;PlayerSay You will be moved to alpha squad after you die."

 

I thought the problem was U.S Army and Russian Army have a space between them which was the reason for the brackets.

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Originally Posted by ty_ger07*:

 

Still no dice...

 

[12:23:56 12] ProconRulz SKIPPING RULE: Bad "Test number of parameters" clause in your rule "On Say;Text !alpha;If %pt% == U.S Army;PlayerSay You will be moved to alpha squad after you die."

[12:23:56 12] ProconRulz SKIPPING RULE: Bad "Test number of parameters" clause in your rule "On Say;Text !alpha;If %pt% == Russian Army;PlayerSay You will be moved to alpha squad after you die."

 

I thought the problem was U.S Army and Russian Army have a space between them which was the reason for the brackets.

Right...

 

It probably is the space which is causing problems with that command.

 

And this doesn't work either?

 

On Say;Text !alpha;Team U.S;PlayerSay You will be moved to alpha squad after you die.

On Say;Text !alpha;Team Russian;PlayerSay You will be moved to alpha squad after you die.

 

 

The documentation says that the Team command only needs a partial match, so the space could be dropped and only the first word used. A partial match wouldn't work for the If command since an exact match is needed, but I don't see why the Team command with a partial match wouldn't work.

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Originally Posted by ty_ger07*:

 

I wish one of my servers were empty right now so I could test this out.

 

I honestly have no experience with moving players in commands. It would be fun to get this working for team deathmatch as well.

 

I was in a squad deathmatch server where I saw an admin using a command similar to '!squad 1b' or something like that, but I don't know what the command really did. I assume it put everyone in 1b into a squad or filled up 1b as much as possible by pulling players from other squads with fewer players.

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Originally Posted by KTwo*:

 

I wish one of my servers were empty right now so I could test this out.

 

I honestly have no experience with moving players in commands. It would be fun to get this working for team deathmatch as well.

 

I was in a squad deathmatch server where I saw an admin using a command similar to '!squad 1b' or something like that, but I don't know what the command really did. I assume it put everyone in 1b into a squad or filled up 1b as much as possible by pulling players from other squads with fewer players.

Got it working:

On Say;Text !alpha;Team 1;exec admin.movePlayer %p% 1 1 true;PlayerSay You were moved to alpha squad.

On Say;Text !alpha;Team 2;exec admin.movePlayer %p% 2 1 true;PlayerSay You were moved to alpha squad.

 

I am testing the command as an admin so I don't know if that has an effect. Also it has to be set to true for it to work so I don't know if you can implement some sort of wait command so they can type it while alive but be moved after death (although that might conflict with balancer plugins).

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Originally Posted by bambam*:

 

There's some kickass stuff recently, like the !alpha in-game commands. I'm catching up but away for 2 days. Quick info on the following, as it's me that knows wtf I did with the in-game 'server rulz' message stuff:

 

I have a couple of question though :

 

In the Main Options these are in:

 

Trace Rules

Server Rulz Message Enable

Server Rulz Message limited to PlayerSay

Trace Rules is a debug setting almost entirely used by me that causes ProconRulz to spew out a real-time trace of log messages as it checks every event against each rule, if you understand how ProconRulz works you can see where it's checking each condition and succeeds/fails until it fires an action. Not usable for ProconRUlz noobs and it generates a lot of data so you have to be careful it doesn't overload your net (or layer) connection.

 

Server Rulz Message Enable set to FALSE just DISABLES a player typing 'rulz' or 'rules' ANYWHERE in their say chat actually triggering a display of your server rules message (personal favourite I've seen: No Twats).

 

Server Rulz Message limited to PlayerSay will limit the display of the server rulz messages to THAT PLAYER ONLY - this doesn't really work on BF3 as that game doesn't support PlayerSay... in that case the messages will go to all the player's squad instead. If this setting is FALSE then the rules messages will be displayed to ALL players.

 

You can always disable the rulz message settings of ProconRulz and implement your OWN logic using a ProconRulz rule, e.g.

 

On Say;Text rule;Say Our server rule is "No Twats". Simples.

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