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


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Originally Posted by tarreltje*:

 

Hey Guys!

 

I want that only 30% of the ppl on my server can be Recon because i hate it if there are 12 player on one side but 10 of them are sniping...

 

Can u tell me the code which i need to put in the plugin.

 

TY for ur help!

If you would be so kind to read the first page of this tread you will have your anwser!
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Originally Posted by LR_dev*:

 

I couldn find an answer to my issue while reading through the thread or documentation.

 

We have a Wake Island server and have forbidden to steal the other teams jets and attack choppers. Is it possible to make a procon rulz for this?

 

So when an US-player kills a RU-player with an RU-chopper (the havoc) can he be killed/kicked?

Anyone an idea on this?
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Originally Posted by ty_ger07*:

 

I was just wondering, had a search, but found nothing.. Can ProconRulz track users scores..?

 

I was thinking about a similar thing to the killstreak announcer but based on the players score. is this possible ?

 

Thanks...

Maybe BamBam could add user score as an item available to his plugin in a future update.
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Originally Posted by tarreltje*:

 

ty_ger07 do you know a solution for my problem. Stil trying things out on my server but i cant get it to work. Or the rule is resetted by the ;end command so every kills is seen as an serverfirst, or it spam like 4 messages!

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Originally Posted by lupri*:

 

# Rocket Rule on TDM

On Kill;MapMode TeamDeathmatch;Damage ProjectileExplosive;PlayerCount 2;Say %p%: kicked for %w% in Deathmatch.;Log .;Log %p% killed %v% with %w%.;Kick %p%: kicked for %w% in Deathmatch.;Log .

On Kill;MapMode TeamDeathmatch;Damage ProjectileExplosive;PlayerCount 1;Say %p%: killed for %w% in Deathmatch.;Log %p% killed %v% with %w%.;Kill

On Kill;MapMode TeamDeathmatch;Damage ProjectileExplosive;PlayerSay %p%: no %w% in Deathmatch.

 

 

this is the rule for no m320/rpg, for every TDM you are playing (mapmode TeamDeathmach)

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Originally Posted by Schlumpy*:

 

If you would be so kind to read the first page of this tread you will have your anwser!

If you mean that:

 

On Kill;Damage SniperRifle;Count 7;Kick %p% ignoring sniper limit

On Kill;Damage SniperRifle;Count 5;Say %p% sniper limit;Kill 100

On Kill;Damage SniperRifle;Count 3;Say %p% sniper limit warning #%c%

you are wrong... i dont want, that the players can take Recon anymore if 3 of 9 ppl are Recon. I saw that on some server but i dont know how the did that!
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Originally Posted by jenneboy*:

 

I would like to use the rule No rpg and m320? but i dont understand how to make the code , can someone help me with this

 

When they make a kill i want him to be killed after 3 kills a kick

 

Help me please?

 

Thx very much

 

on every mode....

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Originally Posted by Schlumpy*:

 

I would like to use the rule No rpg and m320? but i dont understand how to make the code , can someone help me with this

 

When they make a kill i want him to be killed after 3 kills a kick

 

Help me please?

 

Thx very much

 

on every mode....

On Kill;Damage ProjectileExplosive;PlayerCount 2;Log %p% no RPG-7/SMAW/M320;Kick %p% no RPG-7/SMAW/M320

On Kill;Damage ProjectileExplosive;PlayerSay %p% no RPG-7/SMAW/M320;Kill 100

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Originally Posted by tarreltje*:

 

If you mean that:

 

 

 

you are wrong... i dont want, that the players can take Recon anymore if 3 of 9 ppl are Recon. I saw that on some server but i dont know how the did that!

On the first page you could read, that you CANT limit snipers, because bf3 doesnt give kit information on spawn...
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Originally Posted by ty_ger07*:

 

you are wrong... i dont want, that the players can take Recon anymore if 3 of 9 ppl are Recon.

First post:

...

3) player kit (i.e. assault, recon etc) is not available

...

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

...

* no server limit for numbers of players spawned with a particular kit/spec/weapon

* no 'max 2 snipers per team' type rule (I just explained that in the line above ^^)

I saw that on some server but i dont know how the did that!

No you didn't see that in any BF3 server. Maybe you are thinking of Bad Company 2 where it was possible to limit kits.
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Originally Posted by ty_ger07*:

 

Does anybody now a rule for INFANTRY HARDCORE only_!_!_! my post above.. :sad: i need it!

I think we are ignoring your question because it has been asked many times already. Please read the first post in this thread.
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Originally Posted by jenneboy*:

 

On Kill;Damage ProjectileExplosive;PlayerCount 2;Log %p% no RPG-7/SMAW/M320;Kick %p% no RPG-7/SMAW/M320

On Kill;Damage ProjectileExplosive;PlayerSay %p% no RPG-7/SMAW/M320;Kill 100

Thank you very much man , works perfect !!
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Originally Posted by Alesmus*:

 

hey guys , am new to this plugin and kinda lost , i only want the plugin to kill and then kick who ever uses the M320 so can anyone please tell me how to set it in that way? and in where to put the command since am lost , also a screen shot we be perfect to help out

 

am running this on a squad rush server , any help would be appropriated

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Originally Posted by guapoloko*:

 

Thank bambam, the clan =FTB= FORÇA TÁTICA BRASILEIRA using this ProconRulz - weapon limits in two of the 17 clan servers

 

Soon we will use on other servers.

 

The servers that ProconRulz - limits this weapon being used are:

 

http://battlelog.battlefield.com/bf3...T-RESPAW-24-7/

 

http://battlelog.battlefield.com/bf3...-RESPAWN-24-7/

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Originally Posted by bambam*:

 

catching up...

 

tarreltje re putting out a message based on teamsize ONCE per round. You are on the right lines using On Kill;ServerFirst as a way of delaying the message until you KNOW the round has started.

 

you were getting caught with two complexities in ProconRulz:

 

(1) if a rule doesn't have a Kill/Kick/Ban/Exec action then later rulz will still be executed - you've fixed this with the 'End' statement.

 

(2) The condition 'ServerFirst' is applied to the rule it appears in, so that rule only fires once. So if you have a rule

 

On Kill;ServerFirst;Say Hello

 

and another rule

 

On Kill;ServerFirst;Say World

 

Then BOTH rulz will still get executed ONCE. If you stick an "End" on the first "Hello" rule, then that one will be executed ONCE on the first kill (and rulz processing will stop for that kill). On the SECOND kill, the first rule will be skipped (because ServerFirst will no longer be true for that rule) and the SECOND "World" rule will be executed. This will be the FIRST time THAT RULE has been executed on the server, so the ServerFirst condition ON THAT RULE will succeed.

 

Basically PlayerCount, TeamCount, ServerCount, PlayerFirst, TeamFirst, ServerFirst all apply to the RULE, not the trigger...

 

This should work: It's kind of in tyger's programming zone - using a variable to track something...

 

On Kill;ServerFirst;Set %do_msg% 1

 

# 2 players 20 tickets

On Kill;If %do_msg% == 1;Teamsize 1;Set %do_msg% 2;Say First blood to %p% ---- Teams need 20 kills to WIN!!

# 4 players 40 tickets

On Kill;If %do_msg% == 1;Teamsize 2;Set %do_msg% 2;Say First blood to %p% ---- Teams need 40 kills to WIN!!

# 6 players 50 tickets

On Kill;If %do_msg% == 1;Teamsize 3;Set %do_msg% 2;Say First blood to %p% ---- Teams need 50 kills to WIN!!

# 8 players 60 tickets

On Kill;If %do_msg% == 1;Teamsize 4;Set %do_msg% 2;Teamsize 4;Say First blood to %p% ---- Teams need 60 kills to WIN!!

# 10 players 70 tickets

On Kill;If %do_msg% == 1;Teamsize 5;Set %do_msg% 2;Say First blood to %p% ---- Teams need 70 kills to WIN!!

# 12 players 80 tickets

On Kill;If %do_msg% == 1;Teamsize 6;Set %do_msg% 2;Say First blood to %p% ---- Teams need 80 kills to WIN!!

# 14 players 90 tickets

On Kill;If %do_msg% == 1;Teamsize 7;Set %do_msg% 2;Say First blood to %p% ---- Teams need 90 kills to WIN!!

# 16 players 100 tickets

On Kill;If %do_msg% == 1;Teamsize 8;Set %do_msg% 2;Say First blood to %p% ---- Teams need 100 kills to WIN!!

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Originally Posted by bambam*:

 

I was just wondering, had a search, but found nothing.. Can ProconRulz track users scores..?

Not currently.

 

I'll add variables for the player score (%score[%p%]%) and the tickets on the server (haven't worked out sensible variable name yet) in some update to ProconRulz. Given the amount of testing involved I can't commit to when this'll be delivered.

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Originally Posted by bambam*:

 

Is it possible to echo the admin names ingame when players are asking for admins ?

 

I'm using this rule

 

On Say;Text admin;Admins;Say Yes %p%, admins online and in-game

Your rule is good (you could have another rule with "Not Admins" if you wanted to fess up the player is on their own)

 

I *think* you'll be able to accumulate admin names in a variable if you use a rule something like

 

On Spawn;Admin;PlayerFirst;Set %server_admins% %p%,%server_admins%

On Say;Text admin;Admins;Say Yes %p%, admins %server_admins% online and in-game

 

The idea is each time an admin spawns for the first time in a round, their name gets joined onto the %server_admins% variable.

 

This should work (I haven't tested it) but I haven't tidied it up because The *initial* value of any variable is "0", so if bambam is the first admin to spawn, %server_admins% will be set to the value "bambam,0". Then if killengage spawns it'll be set to "killengage,bambam,0". You can fix this by using "Set %server_admins% %p%" on the "ServerFirst" spawn of an admin, and concatenating admin names after that (hope you understand the issue). Apologies but you CANNOT have spaces in variable values.

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Originally Posted by bambam*:

 

Someone has found a way to prohibit the use of coupled M320?

coupled = underslung...

 

sadly not. The BF3 limitation is still the same, the game server reports "guapoloko killed bambam with M416" even though you shot me in the face with the M320 nade underslung the M416. You can't get around this until/unless DICE update the game server with a new version without the limitations.

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Originally Posted by killengage*:

 

Your rule is good (you could have another rule with "Not Admins" if you wanted to fess up the player is on their own)

 

I *think* you'll be able to accumulate admin names in a variable if you use a rule something like

 

On Spawn;Admin;PlayerFirst;Set %server_admins% %p%,%server_admins%

On Say;Text admin;Admins;Say Yes %p%, admins %server_admins% online and in-game

 

The idea is each time an admin spawns for the first time in a round, their name gets joined onto the %server_admins% variable.

 

This should work (I haven't tested it) but I haven't tidied it up because The *initial* value of any variable is "0", so if bambam is the first admin to spawn, %server_admins% will be set to the value "bambam,0". Then if killengage spawns it'll be set to "killengage,bambam,0". You can fix this by using "Set %server_admins% %p%" on the "ServerFirst" spawn of an admin, and concatenating admin names after that (hope you understand the issue). Apologies but you CANNOT have spaces in variable values.

BamBam , thanks for your answer. Its working but as you already mentioned the '0'value turned up. Do you mean i have to put in admins names manually after the Set %server_admins% %p% ?
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Originally Posted by static*:

 

Tried finding the answer but unable to, can Proconrulz limit the rank of player joining like Insane limits. The reason being is that i am using metabans and this requires sandbox mode on where Insane limits wont work with it on.

 

I would like to set up a noob server and still have it protected from cheats.

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