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


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Originally Posted by Bl1ndy*:

 

Hello,

We have been using a short time and Procon Rules. We have very little adjustments because we play the game so thought like. We have only one rule, namely: No spam on RPG Infantry. For some time, the m320. I hope the M320 is significantly weakened with the next patch BF3.

 

Now my question. We have entered the following rule:

 

On Kill; Weapon SMAW, Player Count 2; Say% p% was kicked for using SMAW on infantry; Kick

On Kill; Weapon SMAW, Player Count 1; Say last% p% this is the one more warning and you will be kicked;! Kill

On Kill; Weapon SMAW, Player Count 0;% p% Say No Warning SMAW on infantry! If you use it again you will be kicked!

 

This usually works, but unfortunately, even if someone destroyed a tank with the RPG. Is it possible that the player will not be reprimanded if he kills a tank instead of a player with the RPG?

 

Thanks for the reply.[english or german]

 

Locke

No sir, this is currently not possible since BF3 does not give the information whether it was shot at a Vehicle or Infantry.
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Originally Posted by donm315*:

 

Hello all!

 

Need some info from you all on weapon limits and rules from the BF3 ranked servers out there. I AM interested in starting another server using weapons limits, I spent tonight reading EA TOS, and googling various posts on the subject. I see many servers with restrictions and ranked,, so what is the exact ruling, what is the "loophole", what applies, your experience, any problems etc. By running a weapon restricted BF3 ranked server? I guessing none, but just would like to hear from the experts.

 

Thank you!

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Originally Posted by bambam*:

 

I cant get any of the rulz to work when it comes to using a wrong weapon. for ex. i put in the

 

On Kill;Weapon Siaga20k;PlayerCount 5;Log %p% banned for Saiga;Ban %p% Saiga shotgun use

On Kill;Weapon Siaga20k;PlayerCount 3;Log %p% kicked for Saiga;Kick %p% Saiga shotgun use

On Kill;Weapon Siaga20k;PlayerSay %p% no Saiga shotgun;Kill 100

 

it don't do any thing but warn that the Siaga 12 is not aloud.

It'd help if you were a bit more clear - you mean you see all of the messages but it seems the Kill/Kick/Ban actions don't work ? If so you are probably testing with a player who is 'protected' by ProconRulz - by default this is your Procon admins. A ProconRulz plugin setting allows you to change this if you want. The following rule lets you type the word 'protected' and ProconRulz will respond appropriately with your status:

On Say;Text protected;Protected;Say %p% is protected by ProconRulz

On Say;Text protected;Not Protected;Say %p% is not protected by ProconRulz

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Originally Posted by Flanker*:

 

Hello,

 

I've a little question about Knife WeaponKey.

 

What is the difference between WeaponKey Melee and WeaponKey Weapons/Knife/Knife ?

 

Thanks for your help.

Melee also includes death by engineer repair tool & defibrilator as far as I know.
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Originally Posted by mTecNic*:

 

Hi guys!

First I want to thank you for all the work and the great community you've put together. I have read the entire manual for ProconRulz and tried searching and even paged through most of this thread looking for an answer.

 

I have a rule setup for a limited number of claymores used on my TDM server. We play canals a lot and while I think claymores should be an option, I don't care for the around every corner option, so i'm trying to limit them. My rules are setup and appear to work but appear only to be working on a per spawn basis. I'd like to limit the number of claymore kills to 5 per round. I currently have it setup so claymores 1-4 tell them how many they have left to use. looks like this (not actual weapon id used):

On Kill;Weapon Claymore;PlayerSay %p% You have 4 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 2;PlayerSay %p% You have 3 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 3;PlayerSay %p% You have 2 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 4;PlayerSay %p% You have 1 Claymore use left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 5;PlayerSay %p% Max Claymore uses reach - No more claymores allowed

On Kill;Weapon Claymore;PlayerCount 6;log %p5 killed for Claymore Abuse;Kill 100

 

The behavior of the rule seems good but resets PlayerCount with each time the player spawns thus making the rule ineffective. Am I doing something wrong, is this a limitation of BF3 or what gives? Temporarily to sideguard i've put a 1 claymore per spawn rule into play.

 

Thanks in advance,

Nic

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Originally Posted by aari88*:

 

Hello all

 

i have a request.

 

can i write

On Say;Text !rules;Say Join a squad, play as a squad and Play fair!;

On Say;Text !rules,Say Using MAV to camp on a roof is KICK;

...........

 

and a other request

 

when i write in chat time come the real tim of day and when i write roundtime com the roundtim in chat

 

can help me pls

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Originally Posted by Drayu*:

 

Hey all, need some help. Is there a way to stop ProCon Rulez from warning people whenever they type a word that has nig in it, like night.

 

Here is our code:

Code:

##    Language Filter    ##
On Say;
Set %server_badword% 0
Text spick,fag,nig;Incr %words%;Set %server_badword% 1
Text nigger,n1gger,nigg3r,n1gg3r,nigga,faggot,f@ggot,f@gg0t,chink,gook;Set %server_badword% 5
If %server_badword% == 5;Set %words% 0;Set %server_badword% 0; Say %p% banned for racist/intolerant language!;TempBan 10080 %p% banned for racist/intolerant language!
If %words% > 1;Set %words% 0;Say %p% kicked for racist/intolerant language!;Kick %p% kicked for racist/intolerant language!
if %server_badword% == 1;Say %p% watch your language, only warning!!!
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Originally Posted by mTecNic*:

 

Hello all

 

i have a request.

 

can i write

On Say;Text !rules;Say Join a squad, play as a squad and Play fair!;

On Say;Text !rules,Say Using MAV to camp on a roof is KICK;

...........

 

and a other request

 

when i write in chat time come the real tim of day and when i write roundtime com the roundtim in chat

 

can help me pls

I would just remove nig and cover the various iterations like you've done. except add one more for niglet...
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Originally Posted by tarreltje*:

 

Hi guys!

First I want to thank you for all the work and the great community you've put together. I have read the entire manual for ProconRulz and tried searching and even paged through most of this thread looking for an answer.

 

I have a rule setup for a limited number of claymores used on my TDM server. We play canals a lot and while I think claymores should be an option, I don't care for the around every corner option, so i'm trying to limit them. My rules are setup and appear to work but appear only to be working on a per spawn basis. I'd like to limit the number of claymore kills to 5 per round. I currently have it setup so claymores 1-4 tell them how many they have left to use. looks like this (not actual weapon id used):

On Kill;Weapon Claymore;PlayerSay %p% You have 4 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 2;PlayerSay %p% You have 3 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 3;PlayerSay %p% You have 2 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 4;PlayerSay %p% You have 1 Claymore use left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 5;PlayerSay %p% Max Claymore uses reach - No more claymores allowed

On Kill;Weapon Claymore;PlayerCount 6;log %p5 killed for Claymore Abuse;Kill 100

 

The behavior of the rule seems good but resets PlayerCount with each time the player spawns thus making the rule ineffective. Am I doing something wrong, is this a limitation of BF3 or what gives? Temporarily to sideguard i've put a 1 claymore per spawn rule into play.

 

Thanks in advance,

Nic

Put the rules in reverse, your whole rule for the claymore stops at the first line.

 

On Kill;Weapon Claymore;PlayerCount 6;log %p5 killed for Claymore Abuse;Kill 100

On Kill;Weapon Claymore;PlayerCount 5;PlayerSay %p% Max Claymore uses reach - No more claymores allowed

On Kill;Weapon Claymore;PlayerCount 4;PlayerSay %p% You have 1 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 3;PlayerSay %p% You have 2 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 2;PlayerSay %p% You have 3 Claymore use left (5 Allowed)

On Kill;Weapon Claymore;PlayerSay %p% You have 4 Claymore uses left (5 Allowed)

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Originally Posted by ty_ger07*:

 

Put the rules in reverse, your whole rule for the claymore stops at the first line.

 

On Kill;Weapon Claymore;PlayerCount 6;log %p5 killed for Claymore Abuse;Kill 100

On Kill;Weapon Claymore;PlayerCount 5;PlayerSay %p% Max Claymore uses reach - No more claymores allowed

On Kill;Weapon Claymore;PlayerCount 4;PlayerSay %p% You have 1 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 3;PlayerSay %p% You have 2 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 2;PlayerSay %p% You have 3 Claymore use left (5 Allowed)

On Kill;Weapon Claymore;PlayerSay %p% You have 4 Claymore uses left (5 Allowed)

Also, his counts are wrong. PlayerCount x means that x number of times has already occurred. So, if he wants to enforce after 5 claymores, he needs to drop all of his counts by one. As it is now, PlayerCount 6 means that it won't punish anyone until their 7th claymore.
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Originally Posted by mTecNic*:

 

Put the rules in reverse, your whole rule for the claymore stops at the first line.

 

On Kill;Weapon Claymore;PlayerCount 6;log %p5 killed for Claymore Abuse;Kill 100

On Kill;Weapon Claymore;PlayerCount 5;PlayerSay %p% Max Claymore uses reach - No more claymores allowed

On Kill;Weapon Claymore;PlayerCount 4;PlayerSay %p% You have 1 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 3;PlayerSay %p% You have 2 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 2;PlayerSay %p% You have 3 Claymore use left (5 Allowed)

On Kill;Weapon Claymore;PlayerSay %p% You have 4 Claymore uses left (5 Allowed)

Also, his counts are wrong. PlayerCount x means that x number of times has already occurred. So, if he wants to enforce after 5 claymores, he needs to drop all of his counts by one. As it is now, PlayerCount 6 means that it won't punish anyone until their 7th claymore.

 

Thanks for the replies, so what you're telling me is the example on the first page of post and dually in the manual is wrong? The counts I can see i did wrong but the order seems trivial?

 

Event:Check Condition:Action

 

If playercount 6 check condition fails it moves to the next rule yes?

 

This is the sample from page 1 where it shows a similar order...

 

Code:

On Kill;Weapon Siaga20k;PlayerCount 5;Log %p% banned for Saiga;Ban %p% Saiga shotgun use
On Kill;Weapon Siaga20k;PlayerCount 3;Log %p% kicked for Saiga;Kick %p% Saiga shotgun use
On Kill;Weapon Siaga20k;PlayerSay %p% no Saiga shotgun;Kill 100
Thanks,

Nic

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Originally Posted by TITO*:

 

Hello guys, i am an administrator of spanish klan, i am trying to limit the snipers on each team because on some maps there´s an abuse of these soldiers. Well, i am using the following code:

 

On Spawn;Kit Recon 2;Say >>%p%

 

But it doesn´t work, and i wonder if someone can help me with a code that works.

 

Thanks, i will be expecting your replies.

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Originally Posted by mTecNic*:

 

Hello guys, i am an administrator of spanish klan, i am trying to limit the snipers on each team because on some maps there´s an abuse of these soldiers. Well, i am using the following code:

 

On Spawn;Kit Recon 2;Say >>%p%

 

But it doesn´t work, and i wonder if someone can help me with a code that works.

 

Thanks, i will be expecting your replies.

Some current limitations of BF3 to be aware of

 

 

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

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Originally Posted by mTecNic*:

 

Ok, thanks, but can you give me the current limitations of BF3 for this plugin?

Yes, they are all in the first post of this thread. Go back to page 1 and read them all...
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Originally Posted by ty_ger07*:

 

 

 

Thanks for the replies, so what you're telling me is the example on the first page of post and dually in the manual is wrong? The counts I can see i did wrong but the order seems trivial?

 

Event:Check Condition:Action

 

If playercount 6 check condition fails it moves to the next rule yes?

 

This is the sample from page 1 where it shows a similar order...

 

Code:

On Kill;Weapon Siaga20k;PlayerCount 5;Log %p% banned for Saiga;Ban %p% Saiga shotgun use
On Kill;Weapon Siaga20k;PlayerCount 3;Log %p% kicked for Saiga;Kick %p% Saiga shotgun use
On Kill;Weapon Siaga20k;PlayerSay %p% no Saiga shotgun;Kill 100
Thanks,

Nic

The order is not trivial. Highest count first as in the example you gave.

 

There's also another issue with your code due to missing end statements, but I don't have time to explain it while typing on my phone. Suffice to say that you would be better off restructuring your rules so that there is just one warning rule using the %count% variable.

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Originally Posted by mTecNic*:

 

Put the rules in reverse, your whole rule for the claymore stops at the first line.

 

On Kill;Weapon Claymore;PlayerCount 6;log %p5 killed for Claymore Abuse;Kill 100

On Kill;Weapon Claymore;PlayerCount 5;PlayerSay %p% Max Claymore uses reach - No more claymores allowed

On Kill;Weapon Claymore;PlayerCount 4;PlayerSay %p% You have 1 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 3;PlayerSay %p% You have 2 Claymore uses left (5 Allowed)

On Kill;Weapon Claymore;PlayerCount 2;PlayerSay %p% You have 3 Claymore use left (5 Allowed)

On Kill;Weapon Claymore;PlayerSay %p% You have 4 Claymore uses left (5 Allowed)

Tyger, i'm not arguing the order but the poster above me seems to think its why they don't work on a per round instead of per spawn basis, but if i get what your saying, his answer is pure B.S.?

I get the syntax... but why does it reset after the player spawns again instead of continuing to count during the whole round?

 

New code:

Code:

On Kill;Weapon Claymore;PlayerCount 5;log %p% killed for Claymore Abuse;Kill 100
On Kill;Weapon Claymore;PlayerCount 4;PlayerSay %p%  No more claymores allowed
On Kill;Weapon Claymore;PlayerSay %p% You have 4 Claymore uses left (5 Allowed)
This should work?
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Originally Posted by Drayu*:

 

Hey all, need some help. Is there a way to stop ProCon Rulez from warning people whenever they type a word that has nig in it, like night.

 

Here is our code:

Code:

##    Language Filter    ##
On Say;
Set %server_badword% 0
Text spick,fag,nig;Incr %words%;Set %server_badword% 1
Text nigger,n1gger,nigg3r,n1gg3r,nigga,faggot,f@ggot,f@gg0t,chink,gook;Set %server_badword% 5
If %server_badword% == 5;Set %words% 0;Set %server_badword% 0; Say %p% banned for racist/intolerant language!;TempBan 10080 %p% banned for racist/intolerant language!
If %words% > 1;Set %words% 0;Say %p% kicked for racist/intolerant language!;Kick %p% kicked for racist/intolerant language!
if %server_badword% == 1;Say %p% watch your language, only warning!!!
any ideas?
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Originally Posted by donm315*:

 

Hello have taken from rouven, and looking over this code for the No MAV use on Metro, have looked at the front page amd documentation to figure out, but if you can explain:

 

On Kill;Map Subway;Weapon Roadkill;PlayerCount 5;Log %p% banned for MAV;Ban %p% MAV use

On Kill;Map Subway;Weapon Roadkill;PlayerCount 3;Log %p% kicked for MAV;Kick %p% MAV use

On Kill;Map Subway;Weapon Roadkill;PlayerSay %p% no MAV;Kill 100

What is that "Kill 100" on the bottom line, I know it's a kill, but what is that "100". And is the above code 1 kill, 3 kicks, and on #5 ban?

 

 

Basically trying to figure out how to change the code to the following:

 

MAV, OnKill:

and on the 5th, Kick

3 kills

1 warning

 

 

And if I wanted to change that final 5th infraction to a TempBan, instead of kick would that top line be something like:

 

On Kill;Map Subway;Weapon Roadkill;PlayerCount 5;Log %p% Temp banned for MAV kills;TempBan %p% 1800 for MAV killing on Metro [ban 30 Min]

 

And is the player informed on all actions in this complete rule code, or just logged?

 

 

Thank you very much, appreciate it!

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Originally Posted by ty_ger07*:

 

Tyger, i'm not arguing the order but the poster above me seems to think its why they don't work on a per round instead of per spawn basis, but if i get what your saying, his answer is pure B.S.?

I get the syntax... but why does it reset after the player spawns again instead of continuing to count during the whole round?

 

New code:

Code:

On Kill;Weapon Claymore;PlayerCount 5;log %p% killed for Claymore Abuse;Kill 100
On Kill;Weapon Claymore;PlayerCount 4;PlayerSay %p%  No more claymores allowed
On Kill;Weapon Claymore;PlayerSay %p% You have 4 Claymore uses left (5 Allowed)
This should work?
That will repeat that they have 4 clamor left each time until they reach their fifth. Instead of saying 'you have 4 claymores left', say 'that was your %c% out of 5 claymores'.
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Originally Posted by tarreltje*:

 

im still busy trying out with flankers rules, to make the sniper limiter work. something like

 

set %totalrecon% 0

on kill;damage sniperRifle;Log %p%;incr %totalrecon%

on kill;damage sniperRifle;%totalrecon% == 4;Say Enough snipers already;kill

 

but how do i make the rulz so, that a player is logged only 1 time. Because in this rule very time the player makes a sniper kill he gets logged

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Originally Posted by DrBazillus*:

 

@ Bambam

i need your help

i will use this code for only TeamDeathmatch and Metro (Rush/conquest/TDM). Its not allowed to use RPG/SMAW/M320 because there are no vehicles here.

 

Code:

# TUBE RULZ
On Kill;MapMode Teamdeathmatch;Map subway;Weapon RPG-7;PlayerCount 2;Say %p% was banned 24h for killing %v% with RPG-7;TempBan 86400 Noobtube user
On Kill;MapMode Teamdeathmatch;Map subway;Weapon SMAW;PlayerCount 2;Say %p% was banned 24h for killing %v% with SMAW;TempBan 86400 Noobtube user
On Kill;MapMode Teamdeathmatch;Map subway;Weapon M320;PlayerCount 2;Say %p% was banned 24h for killing %v% with M320;TempBan 86400 Noobtube user
On Kill;MapMode Teamdeathmatch;Map subway;Weapon RPG-7;say NO RPG, there are no vehicles here! %p%!!! Next Time = Temporary Ban for 24h00 !;Kill 100
On Kill;MapMode Teamdeathmatch;Map subway;Weapon SMAW;say NO SMAW, there are no vehicles here! %p%!!! Next Time = Temporary Ban for 24h00 !;Kill 100
On Kill;MapMode Teamdeathmatch;Map subway;Weapon M320;say NO M320 %p%!!! Next Time = Temporary Ban for 24h00 !;Kill 100
It is not working! :sad: help me
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Originally Posted by firefight*:

 

PLEASE, can someone help me to make some rules to my server !? i tryng to make a simple rule to kick the player if he use any explosives !

 

i tryng to make it but not works :sad: if someone have rules like this or can made it for me ill realy apreciate it !

the rules i want put look like this ones;

 

1 kill grenade = kick

1 kill rpg = kick

1 kill claymore = kick

1 kill C4 = kick

1 kill M320 = kick

1 MAV road kill = kick

 

 

i have this one runing but he do not kick when player do 1 kill whit grenades, he just say on chat !

 

 

On Kill;Weapon M67;PlayerCount 2;Say %p%, no Grenades.;Kick no Grenades

On Kill;Weapon M67;Say %p%, KICKED for using grenades NO NADES ALLOWED !.

 

Can anyone help me?

 

Im runing a METRO CONQUEST server

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Originally Posted by Drayu*:

 

Just don't filter out ' nig '. There is no way around it that I know of since the plugin is coded to check if text contains a string.

thank you for the feedback, that is what I was afraid of :sad:
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Originally Posted by TITO*:

 

Well, i have understood that i can´t limit the recon soldiers on the server, but, what about if you make a false limitation soldier_, i have tried something like this code:

 

On spawn;Weapon L96;Rate 4;Say %p% Máximo 4 snipers;Kill

 

If i limit the weapons that use the recon soldier, it will work like a false limit recon soldier, isn´t it_, and i understand it´s cause by the weapons used by recon kit.

On the code part "Rate 4" could be the maxium soldiers using this weapon (L96) with recon kit, but it doesn´t work, and i wonder, where a i wrong?

 

I hope you can resolve me this problem, i want to limit the recon soldier but not with recon kit, i just want to make with the weapons they use to, but on spawn, not kill.

 

Thanks.

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Originally Posted by tarreltje*:

 

Tito, it still is the same what you are trying to do, and that wont work, BF3 doenst give NO info On Spawn.....

 

But we are trying to solve the sniper problem in some sort of way

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      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
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