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


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Originally Posted by Bl1ndy*:

 

Hi

I tried to setup an Pistol & Knife Only server (yes i know its forbidden)

So i setup my rules like this:

 

On Kill;Damage SniperRifle;PlayerCount 3;Kick

On Kill;Damage SniperRifle;kill;Say Pistol & Knife Only

On Kill;Damage AssaultRifle;PlayerCount 3;Kick

On Kill;Damage AssaultRifle;kill;Say Pistol & Knife Only

On Kill;Damage LMG;PlayerCount 3;Kick

On Kill;Damage LMG;kill;Say Pistol & Knife Only

 

But this allows players to make 3 kills with every other weapon befor he gets kicked.

Is there an easier way to count all other dmg kills except handgun/knife and kick for that?

Will this work?

 

PlayerCount 3;Not Damage Melee;Kick

PlayerCount 3; Not Damage Handgun;Kick

On Kill;Damage SniperRifle;kill;Say Pistol & Knife Only

On Kill;Damage AssaultRifle;kill;Say Pistol & Knife Only

 

Mfg

Code:
On Kill;Not Damage Melee;Not Damage Handgun;PlayerCount 2;Kick Pistol % Knife Only
On Kill;Not Damage Melee;Not Damage Handgun;PlayerSay Pistol & Knife Only;Kill
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Originally Posted by gabipaci*:

 

Hi!

 

how to can i make rules for multiple maps (eg metro and seine)?

I need make rule for each maps, or i can make multiple like this?

 

On Kill;Map Subway or Seine;Damage Projectile.....?

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Originally Posted by Dudenell*:

 

Try

On Kill; Weapon Weapons/knife/knife; Say %p% stabbed %v%

 

Most of all answers are found at the plugin details in procon. :ohmy:

i've tried this and every variation of this in my server and I cannot get it to work... any ideas?
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Originally Posted by ty_ger07*:

 

i've tried this and every variation of this in my server and I cannot get it to work... any ideas?

Did you try:

 

On Kill;Weapon Weapons/knife/knife,Melee;Say %p% stabbed %v%

 

That's without the spaces after the semicolon ( ; ) and with Melee added.

 

Melee is the the animation you see when a player's dog tags are taken and knife is the slash kill with no dog tags taken.

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Originally Posted by Jaxro*:

 

I am trying to set up an unranked server for fun for Knife Only. I am using

 

On Kill;Not Damage Melee;PlayerCount 2;Kick Knife Only

On Kill;Not Damage Melee;PlayerSay Knife Only;Kill

 

as the code, but when someone shoots someone there is about a 5 second delay after they kill someone before they get slayed. Is there a way for it to kill instantly?

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Originally Posted by Dudenell*:

 

Did you try:

 

On Kill;Weapon Weapons/knife/knife,Melee;Say %p% stabbed %v%

 

That's without the spaces after the semicolon ( ; ) and with Melee added.

 

Melee is the the animation you see when a player's dog tags are taken and knife is the slash kill with no dog tags taken.

Awesome thanks that worked great. One more questions... would it be possible to add a wait command. for example

Code:

On Kill;Headshot;Rate 4 30;Exec punkBuster.pb_sv_command pb_sv_getss "%p%";Log Punkbuster Screenshots taken from %p% for 4 Headshots in 30 Seconds. ; wait 80 ; Exec punkBuster.pb_sv_command pb_sv_getss "%p%";
reason I would do this is because punkbuster limits the amount of screenshots you can take from a player within a certain time. would the wait command stall any other rules?
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Originally Posted by bambam*:

 

There's no 'Wait' command...

 

It's much more complicated than it looks because you can't stall the whole plugin, and it means ProconRulz would have to spawn a parallel thread waiting to complete the rest of the rulz for this event when your delay expires, meanwhile a gazillion other events could have poured through the system,possibly queuing up other actions.

 

Edit: Actually you could use the "Rate " condition to detect when a punkbuster screenshot would be requested at too high a rate, and if that happens set a variable (say Set %ss_flag% 1") but *don't* do the screenshot. Later on you could do the screenshot when the player next spawns with something like "On Spawn;If %ss_flag% == 1;Set %ss_flag% 0;". See what I mean? It would take a bit of working out, but that idea would work. At round end all vars get set to zero so this effectively 'resets' any queue of pending screenshots so you start the next round clean. The issue with a 'wait' is fundamentally the problem that you can have multiple rulz queued up in 'wait' state, possible getting behind the rate of incoming events, and something will choke at some point.

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Originally Posted by bambam*:

 

Is it possible to write a rule for idle kicking?

 

If x amount of people in server, then kick idle

 

Thank you for any input!

 

Has anyone figured this out?

as tyger says, what's 'idle'? Plugins can't detect when players simply haven't moved - that info isn't sent across the network (although the game server itself can kick for idle).

 

I can't think of a way with ProconRulz because the events are only being triggered on Spawns and Kills, so if the player does none of these then ProconRulz won't really notice them... I had an idea of using something like "On Kill;Not Rate 2 300;... " which would fire if a player has fewer than 2 kills in 5 minutes, but that ONLY fires WHEN they make the second kill, which would be the wrong time to dick them over...

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Originally Posted by Bl1ndy*:

 

We all know Unreal Tournament right? I've been thinking of bringing a multi kills announcer the minute i saw the kill streak announcer for BF3. After some headaches and puzzling i pulled it off.

 

Here is the Rulz:

 

Code:

# Unreal Tournament Multi Kills Announcer
On Spawn;Set %multi% 0
On Kill;Not Rate 2 3;Set %multi% 0
On Kill;Rate 2 3;Set %multi% 1
On Kill;Rate 3 6;Set %multi% 2
On Kill;Rate 4 9;Set %multi% 3
On Kill;Rate 5 12;Set %multi% 4
On Kill;Rate 6 15;Set %multi% 5
On Kill;Rate 7 18;Set %multi% 5
On Kill;Rate 8 21;Set %multi% 5
On Kill;Rate 9 24;Set %multi% 5
On Kill;Rate 10 27;Set %multi% 5
On Kill;Rate 11 30;Set %multi% 5
On Kill;if %multi% == 5;PlayerSay %p%: "MONSTER KILL!!!"
On Kill;if %multi% == 4;PlayerSay %p%: "ULTRA KILL!!"
On Kill;if %multi% == 3;PlayerSay %p%: "Mega Kill!!"
On Kill;if %multi% == 2;PlayerSay %p%: "Multi Kill!"
On Kill;if %multi% == 1;PlayerSay %p%: "Double Kill!"
# .
Here is what it does:

 

Player A kills 2 players withing 3 seconds > stage 1 = Double Kill.

Player A keeps killing players within 3 seconds > stage 2/3/4/5.

Player A reached stage 5 aka Monster Kill and it keeps repeating Monster Kill for every kill made within 3 seconds.

Player A makes a kill after 4 seconds > stage 0.

Player A dies > stage 0.

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Originally Posted by tarreltje*:

 

We all know Unreal Tournament right? I've been thinking of bringing a multi kills announcer the minute i saw the kill streak announcer for BF3. After some headaches and puzzling i pulled it off.

 

Here is the Rulz:

 

Code:

# Unreal Tournament Multi Kills Announcer
On Spawn;Set %multi% 0
On Kill;Not Rate 2 3;Set %multi% 0
On Kill;Rate 2 3;Set %multi% 1
On Kill;Rate 3 6;Set %multi% 2
On Kill;Rate 4 9;Set %multi% 3
On Kill;Rate 5 12;Set %multi% 4
On Kill;Rate 6 15;Set %multi% 5
On Kill;Rate 7 15;Set %multi% 5
On Kill;Rate 8 15;Set %multi% 5
On Kill;Rate 9 15;Set %multi% 5
On Kill;Rate 10 15;Set %multi% 5
On Kill;if %multi% == 5;PlayerSay %p%: "MONSTER KILL!!!"
On Kill;if %multi% == 4;PlayerSay %p%: "ULTRA KILL!!"
On Kill;if %multi% == 3;PlayerSay %p%: "Mega Kill!!"
On Kill;if %multi% == 2;PlayerSay %p%: "Multi Kill!"
On Kill;if %multi% == 1;PlayerSay %p%: "Double Kill!"
# .
Here is what it does:

 

Player A kills 2 players withing 3 seconds > stage 1 = Double Kill.

Player A keeps killing players within 3 seconds > stage 2/3/4/5.

Player A reached stage 5 aka Monster Kill and it keeps repeating Monster Kill for every kill made within 3 seconds.

Player A makes a kill after 4 seconds > stage 0.

Player A dies > stage 0.

Good job!
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Originally Posted by bambam*:

 

I am trying to set up an unranked server for fun for Knife Only. I am using

 

On Kill;Not Damage Melee;PlayerCount 2;Kick Knife Only

On Kill;Not Damage Melee;PlayerSay Knife Only;Kill

 

as the code, but when someone shoots someone there is about a 5 second delay after they kill someone before they get slayed. Is there a way for it to kill instantly?

Hey Jaxro, 10 out of 10 for working it all out, and accurately calculating the delay at 5000 milliseconds, 0 out of 10 for reading the documentation... The Kill action accepts a parameter of how long you want the delay to be (in milliseconds, i.e. 5000 = 5 seconds). For an 'instant' kill use a figure like 200, which actually means a fifth of a second.

 

Also you want to check for weapon Weapons/knife/knife also, as a knife kill can be reported by EITHER "Weapon Melee" OR "Weapon Weapons/knife/knife". You can check for either by using a single Weapon condition with the two keys separated by a comma.

 

So your rulz become:

 

On Kill;Not Damage Melee,Weapons/knife/knife;PlayerCount 2;Kick Knife Only

On Kill;Not Damage Melee,Weapons/knife/knife;PlayerSay Knife Only;Kill 200

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Originally Posted by Dudenell*:

 

There's no 'Wait' command...

 

It's much more complicated than it looks because you can't stall the whole plugin, and it means ProconRulz would have to spawn a parallel thread waiting to complete the rest of the rulz for this event when your delay expires, meanwhile a gazillion other events could have poured through the system,possibly queuing up other actions.

 

Edit: Actually you could use the "Rate " condition to detect when a punkbuster screenshot would be requested at too high a rate, and if that happens set a variable (say Set %ss_flag% 1") but *don't* do the screenshot. Later on you could do the screenshot when the player next spawns with something like "On Spawn;If %ss_flag% == 1;Set %ss_flag% 0;". See what I mean? It would take a bit of working out, but that idea would work. At round end all vars get set to zero so this effectively 'resets' any queue of pending screenshots so you start the next round clean. The issue with a 'wait' is fundamentally the problem that you can have multiple rulz queued up in 'wait' state, possible getting behind the rate of incoming events, and something will choke at some point.

no problem, I figured it would create a lot of hassle. Thanks for the time in answering that :smile:
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Originally Posted by bambam*:

 

We all know Unreal Tournament right? I've been thinking of bringing a multi kills announcer the minute i saw the kill streak announcer for BF3. After some headaches and puzzling i pulled it off.

 

Here is the Rulz:

 

Code:

# Unreal Tournament Multi Kills Announcer
On Spawn;Set %multi% 0
On Kill;Not Rate 2 3;Set %multi% 0
On Kill;Rate 2 3;Set %multi% 1
On Kill;Rate 3 6;Set %multi% 2
On Kill;Rate 4 9;Set %multi% 3
On Kill;Rate 5 12;Set %multi% 4
On Kill;Rate 6 15;Set %multi% 5
On Kill;Rate 7 18;Set %multi% 5
On Kill;Rate 8 21;Set %multi% 5
On Kill;Rate 9 24;Set %multi% 5
On Kill;Rate 10 27;Set %multi% 5
On Kill;Rate 11 30;Set %multi% 5
On Kill;if %multi% == 5;PlayerSay %p%: "MONSTER KILL!!!"
On Kill;if %multi% == 4;PlayerSay %p%: "ULTRA KILL!!"
On Kill;if %multi% == 3;PlayerSay %p%: "Mega Kill!!"
On Kill;if %multi% == 2;PlayerSay %p%: "Multi Kill!"
On Kill;if %multi% == 1;PlayerSay %p%: "Double Kill!"
# .
Here is what it does:

 

Player A kills 2 players withing 3 seconds > stage 1 = Double Kill.

Player A keeps killing players within 3 seconds > stage 2/3/4/5.

Player A reached stage 5 aka Monster Kill and it keeps repeating Monster Kill for every kill made within 3 seconds.

Player A makes a kill after 4 seconds > stage 0.

Player A dies > stage 0.

Awesome, work of genius. I've linked to it on the thread top page and put it in a separate thread here*
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Originally Posted by mauen*:

 

I have a Question. I want to on my TDM server ONLY Have Assult and Engineer class. And have 1kill 1kick for using anything else. How do i do? Whats the command? Tryed serveral but dosent work.

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Originally Posted by Doomsayer*:

 

is there a way to get this plugin to kick and ban players by typing !kick or !ban and the player name? the one we use now doesn't always guess the right player. sometimes it picks the completely wrong player that has a name that no where near matches the intended kicked player.

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Originally Posted by TonnySenior*:

 

Ok i have testet the reason and this line > Crashes my connection to procon and nothing happens it dosent tempban, this On > works fine, does anyboy know how to use tempban in procon rulez?

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Originally Posted by ty_ger07*:

 

works fine, does anyboy know how to use tempban in procon rulez?

Trigger;Condition;TempBan []

 

Example:

On Say;Text mytest;TempBan 60 Sixty second temp ban for saying mytest.

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Originally Posted by ty_ger07*:

 

Can someone please post a verifed no rocket/32o rulez for metro, ty, I am gettin confused as to which really works lol

Read the first post.

 

Example 5. Stop use of rockets on map Operation Metro:

 

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

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 3;Log %p% kicked for rockets on Metro;Kick %p% Metro rockets

On Kill;Map Subway;Damage ProjectileExplosive;PlayerSay %p% no rockets on Metro;Kill 100

 

 

For reference, the other map filenames / map names (use substring of either in Map condition) are:

MP_001 (Grand Bazaar)

MP_003 (Teheran Highway)

MP_007 (Caspian Border)

MP_011 (Seine Crossing)

MP_012 (Operation Firestorm)

MP_013 (Damavand Peak)

MP_017 (Noshashar Canals)

MP_018 (Kharg Island)

MP_Subway (Operation Metro)

 

there are more filesnames for more maps (e.g. Karkand), but go find them on the interweb. If you post the new mapnames here I'll update this list.

 

Be careful !! These are not the definitive spellings of the full map names. It is possible a map name could include non-english characters, e.g. "Operation Métro" or something like that. If in doubt use a safe subset of the map name, or map filename e.g. "Map 011" or "Map Canal"

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Originally Posted by krov7*:

 

Now that the patch is out and the server messages are working (displayed when round loads), would it be possible to have some of the kill messages, such as when somebody knifes someone, to be displayed down there instead of in the chat box feed? I run a 64 man server, and it really floods the chat box messages. It would be really cool looking if it showed up in the bottom message instead!

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Originally Posted by Angry_AGAIN*:

 

like krov7

We atm think about procon rulez and rules on request.

our idear was to setup procon rules to use the admin.yell or admin.say playerXYZ to broadcast the rules or whisper the rules to players

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