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


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Originally Posted by ChaB*:

 

Hello Is there an issu to limit 12G Slug on shotgun.

This new projectile will kill Battlefield 3.

You can rush an snipe with a shotgun now

Let's have a look

http://www.youtube.com/watch_v=XEpg0VWgKQ8

 

Since the R20, the weapon was made more destructive

On l'a testé hier un gars de ma team a tué 5 mecs d'une balle ^^ c'est n'importe quoi.
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Originally Posted by ChaB*:

 

How can i add a delay into my Rules?

You can't have delay for each of your rules. You can choose the "yell_delay" in ProconRulz.cs, just search the correct line. Default is 5 seconds.
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Originally Posted by bambam*:

 

How can i add a delay into my Rules?

Generally you want to trigger the action on the next event after the current one, e.g. trigger the action in an On Spawn event *after* the first event occurs, by using a variable to check.
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Originally Posted by bambam*:

 

Hello Is there an issu to limit 12G Slug on shotgun.

This new projectile will kill Battlefield 3.

You can rush an snipe with a shotgun now

Let's have a look

http://www.youtube.com/watch_v=XEpg0VWgKQ8

 

Since the R20, the weapon was made more destructive

For anything like this, you need to check the Procon Console with 'Events' enabled, and see what happens when a player kills with a shotgun/slug. *That* is the information available to any plugin on which you can base admin decisions. ProconRulz provides pretty much 100% support for any data the game server provides.

 

So check the data in the 'kill' event in the console, and consider any rule based on that. My guess is only the WEAPON (i.e. type of shotgun) will be given in the kill event data, so all ProconRulz could do is check for that weapon, and the action will apply whatever rounds are used. If the Slugs are bad enough, then it will be worthwhile completely blocking the shotguns if that's all you can do, i.e.

 

On Kill;Damage Shotgun;PlayerSay No Shotguns;Kill 200

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Originally Posted by Gizmo1981*:

 

Just wondering guys, I regularly tell people on my server to read the rules.. which then puts all the rules in chat.

 

Is there any way I can change it so it only spams the rulez when a player types "@rules" instead of "rules"

 

Sometimes when I speak to other players in game about someone who got kicked for breaking rules, my message gets wiped from the chatbox as proconrulz spams the rules list.

 

Thanks :smile:

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Originally Posted by Fragger*:

 

Hey Guys,

 

thanks bambam for creating such a plugin. We've been using it on all of our servers for 2 weeks no, running perfect:

http://flame-guards.com/forum/portal.php

(Two popular cq 64 slot and one 32 Tdm server)

 

We'd like to have a better limit for our nades on the server.

 

Is it possible to have a limitation like 10 nades per round?

Is there any option to delete the log entries for On Kill events every round because that would fix it?

 

The nadekills per minute option isn't really satisfying for our needs.

 

Thanks for your time.

 

cya, Marco (Fragger from flame-guards.com)

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Originally Posted by Hand-of-Shadow*:

 

hallo i need the example string for the yell command

 

Playeryell

yell

 

can i change the display time ? example > On Join;Admin;yell[10] Admin %p% has joined the server!! ?

 

sorry for my bad eng

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Originally Posted by IoSiS*:

 

IoSIS Ty_ger is a frickin genius

 

Your "If TeamCount = 25" was broken for multiple reasons, but you weren't a long way off.

bambam

 

Ty_ger is a frickin genius ... xD now I know it it's unquestionable :smile:

 

bambam i was thinking about it :smile: and I realized that I have to set variable and made it increase during the round :smile: then i entered the forum and surprise :smile:

Ty_ger thx again, works brilliant

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Originally Posted by FurmanSK*:

 

Ok this plugin doesn't show up once I upload to my layer server. I've tried turning off sandbox mode and turning it back on and nothing works. Could I get some help with this and get it back up so I can have my server back to the way it was?

 

Thanks,

 

Furman

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Originally Posted by ty_ger07*:

 

BamBam,

 

TheMrApostel wanted to know:

Is there a Way to say:

If a Player has the most kills on this Server / in the Round that the Server gives out a specific message like:

ty_ger07 is Most Wanted

Does this look correct to you?

 

# Most wanted player announcer

On Kill;Incr %kills[%p%]%

On Kill;If %kills[%p%]% > %server_wanted%;Set %server_wanted% %kills[%p%]%;Incr %server_incr%

On Kill;If %server_incr% == 15;Set %server_incr% 0;Yell %p% is most wanted with %kills[%p%]% kills.

 

I am just wondering how accurate the timing is in the plugin. I am wondering if between line 2 and line 3, if two people got kills around the same time, would it sometimes mistakenly say the wrong person is most wanted?

 

I wrote the rule in another way to make sure the right player was announced, but I don't know if you can have two if statements back to back in the same line.

 

# Most wanted player announcer

On Kill;Incr %kills[%p%]%

On Kill;If %kills[%p%]% > %server_wanted%;Set %server_wanted% %kills[%p%]%;Incr %server_incr%

On Kill;If %kills[%p%]% == %server_wanted%;If %server_incr% == 15;Set %server_incr% 0;Yell %p% is most wanted with %kills[%p%]% kills.

 

Also, I don't know if " Greater Than " is " > " or " >> ".

 

What do you think?

 

Thanks!

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Originally Posted by DeadShot*:

 

hi there a while ago i needed some help on how to set costume ticket based on game mode,

 

eg:

if game is set to rush, tickets should be 100

 

and if conquest tickets should be 200

 

and if it is team death match tickets should be 200

 

ans someone replied to me with this code:

 

 

On Round;MapMode rush;Exec vars.gameModeCounter 100

On Round;MapMode conquest;Exec vars.gameModeCounter 200

On Round;MapMode teamdeathmatch;Exec vars.gameModeCounter 200

 

but now the rules they seem to not work as they supposed to, example if the game start as rush the tickets would be 200 then 150 on second base. and i dont think that 100% the rush mode should have 200 tickets, but the strange think is when second round starts of rush the tickets will change as they supposed to be 100 and then 75 on second base. what is happening? can someone help me?

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Originally Posted by ty_ger07*:

 

hi there a while ago i needed some help on how to set costume ticket based on game mode,

 

eg:

if game is set to rush, tickets should be 100

 

and if conquest tickets should be 200

 

and if it is team death match tickets should be 200

 

ans someone replied to me with this code:

 

 

On Round;MapMode rush;Exec vars.gameModeCounter 100

On Round;MapMode conquest;Exec vars.gameModeCounter 200

On Round;MapMode teamdeathmatch;Exec vars.gameModeCounter 200

 

but now the rules they seem to not work as they supposed to, example if the game start as rush the tickets would be 200 then 150 on second base. and i dont think that 100% the rush mode should have 200 tickets, but the strange think is when second round starts of rush the tickets will change as they supposed to be 100 and then 75 on second base. what is happening? can someone help me?

Oh, that is because the variable is being changed after the round started and won't take effect until the round is restarted or the next round starts.
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Originally Posted by ty_ger07*:

 

but can it be fixed?

You would have to ask Bambam.

 

You would have to be able to read the maplist and find out if the next round is a different gamemode and change the variable preemptively before the next round started.

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Originally Posted by marc1080*:

 

My commands work as I post below:

 

 

On Kill;Map Subway;Damage ProjectileExplosive;Count 1;yell %p% [Autokick] %p% kicked for Rocket/M320 use on Infantry (2);Kick %p% No RPG on Inf

On Kill;Map Subway;Damage ProjectileExplosive;yell %p% [Autokill] %p% This is Warning %c% of 2 for RPG/M320 on Infantry;Kill 100

 

 

Now i tried to replace yell with pyell, but then I get an error Message. Is it possible to make a player yell?

 

And players complain, if the rule concerns only the M320, the russian Version of the M320 is not implemented in this rule.

I read something in the patchnotes that its now called GP30, is this true, can u get this into the plugin_`

Or is this wrong what I read

 

 

Update: I found this page which introduces the GP-30, but Procon Rulz does not detect it, neither as GP30 nor GP-30

 

http://battlefield.wikia.com/wiki/M320

 

Update2: With Underslung rail on special Weapons like die Abakan its in fact the GP-30 ingame, but Procon sais its the Abakan (no differentation between normal Bullets and 40mm projectile)

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Originally Posted by xibit1987*:

 

Here you go with player yell instead of yell

 

On Kill;Map Subway;Damage ProjectileExplosive;Count 1;Yell %p% [Autokick] %p% kicked for Rocket/M320 use on Infantry (2);Kick %p% No RPG on Inf

On Kill;Map Subway;Damage ProjectileExplosive;PlayerYell %p% [Autokill] %p% This is Warning %c% of 2 for RPG/M320 on Infantry;Kill 100

 

I if must say i would give the guy a chance and write it like this

On Kill;Map MP_Subway;Weapon RPG-7,SMAW

PlayerCount 2;AdminSay %p% kicked for using illegal weapon 3 times!;Kick No RPG-7/SMAW

PlayerYell You will be killed for using RPG-7/SMAW on Metro map!;Kill 5000

 

 

This way the 2 first time he will get the message "You will be killed for using RPG-7/SMAW on Metro map!" and then be killed after 5 sec. the 3'rd time he will be kicked and if theres an admin on the server or multiple admin they will get the message the he was kicked for using illegal weapon. This way you reduce chat spam for normal players (wich is freaking annoying)

 

 

You could also add this

PlayerCount 3;AdminSay %p% Temp banned for using illegal weapon 4 times!;TempBan 3600 No RPG-7/SMAW

 

this way if he/she joins again and keep using illegal weapon he will get banned for 1 hour.

 

See this picture:

rulesve.png

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Originally Posted by tarreltje*:

 

BAMBAM what is the problem causin this:

 

On Round;Set %server_sniperlimit% 3

On Spawn;if ?ingsniper% == 1;Decr ?ingsniper%;Decr %team_recontotal%;log we have %team_recontotal% snipers on team %pt%

On Spawn;Set ?ingsniper% 0

On kill;Damage sniperRifle;

if %team_recontotal% == 3;if ?ingsniper% == 0;PlayerYell Only 3 Snipers on each team, choose a different weapon!;Kill 5000

if ?ingsniper% == 1;End;log %p% is still a sniper, %team_recontotal% snipers on team %pt%

incr %team_recontotal%;set ?ingsniper% 1;log %p% is a sniper, %team_recontotal% snipers on team %pt%

On Leave;if ?ingsniper% == 1;Decr %team_recontotal%

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Originally Posted by ty_ger07*:

 

Is there a way to limit what is being sent to the chat tab?

What do you mean? Do you mean that you would like to control what people write in chat?

 

PRoCon reacts to what is written in chat, it doesn't control it. It couldn't censor the chat for instance.

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Originally Posted by marc1080*:

 

Here you go with player yell instead of yell

 

On Kill;Map Subway;Damage ProjectileExplosive;Count 1;Yell %p% [Autokick] %p% kicked for Rocket/M320 use on Infantry (2);Kick %p% No RPG on Inf

On Kill;Map Subway;Damage ProjectileExplosive;PlayerYell %p% [Autokill] %p% This is Warning %c% of 2 for RPG/M320 on Infantry;Kill 100

]

Thank you, with the command "PlayerYell" it works, I thought I tried this before but. now its the way I want it.

 

Its only the M320/GP-30 Problem left

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Originally Posted by Dudenell*:

 

What do you mean? Do you mean that you would like to control what people write in chat?

 

PRoCon reacts to what is written in chat, it doesn't control it. It couldn't censor the chat for instance.

procon chat tab, all of the proconrulz spam goes here... is there a way to disable it? I use your killstreak rulz for example

 

Code:

[15:53:42] fiddle50sym ENDED JonnyBiohazard's 5-KILL STREAK with M416 Assault Rifle
[15:54:17] (PlayerSay AthleticAnchovie) Killing Spree! AthleticAnchovie 5-KILL STREAK
[15:54:26] Dudenell ENDED AthleticAnchovie's 5-KILL STREAK with DAO-12 Striker Shotgun
[15:54:27] Dudenell ENDED mtresd's 6-KILL STREAK with DAO-12 Striker Shotgun
[15:54:39] fiddle50sym ENDED BabyFarkMcGeezak's 7-KILL STREAK with M416 Assault Rifle
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