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


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Originally Posted by bambam*:

 

I can not limit the snipers, that would be 5 snipers in the US Army and 5 snipers in the Russian army. Please tell me what to fix here:

 

# Sniper limit by tarreltje V2

 

# Set the max snipers per team here

On Round; Set% server_sniperlimit% 2

 

# Sniper limit rulz

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

On Spawn; Set% beingsniper% 0

 

On kill; Damage sniperRifle;

if% team_recontotal% == 2; if% beingsniper% == 0; Say Sniper Limit max 2 snipers each team!!!; Kill

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

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

On kill; Not Damage sniperRifle; if% beingsniper% == 1; decr% beingsniper%; decr% team_recontotal%; log% p% is no sniper anymore,% team_recontotal% snipers on team% pt%

On Leave; if% beingsniper% == 1; Decr% team_recontotal%

Firstly, somehow you have altered the rulz from the example in the 1st post in this thread (if% beingsniper% ==1 mis-types the variable name - it should be if %beingsniper% == 1). That seems to have happened pretty much throughout the rulz, so you might what to check how you caused that to happen.

 

Secondly, when you fix that, give some reasonable explanation of what you see (any log messages at all? ProconRulz parse errors in the plugin log_) "it doesn't work" can only start with a dialog "is your computer switched on" and I'm too arsy to bother with that.

 

Do you understand how to change this 2-sniper-limit to a 5-sniper-limit? Just edit the 3rd line from 2 -> 5.

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Originally Posted by Waterboyeee*:

 

That's simple - the action should be TempBan

 

Can we keep it simple -

Yeah, I've been testing it the way you said. I found that the "x" was breaking the code. For anyone that is interested in showing this stuff in normal chat logs, this is the working format. Unfortunately, it will not log kill/tban/bans done through Procon :sad:

 

# Admin Logging

On Say;Admin;Text say;Log Admin %p% said [%text%]

On Say;Admin;Text kill;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% killed player %t%

On Say;Admin;Text kick;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% kicked player %t%

On Say;Admin;Text tban;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% tempbanned player %t%

On Say;Admin;Text ban;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% banned player %t%

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Originally Posted by bambam*:

 

Yeah, I've been testing it the way you said. I found that the "x" was breaking the code. For anyone that is interested in showing this stuff in normal chat logs, this is the working format. Unfortunately, it will not log kill/tban/bans done through Procon :sad:

 

# Admin Logging

On Say;Admin;Text say;Log Admin %p% said [%text%]

On Say;Admin;Text kill;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% killed player %t%

On Say;Admin;Text kick;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% kicked player %t%

On Say;Admin;Text tban;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% tempbanned player %t%

On Say;Admin;Text ban;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% banned player %t%

An "x" won't be "breaking the code"... have you got another "Text xkill" rule?
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Originally Posted by Repoman*:

 

I know there isn't a way to auto kill or kick someone for using the M26 Dart. However is there a way to create a rule that will yell out to all players periodically that the use of the M26 Dart will get you kicked from the server?

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Originally Posted by Bl1ndy*:

 

I know there isn't a way to auto kill or kick someone for using the M26 Dart. However is there a way to create a rule that will yell out to all players periodically that the use of the M26 Dart will get you kicked from the server?

Spambot?
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Originally Posted by marc1080*:

 

Firstly, somehow you have altered the rulz from the example in the 1st post in this thread (if% beingsniper% ==1 mis-types the variable name - it should be if %beingsniper% == 1). That seems to have happened pretty much throughout the rulz, so you might what to check how you caused that to happen.

 

Secondly, when you fix that, give some reasonable explanation of what you see (any log messages at all? ProconRulz parse errors in the plugin log_) "it doesn't work" can only start with a dialog "is your computer switched on" and I'm too arsy to bother with that.

 

Do you understand how to change this 2-sniper-limit to a 5-sniper-limit? Just edit the 3rd line from 2 -> 5.

What about the command: On kill; Damage sniperRifle;

if% team_recontotal% == 2; if% beingsniper% == 0

 

Shouldn`t this be a 4?

 

And the say command is then Say Sniper limit max 4 snipers....

 

Can I use PlayerYell instead of Say?

 

And is it possible to set the rule only on specific maps? Or Game modes like rush attacker. If yes where do I put the "On Map;Subway;Team Attackers" command

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Originally Posted by bambam*:

 

Shouldn`t this be a 4?

 

And the say command is then Say Sniper limit max 4 snipers....

Yes - you're right - FYI you're corrupting the variable names by putting a space after the 1st "%". I'll update the example in the first post in this thread and copy it here.

Can I use PlayerYell instead of Say?

 

And is it possible to set the rule only on specific maps? Or Game modes like rush attacker. If yes where do I put the "On Map;Subway;Team Attackers" command

You can tweak these rulz as much as you want - there's nothing special about using Say, PlayerSay, Yell, use whichever you want. Re limiting the rulz to only apply to certain maps/teams you can do that - it will mean looking at each rule in turn and deciding how to add the conditions you want - mostly it would be as simple as adding "Map Subway" to each rule, for example.

 

Here y'go for version that DOES allow the sniper limit to be changed with 1 line:

 

#sniper limit by tarreltje V2.1

 

# SET THE MAX # OF SNIPERS HERE:

On Round;Set %server_sniperlimit% 2

 

# sniper limit rulz

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

On Spawn;Set %beingsniper% 0

 

On kill;Damage sniperRifle;

if %team_recontotal% == %server_sniperlimit%;if %beingsniper% == 0;Say Sniper Limit max %server_sniperlimit% snipers each team !!!;Kill

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

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

On kill;Not Damage sniperRifle;if %beingsniper% == 1;decr %beingsniper%;decr %team_recontotal%;log %p% is no sniper anymore, %team_recontotal% snipers on team %pt%

On Leave;if %beingsniper% == 1;Decr %team_recontotal%

 

Operation Metro,Rush, Team Attack 4-sniper limit PlayerYell version:

 

#sniper limit by tarreltje V2.1 - 4 snipers metro rush attack PlayerYell by marc1080

 

# SET THE MAX # OF SNIPERS HERE:

On Round;Set %server_sniperlimit% 4

 

# sniper limit rulz

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

On Spawn;Set %beingsniper% 0

 

On kill;Damage sniperRifle;

Map Subway;MapMode Rush;Team Attack;if %team_recontotal% == %server_sniperlimit%;if %beingsniper% == 0;PlayerYell Sniper Limit max %server_sniperlimit% snipers each team !!!;Kill

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

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

On kill;Not Damage sniperRifle;if %beingsniper% == 1;decr %beingsniper%;decr %team_recontotal%;log %p% is no sniper anymore, %team_recontotal% snipers on team %pt%

On Leave;if %beingsniper% == 1;Decr %team_recontotal%

 

There's many ways of achieving the same result (Subway + Rush + Attack) and FYI for the code above you'll see I kept things as simple as possible by only putting the map/mode/team check into the rule with the KILL action in it - i.e. the sniper limit will carry on accumulating the counts (and writing Log messages into the Chat Log) but no PlayerSay/Kill will happen except on the map/mode/team you chose.

 

NOTE FOR THESE RULZ TO WORK, THERE *MUST* BE A ROUND START SINCE THE RULZ WERE FIRST LOADED (i.e. click the next-round button in Procon after you add these rulz). This is so the %server_sniperlimit% variable gets initialized properly in the On Round rule. If this is a PIA, just hard-code %server_sniperlimit% value to (e.g.) 4 where it is used in the rulz.

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Originally Posted by bambam*:

 

'OnDamage' is not available yet, am i right?

Yes, although you've got the syntax wrong... Damage is a *condition* of an On Kill (or On Teamkill, or On Suicide) event, e.g.

 

On Kill;Damage SniperRifle;Yell %p% killed %v% with a sniper rifle

 

works like a charm. Damage types are listed against each weapon in the ProconRulz plugin details tab, or online in the docs referred to in my sig. E.g. Handgun, AssaultRifle, SniperRifle, Explosive, ProjectileExplosive, Melee (just from my memory). Using the Damage condition is actually similar to listing the weapons that do that damage, i.e.

 

On Kill;Damage ProjectileExplosive;...

 

is similar to

 

On Kill;Weapon SMAW,RPG-7,Javelin,Stinger,M320;... (weapon keys from my memory also...)

 

The big issue is BF3 does not provide VEHICLE weapon/damage data on kills - all BF3 vehicle weapons kills are currently weapon Death (as is the Mortar) - prior to BF3 we had VehicleHeavy, VehicleLight, VehicleAir etc.

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Originally Posted by _ddonut_*:

 

So when it is similar, then 'Damage' is crap for me :biggrin: (Because i thought there is an 'on damage')

Because both it's on kill, not if you get damage with this weapon... so you have to kill one with this weapon to be killed, is it right?

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Originally Posted by KypDuron*:

 

Hello bambam,

 

i was very happy to see a limiter for snipers. I just copy&paste the code and hoped it would have worked. But i just got a problem with it, but better to see yourself:

Procon.jpg

 

What can i do to solve my problem?

 

greetings

 

Kyp

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Originally Posted by Aneurysm*:

 

The rule:

 

Code:

On Kill;Map MP_Subway;Damage ProjectileExplosive;Kick %p% No RPG/SMAW/M320
is the same as:

 

Code:

On Kill;Map MP_Subway;Weapon SMAW;Kick %p% No RPG/SMAW/M320
On Kill;Map MP_Subway;Weapon RPG-7;Kick %p% No RPG/SMAW/M320
On Kill;Map MP_Subway;Weapon M320;Kick %p% No RPG/SMAW/M320
?
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Originally Posted by ty_ger07*:

 

The rule:

 

Code:

On Kill;Map MP_Subway;Damage ProjectileExplosive;Kick %p% No RPG/SMAW/M320
is the same as:

 

Code:

On Kill;Map MP_Subway;Weapon SMAW;Kick %p% No RPG/SMAW/M320
On Kill;Map MP_Subway;Weapon RPG-7;Kick %p% No RPG/SMAW/M320
On Kill;Map MP_Subway;Weapon M320;Kick %p% No RPG/SMAW/M320
?
Yes, but Damange ProjectileExplosive also includes some other weapons you haven't specifically mentioned.

 

Damage ProjectileExplosive is:

FGM-148

FIM92

M320

RPG-7

SMAW

Sa18IGLA

 

So, to be more accurate:

 

Code:

On Kill;Map MP_Subway;Damage ProjectileExplosive;Kick %p% No FGM-148/FIM92/M320/RPG-7/SMAW/Sa18IGLA
Is the same as:

 

Code:

On Kill;Map MP_Subway;Weapon FGM-148;Kick %p% No FGM-148
On Kill;Map MP_Subway;Weapon FIM92;Kick %p% No FIM92
On Kill;Map MP_Subway;Weapon M320;Kick %p% No M320
On Kill;Map MP_Subway;Weapon RPG-7;Kick %p% No RPG-7
On Kill;Map MP_Subway;Weapon SMAW;Kick %p% No SMAW
On Kill;Map MP_Subway;Weapon Weapons/Sa18IGLA/Sa18IGLA;Kick %p% No Sa18IGLA
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Originally Posted by Aneurysm*:

 

Yes, but Damange ProjectileExplosive also includes some other weapons you haven't specifically mentioned.

 

Damage ProjectileExplosive is:

FGM-148

FIM92

M320

RPG-7

SMAW

Sa18IGLA

 

So, to be more accurate:

 

Code:

On Kill;Map MP_Subway;Damage ProjectileExplosive;Kick %p% No FGM-148/FIM92/M320/RPG-7/SMAW/Sa18IGLA
Is the same as:

 

Code:

On Kill;Map MP_Subway;Weapon FGM-148;Kick %p% No FGM-148
On Kill;Map MP_Subway;Weapon FIM92;Kick %p% No FIM92
On Kill;Map MP_Subway;Weapon M320;Kick %p% No M320
On Kill;Map MP_Subway;Weapon RPG-7;Kick %p% No RPG-7
On Kill;Map MP_Subway;Weapon SMAW;Kick %p% No SMAW
On Kill;Map MP_Subway;Weapon Weapons/Sa18IGLA/Sa18IGLA;Kick %p% No Sa18IGLA
Yeah, but I wanted to know because I'm using it just on Op. Metro, I did a test with 2 players (server admins) and it didn't work (no kick), even if I set "Protect these player from Kill or Kick" to "neither", also I don't need checks for the other weapons "ProjectileExplosive" on Op. Metro.

Any idea?

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Originally Posted by KypDuron*:

 

Hello bambam,

 

i was very happy to see a limiter for snipers. I just copy&paste the code and hoped it would have worked. But i just got a problem with it, but better to see yourself:

Procon.jpg

 

What can i do to solve my problem?

 

greetings

 

Kyp

Ok solved my problem with a complete restart of the Procon Layer Server.

 

But ive got another question:

Is it possible to show the actually number of snipers per team with a spambot on screen/chat for all players on the server? So that everyone knows how much snipers are on the map. Just like the logging on chat of the procon tool.

 

greetings

 

Kyp

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Originally Posted by tarreltje*:

 

Ok solved my problem with a complete restart of the Procon Layer Server.

 

But ive got another question:

Is it possible to show the actually number of snipers per team with a spambot on screen/chat for all players on the server? So that everyone knows how much snipers are on the map. Just like the logging on chat of the procon tool.

 

greetings

 

Kyp

Change the rule:

 

# sniper limit rulz

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

 

Into :

 

# sniper limit rulz

On Spawn;if %beingsniper% == 1;Decr %beingsniper%;Decr %team_recontotal%;Say We have %team_recontotal% snipers on team &pt%;log we have %team_recontotal% snipers on team %pt%

 

maby you get alot of spam,but that is up to you!

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Originally Posted by bambam*:

 

So when it is similar, then 'Damage' is crap for me :biggrin: (Because i thought there is an 'on damage')

Because both it's on kill, not if you get damage with this weapon... so you have to kill one with this weapon to be killed, is it right?

ah ddonut I see what you're asking - sorry. Yeah you're right - BF3 (and BFBC2) do NOT trigger an event at all when a player is only injured as opposed to killed - i.e. no plugin has any way of seeing a players health is knocked down to 80% for example.
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Originally Posted by bambam*:

 

Yeah, but I wanted to know because I'm using it just on Op. Metro, I did a test with 2 players (server admins) and it didn't work (no kick), even if I set "Protect these player from Kill or Kick" to "neither", also I don't need checks for the other weapons "ProjectileExplosive" on Op. Metro.

Any idea?

The basic method here is "include a log or say action on the rule so you can see what's happening"...

 

E.g.

On Kill;Map MP_Subway;Weapon RPG-7;Say %p% will be kicked for using %w% on %v%;Kick %p% No RPG-7

On Kill;Say %p% killed %v% with %w% (not an RPG..)

 

Without that you're basically saying "nothing happened" but trust me a lot of things will be going on in the background for every event so that won't be true. In the example above, the second "On Kill" rule will ONLY fire if the rulz above it have *not* fired (i.e. ProconRulz drops through to this rule unless an earlier kill/kick/ban action is executed...) so this catch-all rule is useful during debugging.

 

It's pretty easy to test - with the example rulz I just gave you, see if you get EITHER the first or second 'say' message when you kill someone with the RPG-7. You are thinking at the moment you could only get the second message because you say the first rule didn't work", but let's find out. If you get NEITHER message then some other rule higher up is kicking in instead of these shiny new rulz so find that. If the screen is blank then your computer may be switched off.

 

P.S. when you get this working, I strongly recommend you use PlayerCount+Kill (see examples in 1st post) for players using rockets BEFORE you move on to the Kick action - most players will stop using the rockets once they know they're definitely not permitted and the kill makes sure they get the message so you don't usually have to kick them. A kick on 1st offence will come as a complete surprise to most walk-ins.

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Originally Posted by marc1080*:

 

As I get no answer from the Votemap developper, i started to think about how I could implement a customized YELL message while Votemap is active. I did not get it running that an automated yell message is given when the Votemap plugin writes the "VOTE MAP NOW" Message into the chat. So I made a little trick: Every time a player votes, the message is yelled again (I have to test if its too much spam).

 

#Say Plugin

On Say;Text /1,/2,/3,/4,/5,/6;Yell >>> Votemap has started >> Type /# to vote your favourite map

 

 

Is it possible to define the YELL DURATION?

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Originally Posted by MNieddu91*:

 

Can anyone help me ?

i want when i type in chat "!golive" that the map restarts and yell a message after the restart to all "Match is live !!"

 

this is what i have

 

On Say;Admin;Text !golive;exec admin.restartMap;yell Match is live !!

 

But it doesn't work, only the yell message appears and in procon chat log stands "ProconRulz: Executed command admin.restartMap" but there is no map restart

 

Please help

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Originally Posted by firefight*:

 

Hi guys, i having this message on my proconrulz !

Whats wrong?

 

ProconRulz: Unrecognised rule On Kill;Weapon DAO-12;PlayerCount 1;Say %p% was kicked for killing %v% with DAO-12;Kicked for using DAO-12

ProconRulz: Unrecognised rule On Kill;Weapon M26Mass;PlayerCount 1;Say %p% was kicked for killing %v% with M26Mass;Kicked for using M26Mass

ProconRulz: Unrecognised rule On Kill;Weapon M1014;PlayerCount 1;Say %p% was kicked for killing %v% with M1014;Kicked for using M1014

ProconRulz: Unrecognised rule On Kill;Weapon FGM-148;PlayerCount 1;Say %p% was kicked for killing %v% with FGM-148;Kicked for using FGM-148

 

Also there are a CODE to ban all SHOTGUNS from server?

 

thanks for any help

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Originally Posted by YouPilA*:

 

Hello

Is it possible to add yell message than a simple say message when we kill a player with the procon kill commande ?

i have posted this question in the procon support but no one answer

Thank you

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Originally Posted by ty_ger07*:

 

Hi guys, i having this message on my proconrulz !

Whats wrong?

 

ProconRulz: Unrecognised rule On Kill;Weapon DAO-12;PlayerCount 1;Say %p% was kicked for killing %v% with DAO-12;Kicked for using DAO-12

ProconRulz: Unrecognised rule On Kill;Weapon M26Mass;PlayerCount 1;Say %p% was kicked for killing %v% with M26Mass;Kicked for using M26Mass

ProconRulz: Unrecognised rule On Kill;Weapon M1014;PlayerCount 1;Say %p% was kicked for killing %v% with M1014;Kicked for using M1014

ProconRulz: Unrecognised rule On Kill;Weapon FGM-148;PlayerCount 1;Say %p% was kicked for killing %v% with FGM-148;Kicked for using FGM-148

 

Also there are a CODE to ban all SHOTGUNS from server?

 

thanks for any help

The kick command is Kick not Kicked.

 

...;Kick for using whatever

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Originally Posted by bambam*:

 

Hello

Is it possible to add yell message than a simple say message when we kill a player with the procon kill commande ?

i have posted this question in the procon support but no one answer

Thank you

interesting question. You've got several different approaches you can take, depending on what you want in the Yell message:

 

First, explaining the background:

 

* you're running the In-Game Admin plugin that is distributed with Procon

 

* with that plugin running, by default an admin can type "@kill bambam" in the chat text and the plugin will send an 'admin.killPlayer' command to the game server to have the player bambam slayed. The fact the admin typed '@kill' into the chat window can be picked up by a ProconRulz rule On Say;Admin;Text @kill;TargetPlayer;..." rule

 

* When the player is slayed, the game server will automatically send an event on its RCON interface (that ProconRulz is listening to) saying [null] killed [bambam] with weapon [Death]

 

* That event can be picked up by a ProconRulz rule (if desired) using an On Suicide;Weapon Death;..." rule

 

OK? So here's the 3 options:

 

(1) Use the following rule to 'listen' for any admin entering '@kill', and yelling up that fact:

 

On Say;Admin;Text @kill;TargetPlayer;Yell Admin %p% has slayed %t%

 

OR

 

(2) Listen for the kill event to come from the game server, and Yell based on that:

 

On Suicide;Weapon Death;Yell %p% was slayed by Admin

 

OR

 

(3) Don't use the In-Game admin plugin, and implement your own in-game rulz using ProconRulz instead, e.g.

 

On Say;Admin;Text xkill;TargetPlayer;Yell %p% slayed by Admin %p%;Kill 200

 

------------------------------

 

ProconRulz can't really tell what some other plugin is doing (in this case In-Game Admin) but it can listen for the triggering text (option 1) or the game server events (option 2) - both of these have minor limitations.

 

In Option 1, you can't be 100% sure the admin slay actually happened, all ProconRulz knows is an admin typed the command.

 

In Option 2 I guess it is probably possible for a player to really suicide with "Weapon Death" (don't know how) in which case an announcement they were slayed by an admin is not right - rare case though

 

In Option 3 (which is what we use on our server) ProconRulz is replacing the In-Game Admin plugin, and we have that disabled on our server. The example I gave above uses a command name 'xkill' so you can keep the existing '@kill' if you want - if the In-Game Admin command is re-named (see In-Game Admin plugin settings) then you can keep that plugin for other commands and use '@kill' in ProconRulz...

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Originally Posted by Repoman*:

 

Can you set up a separate team size rule for each different map? I want to have Bazarr and Crossing as infantry maps only. Right now I have all maps set to 5 vs 5 before vehicles can be used.

Code:

On Kill;Map MP_001;Weapon Death;Teamsize 17;
Yell %p% slayed for vehicle kill, Bazarr is infantry only ;Kill 100
Will this work if I a separate one for each map that we run? I used Teamsize 17 because we have a 32 man server and the plugin would need to read up to a full server.
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Originally Posted by bambam*:

 

Can you set up a separate team size rule for each different map? I want to have Bazarr and Crossing as infantry maps only. Right now I have all maps set to 5 vs 5 before vehicles can be used.

Code:

On Kill;Map MP_001;Weapon Death;Teamsize 17;
Yell %p% slayed for vehicle kill, Bazarr is infantry only ;Kill 100
LOL as with lots of this stuff I start typing some huge complicated answer and discover the answer is simple... "Teamsize 17" is a redundant condition, just miss it out. The 'Map MP_001;Weapon Death' are the only conditions you need.

 

So perhaps you'd have:

 

On Kill;Weapon Death;Map Baz,Cross;Yell %p% slayed: no vehicles on %m%;Kill 100

On Kill;Weapon Death;Teamsize 4;Yell %p% slayed for vehicle kill, wait until 5v5;Kill 100

 

The map condition can take any unique substrings of the map names OR map filenames, so I used Baz,Cross (no spaces!) - your MP_001 was perfectly correct tho. The trick is do NOT use 'Metro' or any other word that might have accented characters in it (ProconRulz can cope, but you might mistype it - Check Valparaiso)

 

%m% is the map name of the current map, so with this two-map version I embed that in the Yell string (because I'm l337).

 

Simples

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