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


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Originally Posted by YouPilA*:

 

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...

wow there is not anything more simple?

Why we could not generate a yell message with reason from 'procon kill buton"

Thanl you very much for your work

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Originally Posted by bambam*:

 

These options are how to fix up your requirement with ProconRulz... of course the 'simplest' solution for you would be for the developer of the In-Game Admin plugin to extend that to include Yell support but that's a piece of work for someone busy doing other stuff... at least with ProconRulz you can get new features that normally would require the programming of a new plugin each time...

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Originally Posted by Angry_AGAIN*:

 

Hey bambam

 

I got some new questions

Can you explain the %pcountry% settings and maybe the county codes.

 

And is C4 and Mines properly reportet to procon with gadgeds/c4 ectpp?

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Originally Posted by bambam*:

 

Hey bambam

 

I got some new questions

Can you explain the %pcountry% settings and maybe the county codes.

These are new 'country' substitution variiables in the latest version of ProconRulz. The data is actually picked up from Punkbuster...

 

%pcountry% is the 'name' of the country the %p% is playing from (e.g. "Germany"). I'm not sure but this name is probably in the language of the game server (so maybe it would be "Deutschland" when viewed on a German server - I've not actually checked).

You can use in in messages such as "On Join;Yell %p% is joining from %pcountry%"

 

%pcountrykey% is the same thing, but gives the international country key for the country (e.g. Germany is DE) rather than the typical display name. This is more useful for using in conditions, e.g.

 

On Spawn;PlayerOnce;If %pcountrykey% == DE;Yell Wilcommen Kapitan %p% !! (ok my German sucks)

 

For those that are particularly familiar with ProconRulz rulz programming, the country key can be used to index variables similarly to player name, so for example you could keep kill counts by country (Germany 1, England 0). I.e. use a var as in Incr %server_kills[%pcountrykey%]%

 

%vcountry% and %vcountrykey% are the same as above except they apply to the victim in an On Kill rule. So you could have

 

On Kill;Say %p% from %pcountry% killed %v% from %vcountry% (use your imagination)

 

Hey bambam

And is C4 and Mines properly reportet to procon with gadgeds/c4 ectpp?

Dunno, I can't remember. The way to check is do a kill with C4 and check the console to see what's reported in the On Kill event. The easiest way is put in a temporary rule at the top of ProconRulz "On Kill;Say %p% killed %v% with %w% (key [%wk%])
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Originally Posted by Angry_AGAIN*:

 

On Spawn;PlayerOnce;If %pcountrykey% == DE;Yell Wilcommen Kapitan %p% !! (ok my German sucks)

 

hehe thx, this was my idear.

We translate it in English, German, Netherlands and Polni.

Russian wont work i think.

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Originally Posted by KK-FooKaa*:

 

Hi all....

 

Can anyone help me. I want a rule that kicks instantly or on 2nd kill with RPG, SMAW or M320.

 

Im using this ...

 

# rocket rulz

On Kill;Weapon RPG-7;Log %p% kicked on #%c% RPG-7 kill;Kick %p% kicked for rockets;Yell %p% RPG,SMAW,M320 IS BANNED ON INFANTRY !!

On Kill;Weapon SMAW;Log %p% kicked on #%c% SMAW kill;Kick %p% kicked for rockets;Yell %p% RPG,SMAW,M320 IS BANNED ON INFANTRY !!

On Kill;Weapon M320;Log %p% kicked on #%c% M320 kill;Kick %p% kicked for rockets;Yell %p% RPG,SMAW,M320 IS BANNED ON INFANTRY !!

 

It does warn but not kick ?

 

Any help would be much appreciated ...

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Originally Posted by Bl1ndy*:

 

For right now Bazarr, was looking for a way to have them not spawn at all on Bazarr. Can a rule be created for that or is it better to just increase a long spawn time?

If you don't mind running 1 map custom you can turn them off. If not increase the spawn time. I need your entire rotation list please and the desired spawn times.
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Originally Posted by Repoman*:

 

Hi all....

 

Can anyone help me. I want a rule that kicks instantly or on 2nd kill with RPG, SMAW or M320.

 

Im using this ...

 

# rocket rulz

On Kill;Weapon RPG-7;Log %p% kicked on #%c% RPG-7 kill;Kick %p% kicked for rockets;Yell %p% RPG,SMAW,M320 IS BANNED ON INFANTRY !!

On Kill;Weapon SMAW;Log %p% kicked on #%c% SMAW kill;Kick %p% kicked for rockets;Yell %p% RPG,SMAW,M320 IS BANNED ON INFANTRY !!

On Kill;Weapon M320;Log %p% kicked on #%c% M320 kill;Kick %p% kicked for rockets;Yell %p% RPG,SMAW,M320 IS BANNED ON INFANTRY !!

 

It does warn but not kick ?

 

Any help would be much appreciated ...

Try this I use it on our Metro map. You didn't mention if you wanted it for certain maps so i removed the code for the metro map. This should work for all maps and also if you want it to kill instead of kick, just replace kick with kill.

 

Code:

# No RPG, Smaw and M320
On Kill;Weapon RPG-7;yell Kicked %p%, %w% Is Not Allowed;Kick Kicked for using  RPG, Smaw or M320
On Kill;Weapon SMAW;yell Kicked %p%, %w% Is Not Allowed;Kick  Kicked for using  RPG, Smaw or M320
On Kill;Weapon M320;yell Kicked %p%, %w%  Is Not Allowed;Kick  Kicked for using  RPG, Smaw or M320
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Originally Posted by bambam*:

 

I need code for Protect Name.

I want to kick players with specified nick. Something similar to the PB premium code:

pb_sv_protectname 1 NAME

any suggestions ?

can you give an example? ProconRulz allows you to check the player *name* (BF3 doesn't send clan info currently I think).
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Originally Posted by ty_ger07*:

 

In pbsv.cfg on your server host, you can add a bad name filter there.

 

The command is:

pb_sv_badname

 

As BamBam said, you can't filter out the player name based on clan tag. It has to be the player's actual name.

 

Example:

pb_sv_badname 60 ty_ger07

 

That code would kick me from a server after 60 seconds of joining.

 

Now, you are wanting to do this through proconrulz for whatever reason. I personally prefer to do these sort of things through the server directly since the server supports these functions. Also, if you do it on the server directly by editing the pbsv.cfg file, when the server is restarted, the command isn't "forgotten".

 

To do it using PRoConRulz, you would use this sort of rule:

;;Exec punkBuster.pb_sv_command pb_sv_badname

 

That SHOULD work.

 

Here is an example:

On Kill;Weapon M26Mass;Exec punkBuster.pb_sv_command pb_sv_badname 60 %p%

 

This is all completely untested, but that rule should add my name as a badname after killing with a M26Mass and kick me after 60 seconds. If I joined the server again, I would continue to be kicked every 60 seconds. But once the server is restarted, since the command wasn't added to the pbsv.cfg, I would be able to play again without being kicked because the server would "forget" that you ever issued that command.

 

I honestly can't figure out a reason why you wouldn't just use a kick or tempban, but maybe you have some ideas.

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Originally Posted by Angry_AGAIN*:

 

Hey guys

I get this funky message on my rulez

it seems to come up with this rule

 

On Spawn;PlayerOnce;TargetPlayer XXXX; Yell TEXT TEXT

 

 

 

[21:54:19 86] ProconRulz: recoverable exception in process_parts (ProconRulz will continue)

[21:54:19 86] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.

at PRoConEvents.ProconRulz.process_part(ParsedRule rule, PartClass p, Int32 player_team_id, String player_name, Kill k, String msg, Dictionary`2& keywords)

at PRoConEvents.ProconRulz.process_parts(ParsedRule rule, List`1 parts, String player_name, Int32 player_team_id, Dictionary`2& keywords, Kill k, String item)

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Originally Posted by ty_ger07*:

 

Hey guys

I get this funky message on my rulez

it seems to come up with this rule

 

On Spawn;PlayerOnce;TargetPlayer XXXX; Yell TEXT TEXT

 

 

 

[21:54:19 86] ProconRulz: recoverable exception in process_parts (ProconRulz will continue)

[21:54:19 86] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.

at PRoConEvents.ProconRulz.process_part(ParsedRule rule, PartClass p, Int32 player_team_id, String player_name, Kill k, String msg, Dictionary`2& keywords)

at PRoConEvents.ProconRulz.process_parts(ParsedRule rule, List`1 parts, String player_name, Int32 player_team_id, Dictionary`2& keywords, Kill k, String item)

Why not just use:

On Spawn;PlayerFirst;PlayerYell Text

 

That would yell the text to just that one player.

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Originally Posted by scoop*:

 

hey, i have a question please.

 

how to restrict m320 + dart and m26 + dart because at the moment i have this:

 

# NO EXPLO METRO

 

On Kill;Damage ProjectileExplosive;PlayerCount 6;Log %p% banned for rockets on Metro;Ban %p% Metro rockets

On Kill;Damage ProjectileExplosive;PlayerCount 2;Log %p% kicked for rockets on Metro;Kick %p% Metro rockets

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

and

 

# NO SHOTGUN

 

On Kill;Map Subway;Damage Shotgun;PlayerCount 4;Log %p% banned for shotgun on Metro;Ban %p% Metro rockets

On Kill;Map Subway;Damage Shotgun;PlayerCount 2;Log %p% kicked for shotgun on Metro;Kick %p% Metro rockets

On Kill;Map Subway;Damage Shotgun;PlayerSay %p% no shotgun on Metro;Kill 100

but the m26 dart + m320 dart was not kick.

 

Thanks for your help

 

(sorry i speak little english)

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Originally Posted by ty_ger07*:

 

hey, i have a question please.

 

how to restrict m320 + dart and m26 + dart because at the moment i have this:

 

 

 

and

 

 

 

but the m26 dart + m320 dart was not kick.

 

Thanks for your help

 

(sorry i speak little english)

Underslung weapons are weapons which attach to the bottom of the the main weapon's barrel. The M26 Dart and and the Underslung M320 are underslung weapons and are detected by PRoCon as being kills from the main weapon they are attached to due to DICE's Rcon programming. There is no way to detect kills from underslung weapons and thus no way to enforce against them.
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Originally Posted by bambam*:

 

Hey guys

I get this funky message on my rulez

it seems to come up with this rule

 

On Spawn;PlayerOnce;TargetPlayer XXXX; Yell TEXT TEXT

 

 

 

[21:54:19 86] ProconRulz: recoverable exception in process_parts (ProconRulz will continue)

[21:54:19 86] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.

at PRoConEvents.ProconRulz.process_part(ParsedRule rule, PartClass p, Int32 player_team_id, String player_name, Kill k, String msg, Dictionary`2& keywords)

at PRoConEvents.ProconRulz.process_parts(ParsedRule rule, List`1 parts, String player_name, Int32 player_team_id, Dictionary`2& keywords, Kill k, String item)

hmmm - something confusing ProconRulz there...

 

However, what you're trying to do might not need TargetPlayer at all - are you trying to test the name of the spawning player? If so that'd be easier with "On Spawn;PlayerOnce;If %p% == bambam;Yell hey Bambam welcome back!!"

 

TargetPlayer is designed to enable you to apply actions later in the rule to a player NOT the one that triggered the rule, by combining it with a 'TargetAction' action. This enables you to implement in-game admin, for example - ONE player 'says' something, triggering an "On Say" rule, but that rule 'Kill's ANOTHER player:

 

On Say;Admin;Text xkill;TargetPlayer;TargetAction kill

 

In the example above, the TargetPlayer condition looks at the 'say' text from the player (e.g. "xkill bam"), picks out what ProconRulz calls the %targettext% (i.e. "bam"), searches the list of players currently in game to try and get a SINGLE match for that substring of playername, finds me ("bambam"), and so the TargetPlayer condition succeeds and then the "TargetAction Kill" action gets applied to bambam. This is very different from "On Say;Text xkill;Kill" which would Kill the player that said "xkill".

 

Anyhoo, I don't think you need it for your requirement but you shouldn't have seen an exception (ProconRulz 'recovered' and continued unaffected tho). I'll check the code.

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Originally Posted by mikevall*:

 

Ok guys i need help with this. I run three servers, and want to start a no explosives 32 player, metro server. I want to kill kick and bann for 1st 2nd 3rd use of+ rpg -grenades-c4-m320, dart,mass Anyone know how to do this? I have played on the Killzone#7 ( great server)they are using this plugin, and i like how they give you a warning when you spawn, as well as kick on violation. I would like to to set mine up like that. I have rulz installed in my procon plugins, just need some help with the config Sorry kinda noobish with procon, and these plugins.

 

Thanks again .

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Originally Posted by bambam*:

 

Ok guys i need help with this. I run three servers, and want to start a no explosives 32 player, metro server. I want to kill kick and bann for 1st 2nd 3rd use of+ rpg -grenades-c4-m320, dart,mass Anyone know how to do this? I have played on the Killzone#7 ( great server)they are using this plugin, and i like how they give you a warning when you spawn, as well as kick on violation. I would like to to set mine up like that. I have rulz installed in my procon plugins, just need some help with the config Sorry kinda noobish with procon, and these plugins.

 

Thanks again .

You have to start somewhere - no-one finishes their rulz in one shot. E.g. use Examples 4 (no teamkills), 5 (this is your kill/kick/ban for rockets), 11 (no MAV kills). For the Killzone #7 rules ask Radical via www.killzonewars.com - he might give you a cut-and-paste.

 

Couple of hints - if your server is Metro-only you don't need to worry about "Map Subway" conditions in your rulz - all the rulz will only apply to Metro cuz that's your only map. On a multi-map server you use the "Map" conditions (and MapMode) to limit some rulz to only apply on some maps.

 

Hint #2 - when you see a rule like "On Kill;Damage ProjectileExplosive;..." you can extend it to apply to MULTIPLE damage types by adding them with commas (NO spaces) i.e. "On Kill;Damage ProjectileExplosive,Explosive;..."

 

Hint #3 - 'Damage' rulz affect any player killing with any weapon that does that kind of damage (for list, see the Plugin details or the list in the online doc in my sig). The exact same rulz can be applied to specific WEAPONS by using a "Weapon XYZ" condition instead of the 'Damage' condition. E.g. "On Kill;Weapon M320;..." affects users of the M320 but not other projectileexplosive weapons...

 

A warning on first spawn can be "On Spawn;PlayerOnce;PlayerYell Welcome %p%. We block nades and rockets on this Metro server"

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Originally Posted by tarreltje*:

 

Bam Bam, have you already done something with the %score% and %ticket% varibles?

 

I was thinking about to put in a message at my server when then game is almost done, for the loosing and winning team

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Originally Posted by Operator*:

 

BAMBAM thx for answering the other question.

 

I found some cheat protection in this forumthread and i was wondering if just can cut and paste it into my rulez.

 

# CHEAT DETECTION

On Kill;Damage Melee;Rate 8 30;Say %p%: banned - kill rate;Ban %p% Auto-banned - hacking status 5

On Kill;Weapon Death;Rate 10 30;Say %p%: banned - nuke;Ban %p% Auto-banned - hacking status 6

On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 20 50;Say %p%: banned - kill rate 1;Ban %p% Auto-banned - hacking status 1

On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 40 200;Say %p%: banned - kill rate;Ban %p% Auto-banned - hacking status 2

On Kill;Headshot;Rate 6 15;Say %p%: banned - aimbot;Ban %p% Auto-banned - hacking status 3

On Kill;Headshot;Rate 8 25;Say %p%: banned - aimbot;Ban %p% Auto-banned - hacking status 4

are these rates a good rate to use?

 

Also, do i have to put "BC2!" in the ban message somewhere show that it shows up in procon? I want the ban to be able to list the Name, IP, and PB GUID, just like as if you ban someone in game.

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Originally Posted by Sgt-Trojan*:

 

I've seen plenty of great tools on here but actually finding out how to install them is a nightmare. How about starting a thread on HOW TO INSTALL PLUGINS for the various install options. Our service is hosted with our Server provider and I have access to upload files. I have searched high and low but found haystacks after hay stacks. All I want to do is install a plugin that kicks for tank usage on a hardcore karkand server.

 

Can anyone shed any light? Thanks in advance

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Originally Posted by bambam*:

 

I've seen plenty of great tools on here but actually finding out how to install them is a nightmare. How about starting a thread on HOW TO INSTALL PLUGINS for the various install options. Our service is hosted with our Server provider and I have access to upload files. I have searched high and low but found haystacks after hay stacks. All I want to do is install a plugin that kicks for tank usage on a hardcore karkand server.

 

Can anyone shed any light? Thanks in advance

No problem Sgt.Trojan - I've played your BF3 server and your TS3 - mostly smack talk on yours - ours is more tactical...

 

Procon manual is here: www.phogue.net/forumvb/showth...-Procon-Manual*

 

Plugin installations are a piece of piss once you know - unzip the plugin download, and put what you find in the Procon/Plugins folder.

 

Plugins are typically .cs files, which go in the Plugins/BF3 folder (some also put .inc files in the Plugins folder).

 

Note that to test Procon you don't need a layer server - if you know the rcon IP: port /password of your game server, just start Procon on any windows desktop and add a 'connection' to your game server. You can install plugins locally on that windows PC (including ProconRulz) just to check them out. If that PC can be left running 24/7 then you don't need a layer server at all.

 

But assuming you want a Procon instance hosted 24/7, then it will have it's 'layer server' turned on and you can then connect to that from your desktop Procon instance instead of directly connecting to the game server from your desktop.

 

Now you have the hassle of putting your plugin files (e.g. ProconRulz.cs) in the Plugins/BF3 folder of the layer server and then you have to get the hosted layer server to 'reload plugins' - I'm guessing the hoster provides a way to restart the hosted Procon. Note that you interact with the Layer Server Procon from your desktop procon instance by using the desktop "Parent Control Layer" tab - there is a screenshot of this in the "How to enter your rulz" section of the first post of this thread.

 

If you install ProconRulz.cs it will start with some default rulz, particularly LOGGING to the chat window with messages such as "[20:32:44] ProconRulz: bambam killed trojan with M320" (these don't appear in the in-game chat). Turn on chat logging in the Procon settings.

 

When you get that far, you have Procon+ProconRulz running and can ask for more help in here...

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Originally Posted by Waterboyeee*:

 

Having an issue with this not banning. It's warning and kicking, but no ban..

 

On Say;Text badwords;Playercount 2;Ban racist/intolerant language!

On Say;Text badwords;Playercount 1;Kick racist/intolerant language!

On Say;Text badwords;Say %p%, no racist/intolerant language, only warning!!!

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Originally Posted by gabipaci*:

 

Hi!

 

We have mixed gamemode, CQ and TDM.

How to can i make rules for all TDM maps ONLY (NO RPG/SMAW) like this:

 

On Kill;Map Subway;Weapon SMAW;PlayerCount 3;Yell %p% banned for rocket on Metro;Log %p% banned for rockets on Metro;Ban %p% Metro rockets

On Kill;Map Subway;Weapon SMAW;PlayerCount 2;Yell %p% kicked for rocket on Metro;Log %p% kicked for rockets on Metro;Kick %p% Metro rockets

On Kill;Map Subway;Weapon SMAW;PlayerSay %p% no rockets on Metro;Kill 100

 

 

Thanks, Gabor

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Originally Posted by bambam*:

 

Having an issue with this not banning. It's warning and kicking, but no ban..

 

On Say;Text badwords;Playercount 2;Ban racist/intolerant language!

On Say;Text badwords;Playercount 1;Kick racist/intolerant language!

On Say;Text badwords;Say %p%, no racist/intolerant language, only warning!!!

Try these rulz and see what the log says:

 

On Say;Text badwords;Playercount 2;Log BADWORD: %p% said %text%, count=%c%, Banning;Ban racist/intolerant language!

On Say;Text badwords;Playercount 1;Log BADWORD: %p% said %text%, count=%c%, Kicking;Kick racist/intolerant language!

On Say;Text badwords;Say %p%, no racist/intolerant language, only warning!!!

 

Enable chat and console logging in the Procon options, and check the checkbox in the console that says log events. make sure you check the server ban list for the ban - don't rely on the Procon console until you're sure the ban is happening (Procon has a historical glitch that it only displays bans with a ban reason starting with 'BC2!', or something like that.

 

The basic idea is to understand is the 'Ban' rule not firing for some reason, or is the rule firing but for some reason the 'Ban' isn't taking effect on the player. Or is the player banned but you can't tell from Procon?

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Originally Posted by bambam*:

 

Bam Bam, have you already done something with the %score% and %ticket% varibles?

 

I was thinking about to put in a message at my server when then game is almost done, for the loosing and winning team

I forgot about this - apologies - I'll look into it.

 

I get what the %team_tickets% variable would contain - the number of tickets left for the given team. What would the 'score' variable be for? Teams don't have scores - only tickets. This would be the score for the current player? Not much use unless you could find the player with the max score maybe? It seems to me you mainly want the %team_tickets%, so you could have a rule such as

On Spawn;If %team_tickets%

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Originally Posted by tarreltje*:

 

I forgot about this - apologies - I'll look into it.

 

I get what the %team_tickets% variable would contain - the number of tickets left for the given team. What would the 'score' variable be for? Teams don't have scores - only tickets. This would be the score for the current player? Not much use unless you could find the player with the max score maybe? It seems to me you mainly want the %team_tickets%, so you could have a rule such as

On Spawn;If %team_tickets%

Jups that is what i want! Als when a game is half way you could send a message out to the loosing team to fight harder ect!

 

I already was working on something with decreasing a varible due suicide and On Kill command, but a team looses also ticket when they have lost all their flags! So that isnt working ..

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      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      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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