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


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Originally Posted by ty_ger07*:

 

problem is, that there is no spambot, which suppport NORMAl yell timing!

"Normal" yell timing? What's normal and what's not normal? The latest version of spambot supports yell. Not sure if it supports normal yell since I don't know what you consider normal.

 

Spamming yell or chat box messages does not require any plugin. You can easily create a task to yell or say any message you want at any frequency you want by adding it to your server's pbsv.cfg file. Just read that thread I linked to. I provided a full explaination in that thread. Only one simple command needs to be added to your server's pbsv.cfg file and then the game server needs to be restarted for the change to take effect.

 

Here's the link again:

www.phogue.net/forumvb/showth...elcome-message*

 

Here's the pertinent information:

Just add the messages as scheduled tasks at the bottom of your pbsv.cfg file on your game server host.

 

Example:

 

pb_sv_task 200 600 admin.yell "Check rules: !rules" 4

 

If you added that command at the bottom of your pbsv.cfg file and restarted your game server, it would create a task to yell "Check rules: !rules" for 4 seconds after 200 seconds of the server being restarted and then every 600 seconds thereafter. In other words, the server would yell the message for 4 seconds every 10 minutes.

 

Let me explain the command: pb_sv_task 200 600 admin.yell "Check rules: !rules" 4

pb_sv_task means to create a new task.

200 means to start the task 200 seconds after the server is started.

600 means to repeat the task every 600 seconds.

admin.yell means to "yell" the message to the server (display the message at the bottom center of the player's screen). You may substitute admin.yell for admin.say to "say" the message in the chat box instead (what you are trying not to do).

"Check rules: !rules" is the message which will be yelled. The message must be within quotation marks if the message is longer than 1 word (has any spaces).

4 is how long the rule is yelled on the screen before disappearing.

 

I hope this helps.

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Originally Posted by BelluX*:

 

Someone who can control me this code? It doesn't work. I would like to disable the weapon in these maps. Thx.

 

On Kill;Map 001,Map 012,Map 018,Map Subway;Weapon M26MASS;PlayerCount 5;Log %p% banned for M26;Ban %p% M26 shotgun use

On Kill;Map 001,Map 012,Map 018,Map Subway;Weapon M26MASS;PlayerCount 3;Log %p% kicked for M26;Kick %p% M26 shotgun use

On Kill;Map 001,Map 012,Map 018,Map Subway;Weapon M26MASS;PlayerSay %p% no M26 shotgun;Kill 100

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Originally Posted by philipp378*:

 

"Normal" yell timing? What's normal and what's not normal? The latest version of spambot supports yell. Not sure if it supports normal yell since I don't know what you consider normal.

 

Spamming yell or chat box messages does not require any plugin. You can easily create a task to yell or say any message you want at any frequency you want by adding it to your server's pbsv.cfg file. Just read that thread I linked to. I provided a full explaination in that thread. Only one simple command needs to be added to your server's pbsv.cfg file and then the game server needs to be restarted for the change to take effect.

 

Here's the link again:

www.phogue.net/forumvb/showth...elcome-message*

 

Here's the pertinent information:

Ok, will try! Thanks!
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Originally Posted by AJToft*:

 

@Bambam

 

It is possible to make a rule that yell the reason a player was killed by an admin?

And how would a rule look like, that yell the reason a player got kicked or banned?

 

I know there are other plugins that can do that, but i dont want to many plugins :cool:

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Originally Posted by bambam*:

 

Someone who can control me this code? It doesn't work. I would like to disable the weapon in these maps. Thx.

 

On Kill;Map 001,Map 012,Map 018,Map Subway;Weapon M26MASS;PlayerCount 5;Log %p% banned for M26;Ban %p% M26 shotgun use

On Kill;Map 001,Map 012,Map 018,Map Subway;Weapon M26MASS;PlayerCount 3;Log %p% kicked for M26;Kick %p% M26 shotgun use

On Kill;Map 001,Map 012,Map 018,Map Subway;Weapon M26MASS;PlayerSay %p% no M26 shotgun;Kill 100

You were close... just your Map condition is wrong - it should be "Map map1,map2,..." not "Map map1,Map map2,...". It means "Map name or filename includes "map1" OR "map2" OR ...

 

On Kill;Map 001,012,018,Subway;Weapon M26MASS;PlayerCount 5;Log %p% banned for M26;Ban %p% M26 shotgun use

On Kill;Map 001,012,018,Subway;Weapon M26MASS;PlayerCount 3;Log %p% kicked for M26;Kick %p% M26 shotgun use

On Kill;Map 001,012,018,Subway;Weapon M26MASS;PlayerSay %p% no M26 shotgun;Kill 100

 

Now that BF3 supports PlayerYell you could get the message across more clearly with a PlayerYell and would still not be spamming the other players. The trick is to know that players can't see Yells when they're dead, so you want to delay the admin kill until after they've seen the yell message, e.g. time the yell message for 5 seconds, and put a 5 second delay in the Kill. Important detail is kill delay is in 1/1000's of a second (i.e. milliseconds) and Yell display time is in seconds in BF3 (but milliseconds in BFBC2) (blame Dice). So,an option for the last rule could be:

On Kill;Map 001,012,018,Subway;Weapon M26MASS;PlayerSay %p% no M26 shotgun;PlayerYell 5 %p% no M26 shotgun;Kill 5000

 

Bambam

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Originally Posted by AliwareHC*:

 

Where should I paste these commands?

 

On Kill;Weapon RPG-7;Log %p% kicked on #%c% RPG-7 kill;Kick %p% kicked for rockets

On Kill;Weapon SMAW;Log %p% kicked on #%c% SMAW kill;Kick %p% kicked for rockets

On Kill;Weapon M320;Log %p% kicked on #%c% M320 kill;Kick %p% kicked for rockets

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Originally Posted by ty_ger07*:

 

Where should I paste these commands?

 

On Kill;Weapon RPG-7;Log %p% kicked on #%c% RPG-7 kill;Kick %p% kicked for rockets

On Kill;Weapon SMAW;Log %p% kicked on #%c% SMAW kill;Kick %p% kicked for rockets

On Kill;Weapon M320;Log %p% kicked on #%c% M320 kill;Kick %p% kicked for rockets

Did you read the first post of this thread? If you expand the various sections of the first post, you will find the appropriate instructions and picture.
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Originally Posted by rautenbachj*:

 

My ProConRulz keeps going missing from my ProCon Console. The plugin is uploaded into the "/Plugins/BF3" but it only showed up once in my Procon console, after that, I havent been able to see it again. Is this a known thing, and how can i fix it? I have tried to delete it and re-upload it, it doesnt make any difference.

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Originally Posted by AJToft*:

 

@Bambam

 

It is possible to make a rule that yell the reason a player was killed by an admin?

And how would a rule look like, that yell the reason a player got kicked or banned?

 

I know there are other plugins that can do that, but i dont want to many plugins :cool:

_?
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Originally Posted by bambam*:

 

My ProConRulz keeps going missing from my ProCon Console. The plugin is uploaded into the "/Plugins/BF3" but it only showed up once in my Procon console, after that, I havent been able to see it again. Is this a known thing, and how can i fix it? I have tried to delete it and re-upload it, it doesnt make any difference.

Are you looking at the Parent Layer Control tab in Procon ? At a guess you're mixing up the plugins on the layer server with looking at your local plugins tab
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Originally Posted by bambam*:

 

_?

The tricky bit is how to get the reason - ProconRulz doesn't have an easy way to go "kill - player - reason" all in the same say text.

 

Option 1 - use TWO commands '!reason because you're a prick', '!kill bam'

 

Option 2 - have a couple of standard reasons and create a command for each e.g. "!kill-nade bam" or "kill-camp bam"

 

Both a bit shite, I agree

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Originally Posted by Shamrock*:

 

Thanks bambam for the recent update. Sorry I couldn't be your debugger.

 

One thing I'd like to see in the future (if possible) is rulz based on the player that did the action; for example, if I had a method in place to change the tickets for the next game, then I could let certain people execute that command (regular players for example, when an admin is not online):

Code:

On Say;Text !set_tickets;Player SoldierXXX;Exec vars.gameModeCounter %targettext%
So that when player SoldierXXX says "!set_tickets 50", it executes the command. This would open a wide range of possiblities. The only way to do something similar to this at present would be to set %temp_admin% = target player (using On Say) and then checking if the player is %temp_admin% when they say something. This of course would be reset on every round.

 

I'd imagine there is something in the API for this - is it possible? Thanks.

 

 

 

EDIT: I just realised, is this code the same and does it work?

Code:

On Say;Text !set_tickets;If %p% == SoldierXXX;Exec vars.gameModeCounter %targettext%
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Originally Posted by bambam*:

 

EDIT: I just realised, is this code the same and does it work?

Code:

On Say;Text !set_tickets;If %p% == SoldierXXX;Exec vars.gameModeCounter %targettext%
yeah that'll work fine. If you want you can allow this only when no admins are online with

Code:

On Say;Text !set_tickets;Not Admins;If %p% == SoldierXXX;Exec vars.gameModeCounter %targettext%
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Originally Posted by Aneurysm*:

 

I'm using:

 

Code:

On Round;Map MP_017;MapMode TeamDeathMatch0
Exec vars.gameModeCounter 500
To set custom tickets to 500 for Noshahr Canals Team Deathmatch (preset 100 t.), but if I restart the server the rule is not applied, I need to restart the round to get 500 tickets, why?
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Originally Posted by Athlon*:

 

I'm using:

 

Code:

On Round;Map MP_017;MapMode TeamDeathMatch0
Exec vars.gameModeCounter 500
To set custom tickets to 500 for Noshahr Canals Team Deathmatch (preset 100 t.), but if I restart the server the rule is not applied, I need to restart the round to get 500 tickets, why?
The number for that vars is a percentage. 100 would be 100% of the default for the map. 500 is 500% (5 times) the default. I'm not sure what the default is for Nosehair, but if it is 250 tickets, then you want to use vars.gameModeCounter 200 to double it.
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Originally Posted by ty_ger07*:

 

I'm using:

 

Code:

On Round;Map MP_017;MapMode TeamDeathMatch0
Exec vars.gameModeCounter 500
To set custom tickets to 500 for Noshahr Canals Team Deathmatch (preset 100 t.), but if I restart the server the rule is not applied, I need to restart the round to get 500 tickets, why?
Why not just increase the tickets in your game server provider's startup.txt file?

 

Doing it with PRoCon after the round has started requires a round change before the change will take effect.

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Originally Posted by Aneurysm*:

 

Why not just increase the tickets in your game server provider's startup.txt file?

 

Doing it with PRoCon after the round has started requires a round change before the change will take effect.

Because I need to change the tickets dinamically, depending which map is running, for example I have another rule:

 

Code:

On Round;Map MP_012,MP_018;MapMode ConquestSmall0
Exec vars.gameModeCounter 300
The rules work just if I restart the round... I tried also:

 

Code:

On Round;Map MP_012,MP_018;MapMode ConquestSmall0
Exec vars.gameModeCounter 100
Exec vars.gameModeCounter 300
to restore the original value and then set the custom one but it's the same... :sad:
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Originally Posted by ty_ger07*:

 

Because I need to change the tickets dinamically, depending which map is running, for example I have another rule:

 

Code:

On Round;Map MP_012,MP_018;MapMode ConquestSmall0
Exec vars.gameModeCounter 300
The rules work just if I restart the round... I tried also:

 

Code:

On Round;Map MP_012,MP_018;MapMode ConquestSmall0
Exec vars.gameModeCounter 100
Exec vars.gameModeCounter 300
to restore the original value and then set the custom one but it's the same... :sad:
It's a limitation of the game. That variable won't take effect until the round is restarted or next round is started.

 

One way to get around this is the execute the command at OnRound of the round before the one you wish to modify. If you know your map rotation and you only have one round per map, you can execute the command at OnRound before the map you wish to change. This will make the variable already applied and ready for the map you want the higher tickets on.

 

Example:

Let's say your rotation is:

One round of seine

One round of metro

One round of kharg

 

If you want to increase Kharg to 200% tickets, apply the command at OnRound of metro loading. Then, the tickets will be 200% when kharg loads. Then, if you want seine to have 100% tickets, you have to set 100% tickets at OnRond of Kharg loading so that it will be 100% when seine loads. Kharg would be 200% tickets even though you just set it to 100% tickets at OnRound because the 100% setting doesn't take effect until the round is restarted or next round starts.

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Originally Posted by Shamrock*:

 

yeah that'll work fine. If you want you can allow this only when no admins are online with

Code:

On Say;Text !set_tickets;Not Admins;If %p% == SoldierXXX;Exec vars.gameModeCounter %targettext%
Thank you!
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Originally Posted by vv211*:

 

is there a way to set it up to auto kill people for entering a vehicle? we want our server hardcore infantry only, but when we disable vehicles, it turns into custom

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Originally Posted by ty_ger07*:

 

is there a way to set it up to auto kill people for entering a vehicle? we want our server hardcore infantry only, but when we disable vehicles, it turns into custom

No. But you can set the vehicle respawn time super high so that after the vehicle is destroyed once, it never respawns during a normal round time.
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Originally Posted by bambam*:

 

No. But you can set the vehicle respawn time super high so that after the vehicle is destroyed once, it never respawns during a normal round time.

Repoman did some great work researching what actually happens with the respawn time vs. allowing vehicles - search for his posts.

 

Respawn time was found to be the time between vehicle spawns which is SET WHEN THE NEXT VEHICLE SPAWNS - i.e. if you have a vehicle respawn time of 30 minutes, then when a vehicle spawns the NEXT vehicle will not spawn for 30 minutes, even after a round change. I.e. the respawn time seems to be set as if it is an attribute of the current vehicle. I.e.

 

* (respawn time is 5 mins...)

* after 5 mins - vehicle spawns. THIS vehicle now has a respawn time of 5 mins...

* set time for vehicle spawn to 30 mins ..

* after 5 mins - vehicle spawns. THIS vehicle now has a respawn time of 30 mins

* after 30 mins - vehicle spawns (respawn time still 30 mins)

* set time for vehicle spawns to 5 mins ...

* after 30 mins - vehicle spawns (respawn time now 5 mins)

* after 5 mins - vehicle spawns.

 

Or you could think of it like a 1-vehicle-delay before the respawn time takes effect. This seems to happen regardless of round starts (but that hasn't been tested fully, e.g. 2 round starts...)

 

So say you want respawn times of 5 mins and 30 mins for different reasons, it is difficult to know how to implement it. The commands are easy enough, but if you're currently on a 30-minute delay it can take up to 30 minutes for you to change back to 5 minutes...

 

That's the current state of the research anyway - credit Repoman

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Originally Posted by bambam*:

 

FYI there's a new Example 16 - end of round stats that's been added to the 1st post in this thread - credit tarreltje. Periodically through the round (based on remaining tickets) it outputs messages:

 

Most KILLS >>> bambam >>> 35

Most HEADSHOTS >>> pebbles >>> 5

Most KNIFES >>> wilma >>> 3

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Originally Posted by Repoman*:

 

is there a way to set it up to auto kill people for entering a vehicle? we want our server hardcore infantry only, but when we disable vehicles, it turns into custom

@vv211, I tested the following and it does work, however there is one weird glitch to it. The vehicles spawn twice before not spawning again for that map.

 

I also have another in place for Bazaar. Until the vehicles don't respawn I use the #Bazaar rule that will kill the player if they kill using a vehicle. We also have members that will destroy vehicles right away when spawning so that once destroyed they won't re-spawn back for that map.

 

I hope this helps you.

 

Code:

#Bazaar
On Kill;Weapon Death;Map MP_001;Yell %p%  VEHICLES ARE USED FOR TRANSPORT ONLY ON %m%;kill 100
#vehicleSpawnDelay
On Round;Map MP_001;Exec vars.vehicleSpawnDelay 99999
On Round;Not Map MP_001;Exec vars.vehicleSpawnDelay 100
Just change the map to what you what you want
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Originally Posted by Shamrock*:

 

Here are a few simple rulz we use to keep the server size just above the amount of players on the server. It helps populate the server due to the way Battlelog ranks servers in the server browser.

 

Code:

#	Auto change maxplayers
On Join;
Say Another player is joining the server...
TeamSize 15;Exec vars.maxPlayers 48
TeamSize 11;Exec vars.maxPlayers 32
TeamSize 7;Exec vars.maxPlayers 24
TeamSize 3;Exec vars.maxPlayers 16
TeamSize 1;Exec vars.maxPlayers 8
On Leave;
TeamSize 15;Exec vars.maxPlayers 48
TeamSize 11;Exec vars.maxPlayers 32
TeamSize 7;Exec vars.maxPlayers 24
TeamSize 3;Exec vars.maxPlayers 16
TeamSize 1;Exec vars.maxPlayers 8
Battlelog ranks servers based on their percentage full. So, if there are 6 players on a server with maxPlayers 8, the server appears to be 75% full. But on a server with 2 players where the maxPlayers is 32, your server should be ranked higher on the server browser as this server would only appear 18% full.

 

EDIT:

Of course it can also be used to lower the ticket count. This number obviously won't be changed until the end of the current round.

 

Code:

#	Auto change maxplayers and tickets
On Join;
Say Another player is joining the server...
TeamSize 15;Exec vars.maxPlayers 48
TeamSize 11;Exec vars.maxPlayers 32
TeamSize 7;Exec vars.maxPlayers 24;Exec vars.gameModeCounter 100
TeamSize 3;Exec vars.maxPlayers 16;Exec vars.gameModeCounter 75
TeamSize 1;Exec vars.maxPlayers 8;Exec vars.gameModeCounter 50
On Leave;
TeamSize 15;Exec vars.maxPlayers 48
TeamSize 11;Exec vars.maxPlayers 32
TeamSize 7;Exec vars.maxPlayers 24;Exec vars.gameModeCounter 100
TeamSize 3;Exec vars.maxPlayers 16;Exec vars.gameModeCounter 75
TeamSize 1;Exec vars.maxPlayers 8;Exec vars.gameModeCounter 50
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Originally Posted by Shamrock*:

 

Although, having read this:

Normally, if the server size is modified to a value greater than what it was when the round began, players exceeding the previous size are required to wait at a black screen until the round ends. This plugin actively works around this issue by setting the server to it's max size before each round begins.

...I'm unsure if these rulz are a good idea? Can anyone enlighten me further?
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Originally Posted by ty_ger07*:

 

I think Falcontx is correct.

 

You could set the server size to max size towards the end of the round (TeamScore

 

Or... you could just use the adaptive server size plugin. :ohmy:

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Originally Posted by ty_ger07*:

 

Posted this in another thread:

 

# Adjust Tickets Based on Smallest Team Size (ty_ger07)

On Spawn;If %team_score%

On Spawn;If %team_score%

On Spawn;If %team_score%

On Spawn;If %team_score%

On Spawn;If %team_score%

 

It might be interesting to some people. Not really interesting to me though.

 

This would set the number of tickets for the next round based on how many players are in the server towards the end of the current round. The reason the tickets are only set towards the end of the round is because the change in ticket number doesn't take effect until the next round starts anyways, so it makes no sense to adjust the tickets over and over during the entire round.

 

What it does:

 

If a team has less than 20 tickets remaining, every time a player spawns, it sets the next round's tickets based on the number of players in the smallest team at the end of this round.

 

Adjust the values as you desire.

 

As it is the way I posted it:

150% tickets for 25 - 32 players on team

125% tickets for 17 - 24 players on team

100% tickets for 13 - 16 players on team

75% tickets for 9 - 12 players on team

50% tickets for 1 - 8 players on team

 

Limitations:

 

1) Once a round starts, the number of tickets can't be modified until the next round starts. So, if a server has few players towards the end of a round, the next round's tickets will remain low even if a bunch of players join.

2) Players who join or leave during the scoreboard won't be counted in the ticket computation process.

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Originally Posted by Shamrock*:

 

Or... you could just use the adaptive server size plugin. :ohmy:

That does sound a bit easier lol :biggrin:

We're trying to use as few plugins as possible, so I'm trying to do with with ProconRulz.

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