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


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Originally Posted by bambam*:

 

The price of 5€ was only for the time of the Beta,

I decided to change the price to 0€ and make if someone wont a donation.

Thanks - change to donationware is much appreciated.

 

Bambam

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Originally Posted by Magetsw*:

 

I run an SQDM server and we do not allow use of vehicles at all.( Yes I know I could make it custom and have vehicles disabled)

 

I have this as my rules

 

On Kill;Weapon Death;Say %p% No vehicles allowed on this server!;Kill 0

 

Is there a better way to write this rule or is that the only way?

 

I ask because this also kills mortar users as well.

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Originally Posted by badlizz*:

 

Is there a way to stop prconRulz from putting all the messages into the chat screen, there are so many messages that I don't see the actual chat messages that come up.

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Originally Posted by ty_ger07*:

 

Is there a way to stop prconRulz from putting all the messages into the chat screen, there are so many messages that I don't see the actual chat messages that come up.

Replace say for yell. Replace playersay for playeryell.

 

Only time you shouldn't use playeryell or yell is when punishing a player since a dead player can't see a yell message.

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Originally Posted by Bl1ndy*:

 

Replace say for yell. Replace playersay for playeryell.

 

Only time you shouldn't use playeryell or yell is when punishing a player since a dead player can't see a yell message.

I think he ment the procon chat logs.
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Originally Posted by Sgt-Trojan*:

 

I've got ProconRulz installed and using it for weapon and vehicle limiters on our infantry servers.

 

Is there a way to get logs, search for player history, lists of admin events, etc?

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Originally Posted by bambam*:

 

Is it possible for us to use a specific player name as a trigger?

 

Something like...

On kill; by (NAME); Weapon Melee etc....

On Kill;If %p% == bambam;Weapon Melee etc...
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Originally Posted by bambam*:

 

I've got ProconRulz installed and using it for weapon and vehicle limiters on our infantry servers.

 

Is there a way to get logs, search for player history, lists of admin events, etc?

This is predominantly a PROCON setting... in Procon options (Tools... Options... first page) you have a set of checkboxes for logging each of the main tab/windows, i.e. you can log chat, the console, and what's written to the 'plugin console'. The logs get written to a sub-folder of Procon called Logs, in a sub-folder of your servername.

 

If you use the ProconRulz 'Log' action, it will write the message to the Procon 'chat window', but NOT chat in-game, and that text will also get written to the Procon chat log (in the Logs/ folder as _chat.log). It makes sense to use log messages with useful data in them e.g. On Kill;Log %p% killed %v% with %w%, kill #%c%, %h%

 

The logs are plain text. Notepad++ (it's a replacement for Windows Notepad) is particularly GOOD at reviewing the log files because of the TextFX plugin (find it on google/sourceforge - it's an easy install with just 1 dll to add to Notepad++). With Notepad++/TextFX you can highlight any bit of text (i.e. especially a player name in the log) and then click a menu option "show only lines containing this text" - if you do this with a player name in effect you see only log records anything to do with that player. Combined with ProconRulz logging kills and warnings to the chat log, this means you see a history of the player on your server. Notepad++ can also search *all* your log files for a string, so you can quickly see if the same player has been dicking your server over on multiple days.

 

Trust me, this is the leet way to make/look at server logs.

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Originally Posted by bambam*:

 

okay, i tested my !yell rule with %targettext% but it dosnt work.

 

got somebody allready a ingame yell command rule?

It should be fine, but instead of getting fancy with the Exec action, why don't you use the Yell action as nomal_?
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Originally Posted by bambam*:

 

Will this be updated for the latest patch?

As far as I can tell, ProconRulz is already 100% compatible with the latest (R24) update. If you want a rule for one of the new weapons you need to know the weapon key. E.g. "SCAR-L" ?

 

A Procon update will be needed for the weapons to be properly listed in the ProconRulz details, and have the 'Damage' type for the weapon correctly assigned, and in the meantime ProconRulz will give you a 'warning' if you use the weapon in a rule but ProconRulz cannot find the definition in Procon. But the rule will work fine *if* you got the weapon key right...

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Originally Posted by badlizz*:

 

Replace say for yell. Replace playersay for playeryell.

 

Only time you shouldn't use playeryell or yell is when punishing a player since a dead player can't see a yell message.

Sorry I meant that all the messages show up in my procon chat logging screen, when I am not in the server I like to monitor the chat but it gets filled up with these messages

[12:08:51] ProconRulz: [u.S Army] Sscoundrel spawned with [No kit key], [No weapon key], [No spec key]

[12:08:54] ProconRulz: Kill [Russian Army] [Nyel86] killed [u.S Army] [sscoundrel] with [M4A1] [M4A1 Carbine], Kit [No kit key] [No kit], Damage [sMG]

[12:08:56] ProconRulz: [Russian Army] Skyrott spawned with [No kit key], [No weapon key], [No spec key]

[12:08:57] ProconRulz: [u.S Army] dparks577 spawned with [No kit key], [No weapon key], [No spec key]

Is there a setting that will stop all those messages, or lower the frequency?

In the chat options I have unchecked the Display join/leave and Display kills/deaths but it still shows them.

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Originally Posted by Angry_AGAIN*:

 

It should be fine, but instead of getting fancy with the Exec action, why don't you use the Yell action as nomal_?

what normal yell action?

 

my rule was to bypass the procon yell. So our admins can yell rnd text ingame without switching in procon.

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Originally Posted by ty_ger07*:

 

Sorry I meant that all the messages show up in my procon chat logging screen, when I am not in the server I like to monitor the chat but it gets filled up with these messages

 

 

Is there a setting that will stop all those messages, or lower the frequency?

In the chat options I have unchecked the Display join/leave and Display kills/deaths but it still shows them.

like i said in my second response to this question, remove the ';Log whatever' commands from the rules you don't want to show up in the chat log.
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Originally Posted by cjffly*:

 

like i said in my second response to this question, remove the ';Log whatever' commands from the rules you don't want to show up in the chat log.

will that cause any negative effect?
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Originally Posted by badlizz*:

 

like i said in my second response to this question, remove the ';Log whatever' commands from the rules you don't want to show up in the chat log.

oh thanks ty_ger I didn't see the second post.

That is what I needed :smile:

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Originally Posted by bambam*:

 

what normal yell action?

 

my rule was to bypass the procon yell. So our admins can yell rnd text ingame without switching in procon.

Lol,

 

just have a rule On Say;Text !yell;Yell 5 %targettext%

 

This uses the ProconRulz Yell action, which will yell into your game server by itself sending the 'admin.yell' command into the rcon interface of your game server (but you don't really need to know how it works, just use it).

 

If you look at the list of available actions in the ProconRulz online documentation (see link in my sig), you will see as well as the typical Kill/Kick/Ban these also include Say,PlayerSay,TeamSay,Yell,PlayerYell,TeamYell and Log

 

So you can use a command such as On Kill;Weapon SMAW;Yell %p% used the SMAW;Kill 1000;Log %p% slayed for SMAW

 

That rule will check each Kill (On Kill), see if the weapon used was a SMAW rocket (Weapon SMAW), and if so it will yell a message such as "Angry_AGAIN used the SMAW" (Yell), then it will kill player Angry_Again (Kill) and then it will write a message to the Procon chat log "Angry_AGAIN slayed for SMAW" (Log).

 

 

So to cjffly's question ("will something bad happen if you delete the Log actions) - any of these actions (Yell, Kill, Log) can be deleted from the rule and the only impact is that action will no longer happen. E.g. so you can remove the 'Log' action, and the "%p% slayed for SMAW" messages will no longer be put in the log. This is not the same as deleting the whole rule...

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Originally Posted by Angry_AGAIN*:

 

bambam... call me looney but i tryd it with this rule and it dosnt work.

i got no clue why but on some of our servers it works with my origianal rule and on others not.

 

All my yell rules working fine but my ingame yell bypass does things...

 

Btw thanks for explain me the basic funktions but i just missunderstood you.

 

EDIT:

 

Omg i found the issue.

 

Layer Server Restart seems to fix the problem.

I think our hoster installed the R23 but dont restart the layer server

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Originally Posted by bambam*:

 

Omg i found the issue.

Ah, happy news all round then ...

 

FYI these are the new weapon keys found so far with the R24 update, a Procon update will add them to your bf3.def when Close Quarters is made available. Credit EBastard and others:

 

steyr aug --> Aug A3 Assault Rifle (Assault Class)

weapons/xp2_acr/acr --> ACW-R Light Machine Gun (Engineer Class)

knife_razorblade --> BF Premium Knife (All Classes)

weapons/xp2_l86/l86 --> L86A2 (Support Class)

spas-12 --> SPAS-12 Shotgun (All Classes)

m417 --> M417 (Recon Class)

scar-l --> Scar-L (Assault Class)

lsat --> LSAT (Support Class)

weapons/xp2_mtar/mtar --> MTAR-21 (Engineer Class)

(key unknown so far) - JNG-90 (Recon Class)

(key unknown so far) - M5K (All Classes)

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Originally Posted by bambam*:

 

While we're on it, it would be useful to have bf3.def entries for

 

procon.protected.weapons.add Assault "M416" Primary AssaultRifle

procon.protected.weapons.add None "Suicide" Primary Suicide

procon.protected.weapons.add None "DamageArea" Primary Suicide

procon.protected.weapons.add None "SoldierCollision" Primary Suicide

 

re the first one, I *think* BF3 has CHANGED the weapon key from Weapons/M416/M416 to M416 - I certainly have log entries from yesterday full of M416 codes but I can find the longer key in earlier entries. Safest thing would be to have both entries in BF3.def..

 

Many thanks to EBastard and others that did the research so far..

 

Bambam

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Originally Posted by utopiate*:

 

BamBam, apologies for being a pain, you gave me a ruleset which limited sniper rifles back along and it worked a treat however, despite having it set to '4' it is actioning '0' sniper rifles allowed. any ideas? as Ive searched but can't find anything similar.

 

Ruleset:

 

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;

if %team_recontotal% == %server_sniperlimit%;if %_beingsniper% == 0;PlayerYell %p% 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;Not Damage Handgun;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%

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Originally Posted by scoop*:

 

Hi, i have a question, at the moment i have this rules on my 4 servers:

 

# NO EXPLO METRO

 

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

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

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

 

# NO SHOTGUN

 

On Kill;Damage Shotgun;PlayerCount 4;Log %p% banned for shotgun;Ban %p% Shotgun

On Kill;Damage Shotgun;PlayerCount 2;Log %p% kicked for shotgun;Kick %p% Shotgun

On Kill;Damage Shotgun;PlayerSay %p% no shotgun;Kill 100

 

# M320

 

On Kill;Weapon M320;PlayerCount 4;Log %p% banned for M320;Ban %p% M320 use

On Kill;Weapon M320;PlayerCount 2;Log %p% kicked for M320;Kick %p% M320 use

On Kill;Weapon M320;PlayerSay %p% no M320;Kill 100

 

 

# NO C4

 

On Kill;Weapon Weapons/Gadgets/C4/C4;PlayerCount 4;Log %p% banned for claymore;Ban %p% claymore use

On Kill;Weapon Weapons/Gadgets/C4/C4;PlayerCount 2;Log %p% kicked for claymore;Kick %p% claymore use

On Kill;Weapon Weapons/Gadgets/C4/C4;PlayerSay %p% no claymore;Kill 100

 

# CLAYMORE

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 4;Log %p% banned for claymore;Ban %p% claymore use

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 2;Log %p% kicked for claymore;Kick %p% claymore use

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerSay %p% no claymore;Kill 100

But he don't kick spas12 / m26 dart / m320 dart

 

can you help me ? thank's in advance and sorry for bad english i am french "haha"

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Originally Posted by tarreltje*:

 

BamBam, apologies for being a pain, you gave me a ruleset which limited sniper rifles back along and it worked a treat however, despite having it set to '4' it is actioning '0' sniper rifles allowed. any ideas? as Ive searched but can't find anything similar.

 

Ruleset:

 

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;

if %team_recontotal% == %server_sniperlimit%;if %_beingsniper% == 0;PlayerYell %p% 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;Not Damage Handgun;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%

Use the updated version of the limiter in the enhanchment section!! There was a litttle bug in this version
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