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


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Originally Posted by KK-FooKaa*:

 

Hi all,

 

Can anyone tel me a code that will yell each time the mcoms are taken on Rush, so it yells to the attackers "Move up Mcoms taken" and to the defenders "Fallback Mcoms taken"

 

Something like that ?

 

Is that possible even ?

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Originally Posted by Witschequast*:

 

It wasn't an Error, was it? It was just a 'Warning', right? A warning doesn't keep it from working. A warning simply means that PRoCon didn't find that weapon definition. The rule will still work perfectly fine with a warning.

I have tested it again with: Not Weapon JNG-90 , Not Weapon JNG90 , Not Damage JNG-90 and Not Damage JNG90

Everytime i get killed, if i use JNG-90.

The new M417 SniperRifle and the new knife are working perfect with the rule.

 

Greets

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Originally Posted by Bl1ndy*:

 

I have tested it again with: Not Weapon JNG-90 , Not Weapon JNG90 , Not Damage JNG-90 and Not Damage JNG90

Everytime i get killed, if i use JNG-90.

The new M417 SniperRifle and the new knife are working perfect with the rule.

 

Greets

Try JNG90 without the -.
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Originally Posted by Witschequast*:

 

Rofl, fail. Sorry i replyed in a hurry. Have you checked that your BF3.def is up2date?

I have found that file in my procon\configs\ folder but where do i get a new one? mine is from 06-14-2012

I have looked into that file and found: procon.protected.weapons.add Recon "JNG90" Primary SniperRifle

but i become the warning if i activate my rulz and i get killed if i use JNG90 :sad:

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Originally Posted by ty_ger07*:

 

Hi all,

 

Can anyone tel me a code that will yell each time the mcoms are taken on Rush, so it yells to the attackers "Move up Mcoms taken" and to the defenders "Fallback Mcoms taken"

 

Something like that ?

 

Is that possible even ?

There is no event to monitor specifically which will tell PRoConRulz that the mcoms were taken. But, you could track the attacker's tickets and yell the messages when there is a large increase in attacker tickets. Since tickets aren't monitored realtime, there might be a 10 to 20 second difference from when the mcoms are destroyed to when the message is yelled.
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Originally Posted by KK-FooKaa*:

 

There is no event to monitor specifically which will tell PRoConRulz that the mcoms were taken. But, you could track the attacker's tickets and yell the messages when there is a large increase in attacker tickets. Since tickets aren't monitored realtime, there might be a 10 to 20 second difference from when the mcoms are destroyed to when the message is yelled.

Yeah that makes sense, when the mcoms are taken the attackers tickets go back up so if the rule could at that exact point yell separate messages to attackers and defenders how i explained that would be exactly what i want :biggrin:

 

Just to help newer players realise they need to move and stop spawn killing a bit ...

 

So could you help me with the actual rule by any chance :biggrin:

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Originally Posted by Witschequast*:

 

I have found that file in my procon\configs\ folder but where do i get a new one? mine is from 06-14-2012

I have looked into that file and found: procon.protected.weapons.add Recon "JNG90" Primary SniperRifle

but i become the warning if i activate my rulz and i get killed if i use JNG90 :sad:

I fixed it.

I have a server from 4players, i created a folder "Configs" and uploaded my bf3.def now it works... :biggrin:

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Originally Posted by ty_ger07*:

 

Yeah that makes sense, when the mcoms are taken the attackers tickets go back up so if the rule could at that exact point yell separate messages to attackers and defenders how i explained that would be exactly what i want :biggrin:

 

Just to help newer players realise they need to move and stop spawn killing a bit ...

 

So could you help me with the actual rule by any chance :biggrin:

Since proconrulz plugin isn't capable of math, it will be difficult to define the difference between a large ticket increase from destroying both mcoms or a ticket increase from reviving attackers.

 

I will have to think about it.

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Originally Posted by KK-FooKaa*:

 

Since proconrulz plugin isn't capable of math, it will be difficult to define the difference between a large ticket increase from destroying both mcoms or a ticket increase from reviving attackers.

 

I will have to think about it.

kk

 

 

Lemme know if i can help test anyting :biggrin:

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Originally Posted by Repoman*:

 

I want to use this rule for our server. However I want to make sure I have right before adding it. We want to have a limit of 10 nades allowed per player. Once they use the first it tell them they have a limit of only 10. Than once they have used 5 it will warn them that they only have 5 left, and than after the 10th nade is and they use another it will kick them.

 

Below is the rule I did, can someone look it over and let me know if I have it right?

 

#Metro Nade Limit

On Kill;Map Subway;Weapon M67 GRENADE;PlayerCount 11;Log Yell %p% kicked for using more than 10 nades on Metro;kick %p% you exceeded you nade amount

On Kill;Map Subway;Weapon M67 GRENADE;PlayerCount 5;Log PlayerYell %p% you have 5 nades left

On Kill;Map Subway;Weapon M67 GRENADE;PlayerYell %p% you have a limit of 10 nades per map

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Originally Posted by Bl1ndy*:

 

I want to use this rule for our server. However I want to make sure I have right before adding it. We want to have a limit of 10 nades allowed per player. Once they use the first it tell them they have a limit of only 10. Than once they have used 5 it will warn them that they only have 5 left, and than after the 10th nade is and they use another it will kick them.

 

Below is the rule I did, can someone look it over and let me know if I have it right?

Code:
#Metro Nade Limit
On Kill;Map Subway;Weapon M67;PlayerCount 11;Yell %p% kicked for using more than 10 nades on Metro;Kick %p% you exceeded you nade amount
On Kill;Map Subway;Weapon M67;PlayerCount 5;PlayerYell %p% you have 5 nades left
On Kill;Map Subway;Weapon M67;PlayerYell %p% you have a limit of 10 nades per map
This works for sure but does not Log it.
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Originally Posted by Repoman*:

 

This works for sure but does not Log it.

does it matter if it doesn't log? As long as it works the way I want it to work i will happy with it. Can you please confirm this Bl1ndy, if you would please.
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Originally Posted by HolTitan*:

 

In our server during RUSH maps, we require 10 people playing to use vehicles. This can be an administrative burden when people come in that don't know the rules.

 

Is there a way to set up a rule to automatically kill players for that use vehicles when less than 10 people in the server?

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Originally Posted by ty_ger07*:

 

In our server during RUSH maps, we require 10 people playing to use vehicles. This can be an administrative burden when people come in that don't know the rules.

 

Is there a way to set up a rule to automatically kill players for that use vehicles when less than 10 people in the server?

First post, example #9. "Click to expand: SHOW"
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Originally Posted by Bl1ndy*:

 

does it matter if it doesn't log? As long as it works the way I want it to work i will happy with it. Can you please confirm this Bl1ndy, if you would please.

I never log a Rulz cause i like to keep my chat clear. And i haven't tested it but it should work mate.
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Originally Posted by Repoman*:

 

I never log a Rulz cause i like to keep my chat clear. And i haven't tested it but it should work mate.

#Metro Nade Limit

On Kill;Map Subway;Weapon M67 GRENADE;PlayerCount 11;Yell %p% kicked for using more than 10 nades on Metro;kick %p% you exceeded you nade amount

On Kill;Map Subway;Weapon M67 GRENADE;PlayerCount 5;PlayerYell %p% you have 5 nades left

On Kill;Map Subway;Weapon M67 GRENADE;PlayerYell %p% you have a limit of 10 nades per map

It won't work, I even removed the log. Every time I kill with a nade it tells me I still have 10 left. Went to 6 kills and it should have said I have 5 nade kills left, but said 10. Anyone have any ideas on how I can fix it?
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Originally Posted by Bl1ndy*:

 

It won't work, I even removed the log. Every time I kill with a nade it tells me I still have 10 left. Went to 6 kills and it should have said I have 5 nade kills left, but said 10. Anyone have any ideas on how I can fix it?

You could try using something like this:

 

Code:

# Nade Limiter by Bl1ndy
On Spawn;PlayerFirst;Set %nade% 10
On Kill;Weapon M67;Decr %nade%
On Kill;if %nade% == 0;Kick ignoring the nade limit.
On Kill;if %nade% =< 10;PlayerYell %nade% of 10 kills with M67 Grenades left before being kicked!
# .
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Originally Posted by bambam*:

 

Repoman use "Weapon M67", not "Weapon M67 GRENADE" - you use the KEY ("M67") for the weapon not the display name ("M67 GRENADE")

 

And if you look at your last rule, it ALWAYS fires on every M67 kill (there's no count condition on it) - so ProconRulz is basically doing what you're telling it to do. If you want the last rule to fire for the first 3 nade kills (say), and not after that, include in that last rule a condition that would do that, i.e. "Not PlayerCount 3".

 

When you've worked that out, with a bit of tweaking it would be easy to give the player a count-down of nades, e.g. you have 3 nades left, your have 2 nades left, that was your last nade... etc

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Originally Posted by HolTitan*:

 

First post, example #9. "Click to expand: SHOW"

Thanks for the info.

 

our rule is 5 vs 5 is okay for vehicles. How should the rule look?

 

My guess:

 

On Kill;Weapon Death;Teamsize 5;

PlayerCount 5;Say %p% kicked for vehicle kills;Kick kicked for vehicle kills with small teams

PlayerCount 3;Say %p% slayed for vehicle kill %c%/5;Kill 100

Say %p% - no vehicle kills with small teams (#%c%/5)

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Originally Posted by Panther*:

 

Hey, I am getting a \ at the end of my Rulz, any reason why?

 

Here are my rules:

 

On Kill;Weapon Weapons/Knife/Knife,Melee;Incr %knifenumber[%p%]%;Say %p% --= stabbed =-- %v% [Knifekill # %knifenumber[%p%]%]# Unreal Tournament Multi Kills Announcer

On Spawn;Set %multi% 0

On Kill;Not Rate 2 4;Set %multi% 0

On Kill;Rate 10 36;if %multi% > 8;Incr %multi%

On Kill;Rate 9 32;if %multi% == 8;Incr %multi%

On Kill;Rate 8 28;if %multi% == 7;Incr %multi%

On Kill;Rate 7 24;if %multi% == 6;Incr %multi%

On Kill;Rate 6 20;if %multi% == 5;Incr %multi%

On Kill;Rate 5 16;if %multi% == 4;Incr %multi%

On Kill;Rate 4 12;if %multi% == 3;Incr %multi%

On Kill;Rate 3 8;if %multi% == 2;Incr %multi%

On Kill;Rate 2 4;if %multi% == 0;Set %multi% 2

On Kill;if %multi% == 10;Yell 15 %p% got AUTObanned for hacking/cheating;Say %p% got AUTObanned for hacking/cheating;Ban Hacking/Cheating - AutoTrigger - %p%

On Kill;if %multi% > 5;Yell 10 %p%: -== M-O-N-S-T-E-R - K-I-L-L (%multi% in a row) ==-;Say %p%: -== M-O-N-S-T-E-R - K-I-L-L (%multi% in a row) ==-

On Kill;if %multi% == 5;Yell 7 %p%: -== ULTRA KILL (%multi% in a row) ==-;Say %p%: -== ULTRA KILL (%multi% in a row) ==-

On Kill;if %multi% == 4;Yell 5 %p%: -= MEGA Kill (%multi% in a row) =-;Say %p%: -= MEGA Kill (%multi% in a row) =-

On Kill;if %multi% == 3;PlayerYell 5 %p%: "Tripple Kill!"

On Kill;if %multi% == 2;PlayerYell 5 %p%: "Double Kill!"\

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Originally Posted by bambam*:

 

Thanks for the info.

 

our rule is 5 vs 5 is okay for vehicles. How should the rule look?

 

My guess:

 

On Kill;Weapon Death;Teamsize 5;

PlayerCount 5;Say %p% kicked for vehicle kills;Kick kicked for vehicle kills with small teams

PlayerCount 3;Say %p% slayed for vehicle kill %c%/5;Kill 100

Say %p% - no vehicle kills with small teams (#%c%/5)

looks fine to me. If you want to make sure you get the message across to the player in the last rule, without spamming everyone on the server, you could use a (five second) PlayerYell as well, e.g.

Say %p% - no vehicle kills with small teams (#%c%/5);PlayerYell 5 No vehicle kills until 5v5, numnuts!!!

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Originally Posted by bambam*:

 

Hey, I am getting a / at the end of my Rulz, any reason why?

 

Here are my rules:

no frickin idea - I suspect this would be something to do with the way PROCON is saving those plugin 'settings' that ProconRulz then uses. Two suggestions one easy, one hard

 

(1) Try not using the double-quotes in the PlayerYell command - there could be a possibility that this has confused Procon saving the plugin settings

 

(2) Procon saves ALL your plugin settings in a file called Configs/.cfg, which you can look at with any text editor such as Notepad. Buried in there is a group of lines that store the plugin settings for ProconRulz, e.g.

procon.protected.plugins.enable "ProconRulz" True

procon.protected.plugins.setVariable "ProconRulz" "Delay before kill" "5000"

procon.protected.plugins.setVariable "ProconRulz" "Yell seconds" "5"

procon.protected.plugins.setVariable "ProconRulz" "Player keeps items on respawn" "Player_reserves_item_until_respawn"

procon.protected.plugins.setVariable "ProconRulz" "EA Rules of Conduct read and accepted" "No"

procon.protected.plugins.setVariable "ProconRulz" "Protect these players from Kick or Kill" "Neither"

procon.protected.plugins.setVariable "ProconRulz" "Trace rules" "No"

procon.protected.plugins.setVariable "ProconRulz" "Rules" ""

procon.protected.plugins.setVariable "ProconRulz" "Server Rulz Message enable" "Yes"

procon.protected.plugins.setVariable "ProconRulz" "Server Rulz Message limited to PlayerSay" "No"

procon.protected.plugins.setVariable "ProconRulz" "Server Rulz Message" "SERVER RULZ:|=== ProconRulz is active. ===|=== Teamwork is everything - go for the objective ==="

procon.protected.plugins.setVariable "ProconRulz" "Player name whitelist" ""

procon.protected.plugins.setVariable "ProconRulz" "Clan name whitelist" ""

 

So you're looking for the line in red, above, and it is possible that "\" character has crept into the file somehow and Procon is a bit confused about it. If so you can edit it out and save the file.

 

It is SIMPLE to make a copy of your Configs/.cfg file before you start fucking with it, so make sure you do this. Recovery is then easy, just delete the one you want and rename any copy back to the original name,

 

You REALLY should have a backup copy of your .cfg file in case Procon or one errant plugin ever craps on it and you lose the settings for ALL your plugins...

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Originally Posted by cjffly*:

 

about simple in game admin, is there a way to add ban reason with something like this:

Code:

On Say;Admin;Text !ban;TargetPlayer;Say Player %t% banned by Amdin %p%;TargetAction  ban Banned by %p%, %targettext%
the TargetPlayer search begin with the first letter following !ban, if I text this:

Code:

!ban cjf cheating
then the TargetPlayer wont match the right name, anyway I can add ban reason with the in game admin function?
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Originally Posted by bambam*:

 

about simple in game admin, is there a way to add ban reason with something like this:

Code:

On Say;Admin;Text !ban;TargetPlayer;Say Player %t% banned by Amdin %p%;TargetAction  ban Banned by %p%, %targettext%
the TargetPlayer search begin with the first letter following !ban, if I text this:

Code:

!ban cjf cheating
then the TargetPlayer wont match the right name, anyway I can add ban reason with the in game admin function?
Actually, I think I should provide an update to ProconRulz for this... I've known for a long time admins have wanted to pick out multiple parameters from an ingame command, e.g. "!ban bam fek off you twat" and at the moment there is no sensible/simple way to do this. I'll take a look and let you know how long it might take (based on whether it turns out to be easy/harder to implement...)
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Originally Posted by HolTitan*:

 

looks fine to me. If you want to make sure you get the message across to the player in the last rule, without spamming everyone on the server, you could use a (five second) PlayerYell as well, e.g.

Say %p% - no vehicle kills with small teams (#%c%/5);PlayerYell 5 No vehicle kills until 5v5, numnuts!!!

Thanks for the info..

 

Any way for this rule to be modified to only be enforced on RUSH maps?

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Originally Posted by cjffly*:

 

Actually, I think I should provide an update to ProconRulz for this... I've known for a long time admins have wanted to pick out multiple parameters from an ingame command, e.g. "!ban bam fek off you twat" and at the moment there is no sensible/simple way to do this. I'll take a look and let you know how long it might take (based on whether it turns out to be easy/harder to implement...)

That would be great! Waiting for good news~:smile:
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