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


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Originally Posted by Repoman*:

 

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

Bambam is there a way that I can get it to just say on the first kill you have 10 left, on the 5th kill you have 5 left and on the 9th kill you have 1 left? I did it the other that it counts down from 10 but it floods the rcon chat console.

 

Any help would be greatly appreciated.

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Originally Posted by bambam*:

 

ProconRulz updated to version 41a.4

 

The support for On Say... Text ... TargetPlayer rulz, using %text% (the original chat text), %targettext% (the text left over after a command or playername has been stripped out) and %t% (the target playername) has been extended, making it simple to define more powerful in-game commands. This includes being able to use a in an in game command (e.g. "!kick ") but actually the support is general and other values can be extracted and inserted into actions.

 

The has been comprehensively updated to explain this functionality, but sample rulz providing the following in-game commands have been included in a new appendix:

 

!slay Admin only

!kick [] Admin only

!ban [] Admin only

!nextlevel Admin only

!yell

!pyell

 

On Say;Text !slay;Admin;TargetPlayer;PlayerSay %t% SLAYED;TargetAction Kill 100

On Say;Text !kick;Admin;TargetPlayer;PlayerSay %t% KICKED;TargetAction Kick %targettext%

On Say;Text !ban;Admin;TargetPlayer;PlayerSay %t% BANNED;TargetAction Ban %targettext%

On Say;Text !nextlevel;Admin;Exec admin.runNextLevel

On Say;Text !yell;Yell 5 %targettext%

On Say;Text !pyell;TargetPlayer;PlayerSay (%t%) %targettext%; TargetAction PlayerYell %targettext%

 

The ProconRulz implementation of player name matching (using TargetPlayer) is IMHO more convenient than the default Procon in-game admin plugin behaviour. You can match with any substring of the player name, TargetPlayer only matches successfully if this selects a single player in-game, and no confirmation is needed. So to ban a player called "00||!!||II||00" just type "!ban !!" (or any other couple of letters in the name). For the wierd player names that some hackers use, this is easier than trying to (approximately) match their full name. If you type "!kick bam" and there are two players with "bam" in their name, the command does nothing, and you just need to pick a better subset of the player name - it does not need to be the first letters.

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Originally Posted by Panther*:

 

WISH:

 

It would be great if this plugin would also fetch informations out of battelog. Than we could ban/kick players on join, if a stat of a players is way beyond good and evil. Example: KD > 10

 

Something like this:

 

On Join; Battlelog; kills/deaths >10; score/timeplayed > 800; Ban %p% get the peep out cheater

 

Here is a thread, which explains how to fetch stats out of battlelog.

www.phogue.net/forumvb/showth...-from-a-plugin*

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Originally Posted by Repoman*:

 

WISH:

 

It would be great if this plugin would also fetch informations out of battelog. Than we could ban/kick players on join, if a stat of a players is way beyond good and evil. Example: KD > 10

 

Something like this:

 

On Join; Battlelog; kills/deaths >10; score/timeplayed > 800; Ban %p% get the peep out cheater

 

Here is a thread, which explains how to fetch stats out of battlelog.

www.phogue.net/forumvb/showth...-from-a-plugin*

Since 2xp is held almost every weekend or so and with a whole week of 2xp coming wouldn't that give a false positive on the score per minute and time play, which would result in banning clean player?
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Originally Posted by bambam*:

 

I'll think about it Panther - I did already look at the Battlelog code but didn't get as far as prototyping up a connection with ProconRulz. Thanks for providing a sample rule format - ProconRulz always has the condition/action name as the first word in each condition action, so the conditions would be something like "Stats kills/deaths > 10" but I get the idea. I'd also need to think about implementing arithmetic. The 'kills' would more likely be %stats_kills%, and I probably wouldn't need your 'Battlelog' single condition. It'd be great to do but I do have other stuff also so it's thinking about how to get it done without making ProconRulz unstable in the process.

 

cheers - Bambam

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Originally Posted by memix*:

 

Hello a question ,

Is it possible to to dont see all the messages of the plugin at the chat log of procon?

I am trying to read the messages at the chat thru procon and i cant because the plugin is giving all this messages.

example :

[19:50:45] ProconRulz: [Alpha] Keinonen spawned with [No kit key], [No weapon key], [No spec key]

[19:50:45] ProconRulz: Kill [Alpha] [dada38100] killed [bravo] [Namyn] with [M16A4] [M16A4 Assault Rifle], Kit [No kit key] [No kit], Damage [AssaultRifle]

[19:50:46] ProconRulz: Kill [bravo] [MAKAROVHR] killed [Alpha] [dada38100] with [F2000] [F2000 Assault], Kit [No kit key] [No kit], Damage [AssaultRifle]

[19:50:46] ProconRulz: [Alpha] AzathothB spawned with [No kit key], [No weapon key], [No spec key]

[19:50:47] ProconRulz: Kill [bravo] [Minek] killed [Alpha] [M_BAHRAIN] with [Melee] [Melee], Kit [No kit key] [No kit], Damage [Melee]

[19:50:48] ProconRulz: [bravo] konik91 spawned with [No kit key], [No weapon key], [No spec key]

[19:50:49] ProconRulz: [Alpha] GR_Hartmann spawned with [No kit key], [No weapon key], [No spec key]

[19:50:52] ProconRulz: Kill [Alpha] [Keinonen] killed [bravo] [Orion33i7] with [steyr AUG] [Aug A3 Assault Rifle], Kit [No kit key] [No kit], Damage [AssaultRifle]

[19:50:52] ProconRulz: Kill [bravo] [Minek] killed [Alpha] [mechanius1992] with [Knife_RazorBlade] [bF Premium Knife], Kit [No kit key] [No kit], Damage [Melee]

 

 

Every second there is a message and i cant read what the players are saying at the server.

Only in procon chat this messages are shown not in the server chat .

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Originally Posted by Panther*:

 

There are more scores available for programmers. There is a overallscore (contains all ribbons and so on) and a combatscore in Battlelog. The K/D is not effected by 2xp and the Skill either. The combatscore is also not effected till now.

 

Since 2xp is held almost every weekend or so and with a whole week of 2xp coming wouldn't that give a false positive on the score per minute and time play, which would result in banning clean player?

@bambam: thanks for considering.
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Originally Posted by cjffly*:

 

ProconRulz updated to version 41a.4

 

The support for On Say... Text ... TargetPlayer rulz, using %text% (the original chat text), %targettext% (the text left over after a command or playername has been stripped out) and %t% (the target playername) has been extended, making it simple to define more powerful in-game commands. This includes being able to use a in an in game command (e.g. "!kick ") but actually the support is general and other values can be extracted and inserted into actions.

....

cheers! should buy you a beer! lol
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Originally Posted by Repoman*:

 

That's because the bottom rule is always true and covers up the message which says you only have 5 left. Try putting the bottom rule on top.

@ty_ger07 I tried

 

#Metro Nade Limit

On Kill;Map Subway;Weapon M67;PlayerYell %p% you have a limit of 10 nade kills on Metro Map

On Kill;Map Subway;Weapon M67;PlayerCount 10;Yell %p% kicked for nade spamming on Metro;kick %p% you exceeded you nade amount for Metro

On Kill;Map Subway;Weapon M67;PlayerCount 9;PlayerYell %p% you have 1 nade kill left on Metro use it wisely

On Kill;Map Subway;Weapon M67;PlayerCount 5;PlayerYell %p% you have 5 nade kills left on Metro

It worked on the 5th, 9th and 11th perfect, but it kept saying you have 10 nade kills left for all the other 7 kills (2,3,4,6,7,8,10). Any other idea. I only want it to yell it on 1st, 5th and 9th kills.
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Originally Posted by Large_Pudding*:

 

Hey lads.

I've read all documentation as with search the forum for the answer so any reply would be greatly appreciated.

 

Is there any way to use the admin.movePlayer command via proconrulz?

 

Yup, I'm aware the basic iga has the command, however I've overhauled all of our plugins and dumped most into rulz.. in doing so loading time has dropped from almost 2 mins to 10 seconds.. now we're running only 3 opposed to 7.

 

So for example

On Say;Admin;Text @mus;TargetPlayer;Exec admin.movePlayer 1 0 0

 

where as 1 is us 0 squad and 0 is forcekill

 

in addition force move would be @fm1

 

Me brain be frazzled O_o

 

Regards

 

Pudd

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Originally Posted by cjffly*:

 

Hey lads.

I've read all documentation as with search the forum for the answer so any reply would be greatly appreciated.

 

Is there any way to use the admin.movePlayer command via proconrulz?

 

Yup, I'm aware the basic iga has the command, however I've overhauled all of our plugins and dumped most into rulz.. in doing so loading time has dropped from almost 2 mins to 10 seconds.. now we're running only 3 opposed to 7.

 

So for example

On Say;Admin;Text @mus;TargetPlayer;Exec admin.movePlayer 1 0 0

 

where as 1 is us 0 squad and 0 is forcekill

 

in addition force move would be @fm1

 

Me brain be frazzled O_o

 

Regards

 

Pudd

On Say;Admin;Text !move;TargetPlayer;PlayerSay You are moved by Admin;Exec admin.movePlayer %t% 1 0 1

 

I guess, didn't test this.

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Originally Posted by KTwo*:

 

@ty_ger07 I tried

 

 

 

It worked on the 5th, 9th and 11th perfect, but it kept saying you have 10 nade kills left for all the other 7 kills (2,3,4,6,7,8,10). Any other idea. I only want it to yell it on 1st, 5th and 9th kills.

Personally, I would use the Incr function and just store nade kills as a %nades% or something so you can call the exact amount whenever you want. Just my $0.05.

 

 

 

@bam bam, thanks for considering arithmetic. I feel as if it would make proconrulz very powerful.

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Originally Posted by KTwo*:

 

Also, it seems as if values do not pass from round to round. Is there anyway I can get a value to pass between rounds? My thought is to include a "match mode" where I can type !matchon and the kill streak counter is then turned off when %match% = 1. Unfortunately, when the next round loads, it resets back to %match% = 0.

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Originally Posted by Large_Pudding*:

 

@ cjffy brilliant mate you nailed it!

Thank you very much... I was forgetting the %t% like a plonker :biggrin: Always something simple.

 

In relation to your question.

We run a layer server locally and upon boot or restart the time spent loading all of the plugins / configs can be rather long. This goes for some of the more advanced plugins. Beautifully written, but have 64 player in mind where we only run a 32. so half of these configs could be stripped with a mere 4 rulz 'thank you bambam' .. in doing this we've also managed to drop our overhead drastically with less requests etc... certainly anal I know... But then I like to run a tidy ship... keep it simple with a single plugin doing the job of 7 is always good :smile:

 

As always the community support is tip top so thanks to you all

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Originally Posted by Repoman*:

 

I noticed on our metro map that players using the AUG with attached m320 and use don't get kicked from our server. Has anyone else noticed this and if so how can I fix it.

 

I use the rule

# Metro No RPG

On Kill;Map Subway;Damage ProjectileExplosive;Yell %p% kicked for using %w% on Metro;Kick No RPG, Smaw,M320 or Grenade Launcher on Metro

Also want to ban the GP-30 from metro, but this rule doesn't seem to catch that as well. Can I just make a kill rule and add the GP-30 for the weapon or does it use a different name in the procon?
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Originally Posted by cjffly*:

 

@ cjffy brilliant mate you nailed it!

Thank you very much... I was forgetting the %t% like a plonker :biggrin: Always something simple.

 

In relation to your question.

We run a layer server locally and upon boot or restart the time spent loading all of the plugins / configs can be rather long. This goes for some of the more advanced plugins. Beautifully written, but have 64 player in mind where we only run a 32. so half of these configs could be stripped with a mere 4 rulz 'thank you bambam' .. in doing this we've also managed to drop our overhead drastically with less requests etc... certainly anal I know... But then I like to run a tidy ship... keep it simple with a single plugin doing the job of 7 is always good :smile:

 

As always the community support is tip top so thanks to you all

oh, got it~~
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Originally Posted by bambam*:

 

On Say;Admin;Text !move;TargetPlayer;PlayerSay You are moved by Admin;Exec admin.movePlayer %t% 1 0 1

 

I guess, didn't test this.

My $0.05:

 

minor typo above the PlayerSay would be a "TargetAction PlayerSay"

 

as this !move has "team US" hardcoded into it you've got a few additional options:

 

(1) hardcode !us and !ru commands, to move the player to team US and team RU respectively - the rule above would be !us

 

(2) I haven't tested this example but I think the new support in v41 would allow a command "!move ":

On Say;Admin;Text !move;TargetPlayer;TargetAction PlayerSay You are moved by Admin;Exec admin.movePlayer %t% %targettext% 0 1

would have to be 0 or 1. The online docs explain how %targettext% would be the text left over after the command and playername matches...

 

(3) If the move can wait until the player next spawns, you could extend this to provide a !swap by using the %ptk% (Player Team Key) variable for the target player. This can be done by just setting a variable when the move is decided and checking that and actually doing the move when they spawn:

 

On Say;Admin;Text !swap;TargetPlayer;TargetAction PlayerSay %t% You will be moved by Admin;PlayerSay %t% will be teamswapped on next spawn;Set %server_swap[%t%]% 1

On Spawn;If %server_swap[%p%]% == 1;

If %ptk% == 0;Set %server_swap[%p%]% 0;Exec admin.movePlayer %p% 1 0 1

If %ptk% == 1;Set %server_swap[%p%]% 0;Exec admin.movePlayer %p% 0 0 1

 

I think the concept is ok, but haven't actually tried these rulz...

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Originally Posted by bambam*:

 

I noticed on our metro map that players using the AUG with attached m320 and use don't get kicked from our server. Has anyone else noticed this and if so how can I fix it.

 

I use the rule

 

 

Also want to ban the GP-30 from metro, but this rule doesn't seem to catch that as well. Can I just make a kill rule and add the GP-30 for the weapon or does it use a different name in the procon?

The main point is underslung nade launchers are still reported by BF3 as an assaut rifle kill - this problem has existed for the M320 since BF3 came out. An M320 kill with the ful weapon is correctly reported as weapon M320. An underslung M320 kill will be reported as e.g. a Weapon M416. It's a BF3 bug, same for all underslung weapons so you're screwed. Problem is listed on the 1st page of this thread.
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Originally Posted by bambam*:

 

Also, it seems as if values do not pass from round to round. Is there anyway I can get a value to pass between rounds? My thought is to include a "match mode" where I can type !matchon and the kill streak counter is then turned off when %match% = 1. Unfortunately, when the next round loads, it resets back to %match% = 0.

All vars reset to 0 on round change at the moment, to keep things simple. I'll think about it though. I could create a new variable type %perm_XXX% which never gets wiped (unless plugin is restarted).
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Originally Posted by KTwo*:

 

All vars reset to 0 on round change at the moment, to keep things simple. I'll think about it though. I could create a new variable type %perm_XXX% which never gets wiped (unless plugin is restarted).

That... would be awesome. :mad:
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Originally Posted by ty_ger07*:

 

Hello, why not work this weapon limit? problems with Close Quarter? : On Kill;Weapon C4;PlayerCount 3;Say Too many nade kills for %p%;Kill

Why is this thread full of noobs who can't read?

 

Read the first post and all the documentation please. If something doesn't work, chances are you did something wrong.

 

Weapon C4 is not a valid weapon name. C4 Explosive is Weapon Weapons/Gadgets/C4/C4 .

 

Your rule should state:

 

On Kill;Weapon Weapons/Gadgets/C4/C4;PlayerCount 3;Say Too many C4 kills for %p%;Kill

 

The puzzling thing is that your original rule says "... Too many nade kills ..". C4 isn't a nade. You want to limit C4 kills or grenade kills?

 

If you are trying to limit grenade kills, your rule should state:

 

On Kill;Weapon M67;PlayerCount 3;Say Too many nade kills for %p%;Kill

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Originally Posted by tarreltje*:

 

All vars reset to 0 on round change at the moment, to keep things simple. I'll think about it though. I could create a new variable type %perm_XXX% which never gets wiped (unless plugin is restarted).

%perm_XXX% would be awesome. Im already thinking of a server best top 3 players, by counting overall kills of the players and spam it, to give them credit!

 

 

###

 

Is it posible to restart the server with an Exec command? If yes what would that be

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Originally Posted by gedankenleser22*:

 

Proconrulz Tool is Updated to 1.1.0.0

 

Changes Version 1.0.3.5 -> 1.1.0.0

 

Updates:

+ Added new TreeSelect weapons

+ Added Premium and DLCs pictures

+ Added 10 new CQ Weapons

+ Added 4 new CQ Maps

+ Added missing weapon(SG553)

+ Renew Weapon and Map Logic (we had a long testing time but the logic is new and can have some BUGs. If you find some please report.)

 

BugFixes

- Deleted Old CheckBox Weapons and 2 Buttons(Select All and Unselect All)

 

Download 1.1.0.0: http://www.mediafire.com/_p9m5hj9pl6dnm5r [NEW]

 

My Youtube Chanel: http://www.youtube.com/user/gedankenleser22TV

Battlefiled 3 Platoon ProconRulz Tool: http://battlelog.battlefield.com/bf3...5391608492609/

 

Phogue Thread: http://www.phogue.net/forumvb/showth...1493#post51493*

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Originally Posted by Repoman*:

 

@KTwo, I tried the following rule, however when someone uses a knife to kill they get kicked.

 

# Nade Limiter by KTwo

On Spawn;Map Subway;PlayerFirst;Set %nade% 10

On Kill;Map Subway;Weapon M67;Decr %nade%

On Kill;Map Subway;if %nade%

On Kill;Map Subway;if %nade% == 9;PlayerYell %nade% of 10 kills with M67 Grenades left before being kicked!

On Kill;Map Subway;if %nade% == 5;PlayerYell %nade% of 10 kills with M67 Grenades left before being kicked!

On Kill;Map Subway;if %nade% == 1;PlayerYell %nade% of 10 kills with M67 Grenades left before being kicked!

On Say;Map Subway;Text !nades;PlayerSay You have %nade% kills with M67 Grenades left before being kicked!

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Originally Posted by cjffly*:

 

My $0.05:

 

minor typo above the PlayerSay would be a "TargetAction PlayerSay"

 

as this !move has "team US" hardcoded into it you've got a few additional options:

 

(1) hardcode !us and !ru commands, to move the player to team US and team RU respectively - the rule above would be !us

 

(2) I haven't tested this example but I think the new support in v41 would allow a command "!move ":

On Say;Admin;Text !move;TargetPlayer;TargetAction PlayerSay You are moved by Admin;Exec admin.movePlayer %t% %targettext% 0 1

would have to be 0 or 1. The online docs explain how %targettext% would be the text left over after the command and playername matches...

 

(3) If the move can wait until the player next spawns, you could extend this to provide a !swap by using the %ptk% (Player Team Key) variable for the target player. This can be done by just setting a variable when the move is decided and checking that and actually doing the move when they spawn:

 

On Say;Admin;Text !swap;TargetPlayer;TargetAction PlayerSay %t% You will be moved by Admin;PlayerSay %t% will be teamswapped on next spawn;Set %server_swap[%t%]% 1

On Spawn;If %server_swap[%p%]% == 1;

If %ptk% == 0;Set %server_swap[%p%]% 0;Exec admin.movePlayer %p% 1 0 1

If %ptk% == 1;Set %server_swap[%p%]% 0;Exec admin.movePlayer %p% 0 0 1

 

I think the concept is ok, but haven't actually tried these rulz...

Thanks for the correction. In fact, I am using something like this on my rulz:

 

On Say;Admin;Text !us;TargetPlayer;TargetAction PlayerSay You are moved by Admin;Exec admin.movePlayer %t% 1 0 1

On Say;Admin;Text !ru;TargetPlayer;TargetAction PlayerSay You are moved by Admin;Exec admin.movePlayer %t% 2 0 1

 

 

What do you mean by hardcore?

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Originally Posted by ty_ger07*:

 

@KTwo, I tried the following rule, however when someone uses a knife to kill they get kicked.

Nothing in his rule would cause that to occur. You should look through your Rulz and other plugins to see if you have another rule enabled which may cause that behavior.
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      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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