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


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Originally Posted by Repoman*:

 

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.

All other rules are working fine no kicks for knife were happening until i added this rule. I will run it again and see what happens.
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Originally Posted by Henkenator68NL*:

 

Hello All,

 

I have been using ProconRulz to much satisfaction. I have rule sets depending on map and than selecting a special "custom" game mode. We have Sniper Only, Shotgun Only and Knife Only.

 

However after the update with the premium packet something odd occurs when the BF3 Premium Knife is used in knife only mode:

* When you make an "animated" knife kill than no problem, when I asked with this rule:

On Kill;Say %p% killed %v% with %w% (weapon key[%wk%], damage[%d%])

It returns weapon is melee and damage is melee

* When you make a kill by slicing your enemy twice .... than:

It returns weapon is Knife_RazorBlade and damage is "no damage key set"

 

Anybody have any work around? Or other Solution.

 

Much obliged!

 

Greetings

Henkenator68NL

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Originally Posted by bambam*:

 

Hello All,

 

I have been using ProconRulz to much satisfaction. I have rule sets depending on map and than selecting a special "custom" game mode. We have Sniper Only, Shotgun Only and Knife Only.

 

However after the update with the premium packet something odd occurs when the BF3 Premium Knife is used in knife only mode:

* When you make an "animated" knife kill than no problem, when I asked with this rule:

On Kill;Say %p% killed %v% with %w% (weapon key[%wk%], damage[%d%])

It returns weapon is melee and damage is melee

* When you make a kill by slicing your enemy twice .... than:

It returns weapon is Knife_RazorBlade and damage is "no damage key set"

 

Anybody have any work around? Or other Solution.

 

Much obliged!

 

Greetings

Henkenator68NL

Firstly, good job on the diagnostic rule, so you know exactly what is happening.

 

What you *really* want to do is update your Configs/BF3.def file... in Procon do Tools... Check for Updates. There'll be a new set of weapon definitions including:

 

procon.protected.weapons.add None "Knife_RazorBlade" Secondary Melee

 

Then you have a few options of how you use the weapons data including the weapon key or the general 'Melee' damage key.

 

*Without* the BF3.def update, you can still use the weapon key, e.g.

 

On Kill;Weapon Knife_RazorBlade,Melee,Weapons/Knife/Knife;Yell %p% just sliced %v% !!!

 

The format of the 'Weapon' condition is 'Weapon ,,...' which fires when ANY of those weapons is used in a kill. Do NOT put spaces between the weapon keys. If there is a space INSIDE the weapon key (e.g. "Steyr AUG", thank you DICE) then either put quotes around it or replace the space with '&' (i.e. Steyr&AUG is simplest). If you haven't updated your BF3.def then ProconRulz with warn that the weapon definition is missing, but the new key can still be used.

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Originally Posted by bambam*:

 

Quick note - an update of ProconRulz will be posted as soon as testing is finished, in a few days I guess. Code is written, adding:

 

* new 'persistent' variables which do not get reset on round end or ProconRulz restarts. The values are actually stored in an 'ini' file in a standard text format, and referred to in your rulz as %ini_XXX variables, (for example %ini_total_logons%)

 

* new logging plugin settings option where you can choose whether to send Log messages to any of the Procon windows (chat, console, plugin console, events) or just discard these messages from ProconRulz 'Log' actions. Default will be changed to the 'plugin console' because that will help new users with my default rulz keep the messages away from their chat window. (Note the log messages do NOT appear in-game, use Say or Yell for that).

 

* Arithmetic now possible in rulz e.g. you can have Set %kill_ratio% %kills%/%deaths%

 

ALL THIS CURRENTLY TESTING (thanks tarreltje) - will release in a few days when that's done.

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Originally Posted by Waterboyeee*:

 

Quick question about a few lines that are no longer working.... I tried plugging in %p% after the "Kick" but it still isn't kicking... The server will say that the player was kicked, but they aren't actually being kicked. Same goes with my language rules..

 

# Accusation Warnings

On Say;Text cheat,cheater,hack,hacker,hax,aimbot;PlayerCount 4;PlayerSay %p%, Kick kicked for excessive complaints

On Say;Text cheat,cheater,hack,hacker,hax,aimbot;PlayerCount 2;PlayerSay %p%, less QQ, more PEW PEW

On Say;Text cheat,cheater,hack,hacker,hax,aimbot;PlayerSay %p%, submit a player complaint at www.TweakTown.com

 

# Language Filter

On Say;Text nigg,n1gg,nigger,n1gger,nigg3r,n1gg3r,nigga,niglet ,kike,chink,gook,fagot,fagott,faggot,faggott,f@got ,f@gott,f@got,f@ggott,fag,f@g;Playercount 2;Log BADWORD: %p% said %text%, count=%c%, Banning;Ban %p% racist/intolerant language!

On Say;Text nigg,n1gg,nigger,n1gger,nigg3r,n1gg3r,nigga,niglet ,kike,chink,gook,fagot,fagott,faggot,faggott,f@got ,f@gott,f@got,f@ggott,fag,f@g;Playercount 1;Log BADWORD: %p% said %text%, count=%c%, Kicking;Kick racist/intolerant language!

On Say;Text Text nigg,n1gg,nigger,n1gger,nigg3r,n1gg3r,nigga,niglet ,kike,chink,gook,fagot,fagott,faggot,faggott,f@got ,f@gott,f@got,f@ggott,fag,f@g;Say %p%, no racist/intolerant language, only warning!!!

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Originally Posted by ty_ger07*:

 

Quick question about a few lines that are no longer working.... I tried plugging in %p% after the "Kick" but it still isn't kicking... The server will say that the player was kicked, but they aren't actually being kicked. Same goes with my language rules..

 

# Accusation Warnings

On Say;Text cheat,cheater,hack,hacker,hax,aimbot;PlayerCount 4;PlayerSay %p%, Kick kicked for excessive complaints

On Say;Text cheat,cheater,hack,hacker,hax,aimbot;PlayerCount 2;PlayerSay %p%, less QQ, more PEW PEW

On Say;Text cheat,cheater,hack,hacker,hax,aimbot;PlayerSay %p%, submit a player complaint at www.TweakTown.com

 

# Language Filter

On Say;Text nigg,n1gg,nigger,n1gger,nigg3r,n1gg3r,nigga,niglet ,kike,chink,gook,fagot,fagott,faggot,faggott,f@got ,f@gott,f@got,f@ggott,fag,f@g;Playercount 2;Log BADWORD: %p% said %text%, count=%c%, Banning;Ban %p% racist/intolerant language!

On Say;Text nigg,n1gg,nigger,n1gger,nigg3r,n1gg3r,nigga,niglet ,kike,chink,gook,fagot,fagott,faggot,faggott,f@got ,f@gott,f@got,f@ggott,fag,f@g;Playercount 1;Log BADWORD: %p% said %text%, count=%c%, Kicking;Kick racist/intolerant language!

On Say;Text Text nigg,n1gg,nigger,n1gger,nigg3r,n1gg3r,nigga,niglet ,kike,chink,gook,fagot,fagott,faggot,faggott,f@got ,f@gott,f@got,f@ggott,fag,f@g;Say %p%, no racist/intolerant language, only warning!!!

Saying that they are kicked isn't the same thing as kicking them.

 

To kick them, you need a semicolon ( ; ) before the Kick command ( ;Kick ).

 

# Accusation Warnings

On Say;Text cheat,cheater,hack,hacker,hax,aimbot;PlayerCount 4;Kick %p% kicked for excessive complaints

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Originally Posted by bambam*:

 

Supportet ProconRulez

The CloseQuarters Maps?

And Conquest Domination Mode?

Yes, ProconRulz works fine in those modes and maps. If you want rulz that only apply in one particular map, use the Map condition in the rule. If you want rulz that only apply in a particular map mode, use the MapMode condition. E.g. to ban C4 on Conquest Domination:

 

On Kill;MapMode domination;Weapon Weapons/Gadgets/C4/C4;Yell %p% No C4 on this map;Kill

 

The examples on the 1st page in this thread show how expand this with multiple rulz that warn/kill/kick.

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Originally Posted by Repoman*:

 

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.

I placed this rule back in, but had to pull it again. Players were getting kicked after using 10 nades, but because of nade. There using assault rifles. It was only happening to those who killed after killing with 10 nades.

 

# 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 killed!

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

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

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

Any ideas, once i removed this rule all works fine with assault rifle kills.
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Originally Posted by Firewoker*:

 

Hi

I have a litttle problem with my rules.

I think that EA had changed the name of the RPG-7 in RPG7v2

Anyway here is my rules and i dont understand why it s not working.

 

On Kill;Map MP_Subway;Map MP_017;Weapon RPG-7;PlayerCount 1;Kick No RPG on infantry;Say Kicked %p% for RPG on infantry

On Kill;Map MP_Subway;Map MP_017;Weapon RPG-7;Say %p%, No %w% on infantry;Kill 100

On Kill;Map MP_Subway;Map MP_017;Weapon SMAW;PlayerCount 1;Kick No RPG on infantry;Say Kicked %p% for RPG on infantry

On Kill;Map MP_Subway;Map MP_017;Weapon SMAW;Say %p%, No %w% on infantry;Kill 100

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Originally Posted by Repoman*:

 

Hi

I have a litttle problem with my rules.

I think that EA had changed the name of the RPG-7 in RPG7v2

Anyway here is my rules and i dont understand why it s not working.

We use

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

works for Rpg's Smaw's and m320's
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Originally Posted by bambam*:

 

Hi

I have a litttle problem with my rules.

I think that EA had changed the name of the RPG-7 in RPG7v2

this would be news to me - the definitive way to check would be to enable console logging in Procon (Tools ->Options -> Enable console logging), and check the 'events' checkbox bottom right of the console tab window, and see what event comes in from a RPG kill - here's a previous one:

[19:10:39] player.onKill bambam_ofc martinvez RPG-7 false

 

FYI looking through the logs is easy with Notepad++ and the TextFX plugin - you can highlight any text and say "show only lines containing this text" e.g. you could highlight a player name and just see all the events involving that player, or (in this case) highlight "player.onKill" and just view those lines, and you should quickly find an RPG kill.

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Originally Posted by KTwo*:

 

Quick note - an update of ProconRulz will be posted as soon as testing is finished, in a few days I guess. Code is written, adding:

 

* new 'persistent' variables which do not get reset on round end or ProconRulz restarts. The values are actually stored in an 'ini' file in a standard text format, and referred to in your rulz as %ini_XXX variables, (for example %ini_total_logons%)

 

* new logging plugin settings option where you can choose whether to send Log messages to any of the Procon windows (chat, console, plugin console, events) or just discard these messages from ProconRulz 'Log' actions. Default will be changed to the 'plugin console' because that will help new users with my default rulz keep the messages away from their chat window. (Note the log messages do NOT appear in-game, use Say or Yell for that).

 

* Arithmetic now possible in rulz e.g. you can have Set %kill_ratio% %kills%/%deaths%

 

ALL THIS CURRENTLY TESTING (thanks tarreltje) - will release in a few days when that's done.

bambam, you are a god, that was some quick work. If you need help testing this stuff, I would be perfectly confident rolling with a beta version to find the bugs :smile:
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Originally Posted by KTwo*:

 

I placed this rule back in, but had to pull it again. Players were getting kicked after using 10 nades, but because of nade. There using assault rifles. It was only happening to those who killed after killing with 10 nades.

 

Any ideas, once i removed this rule all works fine with assault rifle kills.

I don't quite follow. I can only imagine that this is a metro grindfest as usual and nade kills are overlapping with other weapon kills and making it appear it is kicking for the wrong thing. Plus in the code that you posted, there is no kick at all. It will only kill the person who used to many nades. So if people are getting randomly kicked, it is not that code. It is logging that you kill for nade spam as well (Log %p% was killed for nade spam.) so is that actually triggering? Are you seeing it in the log?

 

Also a good way to test rulz before implementing the kick/kill/ban function is to have it as AdminSay. Then while you are playing on your server, you will get a message when someone _should? have been kicked. I feel it is easier to test using this and more fun then just watch your plugin scroll text for an hour.

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Originally Posted by Repoman*:

 

My mistake Ktwo i meant to say kill instead of kick. It actually happened to me as a well. After 10 nade kill i was killed and when I killed with the rifle a few minutes later i was killed for over use of nades.

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Originally Posted by KTwo*:

 

My mistake Ktwo i meant to say kill instead of kick. It actually happened to me as a well. After 10 nade kill i was killed and when I killed with the rifle a few minutes later i was killed for over use of nades.

Did it also post it in the log?
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Originally Posted by HaNg_MaN*:

 

hi,

i want for metro rocket limit.

my wish is:

you kill a guy with a rpg-->kill

when you spwan a message yell no rpg bla bla... 2 kick

after the next 2 kills--> kick

 

is that posible?

thanks

 

update:

i write this and i works,but now you can do 1 RPG-Kill after the frist Kill and kick.

i want 2 RPG-Kills after the first kill,and then kick.

Sorry for my simple english :P

 

On Kill;Map Subway;If %kinform% == 0;Damage ProjectileExplosive;Set %kinform% 1;Kill

On Spawn;Map Subway;If %kinform% == 1;PlayerYell 4 NO RPG/SMAV on Metro!1 more Kick!;Set %kinform% 2

On Kill;Map Subway;If %kinform% == 2;Kick %p% Metro rockets;Set %kinform% 0

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Originally Posted by Panther*:

 

try this:

 

Code:

On Kill;Map Subway;If %kinform% == 4;Kick %p% Metro rockets;Set %kinform% 0
On Kill;Map Subway;If %kinform% < 4;Damage ProjectileExplosive;Set %kinform% 1;Kill
On Spawn;Map Subway;If %kinform% == 1;PlayerYell 10 NO RPG/SMAV on Metro! 1 of 2 Warnings!;Incr %kinform%
On Spawn;Map Subway;If %kinform% == 3;PlayerYell 10 NO RPG/SMAV on Metro! LAST Warning!;Incr %kinform%
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Originally Posted by bambam*:

 

I think that "PlayerYell after a Slay" concept is really neat. Panther there might be a bug in your code - the only rulz that increment %kinform% have conditions If %kinform% == 1 and If %kinform% == 3 so it seems to me you'd get stuck at 2 ?

 

On Kill;Map Subway;Damage ProjectileExplosive;

Incr %rpg_count%

If %rpg_count% >= 3;Set %rpg_count% 0;Set %rpg_warnings% 0;Kick %p% Metro rockets

Set %kinform% 1;Kill 0

 

On Spawn;If %kinform% == 1;Incr %rpg_warnings%;PlayerYell 10 NO RPG/SMAV on Metro! %rpg_warnings% of 2 Warnings!;Set %kinform% 0

 

%kinform% is used as a 0/1 flag to trigger the warning message so the OnSpawn/PlayerYell rule is now fairly independent of the Kill code, using it's own warnings counter. We don't need to check the map in the OnSpawn because %kinform% would only ever be set in Subway...

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Originally Posted by HaNg_MaN*:

 

thx :smile:

@bam bam

Please can you write your changes completely

too much input for me :P

 

and I still have a wish:

i want a message when metroround start with a yell:no rpg bla bla

i dont know the command for a roundstart trigger.

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Originally Posted by KTwo*:

 

thx :smile:

@bam bam

Please can you write your changes completely

too much input for me :P

 

and I still have a wish:

i want a message when metroround start with a yell:no rpg bla bla

i dont know the command for a roundstart trigger.

On Round; or my personal favorite On Spawn;PlayerFirst; which spams it on their first spawn. Takes into account slow loaders and mid-round joiners.
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Originally Posted by bambam*:

 

thx :smile:

@bam bam

Please can you write your changes completely

too much input for me :P

 

and I still have a wish:

i want a message when metroround start with a yell:no rpg bla bla

i dont know the command for a roundstart trigger.

rulz were complete... here they are again plus a KTwo method of giving each player a message when they first spawn in a round, including if they just joined:

 

On Kill;Map Subway;Damage ProjectileExplosive;

Incr %rpg_count%

If %rpg_count% >= 3;Set %rpg_count% 0;Set %rpg_warnings% 0;Kick %p% Metro rockets

Set %kinform% 1;Kill 0

 

On Spawn;If %kinform% == 1;Incr %rpg_warnings%;PlayerYell 10 NO RPG/SMAV on Metro! %rpg_warnings% of 2 Warnings!;Set %kinform% 0

 

On Spawn;Map Subway;PlayerFirst;PlayerYell NO RPG ON THIS MAP - %p% THIS MEANS YOU !!!!!

 

The 'no rpg' message is everything in the last rule between 'NO' ... '!!!!' - you can make this whatever you like. The %p% is simply replaced with the playername that just spawned.

 

Obviously when a round starts ALL players will be making their first spawn so there will be a lot of these messages but each one only goes to a single player...

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Originally Posted by Steiner-dek*:

 

Hello, I want to ban my server at all 4 Close Quarters Close Quarters maps the M320, RPG, SMAW, and C4.

 

The players will get warnings 2 and 3 will be kicked in the kill.

 

How would appear as the rule?

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Originally Posted by cjffly*:

 

Hello, I want to ban my server at all 4 Close Quarters Close Quarters maps the M320, RPG, SMAW, and C4.

 

The players will get warnings 2 and 3 will be kicked in the kill.

 

How would appear as the rule?

On Kill;Map xxx;Weapon xxx;PlayerCount 3;kick %p% no M320, RPG, SMAW, and C4

On Kill;Map xxx;Weapon xxx;PlayerCount 2;PlayerSay Final warning, no M320, RPG, SMAW, and C4;kill 100

On Kill;Map xxx;Weapon xxx;PlayerSay warning, no M320, RPG, SMAW, and C4;kill 100

 

for each weapon, you have to repeat these 3 rules. And if you are running only CQ maps on your server, ignore the "Map xxx", weapon key can be found on first page.

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Originally Posted by Steiner-dek*:

 

And I have a problem with the M320, if used separately, the rule works, but it is built under the gun, which rule funtzt not: (

How can I fix this problem?

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