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


ColColonCleaner

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Originally Posted by Kron*:

 

Hello

I am trying to set the server up to warn and then kick for using vehicles.

I've used the lines on the front page option 9 but what's happening is the warnings are showing but the kick does not happen.

 

I also want this to yell.

 

Can you help me out and get this fixed please.

 

EDIT

I got it to work and changed some text

 

PlayerCount 1;yell %p% kicked for vehicle kills;Kick kicked for vehicle kills

PlayerCount 0;yell %p% slayed for vehicle kill %c%/0;Kill 100

yell %p% - no vehicle kills on this server (#%c%/1)

So now it yells to all 1st kill a warning 2nd kill a kick

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Originally Posted by bambam*:

 

does there any way to get the nextmap mode ?

 

i want change the server setting . need next map mode name :sad:

 

On Round;if &Nextmapmode& == Rush;Exec vars.thirdPersonVehicleCameras false

On Round;if &Nextmapmode& == Rush;Exec vars.hardCore true

Sorry - as I'm sure you know you can test the *current* map mode with the 'MapMode' condition, but you can't query the server for the map mode of the next map.

 

All you can do is keep track of your own map list so you know what is coming up next. E.g. if your list is Caspian Conquest followed by Metro Rush, then you'd use 'Map Caspian' to confirm the *next* map is Rush (because you know your own map rotation).

 

It obviously means you'd have to change the rulz if you change your map rotation, but there's no way around that.

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Originally Posted by bambam*:

 

HI ~!~~thank you very much ~~

On Kill;Map Subway,017;Damage Shotgun;Log %p% kicked for shotgun %w%;Kick %p% rules

On Kill;Map Subway,017;Weapon M67,C4,SMAW,RPG-7,M26,M320;Log %p% kicked;Kick %p% rules

but [20:36:40 96] ProconRulz: Warning, weapon C4 not found in Procon

[20:36:40 96] ProconRulz: Warning, weapon M26 not found in Procon

what wrong~~_engish not good sorry~~~~

Superman...

 

1) click the link in my sig (below) for "Online Docs" and see Appendix 2.

 

2) In Appendix 2 find the EXACT KEY for each weapon you want. Do not guess the key for the weapon.

 

3) For example - C4 Explosive does not have key "C4". It is "Weapons/Gadgets/C4/C4". M26 is "M26Mass".

 

So

 

On Kill;Map Subway,017;Weapon M67,Weapons/Gadgets/C4/C4,SMAW,RPG-7,M26Mass,M320;Say %p% kicked for %w%;Kick %p% rules

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Originally Posted by bambam*:

 

OK here's another question. First, I decided to write every map on my maplist to easy change them ingame. Ie.

On Say;Admin;Text !kharg64;Exec mapList.setNextMapIndex 0;Say Changing map to Kharg Island CQ64;Exec mapList.runNextRound

 

Is there command to make server wait like 5 secs before executing map change? I couldn't find anything related in docs or using search.

Nope sorry I haven't explicitly added a 'delay' action - the problem is some users might end up with many actions stacked up and managing that situation would be complex.

 

But*** there are things you can do to delay the map change a bit based on other things like spawns or kills, i.e. the !kharg64 command ends up setting a flag (e.g. Set %server_nextmap% 1) and does NOT actually use Exec, and you test for the flag at spawn or kill time and Exec the admin commands then. Or something around that concept anyway.

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Originally Posted by LoGiCalDrm*:

 

Nope sorry I haven't explicitly added a 'delay' action - the problem is some users might end up with many actions stacked up and managing that situation would be complex.

 

But*** there are things you can do to delay the map change a bit based on other things like spawns or kills, i.e. the !kharg64 command ends up setting a flag (e.g. Set %server_nextmap% 1) and does NOT actually use Exec, and you test for the flag at spawn or kill time and Exec the admin commands then. Or something around that concept anyway.

Ok, thanks for answer.
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Originally Posted by vilee*:

 

thank u

 

is there anyway to !killsniper ?

 

On Say;Admin;Text !killsnipers;TargetReonPlayer;Say Al the Snipers killed by admin;TargetAction Kill 100

 

is vote kill /kick /ban working on proconrulz

 

 

 

i use CMixedGamemodes_v3 plus

 

Nextmap will be: mapname (mapmode ). ---- this is from "serversay"

 

any where to get the "word"?

 

 

sry 4 my english

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Originally Posted by Repoman*:

 

Anyone know if EA made an update that would make my rule not work now? The vehicles keep spawning back now in Bazaar. WE run Metro, Bazaar and Border inn rotation.

 

Code:

#vehicleSpawnDelay
On Round;Map MP_001;Exec vars.vehicleSpawnDelay 10000
On Round;Not Map MP_001;Exec vars.vehicleSpawnDelay 100
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Originally Posted by Singh400*:

 

Anyone know if EA made an update that would make my rule not work now? The vehicles keep spawning back now in Bazaar. WE run Metro, Bazaar and Border inn rotation.

 

Code:

#vehicleSpawnDelay
On Round;Map MP_001;Exec vars.vehicleSpawnDelay 10000
On Round;Not Map MP_001;Exec vars.vehicleSpawnDelay 100
Isn't the max vars.vehicleSpawnDelay set at 999? Try that instead of 10000.
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Originally Posted by bambam*:

 

is vote kill /kick /ban working on proconrulz

Just on this detail, I'm experimenting with a !votekick command in ProconRulz - it's hardly tested yet but seems ok - feel free to try it out:

 

Any player can type !votekick

Server will respond voted to kick (2 more votes needed)

 

3 votes are needed to kick a player (change this with %server_votesneeded% on 2nd line)

 

Votes are remembered to round-end. You can't vote twice against the same player.

 

If a player is votekicked and re-joins in the same round, another !votekick will immediately kick that player.

 

is ANY substring of a player name that is UNIQUE to that player, e.g. "!votekick bam" will kick a player called "bambam", or a player called "whambam". If string matches more than one player, the vote is ignored. When you try this matching algorithm you'll find it much more conventient than "best approximate match and confirm back to voter". I.e. "!votekick h4x" will kick "lI1I1I1--h4x0r--I1I1I1l" but that would be hard for the 'approximate match' method.

 

Code:

<temporary edit> ... I'm still testing this code ... watch this space
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Originally Posted by Repoman*:

 

Isn't the max vars.vehicleSpawnDelay set at 999? Try that instead of 10000.

Still having an issue with helos and tanks not spawning in border. We run Metro, Bazaar and Border in this order. The vehicle in Bazaar don't respawn back like we want, but when Border loads the helos and tanks don't respawn back after being destroyed. Below is the rule I am using.

 

Code:

On Round;Map MP_001;Exec vars.vehicleSpawnDelay 9999
On Round;Map MP_011;Exec vars.vehicleSpawnDelay 9999
On Round;Map MP_007;Exec vars.vehicleSpawnDelay 100
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Originally Posted by ty_ger07*:

 

Still having an issue with helos and tanks not spawning in border. We run Metro, Bazaar and Border in this order. The vehicle in Bazaar don't respawn back like we want, but when Border loads the helos and tanks don't respawn back after being destroyed. Below is the rule I am using.

 

Code:

On Round;Map MP_001;Exec vars.vehicleSpawnDelay 9999
On Round;Map MP_011;Exec vars.vehicleSpawnDelay 9999
On Round;Map MP_007;Exec vars.vehicleSpawnDelay 100
"On Round" means that the round has already started. By the time "On Round" occurs, it is too late to set "vars.vehicleSpawnDelay" and setting it at that time means that the setting doesn't occur until the next round starts.

 

You need to set "vars.vehicleSpawnDelay" one map in advance. So, if you want the spawn delay set to 100 for MP_007, you need to set it to that value for the On Round of the map before MP_007.

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Originally Posted by Repoman*:

 

"On Round" means that the round has already started. By the time "On Round" occurs, it is too late to set "vars.vehicleSpawnDelay" and setting it at that time means that the setting doesn't occur until the next round starts.

 

You need to set "vars.vehicleSpawnDelay" one map in advance. So, if you want the spawn delay set to 100 for MP_007, you need to set it to that value for the On Round of the map before MP_007.

So I should set mp_011 to 100 also?
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Originally Posted by C-4-N*:

 

Hello, i see new %ini_...% fonction, sound very great, would like to know if we can log playercount kills for example

 

to be clear, would like log the rpg or m320 kills on metro to permanent ban on playercount 15.

 

i just quickly tested that

 

Code:

On Kill;Weapon M320;Incr %ini_rulz_m320%p%%
am i on good way ?

 

how to read rulz then

 

Code:

if %ini_rulz_m320%p%% >=15;ban %P%
ps: Can we register .ini into /procon/logs ?
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Originally Posted by bambam*:

 

Code:

On Kill;Weapon M320;Incr %ini_rulz_m320%p%%
Code:
if %ini_rulz_m320%p%% >=15;ban %P%
ps: Can we register .ini into /procon/logs ?
Hi C-4-N - this all looks fine. You might find it easier to use %ini_m320_%p%% which will create the variables in a [m320] section of the ini file, instead of using a [rulz] section, but your code should work fine.

 

reading the var is just as you put, or rename as my suggestion. Simple...

 

The Ban action is format Ban and applies to the current player (i.e. %p%). So in your example you are giving the player name as the ban reason which won't cause any problems but you probably misundersand that...

 

But, everything you are suggesting is basically correct.

 

You *could* try another concept, and instead of Banning the player you could test when they spawn and kick them:

 

On Spawn;if %ini_m320_%p%% >= 15;Kick %p% you have too many m320 kills on this server. Appeal via www.ourclan.com

 

This has the same effect as a ban, but the player gets the message and kicked each time they spawn after joining instead of the one-time ban message. There are other possibilities like this, e.g. Yell the message, maybe kick the player on their next kill after the message...

 

Re moving the proconrulz ini file, it has to stay in the Configs folder now but I can provide ANOTHER config option that allows you to select the Logs folder if that's what you want...

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Originally Posted by C-4-N*:

 

www.ourclan.com[/url][/color]

 

This has the same effect as a ban, but the player gets the message and kicked each time they spawn after joining instead of the one-time ban message. There are other possibilities like this, e.g. Yell the message, maybe kick the player on their next kill after the message...

 

Re moving the proconrulz ini file, it has to stay in the Configs folder now but I can provide ANOTHER config option that allows you to select the Logs folder if that's what you want...

thanks for answer.

 

for .ini file , i created a access to our log files into procon/logs with FTP, but for the moment access to the ini is not realy important. i just thought it may be simple.

____?

 

Did a variable or command can watch how have the best number ?

i mean if we count all knife kill , can we say who have the best number on his join automaticaly ?

 

can a player ask with a personnal commande had his number

ex: !myknife > will say how much knife kill had the player who type the command

 

 

/!\ a tips : never use caps to read ini_... it wont register caps , and when you try read .ini_M320 it will never found ! but ini_m320 is good :smile:

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Originally Posted by bambam*:

 

thanks for answer.

 

for .ini file , i created a access to our log files into procon/logs with FTP, but for the moment access to the ini is not realy important. i just thought it may be simple.

You could change it easily enough if you're ok opening proconrulz.cs with Notepad (make a backup copy...). If you search on the string "Configs" you should immediately get to the line of code that sets the config filename to "Configs\_proconrulz.ini" and you could just replace "Configs" with "Logs". It's this line here:

Code:

ini_filename = "Configs\\"+file_hostname_port+"_proconrulz.ini";

Did a variable or command can watch how have the best number ?

i mean if we count all knife kill , can we say who have the best number on his join automaticaly ?

Sure - look at example 19 by tarreltje - you just need the knife bits

 

can a player ask with a personnal commande had his number

ex: !myknife > will say how much knife kill had the player who type the command

Sure - use Example 19 and add a rule:

On Say;Text !myknife;Say %p% has %ini_knives_knives[%p%]% knife kills

If you try that and you like it, post to tarreltje's thread - it's a good suggestion/addition

 

/!\ a tips : never use caps to read ini_... it wont register caps , and when you try read .ini_M320 it will never found ! but ini_m320 is good :smile:

Ah I never thought about that and I might quietly tweak it in the next version (I'm using an open-source library to read/write the ini file but I'm making some improvements). Generally in proconrulz I'm making the rulz case-insensitive (e.g. Text foo will also match FOO) because that seems the best common case and I should modify the ini code to do the same thing.... thanks
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Originally Posted by fedel*:

 

Hi.

Procon 1.3.0.0

ProconRulz_43c1

On Win7 and XP - Works fine.

On Windows Server 2003 - this error: [02:21:47 15] Could not load type 'PRoConEvents.proconrulz' from assembly 'proconrulz, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

Any suggestion ?

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Originally Posted by C-4-N*:

 

Hi.

Procon 1.3.0.0

ProconRulz_43c1

On Win7 and XP - Works fine.

On Windows Server 2003 - this error: [02:21:47 15] Could not load type 'PRoConEvents.proconrulz' from assembly 'proconrulz, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

Any suggestion ?

When you have extracted procon from.zip , did you rename folder then ?

cause it could create bugs, I use it on whs (server 2008) it's working good

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Originally Posted by bambam*:

 

can u limit players from using jeeps with our infantry only server ?

Is this something you would do better by disabling vehicles via server vars, or messing with vehiclespawndelay?

 

FYI Procon/plugins don't see when players enter/exit any vehicles, only when a kill occurs by the vehicle - that is the only thing that triggers a ProconRulz rule.

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Originally Posted by a928396*:

 

Does somebody have a idea how to detect the best squad before a round will end? Is this possible with proconrulz?

 

Wish there were a message with the playernames of the best squad and a sum of their score.

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Originally Posted by bambam*:

 

once ive dowloaded the zip file where do i copy and paste it?

put proconrulz.cs into Plugins/BF3

 

Either restart Procon, or within Procon go to Plugins tab and click 'Reload plugins'.

 

Proconrulz will appear in list of plugins down left side of Plugins tab. Click the checkbox next to ProconRulz to enable plugin.

 

In game, type 'prversion', and ProconRulz will respond with its version number (43c.1) in the chat window.

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Originally Posted by bambam*:

 

Does somebody have a idea how to detect the best squad before a round will end? Is this possible with proconrulz?

 

Wish there were a message with the playernames of the best squad and a sum of their score.

With ProconRulz you can count kills, but you can't lookup the player score (interesting idea - maybe I'll add it). So you could count the squad with the most kills quite easily, using the player squad key for each kill, i.e.

 

On Kill;Incr %server_kills_%ptk%_%psk%%

 

With that rule, you'll have a variable counting the kills of each squad in each team. Test it with

 

On Say;Text !kills;Say Team 1, Squad 1 = %server_kills_1_1%

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Originally Posted by MDV666*:

 

Dear author of a plug-in, prompt in what my mistake? The script doesn't work. Its essence in determination of percent headshots and rule establishment on it.

 

 

On Kill;Headshot;Incr %headshots%

On Kill;Incr %kills%

On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Not Weapon Death;Not Damage sniperRifle;Incr %puh%

Set %procent.2% %headshots%/%puh%

On Kill;If %puh% > 12;If %headshots% > 5;If %procent.2% > 0.25;Say %p% Warning ALL %kills% Death %spwn% and %procent% (test)

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