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


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Originally Posted by AsiLuM8oR*:

 

Hello.

I seek to prolong the onset of the strike kill that appears at the bottom center of the screen and I thank btw ty_ger07 for its command line.

 

# Unreal Tournament Kill Streak Announcer by ty_ger07

We teamkill, If server_streak% [% v%]%> = 5; Yell% p% (teamkill) ended% v% 's server_streak% [% v%]%-kill streak.

On Suicide; server_streak If% [% p%]%> = 5; Yell% p% p%% ended suicide 'server_streak% s [% p%]%-kill streak.

Kill It, If server_streak% [% v%]%> = 5; Yell ended%% p% v% 's server_streak% [% v%]%-kill streak.

Kill It, Set server_streak% [% v%] 0%

We teamkill; Set server_streak% [% v%] 0%

On Suicide, Set server_streak% [% v%] 0%

Kill It, If server_streak% [% p%]% == 0; Set killincr% 0%

Kill it, Incr% killincr% Incr server_streak% [% p%]%;

Kill It, If killincr%% == 30; Set killincr% 25%; GodLike Yell! % p%:% server_streak [% p%]%-kill streak.

Kill It, If server_streak% [% p%]% == 25; GodLike Yell! % p% 25-kill streak.

Kill It, If server_streak% [% p%]% == 20; Yell Unstoppable! % p% 20-kill streak.

Kill It, If server_streak% [% p%]% == 15; Yell Dominating! % p% 15-kill streak.

Kill It, If server_streak% [% p%]% == 10; Yell Rampage! % p% 10-kill streak.

Kill It, If server_streak% [% p%]% == 5; Yell Killing Spree! % p%: 5-kill streak.

 

How doije do ? is is that this is a quesiton of beforedelay or delay of onset? and whether or place an order? at the end of the command line ?

 

Thanks, cordialy.

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Originally Posted by barryged*:

 

Hi

I have what i thought was a simple request, but i couldn't figure it out .

I have a vehicle rule running, which doesn't allow vehicle kills until it's 6vs6.

I say 'doesn't allow' first 3 times they get a warning, next 2 times they are killed, 6th time they are kicked.

It's clearly listed in the rules but some people can't read :ohmy:

So what i'm after is a rule which 'yells' that vehicle killing is now allowed (once it gets to 6vs6), i just can't figure out how to do it. i have tried different things, but am stumped at the start of the rule (whether it should be 'On Join' command or not and then how to count the players)

Any help much appreciated :ohmy:

Anyone :huh: got any idea's please :smile:
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Originally Posted by ty_ger07*:

 

How would I tell a player suicide isnt allowed the first time he does it and kick him the second time ?

I dont get the part when he does it once. Please help :smile:

Are you sure the "On Suicide" trigger used by this plugin is the same thing as clicking the suicide button? I don't know how you would directly detect a suicide unless you do some testing and find a fool proof trigger which is not triggered by any other situation. For instance, accidentally grenading yourself triggers "On Suicide" which means that if you accidentally grenade/RPG yourself twice in one round you would be kicked from the server. Would that be fair?

 

Maybe there is a suicide condition such as "On Suicide;Weapon Death" or something like that where no other situations could accidentally trigger a false purposeful suicide detection. You would have to investigate by watching PRoCon's events tab while logging player condition and weapon use while testing different situations.

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Originally Posted by Zombay*:

 

Yes it does trigger when you use the suicide button, tried that out :smile:

The rest is okay, because it will be used for an Air superiority Server.

So any ideas on how to do this ?

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Originally Posted by nitrophysix*:

 

Hello,

 

Im a proud owner of an active BF3 server, I'm currently using proconrulz as one of the plugins.

 

Im looking to send a console command with this message:

Code:

admin.yell "Thank you for playing!\n\nGunmaster - Nosh TDM is our next map!\n\n If you want to join our admin team please contact nitrophysix!" 25 all
Inserting \n into console allows a line break in the message, Is it possible to get proconrulz to run a console command?

 

Ive managed to find the exec BUT its not executing the \n line breaks?

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Originally Posted by AsiLuM8oR*:

 

Ty_ger07 Hello it is the command that I should add to prolong the appearance on screen of the "kill streak" of 2 seconds aditional?

 

Thank you.

# Unreal Tournament Kill Streak Announcer by ty_ger07

We teamkill, If server_streak% [% v%]%> = 5; Yell% p% (teamkill) ended% v% 's server_streak% [% v%]%-kill streak.

On Suicide; server_streak If% [% p%]%> = 5; Yell% p% p%% ended suicide 'server_streak% s [% p%]%-kill streak.

Kill It, If server_streak% [% v%]%> = 5; Yell ended%% p% v% 's server_streak% [% v%]%-kill streak.

Kill It, Set server_streak% [% v%] 0%

We teamkill; Set server_streak% [% v%] 0%

On Suicide, Set server_streak% [% v%] 0%

Kill It, If server_streak% [% p%]% == 0; Set killincr% 0%

Kill it, Incr% killincr% Incr server_streak% [% p%]%;

Kill It, If killincr%% == 30; Set killincr% 25%; GodLike Yell! % p%:% server_streak [% p%]%-kill streak.

Kill It, If server_streak% [% p%]% == 25; GodLike Yell! % p% 25-kill streak.

Kill It, If server_streak% [% p%]% == 20; Yell Unstoppable! % p% 20-kill streak.

Kill It, If server_streak% [% p%]% == 15; Yell Dominating! % p% 15-kill streak.

Kill It, If server_streak% [% p%]% == 10; Yell Rampage! % p% 10-kill streak.

Kill It, If server_streak% [% p%]% == 5; Yell Killing Spree! % p%: 5-kill streak.

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Originally Posted by ty_ger07*:

 

Ty_ger07 Hello it is the command that I should add to prolong the appearance on screen of the "kill streak" of 2 seconds aditional?

The yell command has an optional parameter to specify the duration of the yelled text.

 

See documentation:

http://www.forsterlewis.com/proconrulz.pdf

Page 36

 

"Yell " [] : Yell with N seconds on-screen time (default for N in plugin settings)

So, an example would be:

 

... Yell 5 Killing Spree! %p%: 5-kill streak.

Adding a number between the Yell command and the message tells PRoConRulz how long to yell the message. In the example above, the message would be yelled for 5 seconds.

 

 

 

 

What have you done to my code? What is "Kill It"? And what is with the goofy spacing? And what is with missing brackets and additional numbers? Why are things out of order?

 

Everything in red below is wrong.

 

# Unreal Tournament Kill Streak Announcer by ty_ger07

We teamkill, If server_streak% [% v%]% > = 5; Yell% p% (teamkill) ended% v% 's server_streak% [% v%]%-kill streak.

On Suicide; server_streak If% [% p%]% > = 5; Yell% p% p%% ended suicide 'server_streak% s [% p%]%-kill streak.

Kill It, If server_streak% [% v%]% > = 5; Yell ended%% p% v% 's server_streak% [% v%]%-kill streak.

Kill It, Set server_streak% [% v%] 0%

We teamkill; Set server_streak% [% v%] 0%

On Suicide, Set server_streak% [% v%] 0%

Kill It, If server_streak% [% p%]% == 0; Set killincr% 0%

Kill it, Incr% killincr% Incr server_streak% [% p%]%;

Kill It, If killincr%% == 30; Set killincr% 25%; GodLike Yell! % p%:% server_streak [% p%]%-kill streak.

Kill It, If server_streak% [% p%]% == 25; GodLike Yell! % p% 25-kill streak.

Kill It, If server_streak% [% p%]% == 20; Yell Unstoppable! % p% 20-kill streak.

Kill It, If server_streak% [% p%]% == 15; Yell Dominating! % p% 15-kill streak.

Kill It, If server_streak% [% p%]% == 10; Yell Rampage! % p% 10-kill streak.

Kill It, If server_streak% [% p%]% == 5; Yell Killing Spree! % p%: 5-kill streak.

Obviously that won't work....

 

Delete all that corrupt code and start over.

Get the correct un-edited / un-mutilated code from this thread:

myrcon.net/.../kill-streak-announcer

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Originally Posted by DaBIGfisH*:

 

Hi,

 

i want to reprogram Proconrulz-Plugin. My aim is, that the server rules on request should be displayed in 1 second time cycle until the last rule.

 

here the partial Procon rules code from the *.cs file:

 

 

foreach (string rul in rulz)

{

if (playersay_rulz_message == enumBoolYesNo.Yes)

ExecuteCommand("procon.protected.send", "admin.say", rul, "player", player_name);

System.Threading.Thread.Sleep(1000);

else

ExecuteCommand("procon.protected.send", "admin.say", rul, "all");

System.Threading.Thread.Sleep(1000);

}

 

I am sure that the code above is not working correct. Please tell me how i can do it right.

 

Thanks & Regards de.DaBIGfisH

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Originally Posted by DaBIGfisH*:

 

Found a bug!

 

Players with names that begins with "="-symbol are not recognized by procon rulz ini-operations. So it is not possible to track serverkills or servervisits for such playernames.

 

regards, de.DaBIGfisH

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Originally Posted by n00by*:

 

Ich versuche auf einem Rush-Server Fahrzeuge zu verbieten, aber das Tool greift nicht, was ist Falsch?

I try on a rush server to ban cars, but the tool does not intervene, what is wrong?

On Kill;MapMode Rush0;Weapon Death;PlayerCount 1;PlayerYell >> No vehicle/kein Fahrzeug, BYE BYE /und TSCHÜSS

On Kill;MapMode Rush0;Weapon Death;PlayerCount 0;PlayerYell >> No vehicle in Rush last warn before KICK!/Kein Fahrzeug in Rush letzte Warnung vor dem KICK!

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Originally Posted by MNieddu91*:

 

Hello Guys,

I want to make a !swap command on my Server with ProConRulz. But i need help.

I only can switch players to the other team, if i am in the same team as the guy i want to swap. if I'm in opposite team it only kills him but not move to the other (my) team.

 

On Say;Admin;Text !swap;TargetPlayer;If %ptk% == 1;exec admin.movePlayer %t% 2 0 true

On Say;Admin;Text !swap;TargetPlayer;If %ptk% == 2;exec admin.movePlayer %t% 1 0 true

 

i DON'T want two sepereate commands, like !swapUS and !swapRU.

 

Greetz Marco

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Originally Posted by MNieddu91*:

 

If the target team is full, the player will just be killed but not moved.

i test it with 2 players on server and 10 in ESL Versus, my Server has 16 slots, so this is not the problem
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Originally Posted by ty_ger07*:

 

Oh, I see the problem.

 

"...If %ptk% ==..." is checking which team YOU are on, not which team the targetplayer is on. Somehow you need to specify the targetplayer in the condition.

 

There might be a simpler way to do it, but you could save the player team information for each player in a variable and then refer to that variable.

 

On Spawn;Set %playerteam[%p%]% %ptk%

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 1;exec admin.movePlayer %t% 2 0 true

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 2;exec admin.movePlayer %t% 1 0 true

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Originally Posted by MNieddu91*:

 

Oh, I see the problem.

 

"...If %ptk% ==..." is checking which team YOU are on, not which team the targetplayer is on. Somehow you need to specify the targetplayer in the condition.

 

There might be a simpler way to do it, but you could save the player team information for each player in a variable and then refer to that variable.

 

On Spawn;Set %playerteam[%p%]% %ptk%

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 1;exec admin.movePlayer %t% 2 0 true

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 2;exec admin.movePlayer %t% 1 0 true

Don't working. also when player spawned, so this is not the reason. But it would be nice, if i can swap player without they are spawning. But not a must have

 

I have to correct me i can only swap myself

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Originally Posted by ty_ger07*:

 

Don't working.

"Don't working" is not helpful. What isn't working? What happens? Do you get errors when parsing the rules? Does anything happen when you type the command? What happens?

 

But it would be nice, if i can swap player without they are spawning.

This sort of solution requires a trigger and the most common and accurate trigger is 'On Spawn'. It will still work when they are dead, but they would have to spawn on the team at least once for them to be associated with that team.

 

I have to correct me i can only swap myself

I don't understand your English. What does that mean? You seem to be missing some periods or something in that sentence.
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Originally Posted by ty_ger07*:

 

On Spawn;Set %playerteam[%p%]% %ptk%

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 1;exec admin.movePlayer %t% 2 0 true

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 2;exec admin.movePlayer %t% 1 0 true

How it works:

 

On Spawn;Set %playerteam[%p%]% %ptk% : when the player spawns, set %playerteam[%p%]% value to team number of the player. So, if I spawn as US, it would set %playerteam[Ty_ger07]% to 1

 

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 1;exec admin.movePlayer %t% 2 0 true : when an admin types !swap Ty_ger07 , it determines that my %playerteam[Ty_ger07]% value is 1 and moves me to team 2.

 

I don't see any reason it should not work unless for some reason PRoConRulz does not allow %t% substitutions in a condition no matter what.

 

You really should add some log commands in there to see where it goes wrong.

 

For example:

On Spawn;Set %playerteam[%p%]% %ptk%;Log %p% player team was just set to %playerteam[%p%]% which should be %ptk%

On Say;Admin;Text !swap;TargetPlayer;Log Target player detected as %t%;If %playerteam[%t%]% == 1;Log %t% player team equals %playerteam[%t%]%;exec admin.movePlayer %t% 2 0 true;Log Tried to move %t% to team 2

On Say;Admin;Text !swap;TargetPlayer;Log Target player detected as %t%;If %playerteam[%t%]% == 2;Log %t% player team equals %playerteam[%t%]%;exec admin.movePlayer %t% 1 0 true;Log Tried to move %t% to team 1

 

Then, look at your console logs and see if you can find out why it isn't working.

 

Bam Bam?

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Originally Posted by MNieddu91*:

 

I don't understand your English. What does that mean? You seem to be missing some periods or something in that sentence.

Ok let me try it again, all commands are loaded correctly, if i enter !swap xyz in Bf3 chat, the target player is not killed ,not switch,really nothing happend. if i enter !swap Cyber or !swap CyBeRSh0cK91 (my ingame name) i will be swaped to other team. don't have 2nd guy to test it nearly right now.
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Originally Posted by ty_ger07*:

 

Otherwise, if BamBam hasn't allowed %t% to be parsed as a substitute inside a condition for whatever reason, you could simplify the rule process by creating 2 different commands.

 

For instance:

 

On Say;Admin;Text !swapUS;TargetPlayer;exec admin.movePlayer %t% 1 0 true

On Say;Admin;Text !swapRU;TargetPlayer;exec admin.movePlayer %t% 2 0 true

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Originally Posted by MNieddu91*:

 

hmm, das hatte ich so auch schon, war aber eben eigentlich das was ich nicht haben wollte :/ naja wenn es wohl nicht anders geht, werde ich mich wohl mit abfinden müssen

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Originally Posted by bambam*:

 

Oh, I see the problem.

 

"...If %ptk% ==..." is checking which team YOU are on, not which team the targetplayer is on. Somehow you need to specify the targetplayer in the condition.

 

There might be a simpler way to do it, but you could save the player team information for each player in a variable and then refer to that variable.

 

On Spawn;Set %playerteam[%p%]% %ptk%

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 1;exec admin.movePlayer %t% 2 0 true

On Say;Admin;Text !swap;TargetPlayer;If %playerteam[%t%]% == 2;exec admin.movePlayer %t% 1 0 true

I don't have a BF server to test this with at the moment, but I think using %playerteam[X]% is mistakenly using a PLAYER variable and then indexing it with the other player name... a SERVER variable is needed i.e. the var should begin with "%server_..." as in:

 

Code:

On Spawn;Set %server_team[%p%]% %ptk%
On Say;Admin;Text !swap;TargetPlayer;If %server_team[%t%]% == 1;exec admin.movePlayer %t% 2 0 true
On Say;Admin;Text !swap;TargetPlayer;If %server_team[%t%]% == 2;exec admin.movePlayer %t% 1 0 true
So with three players team1: huey, looey and team2: dooey you end up with

 

%server_team[huey]% = 1

%server_team[looey]% = 1

%server_team[dooey]% = 2

 

For anyone interested, vars are by default used on a PER PLAYER basis UNLESS the var name begins %server_.. or %team_.. (so in ty_gers example %playerteam[%t%]% is assigned only to the then current player, even though it then has a [%t%] stuck into the name). This is actually simpler than it looks and I know ty_ger knows it, but it 's not possible to repeat the whole section of the online manual here...

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Originally Posted by Repoman*:

 

We play metro 24/7 on our server and we have a rule that it'd a fight for B flag only until 5 vs 5 than all flags are a go. Is it possible to have a rule will yell this rule say every 25 seconds. once it reaches 5 vs 5 it will yell all flag are open for capture. than if it goes below 5 vs 5 it will switch to say only fight for B until 5 vs 5?

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Originally Posted by Beast-77-Dk*:

 

hello procon community... maby im not posting this the right place but im new here

i have a problem i try to make a code to remove recon kit so you can't spawn with it from my BF3 TDM server

 

Her Are The Code: On Spawn;Kit Recon ;Kill %p% For Using Sniper Kit;Yell %p% Kicked For Using Sniper Kit

 

can anyone help me or make the code or fix it i'm going crazy it's the only thing i need for my server to run perfect

 

note... it says ProconRulz: 1 rules loaded but i can still spwan with recon kit

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Originally Posted by ty_ger07*:

 

hello procon community... maby im not posting this the right place but im new here

i have a problem i try to make a code to remove recon kit so you can't spawn with it from my BF3 TDM server

 

Her Are The Code: On Spawn;Kit Recon ;Kill %p% For Using Sniper Kit;Yell %p% Kicked For Using Sniper Kit

 

can anyone help me or make the code or fix it i'm going crazy it's the only thing i need for my server to run perfect

 

note... it says ProconRulz: 1 rules loaded but i can still spwan with recon kit

Read the PRoConRulz documentation in the first post. ;-)

 

You cannot use this type of rule in BF3 because BF3 does not communicate kit on spawn via Rcon. This would only work with BC2.

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Originally Posted by PwrElec*:

 

Hi all :smile:

Am very happy to be here... very nice informative place to be

However, am a bit noob, I cant find something specific about no mortar rule... :/

 

I have something that that looks like this:

On Kill; Damage M224; Say No Mortars on this server; Kick

Can someone help me out, plz?
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Originally Posted by ty_ger07*:

 

Hi all :smile:

Am very happy to be here... very nice informative place to be

However, am a bit noob, I cant find something specific about no mortar rule... :/

 

I have something that that looks like this:

 

 

Can someone help me out, plz?

BF3 I asume? Mortars in BF3 are "Weapon Death". Vehicles and mounted stationary weapons are also "death" which means you would have to restrict all or none.
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Originally Posted by PwrElec*:

 

BF3 I asume? Mortars in BF3 are "Weapon Death". Vehicles and mounted stationary weapons are also "death" which means you would have to restrict all or none.

Yes BF3. It is ok, it is a TDM on Seine.

So...like this?

 

On Kill;Weapon Death;PlayerCount 2;Log %p% banned for Mortar use;Ban %p% Mortar use

On Kill;Weapon Death;PlayerCount 1;Log %p% kicked for Mortar use;Kick %p% Mortar use

On Kill;Weapon Death;PlayerSay %p% No Mortar;Kill 100

No errors, but not tested yet...will this work?

 

Edit: This works :biggrin:

 

 

 

Thanks a lot!

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      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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