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Insane Limits - Examples


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Originally Posted by Singh400*:

 

Couple of cheaters managed to sneak past my ...*. Both of them had stupidly highly Kill Streak Bonus. So I've just implemented the below.

 

Set limit to evaluate OnJoin, set action to PBBan or any other action you wish.

 

Set first_check to this Expression:

Code:

( player.KillStreakBonus > 100 )
You may change the Kill Streak Bonus value from 100 to whatever value you want.
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Originally Posted by Mootart*:

 

You need .NET 3.5 or later.

I got Microsoft .net Compact Framework 3.5

 

if you have any suggestions micovery let me know. send me i link so i can download them...

 

thanks a lot bro... more power..

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Originally Posted by TMiland*:

 

Yes, absolutely. I included the code we worked on earlier:

Code:

// Maybe they are using [_-=]XXX[=-_]PlayerName format
		Match tm = Regex.Match(player_info.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
Thank you PapaCharlie9, much appreciated! :-D
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Originally Posted by Mootart*:

 

i just sent a ticket to my procon hosting. bec i was using a layer. here is their reply.

 

Alex

Staff 01/31/2012 09:34

I made a copy of your Procon install and ran it from my personal Windows 7 PC and received the same error "[09:33:10 65] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync".

 

This is just a beta plugin with errors. If it is crashing your Procon I suggest waiting until the developer can resolve the bugs within the plugin, unfortunately there is really nothing we can do. Additionally, our servers are up to date with all the necessary software installed.

 

what do you think microvery?

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Originally Posted by Mootart*:

 

so layer hosting tried to install plugin (Fresh)

 

yet i got this error same as b4.

 

[23:39:13 96] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync

[23:39:44 46] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

 

i layer hosting have updated to ver8 patch.

and .net3.5 installed.

 

anysuggestions? for the this time ill put it back to ver7

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Originally Posted by GitSum*:

 

i just sent a ticket to my procon hosting. bec i was using a layer. here is their reply.

 

Alex

Staff 01/31/2012 09:34

I made a copy of your Procon install and ran it from my personal Windows 7 PC and received the same error "[09:33:10 65] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync".

 

This is just a beta plugin with errors. If it is crashing your Procon I suggest waiting until the developer can resolve the bugs within the plugin, unfortunately there is really nothing we can do. Additionally, our servers are up to date with all the necessary software installed.

 

what do you think microvery?

Mootart - that is pretty good service if you ask me :smile: who is the provider?
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Originally Posted by pharbehind*:

 

I'm trying to use the Votekick option, but whenever players try a votekick, it tells them they are not allowed. "player_name, kicking is not allowed." I don't even see that response in the code, any ideas?

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Originally Posted by 0mni*:

 

Evaluation: Code:

OnJoin
First Check: Code:
!plugin.isInList(player.Name, "Protected") && ( player.Kdr > 3.4 || player.Skill > 750 || player.Spm >= 750 || player.Accuracy > 30 )
Action: Code:
PBBan and Mail
I get this error when enabled.

Code:

[19:27:57 59] [Insane Limits] Thread(enforcer): EXCEPTION: : System.ArgumentException: Must specify valid information for parsing in the string.
[19:27:57 59] [Insane Limits] Thread(enforcer): Extra information dumped in file InsaneLimits.dump
How can I make this work ? SO that people in the list are not affected.
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Originally Posted by micovery*:

 

I'm trying to use the Votekick option, but whenever players try a votekick, it tells them they are not allowed. "player_name, kicking is not allowed." I don't even see that response in the code, any ideas?

Collision between Insane Punisher, and the code in that example ... since you have vote-kicking disabled in Insane Punisher, it tells them that they are not allowed to vote.

 

This is ridiculous, I hate those plugin developers who think their plugin is so important ... and don't let user decide whether they want to use a *specific* feature or not :-) *cough* *cough*

 

 

Evaluation: Code:

OnJoin
First Check: Code:
!plugin.isInList(player.Name, "Protected") && ( player.Kdr > 3.4 || player.Skill > 750 || player.Spm >= 750 || player.Accuracy > 30 )
Action: Code:
PBBan and Mail
I get this error when enabled.

Code:

[19:27:57 59] [Insane Limits] Thread(enforcer): EXCEPTION: : System.ArgumentException: Must specify valid information for parsing in the string.
[19:27:57 59] [Insane Limits] Thread(enforcer): Extra information dumped in file InsaneLimits.dump
How can I make this work ? SO that people in the list are not affected.
The action should be "PBBan | Mail" as opposed to "PBBan and Mail" ... if that does not fix it, share the stack trace from the *.dump file ... It could be a bug in the plugin.
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Originally Posted by 0mni*:

 

The action should be "PBBan | Mail" as opposed to "PBBan and Mail" ... if that does not fix it, share the stack trace from the *.dump file ... It could be a bug in the plugin.

It is set to "PBBan | Mail", just didn't bother using the pipe :ohmy:

 

Here is the dump.

 

Code:

-----------------------------------------------
Version: InsaneLimits 0.0.0.7
Date: 2/1/2012 7:33:30 PM
System.ArgumentException: Must specify valid information for parsing in the string.

Stack Trace: 
   at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
   at PRoConEvents.InsaneLimits.CustomList.get_Comparison()
   at PRoConEvents.InsaneLimits.CustomList.Contains(String item)
   at PRoConEvents.InsaneLimits.isInList(String item, String list_name)

MSIL Stack Trace:
    System.Object Parse(System.Type, System.String, Boolean), IL: 0x0
    ListComparison get_Comparison(), IL: 0x0
    Boolean Contains(System.String), IL: 0x6
    Boolean isInList(System.String, System.String), IL: 0x5E
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Originally Posted by micovery*:

 

It is set to "PBBan | Mail", just didn't bother using the pipe :ohmy:

 

Here is the dump.

 

Code:

-----------------------------------------------
Version: InsaneLimits 0.0.0.7
Date: 2/1/2012 7:33:30 PM
System.ArgumentException: Must specify valid information for parsing in the string.

Stack Trace: 
   at System.Enum.Parse(Type enumType, String value, Boolean ignoreCase)
   at PRoConEvents.InsaneLimits.CustomList.get_Comparison()
   at PRoConEvents.InsaneLimits.CustomList.Contains(String item)
   at PRoConEvents.InsaneLimits.isInList(String item, String list_name)

MSIL Stack Trace:
    System.Object Parse(System.Type, System.String, Boolean), IL: 0x0
    ListComparison get_Comparison(), IL: 0x0
    Boolean Contains(System.String), IL: 0x6
    Boolean isInList(System.String, System.String), IL: 0x5E
Can you share the settings for your custom list. Looks like there is a bug in the "CaseSensitive" vs "CaseInsentive" part.
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Originally Posted by micovery*:

 

Changeing it from CaseSensitive to CaseInSensitive seems to have stopped the error.

 

Going to test it with a friend to verify it works.

Yeah found the bug ...

 

"comparison" is misspelled ... try changing it to "comparison", and see if it fixes the issue

 

Code:

private void InitFields(String id)
            {
                setFieldValue("id", id);
                setFieldValue("hide", ShowHide.Hide.ToString());
                setFieldValue("state", ListState.Enabled.ToString());
                setFieldValue("name", "Name" + id);
                setFieldValue("compairson", ListComparison.CaseInsensitve.ToString());
                setFieldValue("data", "value1, value2, value3");
                setFieldValue("delete", false.ToString());
            }
Changing it will also make it work, because it will re-add the variable with the correct name.
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Originally Posted by droopie*:

 

got this error [19:15:34 86] [insane Limits] ERROR: 1 error compiling Code

[19:15:34 86] [insane Limits] ERROR: (CS1501, line: 44, column: 42): No overload for method 'GetPlayer' takes '1' arguments

 

 

with the votekick

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Originally Posted by pharbehind*:

 

Well, I guess the only thing I'm actually using from Insane Punisher are the insults and slaps, lol, which aren't that important. I've turned off Insane Punisher. Is that really my only option to allow Vote Kick to work?

 

edit: disabled Punisher, but now when attempting a !votekick, I get no response. The limiter says its enabled and compiled.

 

edit2: but it does show in the console like its working, just no player feedback.

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Originally Posted by micovery*:

 

Well, I guess the only thing I'm actually using from Insane Punisher are the insults and slaps, lol, which aren't that important. I've turned off Insane Punisher. Is that really my only option to allow Vote Kick to work?

 

edit: disabled Punisher, but now when attempting a !votekick, I get no response. The limiter says its enabled and compiled.

Are you typing the name of the player after the "votekick" keyword?

 

Code:

!votekick micovery
The way it works, is not the usual vote-kicking where someone starts a vote, and other say yes/no. Here everyone has to say who they want they want to vote-kick ... the plugin will keep track of the votes received by each player ... the moment anyone reaches certain number of votes, hes out.

 

Votes expire at the end of the round ... so if you had 3 people vote against you ... but 5 is needed ... and the round ends ... then those 3 votes are gone.

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Originally Posted by Mootart*:

 

This example displays a formatted clan tag leaderboard table at the end of every Conquest or TDM round. The leaderboard is displayed up to 3 times at the end of the round: at 20% of tickets left, at 10% and finally at 5%.

 

Clan tags are sorted and first, second and third place determined by average score and average kills. A clan tag is included only if there are at least 2 players with that tag in the round when the table is calculated. All players without a tag are averaged as the "no tag" entry. If there are insufficient players to fill up the 3rd or 2nd place slot, "--" is displayed. By using averages, a clan that only has 3 players in the round has a fighting chance against a clan with 11 players in the round for first place, etc. Solitary players with a tag are excluded, since one hot-shot pro can dominate a mix of players from another clan. Clans are all about team play anyway. :smile:

 

Here are a couple of screenshots:

 

Posted Image

 

Posted Image

 

NOTE: Coders should see the detailed notes at the bottom of the post. There are some re-usable subroutines that you can put in your toolbox.

 

Set limit to evaluate OnKill, set action to None

 

Set first_check to this Expression:

 

Code:

( Regex.Match(server.Gamemode, "(Conquest|Team)", RegexOptions.IgnoreCase).Success && (server.RemainTicketsPercent(1) < 20 || server.RemainTicketsPercent(2) < 20) )
Set second_check to this Code:

 

Code:

/* Check if near end of round */

int level = 2;

try {
	level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

if (!limit.RoundData.issetDouble("EOR")) { // EOR: End Of Round
	limit.RoundData.setDouble("EOR", 20); // Threshhold
}

/* First activation is a gimme, check for 2nd and 3rd */

double thresh = limit.RoundData.getDouble("EOR");

if (server.RemainTicketsPercent(1) > thresh && server.RemainTicketsPercent(2) > thresh) {
	if (level >= 5) {
		plugin.ConsoleWrite("^bEOR Debug^n: T1/T2 = " + String.Format("{0:F1}",server.RemainTicketsPercent(1)) +"/"+ String.Format("{0:F1}",server.RemainTicketsPercent(2)));
	}
	return false; // don't do anything;
}

/* Set the next threshhold */

if (thresh == 20) {
	// Set up the 2nd threshhold
	limit.RoundData.setDouble("EOR", 10);
} else if (thresh == 10) {
	// Set up the 3rd threshhold
	limit.RoundData.setDouble("EOR", 5);
} else if (thresh == 5) {
	// Set up the last threshhold
	limit.RoundData.setDouble("EOR", 0);
} else if (thresh == 0) {
	// Stop announcing
	return false;
}

/* Logging */

Dictionary<String, String> shortMap = new Dictionary<String,String>();
shortMap.Add("MP_001", "Bazaar");
shortMap.Add("MP_003", "Teheran");
shortMap.Add("MP_007", "Caspian");
shortMap.Add("MP_011", "Seine");
shortMap.Add("MP_012", "Firestorm");
shortMap.Add("MP_013", "Damavand");
shortMap.Add("MP_017", "Canals");
shortMap.Add("MP_018", "Kharg");
shortMap.Add("MP_Subway", "Metro");
shortMap.Add("MP_SUBWAY", "Metro");
shortMap.Add("XP1_001", "Karkand");
shortMap.Add("XP1_002", "Oman");
shortMap.Add("XP1_003", "Sharqi");
shortMap.Add("XP1_004", "Wake");

String mfname = server.MapFileName.ToUpper();
String map = mfname;
if (shortMap.ContainsKey(mfname)) map = shortMap[mfname];


if (level >= 4) {
	double t1 = Math.Round(server.RemainTickets(1));
	double t2 = Math.Round(server.RemainTickets(2));
	String t1p = String.Format("{0:F1}",server.RemainTicketsPercent(1));
	String t2p = String.Format("{0:F1}",server.RemainTicketsPercent(2));
	plugin.ConsoleWrite(@"^b[EOR]^n: ^b^4" + map + "^0^n T1/T2 T1%/T2% = " + t1 +"/"+ t2 + " " + t1p + "/" + t2p + ", threshhold=" + thresh);
}

/* Collect clan statistics */

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
Dictionary<String, double> clanCounts = new Dictionary<String, double>();
Dictionary<String, double> clanScores = new Dictionary<String, double>();
Dictionary<String, double> clanKills = new Dictionary<String, double>();

foreach(PlayerInfoInterface player_info in players)
{
	String tag = player_info.Tag;
	if(tag.Length == 0) {
		// Maybe they are using [_-=]XXX[=-_]PlayerName format
		Match tm = Regex.Match(player_info.Name, @"^[=_\-]_([^=_\-]{2,4})[=_\-]");
		if (tm.Success) {
			tag = tm.Groups[1].Value;
			if (level >= 4 && !clanCounts.ContainsKey(tag)) plugin.ConsoleWrite("^b[EOR]^n extracted [" + tag + "] from " + player_info.Name);
		} else {
			// Use the default "everybody else" tag
			tag = "no tag";
		}
	}	

	if (!clanCounts.ContainsKey(tag)) clanCounts.Add(tag, 0);

	clanCounts[tag] += 1;

	if (!clanScores.ContainsKey(tag)) clanScores.Add(tag, 0);

	clanScores[tag] += player_info.ScoreRound;

	if (!clanKills.ContainsKey(tag)) clanKills.Add(tag, 0);

	clanKills[tag] += player_info.KillsRound;
}

/* Sort all clans by average score */

String[] scoreTags = { "--", "--", "--" };

List<KeyValuePair<String, double>> list = new List<KeyValuePair<String, double>>();

foreach (KeyValuePair<String, double> pair in clanScores) {
	list.Add(pair);
}

if (list.Count > 0) {

	list.Sort(
		delegate(KeyValuePair<String, double> firstPair, KeyValuePair<String, double> nextPair) {
			double na = clanCounts[firstPair.Key];
			double nb = clanCounts[nextPair.Key];
			
			if (na != 0 && nb == 0) return -1;
			if (na == 0 && nb != 0) return 1;
			if (na == 0 && nb == 0) return 0;
			
			double a = firstPair.Value/na;
			double b = nextPair.Value/nb;
			
			if (a > B) return -1;
			if (a < B) return 0;
			return 0; // equal
		}
	);

	// Example: #1[LGN]/9: 2039.1, #2no tag/27: 1689.3, #3[SOG]/2: 588.5, ...

	int place = 0;
	String message = ": ";
	foreach(KeyValuePair<String, double> pair in list) {
		double n = clanCounts[pair.Key];
		if (n < 2) continue; // Skip solitary players
		String tmp = String.Empty;
		if (!pair.Key.Equals("no tag")) {
			tmp = "[" + pair.Key + "]";
		} else {
			tmp = pair.Key;
		}
		if (place < 3) {
			scoreTags[place] = tmp;
		}
		place += 1;
		message = message + "#" + place + tmp + "/" + n + ": " + String.Format("{0:F1}",(pair.Value/n)) + ", ";
		if (place >= 6) break; // Limit to top 6
	}
	if (level >= 3 && place > 0) {
		message = "Tags by avg score" + message + "...";
		plugin.ConsoleWrite("^b[EOR]^n: " + message);
	}
}


/* Sort all clans by average kills */

String[] killTags = { "--", "--", "--" };

list.Clear();

foreach (KeyValuePair<String, double> pair in clanKills) {
	list.Add(pair);
}

if (list.Count > 0) {

	list.Sort(
		delegate(KeyValuePair<String, double> firstPair, KeyValuePair<String, double> nextPair) {
			double na = clanCounts[firstPair.Key];
			double nb = clanCounts[nextPair.Key];
			
			if (na != 0 && nb == 0) return -1;
			if (na == 0 && nb != 0) return 1;
			if (na == 0 && nb == 0) return 0;
			
			double a = firstPair.Value/na;
			double b = nextPair.Value/nb;
			
			if (a > B) return -1;
			if (a < B) return 1;
			return 0; // equal
		}
	);

	// Example: #1[SOG]/9: 17.3, #2[365]/2: 11.5, #3no tag/40: 6.6, ...

	int place = 0;
	String message = ": ";
	foreach(KeyValuePair<String, double> pair in list) {
		double n = clanCounts[pair.Key];
		if (n < 2) continue; // Skip solitary players
		String tmp = String.Empty;
		if (!pair.Key.Equals("no tag")) {
			tmp = "[" + pair.Key + "]";
		} else {
			tmp = pair.Key;
		}
		if (place < 3) {
			killTags[place] = tmp;
		}
		place += 1;
		message = message + "#" + place + tmp + "/" + n + ": " + String.Format("{0:F1}",(pair.Value/n)) + ", ";
		if (place >= 6) break; // Limit to top 6
	}
	if (level >= 3 && place > 0) {
		message = "Tags by avg kills" + message + "...";
		plugin.ConsoleWrite("^b[EOR]^n: " + message);
	}
}

/* Chat character width table for formatting scoreboard */

/* 
This was done entirely by eyeball, so it is just an estimate. It is
normalized to the pixel width of the lower case 'x' character. That is 1.0.
Values less than 1.0, such as 0.8, are narrower than 'x'. Values greater
than 1.0, such as 1.2, are wider than 'x'.

I estimated the width of a tab column to be 4.7. That errs on the
side of being too low, which means it's possible for the next
column to be too far over. The resulting table might look like
this:

Score   Kills
[XXX]       [YYY]

I thought that was less confusing than being too close:

Score   Kills
[XXX][YYY]

Finally, the table is incomplete. It doesn't have all possible
character codes in it. Any character that is not found in
the table is assumed to be 1.0 in the code that uses the table.
*/

Dictionary<Char, double> widths = new Dictionary<Char, double>();

widths.Add('-', 0.8);

widths.Add('0', 1.3); widths.Add('1', 0.7); widths.Add('2', 1.2); widths.Add('3', 1.2); widths.Add('4', 1.2); widths.Add('5', 1.2); widths.Add('6', 1.1); widths.Add('7', 1.0); widths.Add('8', 1.1); widths.Add('9', 1.1);

widths.Add(':', 1.0); widths.Add(';', 1.0); widths.Add('<', 1.0); widths.Add('=', 1.0); widths.Add('>', 1.0); widths.Add('_', 1.2); widths.Add('@', 2.0);

widths.Add('A', 1.3); widths.Add('B', 1.25); widths.Add('C', 1.3); widths.Add('D', 1.3); widths.Add('E', 1.1); widths.Add('F', 0.9); widths.Add('G', 1.3); widths.Add('H', 1.3); widths.Add('I', 0.5); widths.Add('J', 1.2); widths.Add('K', 1.2); widths.Add('L', 1.1); widths.Add('M', 1.4); widths.Add('N', 1.3); widths.Add('O', 1.3); widths.Add('P', 1.2); widths.Add('Q', 1.3); widths.Add('R', 1.25); widths.Add('S', 1.3); widths.Add('T', 1.2); widths.Add('U', 1.3); widths.Add('V', 1.25); widths.Add('W', 1.8); widths.Add('X', 1.25); widths.Add('Y', 1.25); widths.Add('Z', 1.25);


widths.Add('[', 0.65); widths.Add(']', 0.65); widths.Add('^', 1.0); widths.Add('_', 1.0); widths.Add('`', 1.0);

widths.Add('a', 1.05); widths.Add('b', 1.1); widths.Add('c', 1.0); widths.Add('d', 1.1); widths.Add('e', 1.05); widths.Add('f', 0.7); widths.Add('g', 1.1); widths.Add('h', 1.15); widths.Add('i', 0.35); widths.Add('j', 0.35); widths.Add('k', 1.0); widths.Add('l', 0.35); widths.Add('m', 1.6); widths.Add('n', 1.15); widths.Add('o', 1.1); widths.Add('p', 1.1); widths.Add('q', 1.1); widths.Add('r', 0.75); widths.Add('s', 1.1); widths.Add('t', 0.5); widths.Add('u', 1.15); widths.Add('v', 1.1); widths.Add('w', 1.5); widths.Add('x', 1.0); widths.Add('y', 1.05); widths.Add('z', 0.9);

widths.Add('|', 0.2); widths.Add('~', 1.0);

/* Compute number of tabs needed */

double[] tagWidth = {0,0,0};

for (int i = 0; i < 3; ++i) {
	Char[] cs = scoreTags[i].ToCharArray();
	foreach ( Char c in cs ) {
		if (widths.ContainsKey(c)) {
			tagWidth[i] += widths[c];
		} else {
			tagWidth[i] += 1.0;
		}
	}
}

String[] tab = {"\t", "\t", "\t"};
for (int i = 0; i < 3; ++i) {
	if (level >= 4) plugin.ConsoleWrite("^b[EOR]^n widths: " + scoreTags[i] + " " + tagWidth[i]);
	if (tagWidth[i] < 4.7001) { // Use two tabs
		tab[i] += "\t";
	}
}

/* Send clan tag leaderboard to the chat window */

String lb = "Place by:\tScore\tKills   <- Clan Tag Leaderboard\n1st:\t\t"+scoreTags[0]+tab[0]+killTags[0]+"\n2nd:\t\t"+scoreTags[1]+tab[1]+killTags[1]+"\n3rd:\t\t"+scoreTags[2]+tab[2]+killTags[2];
if (level >= 3) plugin.ConsoleWrite("^b[EOR]^n ^4"+map+"^0:\n"+lb);
plugin.SendGlobalMessage(lb);

return false;
Detailed notes for Coders

 

There are several re-usable subroutines in this example that you might find useful. Here's a summary in the order that they appear in the example:

 

* "Near end of round" code for spacing out execution at the end of a round. The code is written for the last 20%, 10% and 5% of tickets remaining, but that condition can be replaced with something else, or the values changed. It uses a RoundData scratchpad variable in conjunction with an event that is expect to happen fairly often: OnKill in this case, but it could be OnInterval instead.

 

* "Sort" Comparison function delegates for sorting a list of KeyValuePair items in descending order by Value.

 

* Chat text character width table for formatting chat into tabular columns. See the comment in the code for a long list of disclaimers -- I created these values by trial-and-error and eyeballing my screen!

Before its working. but now it showing the msg but no player. no results.. any ideas?
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Originally Posted by droopie*:

 

the kill rate checker has gone crazy.. this accused almost everyone in the server of high kill rate...

( limit.Activations(player.Name, TimeSpan.FromSeconds(30)) > 10)

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Originally Posted by ganjaparadise*:

 

the kill rate checker has gone crazy.. this accused almost everyone in the server of high kill rate...

( limit.Activations(player.Name, TimeSpan.FromSeconds(30)) > 10)

Or you 've many hacker on your server :biggrin:

 

I've modified your exemple micoverry to watch more stats :

 

 

 

player.Time = 2.8 || player.Spm >= 800 || player.Accuracy >= 28 || player.Skill >= 800 || player.KillStreakBonus >= 300 )

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Originally Posted by GitSum*:

 

the kill rate checker has gone crazy.. this accused almost everyone in the server of high kill rate...

( limit.Activations(player.Name, TimeSpan.FromSeconds(30)) > 10)

We had a 'runaway' (lol) with this one once also - banned a dozen or so players. I think the CPU on the box running procon got hung on 100% utilization and couldn't properly determine what 30 seconds was
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Originally Posted by PapaCharlie9*:

 

http://imageshack.us/photo/my-images/36/clantag.jpg/

 

i only have this output eveytime.. all the time.

The screenshot was very helpful to my understanding, thanks for that!

 

By all the time, do you mean, even when 2 or more players have the same tag? If all the players have no tag, or some players have a tag, but for each tag there is only one player, that is the expected output. If two or more players had the same tag and had non-zero scores or non-zero kills, that is not expected and there might be a defect somewhere.

 

Are you using 0.7 or 0.8? Did it stop working after changing to 0.8?

 

What was the game mode? Was it Rush? The leaderboard only works for Conquest and Team Deathmatch.

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Originally Posted by Mootart*:

 

The screenshot was very helpful to my understanding, thanks for that!

 

By all the time, do you mean, even when 2 or more players have the same tag? If all the players have no tag, or some players have a tag, but for each tag there is only one player, that is the expected output. If two or more players had the same tag and had non-zero scores or non-zero kills, that is not expected and there might be a defect somewhere.

 

Are you using 0.7 or 0.8? Did it stop working after changing to 0.8?

 

What was the game mode? Was it Rush? The leaderboard only works for Conquest and Team Deathmatch.

Hi PapaCharlie9 i really can't tell how many tag are desame and how many player has no tag etc. its 48 players maps on metro. so prbably everyone will get a kill. Conquest.

 

at this time im using 0.7 bec when i tried to use 0.8 the layer procon stop working. as i post earlier. i will repsot it again for you.

 

i just sent a ticket to my procon hosting. bec i was using a layer. here is their reply.

 

Alex

Staff 01/31/2012 09:34

I made a copy of your Procon install and ran it from my personal Windows 7 PC and received the same error "[09:33:10 65] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync".

 

This is just a beta plugin with errors. If it is crashing your Procon I suggest waiting until the developer can resolve the bugs within the plugin, unfortunately there is really nothing we can do. Additionally, our servers are up to date with all the necessary software installed.

 

what do you think microvery?

so layer hosting tried to install plugin (Fresh)

 

yet i got this error same as b4.

 

[23:39:13 96] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync

[23:39:44 46] [insane Limits] Thread(fetch): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

 

i layer hosting have updated to ver8 patch.

and .net3.5 installed.

 

anysuggestions? for the this time ill put it back to ver7

so i was not able to make the good output of updating to 0.8 i returned to 0.7 which is working better...

 

you know what i think you know the problem is about the confusion of the tag etc. bec i tried to join in game and spot it working.

 

will try to get the tags analyse if i will encounter this not working again.

 

 

 

Thanks for you time PapaCharlie9.

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Originally Posted by Mootart*:

 

Papacharlie9 do you have any idea why 0.8 is not working for me? the error (Posted above) i have tried to ask days have past. yet stilll now i have no answer. i think i have been ignore or to many people need help i was being left behind... anyway... i hope you can help me with this one. Big Tiime :biggrin:

 

Thanks for the Patients.

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