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Insane Limits - Examples


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Originally Posted by Disturbed11B*:

 

@Micovery

 

I am attempting to get the Admin Welcome Messages to work again... i have all the limits correct but i keep getting this reply when enabled.

 

[13:03:05 30] [insane Limits] EXCEPTION: : System.ArgumentException: Must specify valid information for parsing in the string.

[13:03:05 30] [insane Limits] Extra information dumped in file InsaneLimits.dump

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Originally Posted by micovery*:

 

@Micovery

 

I am attempting to get the Admin Welcome Messages to work again... i have all the limits correct but i keep getting this reply when enabled.

 

[13:03:05 30] [insane Limits] EXCEPTION: : System.ArgumentException: Must specify valid information for parsing in the string.

[13:03:05 30] [insane Limits] Extra information dumped in file InsaneLimits.dump

Yep, this is a bug ... see this post on how to fix it:

 

myrcon.net/...insane-limits-examples#entry18839

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Originally Posted by ganjaparadise*:

 

This limit will check for how fast a player makes kills, and perform whatever action you want, if the player exceeds the rate you specify.

 

 

Set the limit to evaluate for OnKill, and set the action to Kick

 

Set first_check to this Expression:

 

Code:

(true)
Set the second_check to this Expression:

 

Code:

( limit.Activations(player.Name, TimeSpan.FromSeconds(30)) >  10 )
In this example, the rate is +10 kills, in 30 seconds. You may want to adjust this rate as you wish.

 

 

What if you wanted to check for the Headshot rate ? Well you can do that as well. In that case, just modify the first_check Expression to activate only for Headshots like this:

 

Code:

( kill.Headshot == true)
Hi, i've question cos server kicked a player today who make 3 tk and 5 kills in 20 sec...

 

my expression : Code:

( limit.Activations(player.Name, TimeSpan.FromSeconds(20)) >=  8 )
It's possible to don't use tk on count ?
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Originally Posted by Mootart*:

 

Papacharlie and microvery

 

how to make a code for an.. ah like i want to have 4 snipers only on 1 team and if players spawn as sniper while the is 4 snipers already this player will spawn as diff kit. or this player will be killed on spawn and msg will appear that 4snipers is allowed in a team.

 

can you make this one is it possible...

 

In return will buy you a lot of beers. :biggrin:

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Originally Posted by HexaCanon*:

 

Papacharlie and microvery

 

how to make a code for an.. ah like i want to have 4 snipers only on 1 team and if players spawn as sniper while the is 4 snipers already this player will spawn as diff kit. or this player will be killed on spawn and msg will appear that 4snipers is allowed in a team.

 

can you make this one is it possible...

 

In return will buy you a lot of beers. :biggrin:

sorry this is not possible :sad:
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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

anything on this?
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Originally Posted by ProconNewbie*:

 

micovery how can i save the limits? I reloaded the plugins and the limits were gone. Its a awesome plugin and easy to use with you examples :smile:

Im using procon just since a few days. Is it possible to save the Mapcycle?

Can you give me an example when i wanna activate a limit only for TDM at noshar canals for example?

 

Thx for helping.

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Originally Posted by Swagger200*:

 

From reading PapaCharlie's post about "Regicide" - where one player on a team is designated "King" and the other team gets extra credit for killing them - I thought that might make a neat addition to the game. Here is one idea:

 

Register these actions and have a global message come out on these events.

 

1) Randomly pick one player from each side to be the "King"

a) or select the highest or lowest scoring player from the previous round

B) Probably should enable server option to show player tags

 

2) Announce global message "xxxxx is the King on Team 1" and "yyyyy is the King on Team 2"

 

3) If the King is killed, his team is docked 10 tickets

 

4) If the King captures (or partially captures) a flag or bombs a target or defuses a target, the other team is docked 10 tickets

 

5) To discourage King-as-sniper and King-as-camper if the King is inactive for too long, no movement or flag caps or target plants etc., his team is docked 10 tickets

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Originally Posted by PapaCharlie9*:

 

ATTENTION! I reply to six separate messages in this one post, so scan the whole thing to see if your question has been answered here.

 

 

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.

 

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

When you are in game, if you see the "no tags" and -- again, take a screen shot of the scoreboard screen (hold the TAB key, take a screenshot) and post it.

 

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:

You should read the Insane Limits thread* every day. :smile: Yours is probably the same problem everyone else has been having. Update to patch 2 and try it again.

 

Not sure if this is posted, but how making a pistol only server until X number of players are in the server? Possible? or Knives and Pistols till X.

Yes, that should be possible. I don't have time right now to do it, but you can give it a try yourself. Try combining these three examples:

 

Pistol Only Server*

 

Knife Only Server*

 

Disable Vehicles Based on Player Count*

 

Start with Pistol Only, using the OnKill event, and add the additional weapon types for knife kills from the Knife Only server example. Then add the player count logic around it from the disable vehicles example. Discard the actual vehicle spawn code, you don't need it.

 

The basic logic should look like this (FAKE CODE, don't try an put this in a limit, this is just human readable language for what the code should do):

 

Code:

If (player count < X) {
  if (kill weapon does not match the list of approved pistols and knives) {
    Send a message warning everyone that its pistols and knives only
    Kick the player
  }
}

Hi, i've question cos server kicked a player today who make 3 tk and 5 kills in 20 sec...

 

my expression : Code:

( limit.Activations(player.Name, TimeSpan.FromSeconds(20)) >=  8 )
It's possible to don't use tk on count ?
TKs are not supposed to be included in OnKill activations. Are you sure the limit is set for OnKill? Are you sure the kills were actually team kills and not "Bad Luck" kills that are not attributed to the killing player?

 

micovery how can i save the limits? I reloaded the plugins and the limits were gone. Its a awesome plugin and easy to use with you examples :smile:

Im using procon just since a few days. Is it possible to save the Mapcycle?

Can you give me an example when i wanna activate a limit only for TDM at noshar canals for example?

 

Thx for helping.

They are completely gone, or they are just not compiled? Try waiting a few minutes for a auto reload to happen.

 

What do you mean by "save the Mapcycle"? Do you mean the list of maps (maplist.txt_) That should be available directly from your server config, or via the admin console with a mapList.list command. I don't think there is a way in Insane Limits to get the whole list.

 

For TDM and Canals, set first_check to this Expression:

 

Code:

( Regex.Match(server.Gamemode, "TeamDeath").Success && server.MapFileName.Equals("MP_017") )

4) If the King captures (or partially captures) a flag or bombs a target or defuses a target, the other team is docked 10 tickets

Hey, glad you like it!

 

The only problem with your idea is the docking of tickets. I don't think that is possible to do with a BF3 server. Not a PRoCon or Insane Limits problem, it just isn't supported by the server.

 

What you can do is kill a certain number of players on the other team, or all of them. You can even prevent a certain number of players from respawning until some new condition is met. In fact, I've been thinking of working on a limit that does COD:MW Sabotage mode, where if you die once, you are dead for the entire round. Technically, they can spawn, but they are insta-killed on spawn with a message.

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Originally Posted by micovery*:

 

When you are in game, if you see the "no tags" and -- again, take a screen shot of the scoreboard screen (hold the TAB key, take a screenshot) and post it.

Not sure if anyone said but ... the purple color and the "Community Contributor" tag lets you create new posts under the "Plugin Enhancements" forum. I think for every new example we should make a new thread. That way, discussions for specific examples don't overlap each-other. I will still keep the Index thread, and sticky it, so it does not get lost among all the examples.
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Originally Posted by GitSum*:

 

micovery how can i save the limits? I reloaded the plugins and the limits were gone. Its a awesome plugin and easy to use with you examples :smile:

Im using procon just since a few days. Is it possible to save the Mapcycle?

Can you give me an example when i wanna activate a limit only for TDM at noshar canals for example?

 

Thx for helping.

To save the limits, in section 1, "use_custom_storage" should be True

 

Then go down to section 4 and you will see "save_limits" , change that to True and it will save them

 

Generally Procon reads and writes the map cycle directly to the maplist.txt file located on your game server - (some plugins will also save it in the plugin)

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Originally Posted by PapaCharlie9*:

 

Not sure if anyone said but ... the purple color and the "Community Contributor" tag lets you create new posts under the "Plugin Enhancements" forum. I think for every new example we should make a new thread. That way, discussions for specific examples don't overlap each-other. I will still keep the Index thread, and sticky it, so it does not get lost among all the examples.

Okay, I'll start making new examples that way. What about everyone else who isn't purple, though? They post their examples here?
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Originally Posted by micovery*:

 

Okay, I'll start making new examples that way. What about everyone else who isn't purple, though? They post their examples here?

For new contributors, they should post here, then I'll move the post to its own thread, and add it to the index. Also, it's getting harder for me to keep track of all new examples being added ... I think I missed some of your examples along the way ... so if you posted an example, which is not indexed, PM me with the link to the post, and I'll add it.
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Originally Posted by PapaCharlie9*:

 

For new contributors, they should post here, then I'll move the post to its own thread, and add it to the index. Also, it's getting harder for me to keep track of all new examples being added ... I think I missed some of your examples along the way ... so if you posted an example, which is not indexed, PM me with the link to the post, and I'll add it.

Sure, make me do all the work! :smile:

 

Here's a new thread. What do you think of the "template"? I put "Insane Limits Vx.x/Rx: " in the title, to help associate the thread with Insane Limits examples. Should it also have "Example" somewhere in the title? Also, I added the versioning as previously discussed. Not the best example to start out with, since it is more a template to be filled in, but I owed HexaCanon this piece of code.

 

www.phogue.net/forumvb/showth...s-Count-As-One*

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Originally Posted by pharbehind*:

 

Error on Vote Kick:

[17:18:32 45] [insane Limits] Thread(settings): Compiling Limit #8 - Vote Kick - OnAnyChat

[17:18:32 89] [insane Limits] Thread(settings): ERROR: 1 error compiling Code

[17:18:32 89] [insane Limits] Thread(settings): ERROR: (CS1501, line: 43, column: 42): No overload for method 'GetPlayer' takes '1' arguments

 

Any ideas?

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Originally Posted by micovery*:

 

Error on Vote Kick:

[17:18:32 45] [insane Limits] Thread(settings): Compiling Limit #8 - Vote Kick - OnAnyChat

[17:18:32 89] [insane Limits] Thread(settings): ERROR: 1 error compiling Code

[17:18:32 89] [insane Limits] Thread(settings): ERROR: (CS1501, line: 43, column: 42): No overload for method 'GetPlayer' takes '1' arguments

 

Any ideas?

Yeah, I changed the function in the last update, and forgot to update the example.

 

The new function is:

 

Code:

/* This method looks in the internal player's list for player with matching name.
         * If fuzzy argument is set to true, it will find the player name that best matches the given name
         */
        PlayerInfoInterface GetPlayer(String name, bool fuzzy);
So change the code where where it says

 

Code:

/* Extract the player name */
PlayerInfoInterface target = plugin.GetPlayer(kickMatch.Groups[1].Value.Trim());
to

 

Code:

/* Extract the player name */
PlayerInfoInterface target = plugin.GetPlayer(kickMatch.Groups[1].Value.Trim()[b], true[/b]);
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Originally Posted by Satanja*:

 

Regarding the logging action, is there any way to change the log filename pr rule you make?

 

I'd like to separate things out to different log filenames, for example I have a rule that saves the chat and I'd like that to go into a different file so it doesn't clutter up the main log.

 

I've tried changing the name but it gets reset to InsaneLimits.log

 

EDIT: Nevermind, it's not doing it after restart.

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Originally Posted by droopie*:

 

This limit will activate for players that exceed a certain Kpm value during the round. In this example the action being taken is Kick, but you may set it to any action you want.

 

 

Set limit to evaluate OnInterval, and set action to Kick

 

Set first_check to this Expression:

 

Code:

( player.KpmRound > 30 && (player.TimeRound/60) > 5 )
Note that for sanity reasons, I have put an extra check to make sure that the player has been playing in the current round for at least 5 minutes. That way the Kpm measure has some time to stabilize itself, before a kick based on Kpm can be considered.

 

You may change the values being checked in the Expression as you see fit.

everytime i select OnInterval it switches to OnIntervalPlayer. is this normal?
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Originally Posted by Mootart*:

 

This limit will keep switching server between hard-core, and soft-core mode, depending on the number of players in the server. When the mode is switched, the limit sends a global message notifying players of the change.

 

Set limit to evaluate OnInterval, set action to None

 

Set first_check to this Code:

 

Code:

double switch_value = 16;

bool_ hardcore = null;
if (server.Data.issetBool("hardcore"))
    hardcore = server.Data.getBool("hardcore");
        
if (server.PlayerCount < switch_value &&  ( hardcore == true || hardcore == null) ) 
{
    plugin.SendGlobalMessage("Switching server to soft-core mode");
    plugin.ConsoleWrite("Switching server to soft-core mode");
    server.Data.setBool("hardcore", false);
    
    plugin.ServerCommand("vars.friendlyFire", "false");
    plugin.ServerCommand("vars.killCam", "true");
    plugin.ServerCommand("vars.nameTag", "true");
    plugin.ServerCommand("vars.regenerateHealth", "true");
    plugin.ServerCommand("vars.hud", "true");
    plugin.ServerCommand("vars.onlySquadLeaderSpawn", "false");
    plugin.ServerCommand("vars.3dSpotting", "true");
    plugin.ServerCommand("vars.3pCam", "true");
    plugin.ServerCommand("vars.idleTimeout", "0");
    plugin.ServerCommand("vars.soldierHealth", "100");
        
}
else if ( server.PlayerCount > switch_value && (hardcore == false || hardcore == null))
{
    plugin.SendGlobalMessage("Switching server to hard-core mode");
    plugin.ConsoleWrite("Switching server to hard-core mode");
    
    server.Data.setBool("hardcore", true);

    plugin.ServerCommand("vars.friendlyFire", "true");
    plugin.ServerCommand("vars.killCam", "false");
    plugin.ServerCommand("vars.nameTag", "false");
    plugin.ServerCommand("vars.regenerateHealth", "false");
    plugin.ServerCommand("vars.hud", "false");
    plugin.ServerCommand("vars.onlySquadLeaderSpawn", "true");
    plugin.ServerCommand("vars.3dSpotting", "false");
    plugin.ServerCommand("vars.3pCam", "false");
    plugin.ServerCommand("vars.idleTimeout", "1800");
    plugin.ServerCommand("vars.soldierHealth", "60"); 
}
Note that this limit stores a flag "hardcore" in the server object. Depending on the value of the flag, it decides whether or not mode needs to be switched again. This is needed so that it would not keep spamming the switch message, as well well as not sending server commands unnecessarily if the mode is already the same.

 

This flag is only cleared if the plugin is enabled/disabled. The limit is not in any way aware of what the current mode is. It assumes that whatever mode it set last time ... is the one currently active. Because of this, if you manually change the mode, the limit will not know of the mode change.

how about this idea but instead of player will activate on days. like sunday it will activate to hardcore and server name will change to sunday's hardcore. and then after 12mn sunday will go back to normal mode.

 

posible.

 

idea is limit will only activate on days. so the events will be automatically setup.

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Originally Posted by droopie*:

 

Set limit to evaluate OnKill and action to None

 

Set first_check to this Expression

Code:

( true )
Set second_check to this Code

 

Code:

Dictionary<int, String> kmessage = new Dictionary<int, String>();
    kmessage.Add(6, "[SPREE] %p_n% with %r_x% kills!");
    kmessage.Add(8, "[RAMPAGE] %p_n% with %r_x% kills!");
    kmessage.Add(10, "[DOMINATION] %p_n% with %r_x% kills!");
    kmessage.Add(12, "[UNSTOPPABLE] %p_n% with %r_x% kills!");
    kmessage.Add(14, "[GODLIKE] %p_n% with %r_x% kills!");
    kmessage.Add(16, "[LEGENDARY] %p_n% with %r_x% kills!");
    
    Dictionary<int, String> vmessage = new Dictionary<int, String>();
    vmessage.Add(6, "%k_n% ended %v_n%'s killing spree!");
    vmessage.Add(8, "%k_n% ended %v_n%'s rampage!");
    vmessage.Add(10, "%k_n% ended %v_n%'s domination!");
    vmessage.Add(12, "%k_n% ended %v_n%'s unstoppable kill streak!");
    vmessage.Add(14, "%k_n% ended %v_n%'s godlike kill streak!");
    vmessage.Add(16, "%k_n% ended %v_n%'s legendary kill streak!");

    List<int> vkeys = new List<int>(vmessage.Keys);
    List<int> kkeys = new List<int>(kmessage.Keys);

    vkeys.Sort(delegate(int left, int right) { return left.CompareTo(right)*-1; });
    kkeys.Sort(delegate(int left, int right) { return left.CompareTo(right)*-1; });

    int kcount = (int) limit.Spree(player.Name);
    int vcount = (limit.RoundData.issetInt(victim.Name))_ limit.RoundData.getInt(victim.Name): 0;
    
    for(int i = 0; i < vkeys.Count; i++)
        if (vcount >= vkeys[i])
        {   vcount = vkeys[i];

            String message = plugin.R(vmessage[vcount]);
            plugin.ConsoleWrite(message);
            plugin.SendGlobalMessage(message);
            limit.RoundData.unsetInt(victim.Name);
            break;
        }

    for(int i = 0; i < kkeys.Count; i++)
        if (kcount == kkeys[i])
        {
            String message = plugin.R(kmessage[kcount]);
            plugin.ConsoleWrite(message);
            plugin.SendGlobalMessage(message);
            limit.RoundData.setInt(killer.Name, kcount);
            break;
        }
    
    return false;
how can i add a kill streak end count? "%k_n% ended %v_n%'s %r_x% kill rampage!
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Originally Posted by PapaCharlie9*:

 

thx im not a good programer i just know a bit c++. can you say me how to add a delay for a OnJoin welcome message? like 60 seconds?

For 0.7 or earlier, with a Say Action (no coding), you set the limit_N_say_delay to the number of seconds you want to wait.

 

If you update to 0.8 patch 2, you can use the plugin.SendGlobalMessage(String message, int delay) function. The "int delay" is the number of seconds to wait before sending the message.

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Originally Posted by ProconNewbie*:

 

PapaCharlie9 how can i add the delay function in a code like this:

double count = limit.ActivationsTotal(player.Name);

 

if (count > 1)

return false;

 

String CC = player.CountryCode;

 

if (CC.Equals("us"))

plugin.SendGlobalMessage(plugin.R("Welcome %p_n%"));

else if (CC.Equals("at"))

plugin.SendGlobalMessage(plugin.R("Willkommen %p_n%"));

else if(CC.Equals("fr"))

plugin.SendGlobalMessage(plugin.R("Bienvenue %p_n%"));

else if (CC.Equals("it"))

plugin.SendGlobalMessage(plugin.R("Benvenuto %p_n%"));

else

plugin.SendGlobalMessage(plugin.R("Everyone lets welcome %p_n% from %p_cn%!"));

 

return false;

 

 

this is one of the examples

 

in the example it was OnSpawn but i dont want that it shows the message each spawn. Just 06 seconds after the join.

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Originally Posted by micovery*:

 

PapaCharlie9 how can i add the delay function in a code like this:

double count = limit.ActivationsTotal(player.Name);

 

if (count > 1)

return false;

 

String CC = player.CountryCode;

 

if (CC.Equals("us"))

plugin.SendGlobalMessage(plugin.R("Welcome %p_n%"));

else if (CC.Equals("at"))

plugin.SendGlobalMessage(plugin.R("Willkommen %p_n%"));

else if(CC.Equals("fr"))

plugin.SendGlobalMessage(plugin.R("Bienvenue %p_n%"));

else if (CC.Equals("it"))

plugin.SendGlobalMessage(plugin.R("Benvenuto %p_n%"));

else

plugin.SendGlobalMessage(plugin.R("Everyone lets welcome %p_n% from %p_cn%!"));

 

return false;

 

 

this is one of the examples

 

in the example it was OnSpawn but i dont want that it shows the message each spawn. Just 06 seconds after the join.

This condition at the beginning makes sure the message is only sent the first time the player spawns.

 

Code:

double count = limit.ActivationsTotal(player.Name);

        if (count > 1)
           return false;
The message should not be sent every time the player spawns.

 

If you want the player himself to see the welcome message, you should not use OnJoin for that. The OnJoin event is triggered way before the player is even in the game.

 

how can i add a kill streak end count? "%k_n% ended %v_n%'s %r_x% kill rampage!

This example already has that.

 

myrcon.net/...insane-limits-examples#entry18492

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Originally Posted by WaxMyCarrot*:

 

This limit will keep switching server between hard-core, and soft-core mode, depending on the number of players in the server. When the mode is switched, the limit sends a global message notifying players of the change.

 

Set limit to evaluate OnInterval, set action to None

 

Set first_check to this Code:

 

Code:

double switch_value = 16;

bool_ hardcore = null;
if (server.Data.issetBool("hardcore"))
    hardcore = server.Data.getBool("hardcore");
        
if (server.PlayerCount < switch_value &&  ( hardcore == true || hardcore == null) ) 
{
    plugin.SendGlobalMessage("Switching server to soft-core mode");
    plugin.ConsoleWrite("Switching server to soft-core mode");
    server.Data.setBool("hardcore", false);
    
    plugin.ServerCommand("vars.friendlyFire", "false");
    plugin.ServerCommand("vars.killCam", "true");
    plugin.ServerCommand("vars.nameTag", "true");
    plugin.ServerCommand("vars.regenerateHealth", "true");
    plugin.ServerCommand("vars.hud", "true");
    plugin.ServerCommand("vars.onlySquadLeaderSpawn", "false");
    plugin.ServerCommand("vars.3dSpotting", "true");
    plugin.ServerCommand("vars.3pCam", "true");
    plugin.ServerCommand("vars.idleTimeout", "0");
    plugin.ServerCommand("vars.soldierHealth", "100");
        
}
else if ( server.PlayerCount > switch_value && (hardcore == false || hardcore == null))
{
    plugin.SendGlobalMessage("Switching server to hard-core mode");
    plugin.ConsoleWrite("Switching server to hard-core mode");
    
    server.Data.setBool("hardcore", true);

    plugin.ServerCommand("vars.friendlyFire", "true");
    plugin.ServerCommand("vars.killCam", "false");
    plugin.ServerCommand("vars.nameTag", "false");
    plugin.ServerCommand("vars.regenerateHealth", "false");
    plugin.ServerCommand("vars.hud", "false");
    plugin.ServerCommand("vars.onlySquadLeaderSpawn", "true");
    plugin.ServerCommand("vars.3dSpotting", "false");
    plugin.ServerCommand("vars.3pCam", "false");
    plugin.ServerCommand("vars.idleTimeout", "1800");
    plugin.ServerCommand("vars.soldierHealth", "60"); 
}
Note that this limit stores a flag "hardcore" in the server object. Depending on the value of the flag, it decides whether or not mode needs to be switched again. This is needed so that it would not keep spamming the switch message, as well well as not sending server commands unnecessarily if the mode is already the same.

 

This flag is only cleared if the plugin is enabled/disabled. The limit is not in any way aware of what the current mode is. It assumes that whatever mode it set last time ... is the one currently active. Because of this, if you manually change the mode, the limit will not know of the mode change.

Any way to change this for 3 different choices. I do not really want to use this 100% for HC/SC swapping, but to change variables based on # of players.

 

We would like to do things like change things like 10 but 16" make delay 60% as well as other changes.

 

EDIT: Or would this one be easier to edit? Basically I would just like to be able to set specific variables based on # of players and not be focused solely on vehicles or hardcore but be able to set any string of VARS i would like.

 

Set limit to evaluate OnInterval, and set action to None

 

Set first_check to use this Code snippet:

 

________________________________________________? ______?

Code:

if (server.PlayerCount

plugin.ServerCommand("vars.vehicleSpawnAllowed", "false");

else

plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");

________________________________________________? ______?

 

 

In this case, if number of players in the server falls below 8, vehicles are disabled. As soon as it goes to or over 8, vehicles are re-enabled. You may change this value as you see fit.

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Originally Posted by pharbehind*:

 

I just had to change my servers IP, and with that I have to redo all of my plugins. The plugins are there, but they all got reset to default. When I try to re-add any Limits, I get this error:

 

[15:53:20 30] [insane Limits] ERROR: unable to dump information to file

[15:53:20 30] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

 

And I'm unable to add any limit. Any ideas?

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Originally Posted by micovery*:

 

I just had to change my servers IP, and with that I have to redo all of my plugins. The plugins are there, but they all got reset to default. When I try to re-add any Limits, I get this error:

 

[15:53:20 30] [insane Limits] ERROR: unable to dump information to file

[15:53:20 30] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

 

And I'm unable to add any limit. Any ideas?

What's the exception before that? That one is just saying ... That there was an exception, and it could not create the *dump file for it because of permission issue.

 

Also, try checking if PRoCon sandbox is enabled, you will have to disable it.

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Originally Posted by pharbehind*:

 

Ah yea... looks like all of that was reset. I set it to Sandbox, but what are the trusted addresses/ports I need to add? What should that look like?

 

edit. nevermind think i got it.

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