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Insane Limits - Examples


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Originally Posted by HexaCanon*:

 

hi there. Is there a possibility to make a spot kicker. example if the player spots more than 10 players in 30 seconds he should be kicked. Can't it be done?

i think you can not do that.
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Originally Posted by PapaCharlie9*:

 

Multiple replies in this single post, so scan the whole post to see if your question was answered.

 

Thx! :smile: I will use it for our maplist 0-8 players to reduce the tickets on TDM maps.

 

Should this be ok?

Yes, that looks like it should work. You also taught me something new, I didn't know String == String operator== overload worked the same as String.Equal. Nice.

 

errr this is the tuffest request and not sure if this plugin can do it or know of any other plugin that can but i now NEED a plugin that logs when a player is autokicked for idling... we are going to PAY TO IDLE so want to create idle time log kicks based on the limit that changes server settings so if 24+ enables idle limit but if less then -24 disables idle kick.

It all depends on whether the server sends an identifiable event to PRoCon. What I would suggest you do is set up a short idle time, like 120 seconds, and capture the console.log from PRoCon around the OnLeave event. If there is something that PRoCon receives that would uniquely identify the OnLeave as coming from an automated idle kick, you are in business.

 

Or ... maybe it would be better to go the other way? It's much easier to measure the time between an OnJoin and OnLeave and record that. You can also record if the player had 0 kills and 0 deaths and 0 score. Depending on the map, you might even measure the ticket counts at OnJoin and OnLeave time and if it doesn't change, by definition the server was idle. With enough different data points like that, it might be possible to make a fairly accurate guess (a heuristic) that the player was idle during all that time.

 

The enabling/disabling idle kick based on player count is the easiest part. If I have time today I'll do a simple example that does just that -- not the logging part, though.

 

 

Code:

if(server.PlayerCount == 0 && server.MapFileName != "MP_Subway" && !server.RoundData.issetBool("active1"))
{
plugin.ServerCommand("mapList.setNextMapIndex", "MP_Subway");
server.RoundData.setBool("active1", true);
}

else if(server.PlayerCount == 0 && server.MapFileName != "MP_Subway" && server.RoundData.issetBool("active1"))
{
plugin.ServerCommand("mapList.runNextRound");
}

return false;
This is pretty good, but there are some problems.

 

mapList.setNextMapIndex takes a number, not a map name. You would have to compute the index number for the map to make that work.

 

Or ... if you arrange for Metro to always be the very first map in your maplist.txt, you can just "hard code" the number to 0, like this:

 

Code:

plugin.ServerCommand("mapList.setNextMapIndex", "0"); // Metro MUST be the first map in the map list!
Also, I don't think the flag logic works as intended. You basically want to insure that runNextRound only happens once. You don't want that to execute over and over again if the other conditions are met. I think you can achieve that by putting both the setNextMapIndex and runNextRound commands into the same block, instead of in separate blocks.

 

Finally, I think you might have to use Data instead of RoundData. Otherwise, if there are no players, it will switch to Metro, which clears RoundData, then it will switch to Metro again, clear RoundData, switch to Metro again, over and over, until someone joins.

 

If you use Data, it means you need an else if (current map is not Metro || PlayerCount > 0) to unsetBool the "active1" flag.

Code:

if(server.PlayerCount == 0 && server.MapFileName != "MP_Subway" && !server.Data.issetBool("active1"))
{
    // Metro MUST be the first map in the map list!
    plugin.ServerCommand("mapList.setNextMapIndex", "0");
    plugin.ServerCommand("mapList.runNextRound");
    server.Data.setBool("active1", true);
} 
else if (plugin.Data.issetBool("active1") && (server.PlayerCount > 0 || server.MapFileName != "MP_Subway"))
{
    plugin.Data.unsetBool("active1");
}
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Originally Posted by D3ad5hot*:

 

This limit will send a message (global) for the player when he spawns in the server for the first time.

 

Set limit to evaluate OnSpawn, and action to Say

 

Set first_check to this Expression:

 

Code:

(true)
Set second_check to this Expression:

 

Code:

( limit.ActivationsTotal(player.Name) == 1 )
Set these action specific parameters

 

Code:

say_audience = All
           say_message = Everyone, lets welcome %p_n%, from %p_cn%!
If player leaves, and re-joins, welcome message should be displayed again.
hi, can someone help me with this rule. i wanted that when an admin enters the server the welcome message won't show for him. Note i have an admin list named: admin_list
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Originally Posted by PapaCharlie9*:

 

hi, can someone help me with this rule. i wanted that when an admin enters the server the welcome message won't show for him. Note i have an admin list named: admin_list

But you want it to show for everyone else? Just not the admin? Unfortunately, that is not currently possible.

 

The best you could do is hide it from his squad (assuming he is in a squad). That would be rather messy to code, as you would have to discover all squads that he was not a member of and send the message only to those squads.

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Originally Posted by Tsurany*:

 

Hi, I'm using your wordfilter example but running into a small problem.

 

 

List bad_words = new List();

 

bad_words.Add("noob");

bad_words.Add("n00b");

bad_words.Add("nub");

 

String[] chat_words = Regex.Split(player.LastChat, @"\s+");

 

foreach(String chat_word in chat_words)

foreach(String bad_word in bad_words)

if (Regex.Match(chat_word, "^"+bad_word+"$", RegexOptions.IgnoreCase).Success)

return true;

 

return false;

 

This won't respond to terms like noobtube or noobfag. I'd like to warn for those things as well. Just like I would like to warn for stupidnoob and losernoob. Basicly anything containing the combination "noob" either as standalone or with text in front and/or behind it.

 

What term would I use for that?

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Originally Posted by PapaCharlie9*:

 

This won't respond to terms like noobtube or noobfag. I'd like to warn for those things as well. Just like I would like to warn for stupidnoob and losernoob. Basicly anything containing the combination "noob" either as standalone or with text in front and/or behind it.

 

What term would I use for that?

Hey micovery, I think this is your first FAQ!

 

Your best bet it just to add each new combo as you find them. So just do:

 

bad_words.Add("stupidnoob");

bad_words.Add("losernoob");

bad_words.Add("noobfag");

 

(Are you sure you want noobtube? Everyone types that in chat without meaning anything derogatory, it's just the nickname for the grenade launncher. Heck, I used to brag to my mates that I was a better noobtuber than they were.)

 

You can also group a bunch together like this:

 

Code:

bad_words.Add(@"(_:stupidnoob|losernoob|noobfag|noobtard|ubernoob)");
While it's possible to match anything that includes "noob" or "nub" as a substring, you get into problems where you match too much that you didn't mean to match, like:

 

is shotgun snub nosed?

 

there's no objective

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Originally Posted by Tsurany*:

 

The problem is that people just rage so bad when they lose that they start throwing noob around. Very annoying. But it's the same problem with works like fuck, fag, nigger,... these words suffer from the same problem. You can type fuckingfaggotnigger and it won't go off at all.

 

Adding all these words is just a very boring job and you will never be able to get a complete list.

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Originally Posted by QUACK-Major-Pain*:

 

bad_words.Add("stupidnoob");

bad_words.Add("losernoob");

bad_words.Add("noobfag");

Wondering, would it not be easier to implement a badwords_list?

 

plugin.isInList(chat, "badword_list")

 

Not sure what the line would look like exactly, but was meant to show you what I was thinking.

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Originally Posted by micovery*:

 

Wondering, would it not be easier to implement a badwords_list?

 

plugin.isInList(chat, "badword_list")

 

Not sure what the line would look like exactly, but was meant to show you what I was thinking.

There were no lists when this example was written. We need a new example that uses a list.
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Originally Posted by droopie*:

 

Code:

if(server.PlayerCount == 0 && server.MapFileName != "MP_Subway" && !server.Data.issetBool("active1"))
{
    // Metro MUST be the first map in the map list!
    plugin.ServerCommand("mapList.setNextMapIndex", "0");
    plugin.ServerCommand("mapList.runNextRound");
    server.Data.setBool("active1", true);
} 
else if (plugin.Data.issetBool("active1") && (server.PlayerCount > 0 || server.MapFileName != "MP_Subway"))
{
    plugin.Data.unsetBool("active1");
}
works great! should be indexed.
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Originally Posted by droopie*:

 

It all depends on whether the server sends an identifiable event to PRoCon. What I would suggest you do is set up a short idle time, like 120 seconds, and capture the console.log from PRoCon around the OnLeave event. If there is something that PRoCon receives that would uniquely identify the OnLeave as coming from an automated idle kick, you are in business.

 

Or ... maybe it would be better to go the other way? It's much easier to measure the time between an OnJoin and OnLeave and record that. You can also record if the player had 0 kills and 0 deaths and 0 score. Depending on the map, you might even measure the ticket counts at OnJoin and OnLeave time and if it doesn't change, by definition the server was idle. With enough different data points like that, it might be possible to make a fairly accurate guess (a heuristic) that the player was idle during all that time.

 

The enabling/disabling idle kick based on player count is the easiest part. If I have time today I'll do a simple example that does just that -- not the logging part, though.

 

 

 

well currently im using a limit based on players to change idle on/off. so whatever works...

 

i am not sure what will work the best. all i know is i want it to enable idle kick and log the users who was idle below an X number of players and idle is off. so not to log when idle kicker is on...

 

so if like 4 are idle helping the server get started and on 24 players idle kick is enabled and those 4 players idle since the start when the server officially goes live to give me a list of those 4 names. this way it DOESNT log if a player is idle kicked when server is live with over 24 players. something like that.

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Originally Posted by PapaCharlie9*:

 

well currently im using a limit based on players to change idle on/off. so whatever works...

 

i am not sure what will work the best. all i know is i want it to enable idle kick and log the users who was idle below an X number of players and idle is off. so not to log when idle kicker is on...

 

so if like 4 are idle helping the server get started and on 24 players idle kick is enabled and those 4 players idle since the start when the server officially goes live to give me a list of those 4 names. this way it DOESNT log if a player is idle kicked when server is live with over 24 players. something like that.

I see. So let's say 4 players are idle for 40 minutes, then the server starts up and gets up to 24+ players. One of the 4 players also starts playing, so now there are only 3 idlers who have been idle for a total of 55 minutes. All 3 get kicked after the idle timeout, which was activated when the server got to 24+ players.

 

You want to log just those 3 idle players when they are kicked, right? Not the fourth player who started playing, or anyone else that leaves?

 

The OnJoin/OnLeave bookkeeping plus 0 kills/0 deaths/0 score I described should do that for you.

 

OnJoin: if (idle kick is disabled) {save current time in player.Data}

 

OnLeave: if (join time saved for player was XX minutes ago AND player has 0 kills, 0 deaths and 0 score) { Log player for later reward }

 

XX would be the minimum idle time to earn logging/reward.

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Originally Posted by PapaCharlie9*:

 

The problem is that people just rage so bad when they lose that they start throwing noob around. Very annoying. But it's the same problem with works like fuck, fag, nigger,... these words suffer from the same problem. You can type fuckingfaggotnigger and it won't go off at all.

Not to mention n o o b, n0 0b, nooooooooooob, etc. It's basically an impossible problem to solve automatically. Particularly if you plan to ban as punishment.
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Originally Posted by droopie*:

 

I see. So let's say 4 players are idle for 40 minutes, then the server starts up and gets up to 24+ players. One of the 4 players also starts playing, so now there are only 3 idlers who have been idle for a total of 55 minutes. All 3 get kicked after the idle timeout, which was activated when the server got to 24+ players.

 

You want to log just those 3 idle players when they are kicked, right? Not the fourth player who started playing, or anyone else that leaves?

 

The OnJoin/OnLeave bookkeeping plus 0 kills/0 deaths/0 score I described should do that for you.

 

OnJoin: if (idle kick is disabled) {save current time in player.Data}

 

OnLeave: if (join time saved for player was XX minutes ago AND player has 0 kills, 0 deaths and 0 score) { Log player for later reward }

 

XX would be the minimum idle time to earn logging/reward.

yes i suppose that will work. i guess given the example i only want the players actually idle during a low player count to reward. if 1 or 2 are playing they they are active. this is more for those who leave computers on and since its on help get the server populated and are afk. i can consider active players as actually playing and getting points like random people even though its a low player count...
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Originally Posted by PapaCharlie9*:

 

yes i suppose that will work. i guess given the example i only want the players actually idle during a low player count to reward. if 1 or 2 are playing they they are active. this is more for those who leave computers on and since its on help get the server populated and are afk. i can consider active players as actually playing and getting points like random people even though its a low player count...

Right, I forgot to add logic for server.PlayerCount. The OnLeave test should also test for the number of players. If the idle player leaves when the server has 0 players, they shouldn't get a reward!
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Originally Posted by Mootart*:

 

PapaCharlie9 thanks for your replie bro... that is awsome unfortunately i have a lot of msg..

 

here is the exact msg i want to use.

 

## "Welcome to Meleemissile Server S3"

## For Server RULES type !r

## For Server RULES type !r

## For Server RULES type !r

## to votekick type !votekick PLAYERNAME - 5 req votes to apply

## to votekick type !votekick PLAYERNAME - 5 req votes to apply

## join in your Squad!!

##"PLEASE ADD US TO YOUR FAVOURITES"

##"PLEASE ADD US TO YOUR FAVOURITES"

## Server Stats:http://s3meleemissile.playerstats.net

## for ban list and ban appeals: http://forum.meleemissile.com

## Stock Holders: 1. [PH]stpatr3k

## We are open for Donations for the Month of February.

## Donation info: Contact [email protected]

 

give me a suggestion for the intervals.. i really have no idea..

 

thanks bro..

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Originally Posted by Mootart*:

 

[06:36:15 68] [insane Limits] EXCEPTION: : System.Net.Mail.SmtpException: The SMTP server requires a secure connection or the client was not authenticated. The server response was: 5.5.1 Authentication Required.

 

 

from the dump. InsaneLimits 0.0.0.8-patch-2

Date: 2/10/2012 6:28:37 PM

Data:

System.Net.Mail.SmtpException: The SMTP server requires a secure connection or the client was not authenticated. The server response was: 5.5.1 Authentication Required. Learn more at

 

Stack Trace:

at System.Net.Mail.MailCommand.CheckResponse(SmtpStat usCode statusCode, String response)

at System.Net.Mail.MailCommand.Send(SmtpConnection conn, Byte[] command, String from)

 

 

why the plugin insane limit don't send emails anymore? i notice this one 3days ago and until now does send email notice.

but before it's working perfect..

 

any ideas?

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Originally Posted by micovery*:

 

I think you need to use your own email info now instead of the default "insanelimits@gmail" address

[06:36:15 68] [insane Limits] EXCEPTION: : System.Net.Mail.SmtpException: The SMTP server requires a secure connection or the client was not authenticated. The server response was: 5.5.1 Authentication Required.

 

 

from the dump. InsaneLimits 0.0.0.8-patch-2

Date: 2/10/2012 6:28:37 PM

Data:

System.Net.Mail.SmtpException: The SMTP server requires a secure connection or the client was not authenticated. The server response was: 5.5.1 Authentication Required. Learn more at

 

Stack Trace:

at System.Net.Mail.MailCommand.CheckResponse(SmtpStat usCode statusCode, String response)

at System.Net.Mail.MailCommand.Send(SmtpConnection conn, Byte[] command, String from)

 

 

why the plugin insane limit don't send emails anymore? i notice this one 3days ago and until now does send email notice.

but before it's working perfect..

 

any ideas?

Not sure what happened ... but I tried logging in to the [email protected] ... and the password had been changed ... I freaked out, recovered the account, and changed the security settings on the Gmail account to have 2-Step login verification.

 

Whoever changed the password did a really bad job, because they forgot to change the recovery Phone #, and the security question :-)

 

I'll see what I can do for next version to make it work with the application specific password ... still not sure how that works.

 

In the mean-time use your own SMTP provider, or make a Gmail account for yourself.

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Originally Posted by Mootart*:

 

Not sure what happened ... but I tried logging in to the [email protected] ... and the password had been changed ... I freaked out, recovered the account, and changed the security settings on the Gmail account to have 2-Step login verification.

 

Whoever changed the password did a really bad job, because they forgot to change the recovery Phone #, and the security question :-)

 

I'll see what I can do for next version to make it work with the application specific password ... still not sure how that works.

 

In the mean-time use your own STMTP provider, or make a Gmail account for yourself.

Where i can put the email account?

 

 

 

[Found it.. thanks :biggrin:]

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Originally Posted by Mootart*:

 

Not sure what happened ... but I tried logging in to the [email protected] ... and the password had been changed ... I freaked out, recovered the account, and changed the security settings on the Gmail account to have 2-Step login verification.

 

Whoever changed the password did a really bad job, because they forgot to change the recovery Phone #, and the security question :-)

 

I'll see what I can do for next version to make it work with the application specific password ... still not sure how that works.

 

In the mean-time use your own SMTP provider, or make a Gmail account for yourself.

i had mad an account smtp.mail.yahoo.com port 465 yet it return same problem.. am i missing something?

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Originally Posted by ProconNewbie*:

 

hi can you help me? Insane limits is spaming me the error: "bf3 does not support individual player messages."

i tried once to make a individual player message but im pretty sure that its in not in my limits anymore.

Now the problem: i cant set the evaluation to "onInterval". if i click at it it sets it each time to "OnIntervalPlayers" :/

how can i fix it?

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Originally Posted by D3ad5hot*:

 

Suppose you wanted to kick players who join your server from Russia, India, or Iran.

 

Set limit to evaluate OnJoin, and set action to Kick

 

Set first_check to this Expression:

 

Code:

Regex.Match(player.CountryCode, "(RU|IR|IN)", RegexOptions.IgnoreCase).Success
Any player that joins the server, whose country code matches "RU", "IR", or "IN" will be kicked.

 

What if you want to setup a negative check ... like kick anyone that joins who is not from "US". In that case, you can do this:

 

Set limit to evaluate OnJoin, and set action to Kick

 

Set first_check to this Expression:

 

Code:

! Regex.Match(player.CountryCode, "(US)", RegexOptions.IgnoreCase).Success
how to set it to kick for Russian federation
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Originally Posted by Singh400*:

 

how to set it to kick for Russian federation

...Code:
Regex.Match(player.CountryCode, "(RU)", RegexOptions.IgnoreCase).Success
Although as a server admin myself I would advise you not to implement this.
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