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Insane Limits - Examples


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Originally Posted by Bl1ndy*:

 

It's just for the test. For production, we should recommend that admins set up a real vote kick plugin.

 

I made all the fixes planned to, including the exclusion of shotguns. The "!zombie start" mode just won't work, the round has to end for the player moves to have a chance of working, and then they still don't always work. Almost never work without round end.. So now it just always ends the round.

 

I try to move the joining player to Zombies, but it doesn't always work.

 

The worst problem now is that if people spawn into the round before zombie mode starts, the kill/move often fails. I can't seem to fix that, it's just a limitation. Works great if everyone who spawns suicides, though.

 

I don't think team switching will be fixable either, based on how often moving fails after someone switches. I'm not even going to try, it's too complicated.

 

I added the "!zombie damage NN" command, only works for [bYE] and [LGN] tags (for test). I tried different numbers and what seems to work best is something between 20 and 25 to start. 25 is a little too high, so 22 or 23 might right. Also try increasing it to like 40 when there are 1 to 3 humans left, made for some fun mow downs. Might make it automatic, but for now just keep testing.

 

For the rounds I played, zombies won 5 out of 6 times, but one was very close, down to 1 vs 1 kill to win. Most of those were with bullet damage less than 20. Once it is 20 or more, humans have a better chance.

Awesome work PapaCharlie, some players were so greatefull they declared you as the new god lol. I like the auto damage idea that you might implement in the next version. So far i think it's really stable with a couple of bugs but thats DICE's fault not yours. Keep it up! I'll keep on testing and providing feedback.
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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.

wondering what should be on the interval? there is no OnInterval option on plugin. i can only select serverinterval.

 

so i set to this option Onserverinterval on 30sec.

 

Please correct me if i am wrong..

 

thanks for the help!

Im just going to post this one again. im just worries if i got it wrong! waited for couple of days but ne reply. sorry for double post.. anyone can help?
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Originally Posted by boom-admin*:

 

@Mootart... I have release 0.0.0.8-patch 3 and it DOES have "OnInterval" & "OnIntervalPlayers". When you choose OnInterval, it actually defaults to OnIntervalPlayers and using that thing "seem" to work correctly.

 

I don't see any "Onserverinterval" anywhere in the "Limt_#_evalauation" list.

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Originally Posted by Bl1ndy*:

 

Feedback

 

- 5% Bullet Damage at start, increase with 5% per Zombie.

- Tehran Highway does not work, to many unfair spots. Try a map like Caspian Border.

Ideas

 

~ Zombies are only allowed to use weapons from the Assault class, forcing them to play Assault wich encourages reviving / Smoking.

~ Humans are only allowed to use weapons from the Support class, forcing them to use LMG's and provide the well needed ammunition to theyre team.

~ Add a Squad Enforcement System to increase the Team Work.

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Originally Posted by Mootart*:

 

@Mootart... I have release 0.0.0.8-patch 3 and it DOES have "OnInterval" & "OnIntervalPlayers". When you choose OnInterval, it actually defaults to OnIntervalPlayers and using that thing "seem" to work correctly.

 

I don't see any "Onserverinterval" anywhere in the "Limt_#_evalauation" list.

at it says on the limit is Set limit to evaluate OnInterval, set action to None.

 

i tried to select OnInterval but cannot. so i tried to select the Onintervalserver.

 

as i have posted earlier that i have it set on OnIntervalServer which is set to 30. is this correct or fine? please do let me know.

if not, please do correct me.

 

 

thank you for your time.

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Originally Posted by sorinnana*:

 

our servers provider changed the ip for 2 servers,procon layer updated but insane limits are emty now...all my settings are gone...all my limits are gone...is like i just add the plugin....emty

i tryed to do the settings again and worked for a few min and after that was emty again...they are not saving.i use Insane Limits - 0.0.0.8-patch-3

 

 

 

anybady can help me with this issue?

 

 

thx

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Originally Posted by PapaCharlie9*:

 

Feedback

 

- 5% Bullet Damage at start, increase with 5% per Zombie.

- Tehran Highway does not work, to many unfair spots. Try a map like Caspian Border.

Ideas

 

~ Zombies are only allowed to use weapons from the Assault class, forcing them to play Assault wich encourages reviving / Smoking.

~ Humans are only allowed to use weapons from the Support class, forcing them to use LMG's and provide the well needed ammunition to theyre team.

~ Add a Squad Enforcement System to increase the Team Work.

Great work, thanks! I've already updated the map rotation to include Caspian, Bazaar and Metro.

 

I'm working on these code changes, not installed yet:

 

* Add zombie wins/total rounds stat (to help tweak balance)

* Add team switching kill/mover when RU to US

* Add adaptive bullet damage, starting at 5%, increasing 5% per zombie player count

 

The team switching problem might be fixable after all. We'll have to test it. I realized I only have to detect switching from zombie to human. Since the mode only moves human to zombie, there should be no confusion.

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Originally Posted by PapaCharlie9*:

 

Im just going to post this one again. im just worries if i got it wrong! waited for couple of days but ne reply. sorry for double post.. anyone can help?

Use OnIntervalServer and set it to 30.
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Originally Posted by PapaCharlie9*:

 

So, is it working with M320 Buck?

It's impossible to detect any underslung weapon, so no, that's never going to work. It's just a limitation of the BF3 server protocol. There's nothing PRoCon can do to help you detect that weapon type.
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Originally Posted by PapaCharlie9*:

 

Great work, thanks! I've already updated the map rotation to include Caspian, Bazaar and Metro.

 

I'm working on these code changes, not installed yet:

 

* Add zombie wins/total rounds stat (to help tweak balance)

* Add team switching kill/mover when RU to US

* Add adaptive bullet damage, starting at 5%, increasing 5% per zombie player count

 

The team switching problem might be fixable after all. We'll have to test it. I realized I only have to detect switching from zombie to human. Since the mode only moves human to zombie, there should be no confusion.

Okay new code is installed and ready for an 8 player test. Can you work your magic again and fill up the server for a few rounds?
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Originally Posted by Mootart*:

 

Use OnIntervalServer and set it to 30.

thanks papacharlie for the info..

 

i have a question i copy all files from procon layer.. but when i run it.. all the limits is gone where i can get it the file again?

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Originally Posted by Bl1ndy*:

 

This limit changes your servername according to the gamemode your currently running.

 

 

Set limit evaluation to ServerInterval, Set action to None

 

Set first_check to Expression:

 

Code:

(server.Gamemode.StartsWith("Insert Gamemode Here"))
Set second_check to Code:

 

Code:

plugin.ServerCommand("vars.serverName", "Insert Servername Here");
This is the full list of gamemode names for BF3, (including Back to Karkand expansion)

 

  • ConquestLarge0
  • ConquestSmall0
  • ConquestSmall1
  • RushLarge0
  • SquadRush0
  • TeamDeathMatch0
  • SquadDeathMatch0
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Originally Posted by Bl1ndy*:

 

Okay new code is installed and ready for an 8 player test. Can you work your magic again and fill up the server for a few rounds?

It seems really stable, really enjoying the new code so far. One thing still screws up the gameplay and that's players using C4. Anyway we could block the Support class?

 

Another option is to remove the C4 maps from the rotation, try maps that aren't affected by the C4 as much. Im talking about Bazaar, Metro...

 

*edit* Only balanced map seems Grand Bazaar, and some players asked for a damage decrease.

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Originally Posted by PapaCharlie9*:

 

It seems really stable, really enjoying the new code so far. One thing still screws up the gameplay and that's players using C4. Anyway we could block the Support class?

 

Another option is to remove the C4 maps from the rotation, try maps that aren't affected by the C4 as much. Im talking about Bazaar, Metro...

 

*edit* Only balanced map seems Grand Bazaar, and some players asked for a damage decrease.

Thanks for the additional testing. I already found and fixed one bug just based on what I saw in the logs today, the STATS for zombie wins/rounds was broken. We still need a full 8 player test for several rounds to make sure the team switching punishment and team move improvements are working. Also adaptive bullet damage.

 

I don't understand the issue about C4. If someone gets killed by C4 there should be warn/kick. Is that not working? Or does it have to do with using C4 in ways that are not kills?

 

There's no way to detect kits, so there is no way to control what kits people use. The only info the code gets is how someone died, and even that isn't very accurate sometimes.

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Originally Posted by PapaCharlie9*:

 

thanks papacharlie for the info..

 

i have a question i copy all files from procon layer.. but when i run it.. all the limits is gone where i can get it the file again?

Sorry, I don't use a layer host, so I don't know how they work or where the files are.
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Originally Posted by sorinnana*:

 

thanks papacharlie for the info..

 

i have a question i copy all files from procon layer.. but when i run it.. all the limits is gone where i can get it the file again?

i have the same problem all my limits are gone due to ip changed by the provider and i have them saved but i can't get them to work again,they are emty,the layer don't read them anymore and this is only for insane limits...I use FireFTP to upload plugins...maybe this will help you....

http://www.rconhostingservices.net/w...yarticle&id=13

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Originally Posted by Bl1ndy*:

 

Thanks for the additional testing. I already found and fixed one bug just based on what I saw in the logs today, the STATS for zombie wins/rounds was broken. We still need a full 8 player test for several rounds to make sure the team switching punishment and team move improvements are working. Also adaptive bullet damage.

 

I don't understand the issue about C4. If someone gets killed by C4 there should be warn/kick. Is that not working? Or does it have to do with using C4 in ways that are not kills?

 

There's no way to detect kits, so there is no way to control what kits people use. The only info the code gets is how someone died, and even that isn't very accurate sometimes.

C4 killing issn't the problem. The problem is people jumping from one building to another and then blowing a part of the previous building thus preventing zombies from ever getting to him. People still asking for pistols only, but i'm not gonna make your rewrite that shit haha.
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Originally Posted by sorinnana*:

 

i have the same problem all my limits are gone due to ip changed by the provider and i have them saved but i can't get them to work again,they are emty,the layer don't read them anymore and this is only for insane limits...I use FireFTP to upload plugins...maybe this will help you....

http://www.rconhostingservices.net/w...yarticle&id=13

if u want i can send u my conf file whit my limits,just delete or turn off the one u dont need

give me ur email if u want the file

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Originally Posted by PapaCharlie9*:

 

C4 killing issn't the problem. The problem is people jumping from one building to another and then blowing a part of the previous building thus preventing zombies from ever getting to him. People still asking for pistols only, but i'm not gonna make your rewrite that shit haha.

I get it now. I saw this myself last night. No way to stop it with code, unfortunately. Just vote kick the human using C4, I guess.

 

Too late, I rewrote the code. :smile: I also made it so it is much easier to configure the list of weapons humans are allowed/forbidden to use, so the next time you change your mind, I won't have to do so much work. LOL. I haven't changed the test server to pistols only, that will be something admins can do themselves when we roll this out officially. For testing, we still need to tweak bullet damage with all guns. Zombies are still winning 5 out of 6 times, even with increased damage. I had final damage all the way up to 80 with one human left and zombies still won. Humans didn't start winning until I had damage up to 50 with 3 humans left, but then they always won. It's tricky getting this balanced just right.

 

Other recent code changes:

 

* I noticed that noobs would come on and not read the rules or not understand them and flounder around playing TDM without actually starting the mode. So now I force it to start on every round after someone types "!zombie start". This means you only have to type it once and the mode should keep going every round until someone types "!zombie stop", or the PRoCon crashes.

 

* I noticed that humans were pwning zombies by using a knife. So now if a human uses a knife, they get infected and end up being a zombie!

 

Finally, here's a list of all the players that have tested or have tried to get on the server to help test. To date, over 300!

 

-c-Endrld

0Rudy0

1024alex

2lean4

[0p7]5erveD

[110]Canterous

[1337]aderia123

[1337]BARANBE

[1337]Yasir_Abu_Saif

[2142]Jammydodg3rUK

[3Dfx]3rbium

[3KSM]dragonzfury

[404]BOT-Who-Owns-You

[4t4]JJMt3

[4t4]Timzorzz

[503]amotion578

[514]AlimeSC

[7thB]Ghosties

[ADF]ErickBluesun

[AOD]N-RE-KAY

[APHA]AKantolinna

[AWC]havahava

[AWC]powback

[AWE]NotAg0at

[bAEZ]BAEazy

[bARS]Grimism

[bAS]insanomonkey

[bEES]LB_1911

[bF3A]Lucractius

[bGF]BGFlick

[blue]Skys730

[bLz5]RyroNZ

[boB]dtech911

[brav]NoctyrneSAGA

[bT]WerqBeast

[bYE]Bl1ndy

[bYE]HeavyNutzGorilla

[C4]elvis0606

[c]iPEAN

[cris]SimonSoup

[CROG]svinjokonj

[DARE]DesertStorm282

[DERP]Biscuit_Bass

[DERP]Missionpatriot45

[derp]tehOPEologist

[DERP]TheOnlyAnderson

[DooK]crapillionaire

[DRNK]deadph0enix

[DS]mikeyteh

[ECG]Willy_W4nker

[eG]Biggysmalls72

[eG]Cookiiiiiiiiiiie

[eGO]VeRtAg0

[Eh]HandOfBlood08

[EIN]Massin_SWAG

[EIN]Sgt_Tader_Salad

[ENT]DTRON13

[eQ]mybullleturface

[EXPT]Experimen7

[ext1]d0xxx

[FG]catpanda

[FIST]DeAdLy-ScOuSe

[FIST]HeavyHugo

[FIST]Wtfuux

[FLIP]ProteinPannkaka

[FOS]tommy_haze7

[FP]TheDoritosMan

[GAPC]brick_sledge

[GFX]Fate1967

[GFX]TSNDesigns

[GG]WiganWelshy

[GLHF]jmase86

[GLHF]TOMMYRAGE

[GROM]Funnyxx

[GTFO]metalpuppy

[GTS]FlyingDubs

[GUYZ]xX420XxXObamaXx

[H2O]Swoop-Da-Loop

[HiT]Liljedahls

[HiT]Ojojoe

[HJK]AbsolutelyTeddy

[HWC]supaflyx3

[iFOI]drfilip1

[iMP]theryan1996

[iRLB]Big_fitz15

[iRs]PeeX3L

[iTWM]Rizzeee

[JAR]Logon

[JLOL]ASesz

[KNC]KoffeinFlummi

[L4]fizix

[L4]MaxPower456

[LEWL]amazingBRIANN

[LEWL]xXxkillicetxXx

[LFS]chaicracker

[LGN]ARSON_F451

[LGN]bruceanast

[LGN]crazyhotwheelj

[LGN]matterhornbryan

[LGN]NinjaWithAMull3t

[LGN]OPGeTsOmE

[LGN]PapaCharlieNiner

[LGN]TedRhunder

[LGN]TEMPFS

[LpL]AngusSeb

[LPL]SaiMG

[LSD]reaperxo

[MAD]Hate268

[MAV]haxwaffles

[MDog]mlp256

[MeOw]Le_Max0

[MF]TomatoJonz

[MI6]B3N1P4L

[MKC]DirtyPanucha

[mlp]billyiswerid

[MoJO]EuroGuerilla

[NC]spumi

[NGNT]pandaren88

[NNK]Kevinlau1023

[NNNG]mrFaceShoota

[nom]ThatHappyPerson

[NOOB]Bvrr0

[OG]WhiteMoose

[OGG]frostyjoker

[OT]AdrenalineTX

[OT]Off126

[OT]pavesterOT

[PhX]SavageCore

[pK]prules

[PL]Kirkor88

[PoN]Aun_Vallen

[PoN]lordofsin

[PoN]ZelgadisXI

[ProL]crazedturtle

[PTFO]SWS_UK

[PTs]CION_PT

[R22R]Cpl-diVzz-2

[RDDT]aMazing_Banannas

[RDDT]jag783

[RDDT]seveerio

[RDDT]THEDRJMAN

[RDDT]TheGingaNinja1

[RDDT]TheRandomDancer

[RDDT]urcra

[rdt]warmgunner

[RdX]EGBalla123

[Reek]BobTheAngel

[RevR]Aks4life1

[RevR]dhanes

[RevR]Polykarb

[RevR]SethManson

[RG]chammad

[RoB]Giftigkorsfarer

[RR]jefri91

[RuP]PCfreak96

[sCOP]ranger719

[sEAL]Seaward666

[sG]ejdeback

[sG]Jawney

[sG]krantza

[sHRM]Aydiell

[sKM]Sanzap

[sMB]G0D_of_D34TH

[snD]backsl4sh

[snD]the1lonewanderer

[sRf]cknchsr

[sSG]KICKER180v2

[TAG]cockyfishkiller

[TCG]boKunic

[TCTF]Atlsnip

[TDP]BobskinQ

[TDP]PeanutButter12

[TEB]tallkid15

[TG]lifeliver74

[TJ]USCYBERCOM

[TOXC]ToxicIsPoison

[TWO]Enqueben

[ugS]Pinenipple

[umm]L3ERDMAN

[uSAF]sylentSnipe

[v]EndureExodus

[v]ImGoingInDry

[v]Xan2-3

[VDT]Cherrysex

[VTRN]Kaliskal

[WASD]EnergyFX

[WF]Brod91

[WF]ck95PT

[XCF]iNubs

[XFM]MNHClever

[XIII]Matius22PL

[xXx]calinjos

[xXx]Dragija_CRO

[xXx]MrAstraOwner

[xXx]Overlord021

[xXx]The_Priest_91

[ZPG]Metacoma

AceTankr

Aenarael

aplestormeh

Appetizzer

Arctaeon

armintehgreat

August_West27

AusRiVo

Backraper

bBoGiE

BearBear427

BGJackDRipper

blackforky

BlazeBalls

Bombboy34

broncostooge

BroStado

Bullywog

BURNTJELLYFISH

c0bra61

cAAst0r

Chalgakiller

charliemathis

ClichexUsername

cruelangelthesis

Cutzero

d3v1n5555

Datadanne

DeimosRising

DETHBum

DETHsDoor

dezurrob

Dib-KC

Dimatizer

dormedas

Elektrisk

eMatiC_Azores

EngelMacher_556

Ensiferum362

Epicwhale

Ewalk0871

Exhonour

fapdu

FIST-LoveTurtles

fosaded

Gannes

Gechi

Gerfloppy

GROMER148

Gruselgurke

Heavyflame

herpderpen11

hitforhelp

IcedQ

ik4Spoon

iLLxTyphus

Inverted_AR

JarthOS

Jerk_Drift

Jerk_kray

JeT51

Jopperrr

jsgbrl1

JStr1nger90

justgoaway1

Kahos

kannskii

kerooooooo

Knightbeaner

Lambley757

Legitzkrieg

Lerson

Lockl34r

Loki295

lordofthederps

lukepker

majorau

Mantas7776

massivebacon

megaupload-com

MESathor

mrkonga

namretne

NornWarrior

Oring-92

outrunsilver

PeacefulWar

PMOH_FuriousG

PotatoFalcon

probably_mudkipz

Pvt_Snoballz

PvtRigel

QuicksilverFX

r1ckyh1mself

rafraideri

randomlegend

rcazzy

Redoctober21

Reloadre

Revanos41

Rich0000

Rippoee

Roksonixx

rymdpirat

S2H69

SchlafNinja

Se7enthSoldier

Sgt_Beh1nd

shauners

shrathor

Simplemoto

smothercrunch

soccaian

SOFLAM

Sogek1ng

SomeFatWhiteGuy

someguynz1

soszka1939

Spiftastic

srlz

stere0atypical

Stitchzor

SugarShock

SupeDupe

SuperScrubs

sweenyJR

Syphyer

teemk4

Thekingofspace

TheMasterOsgood

thoome

TMan328

tomharvey888

trolleyproekt

TXS303

ud3webdev

unarmeddipshit

Vipersfate

weaver787

webZ_lu

whiteshadow1000

Wombo194

zeke_2nd

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Originally Posted by Kiffkiller*:

 

Hi all,

I need your help. I'm trying to switch my server with soem configs.

 

OnServerInterval

1st Check -> Expression-> (true)

2nd Check -> Code ->

Code:

double test = "test";

if (server.PlayerCount >= 16) {
     plugin.ServerCommand("vars.idletimeout", "600");
     plugin.Data.unsetInt(test);
     return false;}
elseif (server.PlayerCount >= 1 && server.PlayerCount <= 15) {
     plugin.ServerCommand("vars.idletimeout", "0");
     plugin.Data.unsetInt(test);
     return false;}
elseif ( server.PlayerCount == 0 && !plugin.Data.issetInt(test) ) {
     plugin.Data.setInt(kCounter, 1);}}
elseif ( server.PlayerCount == 0 && plugin.Data.issetInt(test) ) {
     plugin.ServerCommand("vars.idletimeout", "0");
     plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");
     plugin.ServerCommand("vars.3pCam", "true");
     plugin.Data.unsetInt(test);
     return false;}
return false;
What it should do? It should count player. If it counts 0 Players for the 1st time it have to do nothing (because in mapchange it can count 0 while 16 players are online). If it counts 0 Players 2nd time it have to set the server to NormalMode (with vehicles).

 

Another limit set the server to InfantryOnly OnRoundOver. On this way I can get a Infantry server to Quickmatch of battlelog.

 

I hope you can understand what I'm trying to say.

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Originally Posted by PapaCharlie9*:

 

Hi all,

I need your help. I'm trying to switch my server with soem configs.

 

OnServerInterval

1st Check -> Expression-> (true)

2nd Check -> Code ->

Code:

double test = "test";

if (server.PlayerCount >= 16) {
     plugin.ServerCommand("vars.idletimeout", "600");
     plugin.Data.unsetInt(test);
     return false;}
elseif (server.PlayerCount >= 1 && server.PlayerCount <= 15) {
     plugin.ServerCommand("vars.idletimeout", "0");
     plugin.Data.unsetInt(test);
     return false;}
elseif ( server.PlayerCount == 0 && !plugin.Data.issetInt(test) ) {
     plugin.Data.setInt(kCounter, 1);}}
elseif ( server.PlayerCount == 0 && plugin.Data.issetInt(test) ) {
     plugin.ServerCommand("vars.idletimeout", "0");
     plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");
     plugin.ServerCommand("vars.3pCam", "true");
     plugin.Data.unsetInt(test);
     return false;}
return false;
What it should do? It should count player. If it counts 0 Players for the 1st time it have to do nothing (because in mapchange it can count 0 while 16 players are online). If it counts 0 Players 2nd time it have to set the server to NormalMode (with vehicles).

 

Another limit set the server to InfantryOnly OnRoundOver. On this way I can get a Infantry server to Quickmatch of battlelog.

 

I hope you can understand what I'm trying to say.

If I understand you correctly, your logic looks okay. The code syntax isn't correct, but it is easy to fix:

 

Code:

String kTest = "Kiff_test";

if (server.PlayerCount >= 16) {
     plugin.ServerCommand("vars.idleTimeout", "600");
     if (plugin.Data.issetBool(kTest)) plugin.Data.unsetBool(kTest);
     return false;
} else if (server.PlayerCount >= 1 && server.PlayerCount <= 15) {
     plugin.ServerCommand("vars.idleTimeout", "0");
     if (plugin.Data.issetBool(kTest)) plugin.Data.unsetBool(kTest);
     return false;
} else if ( server.PlayerCount == 0 && !plugin.Data.issetBool(kTest) ) {
     plugin.Data.setBool(kTest, true);
     return false;
} else if ( server.PlayerCount == 0 && plugin.Data.issetBool(kTest) ) {
     plugin.ServerCommand("vars.idletimeout", "0");
     plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");
     plugin.ServerCommand("vars.3pCam", "true");
     plugin.Data.unsetBool(kTest);
     return false;
}
return false;
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Originally Posted by QUACK-Major-Pain*:

 

can anyone help me? where i can find the twitter authorization pin?

When you put your info in for your own twitter account, watch the logging at the bottom of procon and it will show you a link you have to go to to keep your info.
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Originally Posted by QUACK-Major-Pain*:

 

thanks papacharlie for the info..

 

i have a question i copy all files from procon layer.. but when i run it.. all the limits is gone where i can get it the file again?

If you save your limits in Insane Limits, and then move the saved file to or from the layer, just make sure you use the same file name for each Procon, and then select load limit file and your limits should load in.
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Originally Posted by Mootart*:

 

When you put your info in for your own twitter account, watch the logging at the bottom of procon and it will show you a link you have to go to to keep your info.

got it working again! thanks big to you quack :biggrin:
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Originally Posted by Bl1ndy*:

 

Nice seeing your making great progress Papa, good idea with the knifing aswell. But i do think you missunderstand the gamemode, in Zombie Infection it is really i mean really rare the human team wins. It's supposed to be like that, check out CS:S or Halo 3 videos. I think it's not a matter of winning, it's a matter of surviving aslong as you can. Meet me on TeamSpeak later today so we can have a little chat.

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Originally Posted by QUACK-Major-Pain*:

 

It's more of a last man or men standing within a time limit.

But I don't thing we can control time limit, but you can set the tickets to reflect the number of players on the uninfected team.

 

If 24 players on uninfected, then tickets would be 23 so that the round ends with 1 winner.

 

It would depend on the server size and map played.

If only using 1 map to play, then you could adjust the ticket count based on players in the server.

 

Changing map would require adjusting settings based on map.

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