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Insane Limits - Examples


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Originally Posted by HexaCanon*:

 

Bin wohl zu alt, funzt nicht :huh:

Sonnst bekomme ich alles hin, aber der Code schafft mich :smile:

Falscher Gedanke= Procon> ProconRulz> Rules player.Rank > 90 einfügen_!

 

Gruß aus Berlin

ProconRulz ?

 

Sie wollen alle die Stufe 90 + ist kicken?

 

oder

 

Sie wollen nur die Menschen, die Level 90 + sind zu spielen?

 

google translate.

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Originally Posted by HexaCanon*:

 

player.Rank > 90

Player over rank 90 kick

REMEMBER

rank 90 = COLONEL SERVICE STAR 45

rank 135 = COLONEL SERVICE STAR 90

REMEMBER

 

Limit_x_evaluation : OnJoin

 

first check EXPRESSION

 

Code:

player.Rank > XX
replace XX with the rank you want to kick.

 

Action : Kick.

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Originally Posted by HexaCanon*:

 

Hello, help me with the plugin! I want to limit the server M320, and mortars, that after the first killing warning and then a kick from the server! thanks in advance

www.phogue.net/forumvb/showth...0-RPG-USAS-etc*
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Originally Posted by psicologic*:

 

depending on the number of players changes the minimum downtime ( Timeout ).

I hope that the code is fine.

 

Set a limit to evaluate OnLeave, and action to None

 

Set first_check to this Code:

Code:

if (server.PlayerCount  <= 6 )
plugin.ServerCommand("vars.idleTimeout" , "0");


else

if (server.PlayerCount  <= 20 )
plugin.ServerCommand("vars.idleTimeout" , "800");


else

if (server.PlayerCount  <= 40 )
plugin.ServerCommand("vars.idleTimeout" , "500");

else

if (server.PlayerCount  > 40 )
plugin.ServerCommand("vars.idleTimeout" , "300");
is as expected because it evaluates OnLeave until the last to leave the server, and you can change the values ??or add more "if"

 

Sorry, my english is bad, im spanish.xD

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Originally Posted by psicologic*:

 

Each time the server is empty, if there are ways that do not favor the rotation, the advances.

 

Set the limit to evaluate for OnIntervalServer, and set the action to None

 

Set first_check to this Expression:

Code:

(true)
Set the second_check to this Code:

 

Code:

List<String> map_modes = new List<String>();
map_modes.Add("TeamDeathMatch0");
map_modes.Add("SquadDeathMatch0");

if (server.PlayerCount  <= 1 && map_modes.Contains(server.Gamemode))
plugin.ServerCommand("mapList.runNextRound");

else
return false;
If anyone knows how to improve it please appreciate it. I really works well.
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Originally Posted by PapaCharlie9*:

 

depending on the number of players changes the minimum downtime ( Timeout ).

I hope that the code is fine.

 

Set a limit to evaluate OnLeave, and action to None

 

Set first_check to this Code:

Code:

if (server.PlayerCount  <= 6 )
plugin.ServerCommand("vars.idleTimeout" , "0");


else

if (server.PlayerCount  <= 20 )
plugin.ServerCommand("vars.idleTimeout" , "800");


else

if (server.PlayerCount  <= 40 )
plugin.ServerCommand("vars.idleTimeout" , "500");

else

if (server.PlayerCount  > 40 )
plugin.ServerCommand("vars.idleTimeout" , "300");
is as expected because it evaluates OnLeave until the last to leave the server, and you can change the values ??or add more "if"

 

Sorry, my english is bad, im spanish.xD

Your English is better than my Spanish!

 

The code could be improved a little. For example, if no one leaves and it goes straight from 0 to 41 in the first round, the idle time will still be 0. So you should base the limit OnIntervalServer set to 30 seconds instead of OnLeave.

 

Also, you need some { curly braces } around each statement:

 

Code:

if (server.PlayerCount  <= 6 )
{
plugin.ServerCommand("vars.idleTimeout" , "0");
}


else

if (server.PlayerCount  <= 20 )
{
plugin.ServerCommand("vars.idleTimeout" , "800");
}


else
...
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Originally Posted by PapaCharlie9*:

 

Each time the server is empty, if there are ways that do not favor the rotation, the advances.

 

Set the limit to evaluate for OnIntervalServer, and set the action to None

 

Set first_check to this Expression:

Code:

(true)
Set the second_check to this Code:

 

Code:

List<String> map_modes = new List<String>();
map_modes.Add("TeamDeathMatch0");
map_modes.Add("SquadDeathMatch0");

if (server.PlayerCount  <= 1 && map_modes.Contains(server.Gamemode))
plugin.ServerCommand("mapList.runNextRound");

else
return false;
If anyone knows how to improve it please appreciate it. I really works well.
How many seconds is OnIntervalServer set to? Since you can't set it more than 120 seconds, that means the levels could load very rapidly and frequently if the server is empty. Unless that's what you meant to do, skip over TDM and SQDM until you find some other mode?
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Originally Posted by psicologic*:

 

Your English is better than my Spanish!

 

The code could be improved a little. For example, if no one leaves and it goes straight from 0 to 41 in the first round, the idle time will still be 0. So you should base the limit OnIntervalServer set to 30 seconds instead of OnLeave.

 

Also, you need some { curly braces } around each statement:

 

Code:

if (server.PlayerCount  <= 6 )
{
plugin.ServerCommand("vars.idleTimeout" , "0");
}


else

if (server.PlayerCount  <= 20 )
{
plugin.ServerCommand("vars.idleTimeout" , "800");
}


else
...
Thanks, got leave and no interval for he considers it would not give so much work, but you're right .. and certainly with {} is more correct, thanks. :ohmy:
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Originally Posted by psicologic*:

 

How many seconds is OnIntervalServer set to? Since you can't set it more than 120 seconds, that means the levels could load very rapidly and frequently if the server is empty. Unless that's what you meant to do, skip over TDM and SQDM until you find some other mode?

effectively the interval I have it set at 60 and in my case I have a map Rush after each TDM or SQDM.

 

* first try to find a method that was empty when the server or a single player and was with TDM or SQDM put a particular map (Rush Grand Bazaar), but found no effective method. So improvise this solution. So if a player enters, may make more goals until they have as players and 2 players can play TDM or SQDM.

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Originally Posted by aduh*:

 

This limit combines both Kdr, and Accuracy measurements from Battlelog to kick suspicious players.

 

Set limit to evaluate OnJoin, and action to Kick

 

Set first_check to this Expression:

 

Code:

(  player.Kdr > 4.0   ||  player.Accuracy > 50  )
You may adjust the values of Kdr, and Accuracy as you see fit.
How can I add a "white list" with players excluded from that limit ?
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Originally Posted by TermiBr%FCll*:

 

REMEMBER

rank 90 = COLONEL SERVICE STAR 45

rank 135 = COLONEL SERVICE STAR 90

REMEMBER

 

Limit_x_evaluation : OnJoin

 

first check EXPRESSION

 

Code:

player.Rank > XX
replace XX with the rank you want to kick.

 

Action : Kick.

Is That correct?

On Join;kick player.Rank > 125

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Originally Posted by GroundnPownd*:

 

Hi apologies if it is posted here already, i cant find it. Im trying to do two things setup a server that is sniper only, and setup a server which allows all weapons but the knife, both ending in the player being kicked.

Thanks

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Originally Posted by HexaCanon*:

 

Hi apologies if it is posted here already, i cant find it. Im trying to do two things setup a server that is sniper only, and setup a server which allows all weapons but the knife, both ending in the player being kicked.

Thanks

www.phogue.net/forumvb/showth...0-RPG-USAS-etc*

 

First check code

 

Sniper only

Code:

!Regex.Match(kill.Weapon, @"(_:JNG90|M417|L96|M39|M40A5|Mk11|Model98B|QBU-88|SKS|SV98|SVD)", RegexOptions.IgnoreCase).Success
no knife allowed

Code:

Regex.Match(kill.Weapon, @"(_:ACB-90|Knife|Melee)", RegexOptions.IgnoreCase).Success
second check code

Code:

/* Version: V0.8/R1 */
String kCounter = killer.Name + "_TreatAsOne_Count";
TimeSpan time = TimeSpan.FromSeconds(5); // Activations within 5 seconds count as 1

int warnings = 0;
if (server.Data.issetInt(kCounter)) warnings = server.Data.getInt(kCounter);
    
/*
The first time through, warnings is zero. Whether this is an isolated
activation or the first of a sequence of activations in a short period
of time, do something on this first time through.
*/
String msg = "none";
if (warnings == 0) {
        msg = plugin.R("Attention %k_n%! Do not use %w_n%!"); // First warning message
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("ADMIN > " + msg);
        server.Data.setInt(kCounter, warnings+1);
        return false;
}

/*
The second and subsequent times through, check to make sure we are not
getting multiple activations in a short period of time. Ignore if
less than the time span required.
*/

if (limit.Activations(killer.Name, time) > 1) return false;

/*
We get here only if there was exactly one activation in the time span
*/

if (warnings == 1) {
        msg = plugin.R("FINAL WARNING %k_n%! Do not use %w_n%!"); // Second warning message
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("ADMIN > " + msg);
} else if (warnings >= 2) {
        msg = plugin.R("Kicking %k_n% for ignoring warnings and killing with %w_n%!");
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("ADMIN > " + msg);
        plugin.PRoConEvent(msg, "Insane Limits");
        plugin.KickPlayerWithMessage(killer.Name, msg);
}
server.Data.setInt(kCounter, warnings+1);
return false;
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  • 5 weeks later...
  • 4 weeks later...

Originally Posted by psicologic*:

 

I'm not sure that is correct. I created a script that:

 

Depending on the map Gunmaster it puts a rotation or another:

 

Interval: OnRoundOver

 

 

First Check:

 

Code:

List<String> map_modes = new List<String>();
map_modes.Add("GunMaster0");

List<String> map_names = new List<String>();
map_names.Add("XP4_Parl");

List<String> map_names0 = new List<String>();
map_names0.Add("XP4_FD");

List<String> map_names1 = new List<String>();
map_names1.Add("XP4_Quake");

List<String> map_names2 = new List<String>();
map_names2.Add("XP4_Rubble");

if (map_modes.Contains(server.NextGamemode) && map_names.Contains(server.NextMapFileName))
{
plugin.ServerCommand("vars.gunMasterWeaponsPreset", "6");
}
else

if (map_modes.Contains(server.NextGamemode) && map_names0.Contains(server.NextMapFileName))
{
plugin.ServerCommand("vars.gunMasterWeaponsPreset", "5");
}
else

if (map_modes.Contains(server.NextGamemode) && map_names1.Contains(server.NextMapFileName))
{
plugin.ServerCommand("vars.gunMasterWeaponsPreset", "3");
}
else

if (map_modes.Contains(server.NextGamemode) && map_names2.Contains(server.NextMapFileName))
{
plugin.ServerCommand("vars.gunMasterWeaponsPreset", "7");
}
else

{
plugin.ServerCommand("vars.gunMasterWeaponsPreset ", "2");
}
Action: None
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Originally Posted by cloverdefa*:

 

This limit will check for how many times a player made non-kife kills. On the first kill, it will send a warning on chat, on the second kill, it will kick the player.

 

 

Set limit to evaluate OnKill, set action to None

 

 

Set first_check to this Expression:

 

Code:

! Regex.Match(kill.Weapon, @"(Melee|Knife)", RegexOptions.IgnoreCase).Success
Set second_check to this Code:

 

Code:

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

     if (count == 1)
         plugin.SendGlobalMessage(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));
     else if (count > 1)
         plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on knife only server"));
     
     return false;
hi micovery

 

i want to setting my sever knife only

and i hope first time player use another weapons kill player will be kill and worn by sever

second time kill will be kick

 

how can i setting the code?

 

my setting now

 

Set limit to evaluate OnKill, set action to None

 

Set first_check to this Expression:

 

code:

Code:

! Regex.Match(kill.Weapon, @"(Melee|Knife)", RegexOptions.IgnoreCase).Success
Set second_check to this Code:

 

code:

Code:

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

     if (count == 1)
         plugin.SendGlobalMessage(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));
     else if (count == 1)
         plugin.KillPlayer(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));
     else if (count > 1)
         plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on knife only server"));
     
     return false;
first time player kill use gun only be get worn

not kill by sever

 

 

 

 

thank you

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Originally Posted by HexaCanon*:

 

hi micovery

 

i want to setting my sever knife only

and i hope first time player use another weapons kill player will be kill and worn by sever

second time kill will be kick

 

how can i setting the code?

 

my setting now

 

Set limit to evaluate OnKill, set action to None

 

Set first_check to this Expression:

 

code:

Code:

! Regex.Match(kill.Weapon, @"(Melee|Knife)", RegexOptions.IgnoreCase).Success
Set second_check to this Code:

 

code:

Code:

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

     if (count == 1)
         plugin.SendGlobalMessage(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));
     else if (count == 1)
         plugin.KillPlayer(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));
     else if (count > 1)
         plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on knife only server"));
     
     return false;
first time player kill use gun only be get worn

not kill by sever

 

 

 

 

thank you

Set second_check to this Code:

 

code:

Code:

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

     if (count == 1) {
         plugin.SendGlobalMessage(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));
         plugin.KillPlayer(player.Name);
         }
     if (count > 1) {
         plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on knife only server"));
         }
     
     return false;
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Originally Posted by cloverdefa*:

 

Set second_check to this Code:

 

code:

Code:

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

     if (count == 1) {
         plugin.SendGlobalMessage(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));
         plugin.KillPlayer(player.Name);
         }
     if (count > 1) {
         plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on knife only server"));
         }
     
     return false;
hi thank your answer

now sever is good

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Originally Posted by HexaCanon*:

 

hi thank your answer

now sever is good

this is a better code

first check code

Code:

!Regex.Match(kill.Weapon, @"(_:ACB-90|Knife|Melee)", RegexOptions.IgnoreCase).Success
second check code

 

Code:

/* Version: V0.8/R1 */
String kCounter = killer.Name + "_TreatAsOne_Count";
TimeSpan time = TimeSpan.FromSeconds(5); // Activations within 5 seconds count as 1

int warnings = 0;
if (server.Data.issetInt(kCounter)) warnings = server.Data.getInt(kCounter);
    
/*
The first time through, warnings is zero. Whether this is an isolated
activation or the first of a sequence of activations in a short period
of time, do something on this first time through.
*/
String msg = "none";
Match m = Regex.Match(kill.Weapon, @"/([^/]+)$");
String wn = kill.Weapon;
if (m.Success) wn = m.Groups[1].Value;

if (warnings == 0) {
        msg = plugin.R("FINAL WARNING %k_n%! Do not use" + wn); // warning message
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("ADMIN > " + msg);
        plugin.KillPlayer(player.Name);
        server.Data.setInt(kCounter, warnings+1);
        return false;
}

/*
The second and subsequent times through, check to make sure we are not
getting multiple activations in a short period of time. Ignore if
less than the time span required.
*/

if (limit.Activations(killer.Name, time) > 1) return false;

/*
We get here only if there was exactly one activation in the time span
*/

if (warnings >= 1) {
        msg = plugin.R("Kicking %k_n% for ignoring warnings and killing with" + wn);
        plugin.SendGlobalMessage(msg);
        plugin.PRoConChat("ADMIN > " + msg);
        plugin.PRoConEvent(msg, "Insane Limits");
        plugin.KickPlayerWithMessage(killer.Name, msg);
}
server.Data.setInt(kCounter, warnings+1);
return false;
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