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  1. #1

    ProconRulz - take admin action on triggers, e.g. weapon limit

    THIS THREAD CLOSED. Please use this other thread for ProconRulz for BF3 onwards

    ** BF3 Update ** PLEASE USE NEW THREAD NOT THIS ONE ** this plugin has been updated for BF3, and to reduce the length of the thread (this one has reached 450 posts..) Please use this thread for ProconRulz for BF3. It's the same plugin, and the new version is also the latest for BFBC2, so this thread might contain useful info to help you write rulz, but if you're going to post and are using BF3, please use the new thread...

    Create auto-admin rules including weapon limits such as "On Spawn;Kit Recon;Kill"

    The plugin actually supports a much wider range of actions and possible triggers, e.g. on player join, or you can test if any player says a keyword. For the full spec follow the details link below.

    Update to version 32n (17-August-2011):
    * new 'count' conditions, so rules count limits can be applied to players, teams or the server, i.e. PlayerCount, TeamCount, ServerCount, also new conditions to trigger on only the first firing of the rule easy i.e. PlayerFirst, TeamFirst, ServerFirst - those three are per round and there is another new condition PlayerOnce which only fires once for the entire session the player is on the server.
    * TempBan action - similar to the existing 'Ban' action
    * Ping condition - so a ping limit could be "On Spawn;Ping 300;Kick Kicked because your ping is over 300"
    * New 'say/yell' actions i.e. PlayerYell, PlayerBoth which Yell or Yell+Say just to the player, and AdminSay which sends 'say' text just to the admins currently on the server.
    * In addition to the existing On Join trigger, there's a new On Leave trigger. I don't need it but, hey, it was asked for...
    * To extend ProconRulz's concept of 'protected' players, i.e. those that will be unaffected by automatic ProconRulz kills, kicks and bans, there are new plugin options for whitelists for player names and clan names. Note these are in addition to the existing protection for admins and (if enabled) players on the server 'reserved slots' list.
    * This version has very much generalized the support for 'teams' within the game, so team membership and counts etc work equally well in squad deathmatch and rush and conquest, so for example snipers can be limited per deathmatch squad. Note that the Teamsize condition (smallest team is N or smaller) is still for Rush or Conquest only, just because it only really makes sense in that mode.
    * there are new substition variables (e.g. %ping%) mainly related to the new conditions, see plugin details
    * there is a new fairly radical capability to apply actions to players other than the one that actually triggered the rule, via a new TargetPlayer condition and TargetAction action. This makes it possible to include rules that have the effect of in-game admin.
    * Plus there are some updates generally in the 'bugfix' category, although these are sometimes actually workarounds for Battlefield quirks. ProconRulz now allows rulz to use multi-word weapon keys (e.g. "M1A1 Thompson", see plugin details for full list), the specialization 12-Gauge Sabot Rounds is now supported seamlessly (working around a Battlefield bug), and the plugin option "player_reserves_item_on_respawn" has had a bugfix.

    Update to version 31c (25-June-2011):
    * bugfix for "Teamsize N" condition (which succeeds if smallest team has N players or fewer). Previous versions had an occasional few seconds while the condition mis-calculated the teamsize to zero (a few seconds after each player join). If you use the Teamsize condition in your rulz you should update to this version, otherwise don't worry. Huge thanks to MorpheusX for running the beta on his busy Heavy Metal Conquest server and allowing me Procon access so we could test there as well as our OFc server.

    Update to version 31b:
    * bugfix for "On Spawn;Damage <damagetype> <count>" condition, e.g. On Spawn;Damage SniperRifle 2;PlayerSay Max 2 snipers;Kill. This condition was not working in prior versions, so update to at least 31b if you want to use weapon damage type as an On Spawn condition. Many thanks to Legate for reporting the bug.

    Update to version 31a: (there are no bug fixes from the prior release as no bugs have been found, so you only need to upgrade if you want these new features)
    * "TeamKit <kit> <count>" e.g. "TeamKit Recon 2" condition succeeds if players team has 2 or more players spawned with kit Recon. This is what the "On Spawn;Kit Recon 2" rule already does, but makes that team count condition available to On Kill rules (you can choose any kit or count, see Plugin details online here
    * Similarly "TeamDamage <damage> <count>", "TeamWeapon <weapon> <count>", "TeamSpec <specialization> <count>" (choose damage, weapon, specialization and count as you prefer, as above)
    * "Map <partial map name>" e.g. "Map Valpa" condition will succeed if search string is contained in either the map name (e.g. Valparaiso) or the map file name (e.g. mp009gr)
    * "MapMode <partial map mode name>" e.g. "MapMode Rush" condition will succeed if the search string is contained in the map mode (e.g. Rush, Conquest)
    * "VictimSay <string>" action e.g. "On Kill;VictimSay You were killed by %p% with %w%" which limits the 'say' text to the victim of a kill, similar to the existing action PlayerSay for the killer.
    * "On Round" trigger. This trigger fires each time a new round is started (i.e. a new map loads, or players have just swapped sides on an existing map). This can be used with new text substitution strings as below e.g. "On Round;Log Map %m% loaded in mode %mm%"
    * New subsitution strings %m% for the current map display name (e.g. Nelson Bay) and %mm%" for the current map mode (e.g. Rush).
    * New settings options are provided to limit the automatic 'rules' display (when the player says "rules" your pre-defined server rules message is displayed) to 'PlayerSay' only so you don't risk filling up everyones message boxes, and another option to disable the automatic rules display feature completely.

    General info about ProconRulz

    This ProconRulz plugin was developed as a replacement for WeaponLimiter for use on OUR BFBC2 server, has been running successfully for a few months, and I thought it reasonable to share with the community. With the starting requirement of having sniper-limit rules, the plugin was designed from the ground-up as a much more general-purpose auto-admin utility. It comes with some default starting rules (e.g. limit snipers to 2) and my guess is that's all it ever gets used for by most admins that install it. But the default rules can be editted, deleted or added to so in spite of the fact the underlying code is a work of genius, including a few starting rules in the default install is probably its most valuable feature for all of you that don't want to do anything complicated.

    Most importantly, thanks to Phogue and the Procon 1 developers for making the Procon platform available as a freeware system, and huge credits to them for designing a clever and comprehensive platform.

    Install as plugins\BFBC2\ProconRulz.cs

    The plugin allows rules of the form:

    TRIGGER; CONDITIONS; ACTIONS

    E.g. a 2-sniper limit would be

    On Spawn;Kit Recon 2;Kill

    The plugin is unusual in that it has a comprehensive 'Details' page, and if you look at that you'll see there are a variety of triggers, conditions and actions to choose from, plus a listing of all the kit, weapon etc keys that you might want to use in the conditions.

    So if you're keeping up so far, you'll see it's possible to have additional rules that prevent the WeaponLimiter workaround of picking up a dropped sniper rifle:

    On Kill;Not Kit Recon;Damage SniperRifle;Kill

    I.e. the rule is checked when any 'kill' occurs, succeeds if the player does NOT have kit Recon, but HAS just killed with a sniper rifle. If so, that player is killed. I.e. a sniper-rifle kill for a non-recon is suicidal.

    The sniper limit and WeaponLimiter workaround prevention rule are included by default, so if that's all you want then you can consider installing this plugin and leaving it at the defaults.

    The flexible nature of the triggers, conditions and actions mean you can spend as long as you want crafting very clever rules, and we have quite a few, but my advice is keep it simple.

    For example a useful condition is 'PlayerCount X' where X is a limit on the number of times that particular rule may be fired by a given player. This provides a mechanism for detecting players that are spamming particular rules (e.g. the sniper limit).

    A useful action is 'Say', and substitutions can be used e.g. %p% for player name, so rules can fire warnings including the player, victim, weapon, range, whatever. E.g.

    On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

    which would say e.g. "Noobie teamkilled Bambam (teamkill #1)"

    Bambam.

    Total downloads = 565 (prior versions) + number by this version:
    Attached Files Attached Files
    Last edited by bambam; 11-12-2013 at 06:35. Reason: added link to new [BF3] ProconRulz thread

  2. #2
    "I was a genuinely nice person before I joined this community"
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    the fact the underlying code is a work of genius
    Lol

    On Kill;Not Kit Recon;Damage SniperRifle;Kill
    What if a "normal" player picks up the sniperrifle when there are f.i. no other snipers in his team? Will he get killed too? Cause that would probably be a bit contra-productive...


    Anyways, gonna take a closer look at the plugin later and will give feedback if I find sth.


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  3. #3
    EDIT: since this reply, new conditions were added to ProconRulz to support this requirement, i.e. the 'Team' spawn count conditions such as TeamKit.

    yeah, as I'm sure you know really well, the BF server is only giving the plugin messages on spawn and kill so there's some compromises there (like you'd really want to block on sniper-rifle pickup and prevent the 1 kill). You're correct - that simple rule will apply to anyone that picks up a sniper rifle and kills with it, regardless of how many snipers are already on the team. Not perfect, but it keeps the rules simple for people to understand (don't pick up a sniper rifle) and stops the WeaponLimiter workaround which is widely known.

    We've run the plugin for months and it's quite a learning experience. E.g. when you have a sniper limit you'll often see a recently joined player say something like "this server is for *%$%'s, all the admins are ^&$!, stupid sniper limits" and wonder if maybe the restrictive rules are unnecessary, and then you look at the logs and find out the player was on the attacking side in rush, did nothing for ten minutes except spam the sniper limit in the hope of getting a sniper rifle, bitched and then left.

    One thing I have learned though is the rules need to be simple and reasonably communicated (ProconRulz has a 'say text' filter that displays the admin rules info when any player says 'rules'.) The temptation is to introduce more clever but maybe complex rules and players don't find that out until they hit one and if they're not 100% sure why it kicked in they're understandably pissed off.

    This plugin could easily *detract* from gameplay if servers accumulate multiple arbitrary rules.

    A bit more detail:

    ProconRulz uses the 'Reserved slots' list to protect players from kills/kicks (i.e. reserved slots players are immune from kick/kill ProconRulz actions.)

    ProconRulz supports an 'Admin' condition which succeeds if the player has admin rights defined in his account in Procon.

    I.e. ProconRulz effectively supports two whitelists using existing Procon/server lists, instead of adding a new hard-coded list in ProconRulz.

    Any condition can be negated by putting the word 'Not' in front of it, so 'Not Admin' is a useful condition on some rules.

    We have quite a few anti-hacking rules which have been editted out of the list lower down this page. The basic technique is to use rules with Count and Rate conditions on Kills, taking into account weapons, range or other things. It's more of an art than a science though.

    ProconRulz has an 'Admins' condition which succeeds when any admin is online (in addition to the Admin condition which checks an individual player) which means some rules can be relaxed when admins *are* online, e.g. Say a warning which the admins (and everyone) will see rather than automatically kicking a player. An example of this could be an auto-kick on multiple teamkills as below.


    Taken from the 'Details' page for the plugin, here's the full list of triggers, conditions and actions:

    <trigger> = "On Spawn" | "On Kill" | "On TeamKill" | "On Suicide"| "On PlayerBlock"| "On Say"

    <condition> = (prefix with "Not " to reverse meaning)
    "Admin" (player is a server Admin - typically use Not Admin)
    "Admins" (at least one server admin is on the server)
    "Protected" (player is on reservedslots list and protected from ProconRulz kicks and kills)
    "Team Attack" (player is an Attacker in Rush mode)
    "Team Defend" (player is a Defender in Rush mode)
    "Teamsize <N>" (smallest team has N or fewer players)
    "On Kill;Headshot" (kill was with a headshot)
    "Kit <kit> [<N>]" (player(spawn)/weapon(kill) has this kit, kit limit is N)
    "Weapon <weapon> [<N>]" (player has this weapon, weapon limit is N)
    "On Spawn;Spec <specialization> [<N>]" (player has this Spec, spec limit is N)
    "On Kill;Damage <damage> [<N>]" (player has already done this damage N times)
    "On Kill;Range <N>" (the distance of the kill was > N meters. Note BFBC2 +/- 20 meter random error)
    "Count [<N>]" (player has already triggered this rule N times during this round)
    "Rate <N> <M> " (player has triggered this rule N times in M seconds during this round)
    "On Say;Text <key>" (player has just entered say text including this key string )

    <action> =
    "Say " <message>
    "PlayerSay " <message> (only the player involved will see message
    "Yell " <message>
    "Log " <message> (log to procon chat log but don't use Say)
    "Both " <message> (Say and Yell)
    "All " <message> (Say and Yell and Log)
    "Kill [<N>]" (Kill after N milliseconds, for default see plugin setting)
    "Kick " <message>
    "Ban " <message>
    "PlayerBlock " <item_name> (e.g. PlayerBlock SniperRifle, PlayerBlock HG-2)

    And from our BFBC2 server, FYI here are our rules:

    Please - these are *our* rules - you can have whatever you like and these are listed here to help you enter yours. Don't try and be judgemental about the rules we happen to have chosen.

    # SAY Text rulz
    On Say;Text forum;Admin;Yell Comments/Complaints to www.ofcgaming.com
    On Say;Text admin;Admin;PlayerSay [%p%] is an admin on this server
    On Say;Text admin;Not Admin;PlayerSay [%p%] is not an admin on this server
    On Say;Text protected;Protected;PlayerSay [%p%] is protected from kills/kicks
    On Say;Text protected;Not Protected;PlayerSay [%p%] is not protected from kills/kicks
    # JOIN rulz
    On Join;Admin;Yell Admin %p% joining
    On Join;Admins;Log Joining [%p%] with admins online
    On Join;Not Admins;Log Joining [%p%] with no admins online
    # HACKER kill rate limits
    # I have removed these just to keep our approach private.
    # but the basic idea is you can use conditions like Rate, Count, Weapon, Damage and Range to limit hacker behaviour

    # SNIPER limts
    # No attacking snipers
    Team Attack;Kit Recon;PlayerSay >>%p%<< sniper limit;Kill 500
    # No sniper rifle kills by non-Recon (prevents WeaponLimiter workaround)
    On Kill;Damage SniperRifle;Not Kit Recon;Say >>%p%<< Sniper Limit (%k%);Kill 500
    # Limit snipers when small teams
    Teamsize 4;Kit Recon;PlayerSay >>%p%<< No Snipers if team < 5 players!;Kill 4000
    Teamsize 9;Kit Recon 1;PlayerSay >>%p%<< Max 1 Sniper if team < 10 players!;Kill 4000
    # Normal sniper limits for full server
    Kit Recon 2;Count 3;Say >>%p%<< spamming sniper limit! (#%c%);Kick OFc: spamming the sniper limit
    Kit Recon 2;Count 2;PlayerSay >>%p%<< stop spamming sniper limit!
    Kit Recon 2;PlayerSay >>%p%<< Max 2 Snipers!;Kill 4000
    # TEAMKILL limits
    On TeamKill;Weapon DEFIB;Rate 2 20;Say >>%p%<< suicided with Defib teamkill;Kill 200
    On Teamkill;Count 3;Not Admins;Say >>%p%<< kicked for multiple team kills;Kick OFc: You were kicked for teamkills
    On Teamkill;Damage SniperRifle;Say >>%p%<< sniper teamkill;Kill 500
    On Teamkill;Say >>%p%<< Teamkill #%c% [ %v%] with %w%
    # SPAWN AND KILL LOGGING
    On Spawn;Admin;Log Admin [%p%] %pt%er %k% spawned
    On Spawn;Log [%p%] %pt% %k% spawned
    On Kill;Range 100;Log ^2[%p%] %pt%er %k% killed [%v%] %vt%er %vk% with %w%, range %r% (over 100) %h% (kill #%c%)
    On Kill;Log ^2[%p%] %pt%er %k% killed [%v%] %vt%er %vk% with %w%, range %r% %h% (kill #%c%)
    On Suicide;Log >>%p%<< suicided with %w% (%d%)
    Last edited by bambam; 29-06-2011 at 12:07. Reason: added info on TeamKits etc

  4. #4
    "I was a genuinely nice person before I joined this community"
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    Quote Originally Posted by bambam View Post
    yeah, as I'm sure you know really well, the BF server is only giving the plugin messages on spawn and kill so there's some compromises there (like you'd really want to block on sniper-rifle pickup and prevent the 1 kill). You're correct - that simple rule will apply to anyone that picks up a sniper rifle and kills with it, regardless of how many snipers are already on the team. Not perfect, but it keeps the rules simple for people to understand (don't pick up a sniper rifle) and stops the WeaponLimiter workaround which is widely known.
    Not quite sure if this will work but: How about you track all players, who spawn with a sniper rifle. If those players die (for whatever reason), keep the data until he respawns with another kit. (I guess that is already done). Once a non-sniper kills with a sniperrilfe, do a sniperBobs.Count() on your list, see how many snipers there currently are, and decide then. Would that work?

    We've run the plugin for months and it's quite a learning experience. E.g. when you have a sniper limit you'll often see a recently joined player say something like "this server is for *%$%'s, all the admins are ^&$!, stupid sniper limits" and wonder if maybe the restrictive rules are unnecessary, and then you look at the logs and find out the player was on the attacking side in rush, did nothing for ten minutes except spam the sniper limit in the hope of getting a sniper rifle, bitched and then left.
    Oh yeah, I know those people too. They are the best Nearly as good as the ones who spawn 15 times, get killed immediatelly every time, and then ask stupid questions in the chat, not being able to read the messages flashing aaaaaaall over their screen.


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    I will not provide support through PMs or TeamSpeak. Please post your questions in our forums.


  5. #5
    Things do get increasingly complicated. The plugin does already keep track of what kit you spawned with on an individual basis, as opposed to the WeaponLimiter method of only keeping a count of spawned kits, so that later you can test the original kit of an individual player.

    The only real issue I can think of is the normal situation where you have multiple sniper limits for different team sizes (or other multiple conditions). Actuallly on each kill to test a picked-up sniper rifle you have to check sniper counts against the same set of conditions so the rules end up multiplying. Doesn't sound like a huge drama and I accept your algorithm would ultimately be the correct one.

    With just a single sniper limit (e.g. max 2 recons) it could be all be simpler with a pair of rules

    On Spawn;Kit Recon 2;Say >>%p%<< sniper limit;Kill
    On Kill;Not Kit Recon;Kit Recon 2;Say >>%p%<< no sniper rifle pickup;Kill

    Really the two 'Recon' conditions in the second rule should be different keywords (PlayerSpawnedKit and TeamKitCount). Doable though.

    When there are multiple Recon restrictions for different team sizes and also possibly on Attack and Defence, all that has to be repeated in the On Kill rules.

    So yeah, I accept you're right but for our server the 'no sniper pickup' rule has been good enough. On a full server, there is a massive queue of half the team on both sides trying to get the sniper weapons, so an issue of a pickup with less than 2 snipers on the team hasn't been an issue. In my experience the sniper limit *always* maxes out even with very few players on the server.

    If you look at our rules, you see a "No attacking snipers at all" rule - sounds radical but surprisingly that has never been a problem - all players do is try and get a sniper rifle, if they get killed they may try again but eventually leave or chose another kit. They never bother looking at the rules.

    In theory snipers would be important for balanced gameplay - in practice our logs tell us that all walk-in sniper players (not our clan members on our server) just camp with the weapon and try and max their K/D. An Mcom could be armed but the kind of player that chooses the sniper weapon on the attacking side in Rush is much more likely than not to allow the mcom to be defused because it's not even in their line of fire.

    Sorry the last couple of pieces sound like a justification of our rules and I wouldn't want to start a thread on that basis - the intent was just to explain the 'no sniper pickup' rule being less of an issue.

    Bambam

  6. #6
    "I was a genuinely nice person before I joined this community"
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    I get your points, and they do make much sense.
    Still, this is probably one of the only things preventing me from using this plugin: we have a "Only 2 Snipers per Team"-Rule on our 24/7 Heavy Metal 1000 Ticket Server. But still, I don't mind if someone picks up a fallen sniperrifle as long as the total count is below 2.
    Would that code:
    On Spawn;Kit Recon 2;Say >>%p%<< sniper limit;Kill
    On Kill;Not Kit Recon;Kit Recon 2;Say >>%p%<< no sniper rifle pickup;Kill
    solve it for our server then? Must admit that I have just been reading this quickly and had a quick browser through the sourcecode since I am still working, so dont know everything about it.


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    I will not provide support through PMs or TeamSpeak. Please post your questions in our forums.


  7. #7
    A big problem with this and the game is that u cannot see yells when dead which is silly, that and the fact that no one reads the yells and considers them spam and anoying, the lack of dedictaion on ea's part in this games admin controls is what is making a pain in the ass for me, and the unworking controls on our own srvers, the fact that i have to alt tab every single time i want to just move sum1 to even the teams is a pain in the u know what, since there isnt a plugin that does just this balencing the teams, or a move player wih a simple @moveplayer shortened to @mp on procon user side, it is such a pain for sqdm server admins.

    If it wasnt for the Work all U guys have done here @phogue which is helps us out alot,
    and the Mod ~xXx~ is creating which gives u gameplay u cant get anywhere else and certain new gameing styles that are so action packed for run and gun players most cant even keep up, sum of these styles will blow u away with the fun factor, otherwise dnt think i would still be playing this game.

    i think it would be great if PPL had to read the rules and click a box or type enter to join a servers game or sumthing that makes u read the rules bfore spawning would be great,just the fact that u have to babysit and inform so many ppl is not cool, not only do they not listen or care or think they can do whatever since they bought the game and areplaying on ur server which u also (bought) is not cool,bcause i think ea procon?,(not sure whos fault) didnt introduce on slay spawns to the public or slay on kill stuff very good , just one daqy it was there no warnings just deaths so they think,lol

    just image u come back to ur fav server the next day and wall bam u cant spawn with this or that, ppl panic blame the admins lack of skill and that we hate this wep or that wep,or that admins have the power to just kill them over and over and give them deaths to their profile or stats cracks me up,
    i mean seriously when its really the fact that they are misinformed dnt understand the rules or are too stupid to read the server name, banner, and the welcome message and the spams in a server and think a good server is player amount and ping,never reading any of what i just mentioned

    (changeshere)
    ~BADASS~M|D<^>BULLY BEATD|WN
    On my server the Name of it changes each time a mod vote goes through for each of the 85+ Modded Gaming Styles, we also list in the banner info as well as in the server info it says what to do for the wep list for the current game style, as well as the welcome message as well as in the spams, and still i get bombarded with ppl that say we suck with this or that ,bad mouthen us or me and spaming the server with stupid bs, when i sit here for 12-18 hrs to GAME and can only get 3 full SQDM games to play bcause of ppl like that it really makes it hard to wanna do or test this Mod which only makes u a better player with every single weapon, and offers fun other mini mods to play as well.
    Last edited by ~SUPERSTAR~; 20-05-2011 at 21:10.

  8. #8
    @Morpheus:

    Sorry, your 2 rules as listed wil not work on ProconRulz (example was just to illustrate the concept for discussion) - as currently implemented there is no split of the 'Kit Recon' condiition to do what you want (you'd need both the this-player-spawned-kit AND this-many-players-have-the-kit and I haven't implemented both those requirements under the 'On Kill' trigger). In the meantime you just have my blockbuster anti-weapon-limiter-workaround which is definitely one size fits all in allowing a simple rule to limit sniper rifle pickup for all players in addition to the On Spawn recon count limits.

    Edit: the simplest way your requirement could be met seems to be a new "TeamKits" condition usable with the "On Kill" trigger which tests the *team* count of spawned Recon's, allowing "On KIll;Not Kit Recon;TeamKits Recon 2;Kill". Thanks for the feedback and I'll consider the code. My general idea is to port ProconRulz to Procon 2 and do any enhancements there and not spend much time extending it from here for Procon 1, but 'TeamKits' is basically the existing code as implemented for the "On Spawn" "Kit" condition so I'll have a look. *BUT* I have to say if you actually log where the "sniperrifle pickup" rule kicks in on our server, it would be extremely rare for that to be with only 1 sniper on the team if there's a 2 sniper limit (it may have never happened in practice) - the rule kicks in multiple times every day because thousands of snipers know the WeaponLimiter workaround and the sniper limit is already reached.
    Last edited by bambam; 21-05-2011 at 10:04.

  9. #9
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    is it posible with this plugin to kick players that kill someone with the m3a3 gunner? With the use of the on kill command?

  10. #10
    Easily.

    The 'Details' tab of the plugin tells you the actual 'key' for that particular weapon. I don't have Procon open in front of me so let me give you an example using the Carl Gustav Rocket Launcher. You would do exactly the same, but with the correct key for the m3a3 mounted gun (whatever that is).

    1) on the plugin 'Details' tab there is an entry for weapon
    name: "Carl Gustav Rocket Launcher"
    Damage: ProjectileExplosive
    key: M2CG

    2) In the plugin 'rules' field add a line:

    On Kill;Weapon M2CG;Kick You were kicked for killing with the m3a3 gun

    Ok? That's it (just put the correct key for the m3a3 mounted gun where my rule says M2CG.)

    You *can* be a bit more user friendly with your players, e.g. give warnings:

    On Kill;Weapon M2CG;Count 4;Ban Banned for m3a3 abuse
    On Kill;Weapon M2CG;Count 2;Kick Kicked for m3a3 abuse
    On Kill;Weapon M2CG;Say [%p%] killed [%v%] with m3a3 gun;Kill 500


    With a bit of luck you can see what we're doing here - player gets auto-killed on first m3a3 gun kill (not immediately kicked as you asked), on the next m3a3 kill they *will* get kicked, and if they re-join then the counts will continue and if they still kill with the m3a3 gun they'll get banned (by ID, not name).

    In my Carl Gustav example, if you're actually more concerned with the 'class' of weapons (i.e. rocketlaunchers) you can also consider taking action on that damage type, rather than the actual weapon, e.g. with a rule such as

    On Kill;Damage ProjectileExplosive;Kill

    That does a similar thing, but for any rocket launcher.

    I do not recommend having a Carl Gustav rule - I just used that because I happen to remember the weapon key!

    Bambam

 

 

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