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ProCon Configs

PostPosted: 26 Jan 2012, 14:41
by Swordfish
Im doing some digging into getting ProCon to work with the server, going to use this to store rules I can find.
Without Server access I cant try anything out, but tbh I've never used it before so dont know how to use ProCon anyway.

Explosive rules:

On Kill;Map Operation Metro;Weapon SMAW;Count 5;Kick %p% was kicked for using RPG!
On Kill;Map Operation Metro;Damage ProjectileExplosive;Count 5;Kick %p% was kicked for using RPG!

Re: ProCon Configs

PostPosted: 27 Jan 2012, 00:38
by MADWyvern
ProconRulz Resources

You can find proconRulz info here: http://www.phogue.net/forumvb/showthread.php?2958-BF3-ProconRulz-weapon-limits-and-other-event-triggered-admin-actions

And the online documentation here: http://www.forsterlewis.com/proconrulz.pdf

I'll be looking into it further this weekend and will edit this post with what we do.

Re: ProCon Configs

PostPosted: 27 Jan 2012, 12:14
by MADWyvern
Teamkill !Forgive / !Punish
I added this function to the server last night and it appears to be working.
Upon being TK'd the victim can type !Punish, this will kill the person who committed the TK - or add the tk to the total-tk-per-player log (not entirely sure what our server is set to yet).
The victim can also choose to !Forgive - making the server take no action.


...next step, stopping RPG kills on infantry...

Re: ProCon Configs

PostPosted: 27 Jan 2012, 12:21
by MADWyvern
Swordfish wrote:Im doing some digging into getting ProCon to work with the server, going to use this to store rules I can find.
Without Server access I cant try anything out, but tbh I've never used it before so dont know how to use ProCon anyway.

Explosive rules:

On Kill;Map Operation Metro;Weapon SMAW;Count 5;Kick %p% was kicked for using RPG!
On Kill;Map Operation Metro;Damage ProjectileExplosive;Count 5;Kick %p% was kicked for using RPG!


Need to add a few levels below this - as procon decends thru each rule until a condition is met:
ie: RPG kill = 5? yes = ban - no = next condition
RPG kill = 4? yes = kick - no = next condition
RPG kill = 3? yes = slay - no = next condition
RPG kill = 2? yes = slay - no = next condition
RPG kill = 1? yes = say/"o dickhead NO rpg on infantry! - no = next condition


This isn't the correct syntax etc... but just to give you an idea. Also procon stops the moment it hits a kill condition, so if you want to warn/yell/say at the time the person gets killed/kicked etc... then you need to put the text for the statement before the kill command.

like:
On kill with rpg, say %playername% No rpg on infantry - Rpg-kills=4? yes Kill

Re: ProCon Configs

PostPosted: 28 Jan 2012, 02:42
by MADWyvern
ProconRulz
Procon config so far:
All admins (MiA - long term ones) will be imune to the server taking actions against them - you will not be killed/slayed/damaged... ONCE all the rules have been mercilessly tested to exhaustion, until that time we should have to reap what we are sowing to ensure we are giving a fair and good experience to the community!
IF any one else wants to use ProCon (bearing in mind that ALL admin commands are already available ingame - you should only need procon access to write rules - make events etc...)
Then I may suggest we use the ProCon layer service which I should host on my pc (as I am always online) this should prevent conflicts between the server getting spammed by several copies of proCon on different machines.

Defib Kills
Rule applied that will shout "SoAndSo got Paddle-Pwnedâ„¢ by MadWyv" of whoever did it!

Teamkills:
type !tk to see who tk'd you last.
type !Punish to punish the person who tk'd you - this also adds a tk log against that person
type !forgive to forgive a tk, this also prevents the tk counting towards a kick.

The server will accept tks up to 5 then kick the tk'er.


Weapon Restrictions
M320

Each player is allowed UPTO 3 kills with the M320 (can't differentiate between M320 grenade/M320 Buck/M320 Smoke yet -> bf3 limitations, not my programming)
Player is notified on each kill:
1 kill = "You have 2 noob-tube kills remaining"
2 kills = "You have 1 noob-tube kill remaining"
3 kills = "your M320 is jammed!! further use may backfire, switch to small arms!"
4 kills = Player is killed by admin (automatic) and told "Your 320 backfired!" you will be killed for further use
6 kills = player will be kicked.

I have set it up so ProCon will record kills by each weapon PER ROUND, so same player cant leave, rejoin and continue tubing.
AT present underslung tubes are not reported as m320 or tube kills - I MAY be able to work arround this by using the following method:
Check map is metro, check kit is Assault, check damage type is projectile explosive:Kill if all yes.
The only class to get m320 is assault, the only projectile-explosive assault weapon is the 320 (m69 hand grenade are explosive)


RPG/SMAW
These are completely restricted on Metro - The first kill by each player results in their death, the second gets them kicked. - might be interesting to let each player have ONE rpg per round. This would make it a valuable comodity, spam it early or later on? and could introduce some good team-play elements!

Vehicles
I will later add a rule that restricts "killing with vehicles" when there are less than 12 players on - ie the vehicles can be used for transport, but if it kills (not including running over) a player, the driver will die. Unfortunately ALL vehicle kills regardless of a jeep or TANK register as "Death" same as the Mortar annoyingly! I'll do what I can to work around this

Mortars
I don't think mortars should be restricted, but this is open to debate... But we CANNOT prevent them, BF3 registers mortar kills as a vehicle kill type, NOT as a mortar kill. Therefore anything we do to mortars happens to vehicles.

c4 / claymores / mines
These are all classed as damage type explosive and weapon type gadget. efffectively limiting what I can do to prevent their abuse! I think a simple bit of code limiting the RATE that a player is allowed to kill another player using them is the best way to go. ie:
On Kill; Damagetype explosive, rate of more than 2 kills per minute, kill player. - This will affect ALL explosives - c4/clays/mines ( i may be able to put a string in to prevent grenades counting [NOT_M69 Grenade] towards the count) We'll see what we can do.

Re: ProCon Configs

PostPosted: 28 Jan 2012, 02:49
by MADWyvern
Announcing Rules
I am going to make a rule in ProConRulz so that When a player joins the server they are welcomed thus:
"Hi <Playername>, Welcome to Monkehs in Action BF3 Server
Please type !Rules to display the server rules


No farker reads the rules when they pop up and they get in the way of the rest of the game. Every 5 mins we can display: "Type !Rules to display them"
Things like an RPG kill will kill the offender and tell them why, and tell the victim that the offender has been slayed. No need for the entire server to be informed, they will have read the !Rules and be aware already.

Any ideas?

Re: ProCon Configs

PostPosted: 07 Feb 2012, 20:15
by MADWyvern
Adaptive Server Size
This is an interesting plugin http://www.phogue.net/forumvb/showthread.php?2939-Adaptive-Server-Size-(1-3-2-5-01-05-12)-BF3

It sets the server size in battlelog depending on the number of players currently on the server. So when people search for servers with only 1-5 or 6-10 slots it will ALWAYS show up. It wont effect the physical size of the map, or the max/min number of players, it just appears that way in battlelog to encourage people to join.


Thoughts??

Re: ProCon Configs

PostPosted: 08 Feb 2012, 16:45
by Necro
MADWyvern wrote:Adaptive Server Size
This is an interesting plugin http://www.phogue.net/forumvb/showthread.php?2939-Adaptive-Server-Size-(1-3-2-5-01-05-12)-BF3

It sets the server size in battlelog depending on the number of players currently on the server. So when people search for servers with only 1-5 or 6-10 slots it will ALWAYS show up. It wont effect the physical size of the map, or the max/min number of players, it just appears that way in battlelog to encourage people to join.


Thoughts??


It sounds "good" in so far as encouraging people to use the server, however i'm curious as to how it interacts with the number of spaces that actually exist - ie what happens when the servers starts to fill up and there aren't "10+" spaces left and people search for 10+ ?

/Nec