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« Reply #45 on: February 06, 2009, 08:43:49 AM »

Bakes,

Any other ideas on how to get this to work?

If it makes it easy, just making this instant kick would be good.  When someone uses a "banned weapon", we want them to be kicked.  We've found that if you let them, they will just rack up warnings until they get auto-kicked.

If you could figure out how to edit the .py to make it so whenever someone uses a banned weapon on our server they get kicked, it would be great!

Same here.

I just had something weird happen last night. We had someone with a banned weapon racking up (0) warnings and never getting kicked. It would spam the warnings, but the number of warnings never increased to result in an auto kick.

FB
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« Reply #46 on: February 06, 2009, 08:54:47 AM »

that problem is due to that player not having authenticated at the time that he got warned. Once authenticated, he'd get warnings.
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« Reply #47 on: February 06, 2009, 09:11:20 AM »

that problem is due to that player not having authenticated at the time that he got warned. Once authenticated, he'd get warnings.

that's actually quite funny, it applies all the warnings as soon as he gets auth'ed and he gets kicked for longer, which is fine with me if they ignore the umpteen warnings that come up before they get kicked.
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« Reply #48 on: February 06, 2009, 09:17:47 AM »

lol, I had a great problem once, when magically, the bot multiplied, and when a single person got warned, they got 9 warnings and were banned for a day. Good times Smiley
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« Reply #49 on: February 09, 2009, 10:43:51 AM »

It would be really nice to have 4 switches available in the xml, being [0-3] for perm.

0 is timed, gives warnings until kick.
1 is map long, gives warnings until kick
2 is timed, insta-kicks
3 is map long, insta-kicks.

(Not my idea, give credit to Intrebulon)

Would this be possible?  I know myself and quite a few other people who would like to be able to control weapon usage like this!
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« Reply #50 on: February 09, 2009, 02:27:01 PM »

Sure. I've finished my private stuff work, and I'm starting to implement... honestly I've got some code already but I'm still able to implement those switches Wink

Soon
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« Reply #51 on: February 12, 2009, 03:02:27 PM »

Okey... if you can, please feel free to test it Wink
New config contains MOD settings and requested penalty types, example:


Code:
<configuration plugin="antinoob">
    <settings name="settings">
        <set name="warn_duration">10</set>
        <set name="warning_rule">rule10</set>
        <set name="banned_warning_rule">rule11</set>
        <set name="unlock_message">^3 %s seconds passed - ^3all weapons unlocked!!!</set>
        <set name="info_message">^3 No nades, airstrike, tubes ^5for %s seconds of the round!!!</set>
        <set name="bannedonly_info_message">^3 Please, No nades, airstrike, tubes !!!</set>
    </settings>
    <maps>
        <map name="mp_citystreets">10</map>
    </maps>   
    <weapons>
        <!-- Penalty -->
        <!-- 0 is timed, gives warnings until kick. -->
        <!-- 1 is map long, gives warnings until kick -->
        <!-- 2 is timed, insta-kicks -->
        <!-- 3 is map long, insta-kicks. -->
       
        <!-- Tubes -->
        <weapon penalty="1" mod="MOD_GRENADE_SPLASH">gl_ak47_mp</weapon>
        <weapon penalty="0" mod="MOD_GRENADE_SPLASH">gl_g3_mp</weapon>
        <weapon penalty="0" mod="MOD_GRENADE_SPLASH">gl_g36c_mp</weapon>
        <weapon penalty="0" mod="MOD_GRENADE_SPLASH">gl_m4_mp</weapon>
        <weapon penalty="0" mod="MOD_GRENADE_SPLASH">gl_m14_mp</weapon>
        <weapon penalty="0" mod="MOD_GRENADE_SPLASH">gl_m16_mp</weapon>
        <weapon penalty="0" mod="MOD_GRENADE_SPLASH">gl_mp</weapon>       
        <!-- Nades -->   
        <weapon penalty="2" mod="MOD_GRENADE_SPLASH">frag_grenade_mp</weapon>
        <!-- Airstike -->       
        <weapon penalty="3" mod="MOD_PROJECTILE_SPLASH">artillery_mp</weapon>
        <!-- Heli -->       
        <!-- <weapon perm="0">helicopter_mp</weapon>        -->   
        <!-- Martyr -->
        <weapon penalty="0" mod="MOD_GRENADE_SPLASH">frag_grenade_short_mp</weapon>
    </weapons>
</configuration>

If you're sure you don't need to set MOD, you can leave it empty:
Code:
mod=""

>>> Download <<<

waiting for feedback Wink
« Last Edit: February 12, 2009, 03:04:00 PM by Anubis » Logged

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« Reply #52 on: February 12, 2009, 03:04:07 PM »

looks good, though maybe you could have just had a var that allowed the knife, since the only changeable is mod_melee, the rest are all Mod_grenade_splash etc.
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« Reply #53 on: February 12, 2009, 03:11:16 PM »

looks good, though maybe you could have just had a var that allowed the knife, since the only changeable is mod_melee, the rest are all Mod_grenade_splash etc.

hmmm.... right... in case of knife restriction all weapons should be included in the xml just to watch for mod_melee... thx.. I will add this in the next version.

regards
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« Reply #54 on: February 12, 2009, 04:26:22 PM »

Quote
090212 19:25:03   BOT       Loading Plugin #14 antinoob [/home/killntime/b3bot/b3/extplugins/conf/plugin_antinoob.xml]
090212 19:25:03   INFO   Could not find built in plugin antinoob, trying external plugin directories.
No module named antinoob
090212 19:25:03   CRITICAL   Error loading plugin: 'module' object has no attribute 'AntinoobPlugin'
Traceback (most recent call last):
  File "/home/killntime/b3bot/b3/parser.py", line 330, in loadPlugins
    self._plugins[p] = getattr(pluginModule, '%sPlugin' % p.title())(self, conf)
AttributeError: 'module' object has no attribute 'AntinoobPlugin'

i didn't edit anything in the xml yet.
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« Reply #55 on: February 12, 2009, 06:26:53 PM »

This is great. Thank you so much.

Does this mean we have to list all weapons with every possible variation of mod?
MOD_RIFLE_BULLET
MOD_HEAD_SHOT
MOD_PISTOL_BULLET
MOD_IMPACT

In my case, it'll be a ton of exceptions to enter. But it is what it is. Just want to confirm this before I start cutting, pasting, search and replacing. LOL
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« Reply #56 on: February 13, 2009, 03:05:54 AM »

Hi!

i didn't edit anything in the xml yet.

I had the same problem. Just edit the antinoob.py file and change this:

Quote
class AntiboobPlugin(b3.plugin.Plugin):

into this:

Quote
class AntinoobPlugin(b3.plugin.Plugin):

and it works without a problem.
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« Reply #57 on: February 13, 2009, 04:30:40 AM »

oops... sorry... I've already fixed that. ZIp file contains error free *.py file.

@FatBastard
Quote
Does this mean we have to list all weapons with every possible variation of mod?
No, no. It's needed for example for knifes. When weapon is AK but the MOD is MOD_MELEE. If you want to restrict AK just put it's name and leave MOD attribute empty Smiley
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« Reply #58 on: February 13, 2009, 04:40:53 AM »

but also, a noobtoob headshot (it's possible!) will not warn.
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« Reply #59 on: February 13, 2009, 05:32:27 AM »

really it's possile? whoa... never seen that.
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