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« on: July 29, 2008, 12:32:27 AM »

This release contains PowerAdminUrt for Urban Terror 4.1 - ioUrT version only!
(for v4.1: ioUrT version: 1.35urt minimum (check with /version) and B3 version 1.1.3+)

It includes:
- PowerAdminUrt v1.4.0 beta 3
- some configuration files and documentation.


This version depends on the B3 parser ioUrT41 and a few patches that are included in B3 version 1.1.3. It will also work if you have installed my previous package for UrT with PowerAdminUrt... in that case you can replace the plugin and the configfile with this one.

Download
Grab the latest development snapshot here: http://github.com/xlr8or/b3-plugin-poweradminurt/zipball/master


« Last Edit: October 27, 2009, 03:29:19 AM by Courgette » Logged


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« Reply #1 on: January 25, 2009, 05:59:28 AM »

I use PowerAdminUrt 1.4.0b14 (01:49 09/06/2008) with current B3 pre 1.1.4. Server is Urban Terror 4.1 on Debian Linux.
Almost all features from PowerAdminUrt I need works perfectly except for the speccheck.

Players get a warning every minutes after 5 minutes, thats how I set.
The problem: They never get kicked. They get warnings until the map is over. Next map they have again 5 minutes and again 5-8 warnings without a kick...every map.

My settings:
Code:
  <settings name="speccheck">
    <!-- sinterval sets checking intervals in minutes, 0 disables function -->
    <!-- it will warn 3 times before kick, so kick after: maxspectime + 3 * sinterval -->
    <set name="sinterval">1</set>
    <!-- how long a player may idle in spec in minutes -->
    <set name="maxspectime">5</set>
    <!-- with how many players do we consider the server full and start checking spectators -->
    <set name="maxplayers">15</set>
    <!-- maxlevel and above won't be handled so they may idle in spec -->
    <set name="maxlevel">10</set>
</settings>

Here a link to the b3.log, containing a part of 30 Minutes, where a player named "trefffastnix" was spectating on a full server:
http://server.german-fighters.com/mupload/17/b3_poweradminurt.log

Is there another setting controlling this? Or is another thing wrong? I am happy if someone have a hint for me Smiley.
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« Reply #2 on: January 25, 2009, 06:41:59 AM »

the search button is your friend Smiley

did you check
http://www.bigbrotherbot.com/forums/index.php?topic=251.0
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« Reply #3 on: January 25, 2009, 08:08:11 AM »


Thank you, that could be the problem. It was set to 5m, now I changed it to 1h.
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« Reply #4 on: January 25, 2009, 12:11:20 PM »

It's also in the Readme of PowerAdminUrt
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« Reply #5 on: February 22, 2009, 12:14:26 AM »

My Headshotcounter doesn't work, can anyone help me?  Huh
And the Spree plugin shows wrong information, e.g. i've made 4 kills and the plugin says,
i've already  made 5. Then if i have changed the map with the !map command, the mapcycle isn't
active... After a map is over, the same map will start again.
« Last Edit: February 22, 2009, 12:20:24 AM by Dr. Eck » Logged
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« Reply #6 on: February 22, 2009, 12:18:28 AM »

do you have an older version of b3?

if you have a version of b3 older than 1.1.3 (eg if you have the egg version)
the headshot counter will not work.
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« Reply #7 on: February 22, 2009, 12:21:19 AM »

My folder name is b3-1.1.2d-r103

Ah, ok, i've not  v1.1.3

where i can get it?
« Last Edit: February 22, 2009, 12:31:18 AM by Dr. Eck » Logged
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« Reply #8 on: February 22, 2009, 12:33:42 AM »

get it from the github site, here:
http://www.bigbrotherbot.com/forums/index.php?topic=621

that's where you should get b3 from now on.
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« Reply #9 on: February 22, 2009, 12:36:58 AM »

Thanks, i hope, this was the error for the other errors, too.
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« Reply #10 on: March 15, 2009, 04:22:39 PM »

I made some additions to poweradmin 1.4.0b3 for FSK405 so I figured id share with the rest of the wonderful people here.

- Added more rcon functions.
!waverespawns - Turn waverespawns on or off
!bluewave - Modify the blue wave respawn time
!redwave - Modify the red wave respawn time
!setnextmap - Set the next map after current map is over
!respawngod - Set the respawn protection
!respawndelay - Set the respawn delay
!caplimit - Sets the cap limit
!timelimit - Sets the timelimit
!fraglimit - Sets the fraglimit
!hotpotato - Set the flag explode time

You need to add these xml lines to your poweradminurt.xml

Code:
<set name="pahotpotato-hotpotato">60</set>
      <set name="patimelimit-timelimit">60</set>
      <set name="pafraglimit-fraglimit">60</set>
      <set name="pacaplimit-caplimit">60</set>
      <set name="parespawndelay-respawndelay">60</set>
      <set name="parespawngod-respawngod">60</set>
      <set name="paredwave-redwave">60</set>
      <set name="pabluewave-bluewave">60</set>
      <set name="pasetnextmap-setnextmap">60</set>
      <set name="pawaverespawns-waverespawns">60</set>

And heres the poweradminurt.py file http://imanasshat.com/b3/poweradminurt.rar
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« Reply #11 on: August 05, 2009, 07:33:56 PM »

Hi there!

We, at Sexy's CTF, found a bug in PowerAdminUrt, in the latest git version Smiley.
We found that the "lock" parameter to the !force command was not working.

So I decided to go through the source coude, added some debug information, and found the following:
Code: python
    elif event.type == b3.events.EVT_CLIENT_TEAM_CHANGE:
     if self._tinterval > 0:
       self.onTeamChange(event.data, event.client)
The issue is that _tinterval is the value for TeamBalance. Using 0 means team balance is OFF. However, what if we want to turn team balance OFF, and still be able to !force and lock people in one team (which is our case)?

Also, this check seems obsolete, since the current used variable to balance team with the TEAM_CHANGE event is _team_change_force_balance_enable, and not _tinterval, used to determine how often the bot should balance teams outside on TEAM_CHANGE events.

A simple fix is to simply delete the if check like that:
Code: python
    elif event.type == b3.events.EVT_CLIENT_TEAM_CHANGE:
     self.onTeamChange(event.data, event.client)

Other than that, thanks a lot for the great plugin! We all love it Cheesy
« Last Edit: August 06, 2009, 01:27:46 AM by naixn » Logged

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« Reply #12 on: August 05, 2009, 09:15:20 PM »

Hi again!

Once I managed to make the lock work, I noticed that a forced player will receive 4 B3 PM when he tries to change team.
Let's say a user has been forced in red.
When he tried to go back to blue, the following events happen:
- User changes team:
--- TEAM_CHANGE with team = -1 (b3.TEAM_UNKNOWN)
--- TEAM_CHANGE with team = 3 (b3.TEAM_BLUE)
- B3 forces the user back to red:
--- TEAM_CHANGE with team = -1 (b3.TEAM_UNKNOWN)
--- TEAM_CHANGE with team = 2 (b3.TEAM_RED)

PowerAdminUrt is notified for each of these events, and thus enters this block of code, 4 times:
Code: python
    if not self._matchmode and client.isvar(self, 'paforced')
     team = client.var(self, 'paforced').value
     self.console.write('forceteam %s %s' % (client.cid, team))
     client.message('^1You are LOCKED! You are NOT allowed to switch!')
     self.verbose('%s was locked and forced back to %s' %(client.name, team))
     # Break out of this function, nothing more to do here                                                                                                                                                                                
     return None

To make sure the user is only notified once, I changed the code to the following:
Code: python
    if not self._matchmode and client.isvar(self, 'paforced'):
     forcedTeam = client.var(self, 'paforced').value
     if team != b3.TEAM_UNKNOWN and team != self.console.getTeam(forcedTeam):
       self.console.write('forceteam %s %s' % (client.cid, forcedTeam))
       client.message('^1You are LOCKED! You are NOT allowed to switch!')
       self.verbose('%s was locked and forced back to %s' %(client.name, forcedTeam))
       # Break out of this function, nothing more to do here
     return None

Also, because it does not really make sense to force a player permanently, I wanted to add the following in the disconnect event, to unlock a player when he disconnects from the server:
Code: python
    if event.type == b3.events.EVT_CLIENT_DISCONNECT:
     [...]
     if (event.client.isvar(self, 'paforced')):
       event.client.delvar(self, 'paforced')

But it does not work, because there is no "event.client" variable.
I wanted to do that because the main issue, currently, with lock, is that if there is no admin to unlock the player, well, the player is locked in a team forever. And it kinda sucks Smiley. My solution would not have been perfect either, because the player could disconnect and come back to choose his team, but I think it would be more annoying for them after 2-3 map loads :p.

I guess the best thing would be to have TempLocks, just like the way we have TempBans, like: lock a player in a team for 10 minutes, etc.

What do you guys think?
« Last Edit: August 05, 2009, 11:59:50 PM by Courgette » Logged

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« Reply #13 on: August 06, 2009, 12:16:19 AM »

Hi Naixn,

Thanks for your work. It's nice to see people giving back  Wink

Are you comfortable enough with git and github to fork git://github.com/xlr8or/big-brother-bot.git and make "pull request" from your own branch ?

Also, because it does not really make sense to force a player permanently, I wanted to add the following in the disconnect event, to unlock a player when he disconnects from the server:
Code: python
    if event.type == b3.events.EVT_CLIENT_DISCONNECT:
     [...]
     if (event.client.isvar(self, 'paforced')):
       event.client.delvar(self, 'paforced')

This is weird. I though paforced was cleared upon reconnect. If you look at the setvar method in client.py, you will see that there is nothing saved to database.
Can you make extra sure that the paforce value remains after a client reconnects ?
« Last Edit: August 06, 2009, 03:44:16 AM by Courgette » Logged

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« Reply #14 on: August 10, 2009, 04:24:30 AM »

Thanks indeed for thinking with us and improving the plugin! And yes, I have a few answers.

The client object is destroyed after disconnect, and with it all variables. On reconnect a force is no longer active.

Perhaps all locks should be removed on initRound or initGame... could be configurable in config. (lock_permanent = True/False)
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