Scripts:Vehicle Class Limit
Contents |
Introduction
This ModManager script prevents use of certain vehicle classes.
Whenever a player enters one of the forbidden vehicles a 10 second timer is started if it's not already running.
When the timer is activated it checks all the players and tries to punish the trespassers. As it's almost impossible to kill a player serverside (the player could be standing near a supply drop, health pack, heli landing pack etc.) the script decreases the health of player and the occupied vehicle, hoping for a fast explosion.
The timer is deactivated if no players were in the forbidden vehicles.
Requests
I would like to add a player count to this script. I need to make it so that, if there is 10 people on one side, the 9 on the other can use a tank or whatever. For aircraft I'd like to change that to 20 people. -by Acemantura
Something where for instance the server shows the the following player counts
Team 1 player count = 9, Team 2 Player count = 10
Team 2 meets Team 1's requirement to be able to use (according to PR's python files) VEHICLE_TYPE_APC,VEHICLE_TYPE_AAV,VEHICLE_TYPE_RECON,VEHICLE_TYPE_HELI
Then when the number goes up to 20 for one team
Team 1 player count = 20, Team 2 Player count = 19
Team 1 meets Team 2's requirement to be able to use VEHICLE_TYPE_ARMOR,VEHICLE_TYPE_IFV,VEHICLE_TYPE_JET,VEHICLE_TYPE_HELIATTACK
This needs to be customizable in that we as admins would like to find out where the sweet spot is in terms of player frustration<enjoyment. So we need to be able to select the amount of players required for each setting and possibly for each vehicle type.
Thank you for your time.
Prerequisites
ModManager or BF2CC
Install
- unzip the file (or copy and paste into mm_climit.py) to admin/modules in your Battlefield 2 server install.
- if necessary, edit the file and change the forbidden classes (by default the forbidden classes are Armor, Helicopter and Aircraft)
- change your modmanager.con and include the following line:
modmanager.loadModule "mm_climit"
Code
Download
The source is included below and the current version is also available here.
Readable
# vim: ts=4 sw=4 noexpandtab """Vehicle class limit module. ===== About ===== This ModManager script prevents use of certain vehicle classes. Whenever a player enters one of the forbidden vehicles a 10 second timer is started if it's not already running. When the timer is activated it checks all the players and tries to punish the trespassers. As it's almost impossible to kill a player serverside (the player could be standing near a supply drop, health pack, heli landing pack etc.) the script decreases the health of player and the occupied vehicle, hoping for a fast explosion. ;) The timer is deactivated if no players were in the forbidden vehicles. ===== Config ===== Enter the forbidden classes in the ForbiddenTypes list below ===== History ===== v1.0 - 20060119: Initial public version v0.9 - 20051224: Internal release Author: graag42atgmaildotcom You're free to use and modify this script """ import bf2 import host import mm_utils from bf2.stats.constants import * # Set the version of your module here __version__ = 1.0 # Set the required module versions here __required_modules__ = { 'modmanager': 1.0 } # Does this module support reload ( are all its reference closed on shutdown? ) __supports_reload__ = True # Set the description of your module here __description__ = "VehicleClassLimit v%s" % __version__ #comma separated list of forbidden classes ( defined in bf2.stats.constants ) ForbiddenTypes = [VEHICLE_TYPE_ARMOR, VEHICLE_TYPE_AVIATOR, VEHICLE_TYPE_HELICOPTER] updateTimer = None class NoFly( object ): def __init__( self, modManager ): # ModManager reference self.mm = modManager # Internal shutdown state self.__state = 0 # Add any static initialisation here. # Note: Handler registration should not be done here # but instead in the init() method def onEnterVehicle( self, player, vehicle, freeSoldier): """Player entered a vehicle - check if the class is allowed and start the timer in not.""" if 1 != self.__state: return 0 # Put your actions here if self.checkPlayerVehicle( player, vehicle, 0 ): self.StartTimer() def StartTimer( self ): """Start the timer if the state allows it and the timer isn't already started""" if 1 != self.__state: return 0 if not self.updateTimer: #self.mm.info( "Starting timer" ) #mm_utils.msg_server( "Starting timer" ) self.updateTimer = bf2.Timer(self.onUpdate, 10, 1) self.updateTimer.setRecurring(10) else: #self.mm.info( "Timer already enabled" ) #mm_utils.msg_server( "Timer already enabled" ) pass def StopTimer( self ): """Shutdown the timer""" if self.updateTimer: #self.mm.info( "Stopping timer" ) #mm_utils.msg_server( "Stopping timer" ) self.updateTimer.destroy() self.updateTimer = None else: #self.mm.info( "Timer already stopped" ) #mm_utils.msg_server( "Timer already stopped" ) pass def checkPlayerVehicle( self, player, vehicle, mode ): """mode 0 - player just entered vehicle, 1 - timed check if the vehicle class is forbidden: mode 0 - notify player via server message mode 1 - punish player returns True if player is in forbidden vehicle class, False othervise""" forbiddenClass = False try: vehicleType = getVehicleType(vehicle.templateName) vehicleDamage = vehicle.getDamage() body=player.getDefaultVehicle() bodyHealth=body.getDamage() #debug #if 1 == mode: # self.mm.info( "Player %s (health %d) is in %s (class %d, health %d)" % ( player.getName(), bodyHealth, vehicle.templateName, vehicleType, vehicleDamage ) ) # #mm_utils.msg_server( "Player %s (health %d) is in %s (class %d, health %d)" % ( player.getName(), bodyHealth, vehicle.templateName, vehicleType, vehicleDamage ) ) #else: # self.mm.info( "Player %s (health %d) entered %s (class %d, health %d)" % ( player.getName(), bodyHealth, vehicle.templateName, vehicleType, vehicleDamage ) ) # #mm_utils.msg_server( "Player %s (health %d) entered %s (class %d, health %d)" % ( player.getName(), bodyHealth, vehicle.templateName, vehicleType, vehicleDamage ) ) if vehicleType in ForbiddenTypes: forbiddenClass = True if 1 == mode: #punish mm_utils.msg_server( "Oh noes %s!" % ( player.getName() ) ) vehicle.setDamage(0.01) body.setDamage(0.01) else: #notify mm_utils.msg_server( "%s entered %s. Somebody set up us the bomb. Get out, QUICK!" % ( player.getName(), vehicle.templateName ) ) except: forbiddenClass = False return forbiddenClass def init( self ): """Provides default initialisation.""" # Register your game handlers and provide any # other dynamic initialisation here self.updateTimer = None if 0 == self.__state: # Register your host handlers here host.registerHandler( 'EnterVehicle', self.onEnterVehicle, 1 ) # Update to the running state self.__state = 1 # start the timer: if the module was reset during the game at least one check will be made # if no players are in forbidden vehicles the timer will shut down until someone enters one self.StartTimer() def onUpdate( self, data ): """timed check of all players""" if 1 != self.__state: return needTimer = False for player in bf2.playerManager.getPlayers(): try: vehicle=player.getVehicle(); if self.checkPlayerVehicle(player, vehicle, 1): needTimer = True except: try: player_name = player.getName() except: player_name = 'unknown' self.mm.error( "Failed to check player '%s'" % player_name, True ) #do we still need the timer (at least 1 player in a forbidden class vehicle)? if needTimer: self.StartTimer() else: self.StopTimer() def shutdown( self ): """Shutdown and stop processing.""" # Unregister game handlers and do any other # other actions to ensure your module no longer affects # the game in anyway #stop the timer self.StopTimer # Flag as shutdown as there is currently way to: # host.unregisterHandler self.__state = 2 def update( self ): """Process and update. Note: This is called VERY often processing in here should be kept to an absolute minimum. """ pass def mm_load( modManager ): """Creates and returns your object.""" return NoFly( modManager )
Alternative Version
Alternative CLimit prevents vehicle usage by map name and size. Also it fixes some bugs of original CLimit (i.e. takes second pilot & passenger seats into account). And it provides more informative messages.
Example of modmanager.con entries
modmanager.loadModule "mm_altclimit" # # mm_altclimit # mm_altclimit.frytime 5 mm_altclimit.warntime 90 mm_altclimit.addRestriction "strike_at_karkand:16:armor,transport" mm_altclimit.addRestriction "road_to_jalalabad:16:armor,transport"
Script source
# vim: ts=4 sw=4 noexpandtab """Vehicle class limit module ===== About ===== This ModManager script prevents use of certain vehicle classes. Whenever a player enters one of the forbidden vehicles a timer is started if it's not already running. When the timer is activated it checks all the players and tries to punish the trespassers. As it's almost impossible to kill a player serverside (the player could be standing near a supply drop, health pack, heli landing pack etc.) the script decreases the health of player and the occupied vehicle, hoping for a fast explosion.;) The timer is deactivated if no players were in the forbidden vehicles. Alternative CLimit notes: 1. AltCLimit is intented to use with mm_mapautosizer or alike, because it relies on size entries in maplist. I didn't list anything in required modules, because there are more than one autosizer script. If maplist entries don't have map sizes, AltCLimit will do nothing. 2. mm_mapautosizer doesn't check if map of needed size actually exists, so it would write things like "wake_island_2007 16" to maplist. This means, if you want to restrict wake_island_2007 64 you will have to make 3 entries in modmanager.con: with 16, 32 and 64 for size. Don't forget that Euro Force maps don't have 64 variant. 3. mm_mapautosizer steps in only on the second map, when server starts. So vehicles on the first map can not be restricted (But they'll can when it'll be loaded the second time). Sort of solution: set one of the unrestricted maps to be the first map in the maplist. ===== Config ===== # Time before script destroys occupied vehicle (seconds) mm_altclimit.frytime <time> # Time between warning messages (seconds) mm_altclimit.warntime <time> # Add restriction # Available vehicle type values: armor, aviator, helicopter, transport mm_altclimit.addRestriction "<map_name>:<map_size>:<forbidden_vehicle_type>[,<forbidden_vehicle_type>[,...]]" ===== History ===== Alternative CLimit v1.0 - 2009-03-17 Features: - modmanager.con settings - restrict by map size, not by number of players - takes into account second pilot/passenger seats too - disable restrictions if the round hasn't started yet - minor sweeties Author: ahv (ahvsevolod[at]ya.ru) Original CLimit v1.0 - 20060119: Initial public version v0.9 - 20051224: Internal release Author: graag42atgmaildotcom You're free to use and modify this script """ import bf2 import host import mm_utils from bf2.stats.constants import * __version__ = 1.0 __required_modules__ = { 'modmanager': 1.0 } __supports_reload__ = True __supported_games__ = { 'bf2': True } __description__ = "Alternative CLimit v%s" % __version__ configDefaults = { 'restrictions': [], 'frytime': 5, 'warntime': 90 } class AltCLimit( object ): def __init__( self, modManager ): self.mm = modManager self.__state = 0 def onEnterVehicle( self, player, vehicle, freeSoldier): """Player entered a vehicle - check if the class is allowed and start the timer in not.""" if 1 != self.__state: return 0 if not self.__rulesEnabled: return if (self.checkPlayerVehicle( player, vehicle, 0 )): self.StartTimer() def StartTimer( self ): """Start the timer if it isn't already started""" if not self.updateTimer: self.updateTimer = bf2.Timer(self.onUpdate, self.__config['frytime'], 1) self.updateTimer.setRecurring(self.__config['frytime']) def StopTimer( self ): """Shutdown the timer""" if self.updateTimer: self.updateTimer.destroy() self.updateTimer = None def onPlayerKilled(self, victim, attacker, weapon, assists, object): """If the player managed to kill someone while in forbidden vehicle then fry him instantly""" if 1 != self.__state: return 0 if not self.__rulesEnabled: return if (attacker != None): vehicle = attacker.getVehicle() rootVehicle = getRootParent(vehicle) vehicleType = getVehicleType(rootVehicle.templateName) body = attacker.getDefaultVehicle() if vehicleType in self.__forbVehicles: rootVehicle.setDamage(0.00001) body.setDamage(0.00001) mm_utils.msg_server("ACL: §C1001%s§C1001 was fried by the script" %attacker.getName()) def checkPlayerVehicle(self, player, vehicle, mode): """mode 0 - player just entered vehicle, 1 - timed check if the vehicle class is forbidden: mode 0 - notify player via server message mode 1 - punish player returns True if player is in forbidden vehicle class, False othervise""" if not self.__rulesEnabled: return forbiddenClass = False rootVehicle = getRootParent(vehicle) vehicleType = getVehicleType(rootVehicle.templateName) body = player.getDefaultVehicle() if (vehicleType in self.__forbVehicles): forbiddenClass = True if 1 == mode: #punish rootVehicle.setDamage(0.00001) body.setDamage(0.00001) mm_utils.msg_server("ACL: §C1001%s§C1001 was fried by the script" %player.getName()) else: #notify if player really entered the vehicle, not changed seat (or changed to 1 actually) if (vehicle == rootVehicle): mm_utils.msg_server("§3ACL: §C1001%s§C1001, §C1001LEAVE THE %s§C1001 or you will §C1001DIE§C1001" \ " in §C1001%s§C1001 seconds!" %(player.getName(), self.__vehstr[vehicleType].upper(), self.__config['frytime'])) return forbiddenClass def onMsgTimer(self, data): """Sends out warning messages""" mm_utils.msg_server("ACL: §C1001DON\'T USE %s§C1001, or you will §C1001DIE§C1001!" %self.__FVstring) def onGameStatusChanged(self, status): if (status == bf2.GameStatus.PreGame) and (self.mm.lastGameStatus == bf2.GameStatus.Playing): self.__forbVehicles = [] self.__rulesEnabled = False maplist = host.rcon_invoke('maplist.list').split("\n") cur_map = int(host.rcon_invoke('maplist.currentmap')) map_str = "" for map in maplist: if (str(cur_map) + ':') in map: map_str = map break map = map_str.split(' ') for restr in self.__restrictions: if (restr['map'] == map[1].strip('"')) and (restr['size'] == map[-1]): self.__rulesEnabled = True try: for v in restr['forb_vehicles']: self.__forbVehicles.append( { 'armor': VEHICLE_TYPE_ARMOR, 'aviator': VEHICLE_TYPE_AVIATOR, 'helicopter': VEHICLE_TYPE_HELICOPTER, 'transport': VEHICLE_TYPE_TRANSPORT } [v.strip(' ')] ) except KeyError: self.__rulesEnabled = False continue break self.__FVstring = '' for veh in self.__forbVehicles: self.__FVstring += self.__vehstr_mult[veh].upper() + ' or ' self.__FVstring = self.__FVstring[:-4] if (self.__rulesEnabled): # Set the warning timer. self.msgTimer = bf2.Timer(self.onMsgTimer, self.__config['warntime'], 1) self.msgTimer.setRecurring(self.__config['warntime']) elif status == bf2.GameStatus.EndGame: self.__forbVehicles = [] self.__rulesEnabled = False if self.msgTimer: self.msgTimer.destroy() self.msgTimer = None self.StopTimer() def init( self ): """Provides default initialisation.""" self.__config = self.mm.getModuleConfig( configDefaults ) self.__restrictions = [] for restr in self.__config['restrictions']: try: (map, size, forb_vehicles) = restr.split(':', 2) self.__restrictions.append({ 'map': map, 'size': size, 'forb_vehicles': forb_vehicles.split(',') }) except: self.mm.error( "AltCLimit: Invalid restriction '%s'" %restr) self.updateTimer = None self.msgTimer = None self.__vehstr = { VEHICLE_TYPE_ARMOR: 'Armor', VEHICLE_TYPE_AVIATOR: 'Aircraft', VEHICLE_TYPE_HELICOPTER: 'Helicopter', VEHICLE_TYPE_TRANSPORT: 'Car' } self.__vehstr_mult = { VEHICLE_TYPE_ARMOR: 'Armor', VEHICLE_TYPE_AVIATOR: 'Aircrafts', VEHICLE_TYPE_HELICOPTER: 'Helicopters', VEHICLE_TYPE_TRANSPORT: 'Cars' } if 0 == self.__state: host.registerHandler('EnterVehicle', self.onEnterVehicle, 1) host.registerHandler('PlayerKilled', self.onPlayerKilled) host.registerGameStatusHandler(self.onGameStatusChanged) self.__state = 1 def onUpdate( self, data ): """timed check of all players""" if 1 != self.__state: return needTimer = False for player in bf2.playerManager.getPlayers(): try: vehicle = player.getVehicle(); if self.checkPlayerVehicle(player, vehicle, 1): needTimer = True except: try: player_name = player.getName() except: player_name = 'unknown' self.mm.error( "Failed to check player '%s'" % player_name, True ) #do we still need the timer (at least 1 player in a forbidden class vehicle)? if needTimer: self.StartTimer() else: self.StopTimer() def shutdown(self): """Shutdown and stop processing.""" self.StopTimer if self.msgTimer: self.msgTimer.destroy() self.msgTimer = None host.unregisterGameStatusHandler(self.onGameStatusChanged) self.__state = 2 def mm_load(modManager): """Creates and returns your object.""" return AltCLimit(modManager)