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Copy file name to clipboardExpand all lines: plugins/punishment/README.md
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# Plugin Punishment
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The DCSServerBot auto-ban, auto-kick, auto-move-back-to-spectators module, based on the players behaviour and the
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The DCSServerBot auto-ban, auto-kick, auto-move-back-to-spectators module, based on the player's behavior and the
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configuration described in here.<br>
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The ideas of this plugin are based on [Slmod](https://github.com/mrSkortch/DCS-SLmod). Thanks to Speed for his awesome solution!
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@@ -14,7 +14,7 @@ The plugin itself is configured with a file named config/plugins/punishment.yaml
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```yaml
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DEFAULT:
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penalties: # These are the penalty points to use.
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- event: kill # If you kill a human player, you get 30 points, 18 in case of an AI.
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- event: kill # If you team-kill a human player, you get 30 points, 18 in the case of an AI.
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human: 30
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AI: 18
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action: move_to_spec
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default: 30
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reason: Respawning when being shot at
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forgive: 30# People can forgive others in-between of 30 seconds (default) with the .forgive in-game chat command.
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punishments: # list of punishments, based on the users penalty points
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punishments: # list of punishments, based on the user's penalty points
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- points: 100# we temp-ban the player when they reached 100 points.
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action: ban
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days: 3# ban-time in days. default: 3
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- points: 60# we kick them from the server, when their points reached 60
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- points: 60# we kick them from the server when their points reached 60
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action: kick
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- points: 40# we move them to spectators, when they have 40 points
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- points: 40# we move them to spectators when they have 40 points
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action: move_to_spec
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- penalty: 10# we take away credits from them, if they have 10 points
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- penalty: 10# we take away credits from them if they have 10 points
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action: credits
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points: 12#amount of credits to take
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points: 12#number of credits to take
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- points: 1# we warn them with each penalty point they got
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action: warn
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flightHoursWeight: # If you want to treat people that are frequent flyers on your server differently you can do this here
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flightHoursWeight: # If you want to treat people that are frequent flyers on your server differently, you can do this here
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- time: 0# New joiners will get 1.4x the penalty points as described below
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weight: 1.4
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- time: 3# people that were flying for at least 3 hours on your servers, get the described penalty points 1:1
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- time: 3# people that were flying for at least 3 hours on your servers get the described penalty points 1:1
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weight: 1
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- time: 10# people that flew longer than 10 hours get only 0.7x the penalty points (70%)
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weight: 0.7
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decay: # This describes how points should vanish over time
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- days: 0# on the initial day, we do not do anything
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weight: 1
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- days: 3# after 3 day, 75% of the points will still be there (25% will be wiped)
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- days: 3# after 3 days, 75% of the points will still be there (25% will be wiped)
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weight: 0.75
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- days: 30# after 30 days, an additional 75% of the points will be wiped (25% will still be there)
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weight: 0.25
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- 'Moderators'# Do not punish your own moderators (Discord role, not bot role!) on this server
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```
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### Penalties
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The number of penalty points that a player "earns", is configured here. Collisions are hits where the players aircraft is being used as a weapon.
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You can add own events that you can use from inside the mission environment (see below), like the example here with "zone-bombing".<br/>
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If you use the inline "action"-element, you can already trigger any action like a "move_to_spec" or "credits" when someone
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FFs or kills a team member.
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The number of penalty points that a player "earns" is configured here.
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Collisions are hits where the player's aircraft is being used as a weapon.
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You can add your own events that you can use from inside the mission environment (see below), like the example here
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with "zone-bombing".<br/>
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If you use the inline "action"-element, you can already trigger any action like a "move_to_spec" or "credits" when
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someone FFs or kills a team member.
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> [!NOTE]
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> Multiple events, that happen in-between a minute, are calculated as a single event. This is on purpose, to avoid too
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> many punishments when a user unintentionally dropped a CBU onto something or strafed multiple targets in one run.
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> Multiple events that happen in-between a minute are calculated as a single event.
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> This is on purpose, to avoid too many punishments when a user unintentionally dropped a CBU onto something or
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> strafed multiple targets in one run.
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### Punishments
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Each point level can trigger a specific action. When the user hits this limit by gathering penalties, the specific
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action is being triggered. Actions are triggered at least every minute. So there might be a slight delay in being a bad
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pilot and getting punished. That allows victims to -forgive the dedicated act. A ban is temporary and punishment points
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can decay over time (see below).<br/>
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pilot and getting punished. That allows victims to `-forgive` the dedicated act.
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A ban is temporary, and punishment points can decay over time (see below).<br/>
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In conjunction with the [CreditSystem](../creditsystem/README.md) plugin, you can use "credits" as a punishment and take away credit points
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from players if they misbehave. A campaign has to be running for this to happen.
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### Decay
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Penalty points will decrease over time. This is configured here.
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Decay can only be configured once, so there is no need for a serverspecific configuration. All other elements can be configured for every server instance differently.
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Decay can only be configured once, so there is no need for a server-specific configuration. All other elements can be configured for every server instance differently.
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> [!WARNING]
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> If you change the decay function, the existing penalties might not decay anymore, depending on how you adjust the
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> values. This is unfortunately an issue with how I implemented it.
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> You can reset your penalties in your database by using this SQL:
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> You can reset all the penalties in your database by using this SQL:
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> ```sql
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> DELETE FROM pu_events;
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> ```
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> After that, every new punishment will decay according to your new decay function.
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> After that, every new punishment will decay, according to your new decay function.
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