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This automod enforces the presence of an officer in every squad.

If the officer leaves, the remnants squad members will be forced to take its role.

This automod has 4 steps :

  1. internal notice (no message/action) (X times) ;
  2. warning via direct message (Y times) ;
  3. punish (Z times) ;
  4. kick

[!Note]
The state cycle for a given squad only resets once it finally has an officer.
So, for example, if you disabled the kick and have 3 punishes configured, once the 3 punishes are through, that's it : nothing will happen anymore for that squad, even if they still don't have an officer.

[!Note]
Notes, warnings, punishes and kicks are tracked per player, not at the squad level.
So if a player joins a squad that already received 3 punishes and will be kicked next, the new player will start at the first punish (so he won't be kicked).

Parameters (CODE view)

"enabled"

Enables or disables the whole automod.

Default (disabled) :

  "enabled": false,

To enable :

  "enabled": true,

"dry_run"

If this is set to true, NO warning / punish / kick will be applied for real. It turns the code into a "simulation" mode and only reports to the Discord audit log webhook.

Default (enabled) :

  "dry_run": true,

To disable :

  "dry_run": false,

"discord_webhook_url"

Discord webhook URL where audit logs should be sent.

[!NOTE] If you don't know how to create a Discord webhook, you can have a look at this video.

Default : null

  "discord_webhook_url": null,

With a webhook :

  "discord_webhook_url": "https://discord.com/api/webhooks/...",

"whitelist_flags"

This is either an empty list [], or a list of flags to exempt a player from this automod features. To use, add a flag or multiple flags to the list, then flag the players you want to exempt in the CRCON UI.

Default :

  "whitelist_flags": [
    "🚨"
  ],

No whitelist flag :

  "whitelist_flags": [],

Multiple whitelist flags :

  "whitelist_flags": [
    "🚨",
    "❤️"
  ],

"immune_roles"

This is either an empty list ([]), or a list of roles who will be exempt from this automod features.
Available roles are : rifleman, assault, automaticrifleman, medic, support, heavymachinegunner, antitank, engineer, crewman, sniper

  "immune_roles": [
    "medic"
  ],

"immune_player_level"

Any player having a level equal or greater than this number will be exempt from this automod features.
Set to 0 to disable.

  "immune_player_level": 0,

"dont_do_anything_below_this_number_of_players"

The automod won't do anything below this number of players on the server.
Set to 0 if you want the automod to be always active, regardless the number of players.

Default :

  "dont_do_anything_below_this_number_of_players": 0,

Notes

Notes are the internal delay (in seconds) the automod will observe before doing anything.
It allows to give some time to the players who are trespassing a rule to stop doing it.
In this case : a player can take the officer role as soon as the previous officer leaves ("Let's change roles" situation).

"number_of_notes"

Min : 0 (disabled)
Recommended : 1 (no need for more, as you can adjust the time it lasts below)

  "number_of_notes": 1,

"notes_interval_seconds"

The delay (in seconds) that is observed between each "note".
As you don't need to have more than one "note" (see above), this is the time the (only) note will last before allowing the automod to send warning / punishes / kicks.
Min : 0 (dumb : the note will cease to exist the moment it is created)
Recommended : 20 (give some time to the players to switch roles)

  "notes_interval_seconds": 20,

Warnings

"number_of_warnings"

Send a direct warning message to the officer-less squad members.

Default (disabled) :

  "number_of_warnings": 0,

Enabled (2 warnings) :

  "number_of_warnings": 2,

Enabled (infinite warnings) :

  "number_of_warnings": -1,

"warning_interval_seconds"

This is the number of seconds until moving to the next warning (or to the punish step if 'number_of_warnings' is reached).

Default :

  "warning_interval_seconds": 60,

"warning_message"

The following variables are available :

  • {player_name} ;
  • {squad_name} ;
  • {received_warnings} ;
  • {max_warnings} ;
  • {next_check_seconds}.

Default :

  "warning_message": "Warning, {player_name}! Your squad don't have an officer anymore.\nOne of you must become officer.\nYou will be punished after {max_warnings} warnings (you already received {received_warnings}), then kicked.\nNext check will happen automatically in {next_check_seconds}s.",

Punish

[!NOTE]
If you have set number_of_warnings to -1, it will never reach that step.

"number_of_punishments"

Start punishing if the squad is still officer-less after number_of_warnings * warning_interval_seconds

Default (disabled) :

  "number_of_punishments": 0,

Advice : set number_of_warnings to -1 if you set this to 0. Enabled (2 punishes) :

  "number_of_punishments": 2,

Enabled (infinite warnings) :

  "number_of_punishments": -1,

"min_squad_players_for_punish"

Disable the punishes until the squad has at least this number of players.
ie : if you set 3, a squad of 2 will be immune to punishes (and kicks if enabled).

Default :

  "min_squad_players_for_punish": 0,

"min_server_players_for_punish"

This option is the same as above, but for the entire server.
If the server has less players than the number you set below, no punishes / kicks will be applied.

Default :

  "min_server_players_for_punish": 0,

"punish_interval_seconds"

This is the number of seconds to wait between punishes.

Default :

  "punish_interval_seconds": 60,

"punish_message"

The following variables are available :

  • {player_name} ;
  • {received_punishes} ;
  • {max_punishes} ;
  • {next_check_seconds} ;
  • {violation}.

Default :

  "punish_message": "Your squad don't have an officer anymore.\nOne of you must become officer.\nYou're being punished by a bot ({received_punishes}/{max_punishes}).\nNext check in {next_check_seconds} seconds",

Kick

[!NOTE]
If you have set number_of_punishments to -1, it will never reach that step.

"kick_after_max_punish"

Set to false if you don't want to kick players after they reached number_of_punishments.
Advice : set number_of_punishments to -1 if you set this to false.

Default :

  "kick_after_max_punish": true,

"min_squad_players_for_kick"

Same behavior as for the punishes :
if the squad has less players than this, automod won't kick.
ie : if you set 3, a squad of 2 will be immune to kicks.

Default :

  "min_squad_players_for_kick": 0,

"min_server_players_for_kick"

This option is the same as above, but for the entire server.
If the server has less players than the number you set below, no kicks will be applied.

Default :

  "min_server_players_for_kick": 0,

"kick_grace_period_seconds"

Number of seconds to wait before kicking after number_of_punishments has been reached.

Default :

  "kick_grace_period_seconds": 60,

"kick_message"

The following variables are available :

  • {player_name} ;
  • {squad_name} ;
  • {kick_grace_period} ;
  • {violation}.

Default :

  "kick_message": "Your squad don't have an officer anymore.\nOne of you must become officer.\nYour grace period of {kick_grace_period}s has passed.\nYou failed to comply with the previous warnings.",