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View Full Version : Punkbuster won't kick team killers!


Mfrag-admin
07-08-2004, 11:17 PM
I have pb_sv_ScoreKick -4

This is set and people can go on team killing, and it will not kick them! It is driving the players on the server nuts, and my clan nuts.
I poseted this on punkbusted.com, and no answers. Here, I figure I have lots of admins!

I don't know if perhaps PB is conflicting with the normal config file that was set to kick team-killers before PB was available??

Many people have said the above works for them???. I have included a copy of my server.cfg file in blue, followed by my pbsv.cfg file in yellow. Can someone help me out?

Thanks!

MFrag



// Hostname and Public Information
seta sv_hostname "^2{TRv} Public Svr"
seta .Clan "{TRv}Team-Ravage"
seta .Email "admin@team-ravage.com"
seta .Website "www.team-ravage.com"
seta .Location "Texas, USA"
seta .IRC ""
seta .CPU ""
seta .Connection "OC/3"


// Set the Server IP and Port Address
//set net_ip 67.15.20.191
//set net_port 28960

// Set the Game type: bel, dm, re, sd, tdm, hq
set g_gametype "tdm"

// Number of Players
set sv_maxclients "24"

// Set the Rcon Password: To control the Server Remotely
set rconPassword "XXXXX"

//Display Stats and Shots - PAM Mod
set sv_showstats "0"
set sv_showshots "1"

//Set up server for Laddar mode
//PAM Mode League
//
//pub Default Public Mode Rules
//mohi Mohi League
//twl_ladder TWL Ladder
//twl TWL League
//ogl OGL League
//esl ESL League
//ga Game Arena
//sg SG League
//ed ED League
//pg PG League
//bl BL League
//ccodl CCODL League
//sta STA League
//cal CAL League
//ig IG League
//cb_ladder Clan Base Ladder
//ugs UGS League
//sotf SOTF Tournament
//cb_opencup ClanBase Open Cup
//gotfrag GotFrag Tournament
//r60 r60 League
//vg Visual Gaming Tournament
//proveg Proving Grounds
//jolt Jolt League
set pam_mode "twl_ladder"

// Password needed to join the server - "" is public server
set g_password "" // Public

// Setup for Private Player spots on the Server
set sv_privateclients "0"
set sv_privatepassword "xxxxxxx"

// Set the Max Rate Per Player on the server
// MaxRate = Upload Speed / (# of Players * 8)
set sv_maxrate "25000"
set sv_fps "20"

// Set up the Max Ping Rate allowed for a client
set sv_maxping "999"

// Pure on or Off: Pure is basicly an anticheat - Dont allow people with modified .pk3
// files to join in
set sv_pure "1"

// MOTD
set scr_motd "^1Welcome To ^2{TRv}Team-Ravage Clan ^7Dedicated HQ Linux Server! ^1We are Recruiting. ^4Stats at www.team-ravage.com/stats"

// Have the Server Show Up on GameSpy
set sv_gamespy "1"
set sv_floodprotect "1"

// Master Servers
set sv_master1 "codmaster.activision.com"
set sv_master2 "codmaster.infinityward.com"
set protocol "2"

// Server Log File
set logfile "1"
set g_log "server.log"
set g_logsync "0" // Syncs log file during play for real-time processing
set g_logHits "1"

// Allow Voting on the server: 0=No 1=Yes
// It is recommended if you have friendly fire on
// that you also enable voting so that players can kick team killers
set scr_allow_vote "0"

// Friendly Fire: 0=Off 1=On 2=Reflect Damage 3=Share Damage between victim & Attacker
set scr_friendlyfire "1"

// Team Kill Options
set g_teamkillwarn "1" // Number of team kills before a warning is issued
set g_teamkillkick "3" // Number of team kills before client is kicked

// Invulnerable Time After a Respawn
set sv_invulnerabletime "3"

// Delay in Time Before a Player Can Switch Teams
set g_teamswitchdelay "10"

// Force Respawn: DM & TDM
set scr_forcerespawn "1" // Turning this on with KillCam enabled, disables KillCam
//set scr_forcerespawn "0"

// Draws a Team Icon Over Teammates: 0=Off 1=On
set scr_drawfriend "1"

// KillCam On/Off
set scr_killcam "0"

// Freelook Spectating mode
set scr_freelook "0"

// 0=Kill Cam 1=Team Spectate
set g_forceteamspectate "1"

//Spectate Enemy players (Allow/Deny ability to spectate enemy players when dead
set scr_spectateenemy "0"

//Force team balancing on or off (Round based, end of round; spawn based; every 60 secs
//set scr_teambalance "1"
set scr_teambalance "0"

// Enable Developer it Controls the Type of Log File
set developer "0"

// Behind Enemy Lines Settings
set scr_bel_alivepointtime "10"
set scr_bel_scorelimit "50"
set scr_bel_timelimit "20"

// Deathmatch Settings
set scr_dm_scorelimit "80"
set scr_dm_timelimit "20"

// Retrieval Settings
set scr_re_graceperiod "20"
set scr_re_roundlength "3"
set scr_re_roundlimit "7"
set scr_re_scorelimit "5"
set scr_re_showcarrier "0"
set scr_re_timelimit "0"

// Search and Destroy Settings
set scr_sd_graceperiod "20"
set scr_sd_roundlength "3"
set scr_sd_roundlimit "7"
set scr_sd_scorelimit "5"
set scr_sd_timelimit "0"

// Team Deathmatch Settings
set scr_tdm_scorelimit "150"
set scr_tdm_timelimit "20"

// Headquarters Settings
set scr_hq_scorelimit "450"
set scr_hq_timelimit "20"

// Weapons Allowed
set scr_allow_bar "1"
set scr_allow_bren "1"
set scr_allow_enfield "1"
set scr_allow_kar98k "1"
set scr_allow_kar98ksniper "1"
set scr_allow_m1carbine "1"
set scr_allow_m1garand "1"
set scr_allow_mp40 "1"
set scr_allow_mp44 "1"
set scr_allow_nagant "1"
set scr_allow_nagantsniper "1"
set scr_allow_panzerfaust "0"
set scr_allow_ppsh "1"
set scr_allow_springfield "1"
set scr_allow_sten "1"
set scr_allow_thompson "1"

// Punkbuster Support
//pb_sv_disable // Disable Punkbuster Support
pb_sv_enable // Enable Punkbuster Support
wait // Allow time for Punkbuster to load before loading first map

// Set the Map Rotation
seta sv_maprotation "gametype tdm map mp_brecourt gametype tdm map mp_carentan gametype tdm map mp_chateau gametype tdm map mp_dawnville gametype tdm map mp_depot gametype tdm map mp_harbor gametype tdm map mp_hurtgen gametype tdm map mp_pavlov gametype tdm map mp_powcamp gametype tdm map mp_railyard gametype tdm map mp_rocket gametype tdm map mp_bocage gametype tdm map mp_neuville gametype tdm map mp_stalingrad "

// Start Map Rotation
map_rotate




//
//PunkBuster Settings File
//
// ************************************************** ******************************
// SCREENSHOT SETTINGS
// ************************************************** ******************************

// Automatic Screen Shots
// To set up your server to take automatic screen shots, you will need to use and understand the following commands in
// your pbsv.cfg.

// This setting tells your PB enabled server whether it should retrieve screen shots automatically. Setting to 1 will
// turn the auto screen shot capture ON and setting it to 0 will turn it OFF. The default is OFF.

pb_sv_autoss 1

// This is the MINIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before
// attempting to take another one. The default is 60 seconds. Remember that taking screen shots from every player every
// 60 seconds will rack up a nice number of screen shots in your PB's screen shots folder and use plenty of system
// resources, sometimes resulting in lag. If there are 10 players on your server and the map lasts 10 minutes, you will
// be getting 100 screen shots per map. Be careful with this setting. Some recommended settings and samples will be
// presented at the end of this page.

pb_sv_autossfrom 300

// This is the MAXIMUM number ( in seconds ) that PB will wait after taking a screen shot from players, before attempting
// to take another one. The default is 1200 ( 20 minutes. ) Some recommended settings and samples will be presented at
// the end of this page.

pb_sv_autossto 1200

// PB screen shots are taken and then saved numerically. This is the "starting" number that PB will use to name screen
// shots. Default is 1.

pb_sv_ssfloor 1

// This is the highest number PB screen shots will be saved. After screen shot #100, PB will over write the screen shots
// starting at your pb_sv_ssfloor setting. Default is 100 but this could easily be reached in a few hours. Some
// recommended settings and samples will be presented at the end of this page.

pb_sv_ssceiling 500

// Each player will have to wait a random amount of seconds ( up to the number of this setting ) before actually sending
// the screen shot after the request has been made. This *may* help reduce lag, as all players don't have to send their
// shots and then get processed and written at the same time, rather they get done randomly within the time frame set.
// On the other hand, it may cause more lag ( lets say set to 5 ) from screen shots being sent and processed over a
// longer period of time ( processing 20 players over a 5 second period, rather than an instantaneous "glitch" from all
// 20 being done at the same time.) Default is 0 which means there is no delay and all shots are taken at the same time.

pb_sv_ssdelay 60

// This is where PB will send the screen shots and the helper html files. The default is "" ( empty ) and need not be
// specified if you want to keep the shots stored in the default PB screen shots folder.

pb_sv_sspath ""

// The height in pixels of the screen shot. 240 is the default and the recommended value to maintain a good size while
// keeping file size and cpu usage at an acceptable level.

pb_sv_ssheight 480

// The width in pixels of the screen shot. 320 is the default and the recommended value to maintain a good size while
// keeping file size and cpu usage at an acceptable level.

pb_sv_sswidth 640

// The sample rate ( quality ) of the shot captured. If set to "2" then only every second pixel is taken ( both
// horizontally and vertically. ) If set to "4" then only every fourth pixel is taken. This reduces file size and cpu
// usage but significantly reduces the picture quality as well, making it hard to prove those "close calls." Default
// is 1 and is recommended.

pb_sv_sssrate 1

// Percentage ACROSS the screen where the center of the screen shot should be captured from. Default is 50 and is
// recommended to keep the screen shots centered.

pb_sv_ssxpct 50

// Percentage DOWN the screen where the center of the screen shot should be captured from. Default is 50 and is
// recommended to keep the screen shots centered.

pb_sv_ssypct 50

pb_sv_MaxConDls 3
pb_sv_MaxConUpdates 12
pb_sv_MaxDlRate 5


// ************************************************** ******************************
// TASKS SETTINGS
// ************************************************** ******************************

// pb_sv_taskdel [slot#]
// Deletes a task in your list of tasks by slot number. This is useful in keeping multiple tasks
// from piling up and repeating themselves. In your pbsv.cfg you should insert this command right before your list of
// tasks to make sure you start off clear.

pb_sv_taskempty
pb_sv_taskdel 1
pb_sv_taskdel 2
pb_sv_taskdel 3
pb_sv_taskdel 4
pb_sv_taskdel 5

// pb_sv_task [start-seconds] [optional-run-every-seconds]
// This allows server admins to set a task starting from a specified time in seconds and then running again every x
// seconds there after. If no re-run value is specified then the task is only run once. This feature is not limited to
// PB functions and can run in-game functions as well. You may use more than one task if you like. Example:
//
// pb_sv_task 10 300 "say ^3Visit us at www.team-ravage.com"
// pb_sv_task 15 305 "say ^5Email server admins: admin@team-ravage.com"
// pb_sv_task 700 "pb_sv_bindsrch com_maxfps"
// pb_sv_task 700 "pb_sv_bindsrch m_pitch"
//
// This will spam your two messages on screen and re run them at the specified times. The last two will run a bind-cvar
// check once only.
//
// pb_sv_tlist Shows what tasks you have running and shows you what slot number each task is assigned to.

//pb_sv_task 25 300 "say ^3CDB ADMIN:^7 ^1FF is ON - watch your Fire!"
//pb_sv_task 30 300 "say ^3CDB ADMIN:^7 ^1Cheaters, Team-Killers and -Wounders get kicked/banned!"
//pb_sv_task 140 300 "say ^3Map Rotation:^7 ^3Stalingrad, Neuville, Carentan"
//
//TWL Ladder Matches
//
pb_sv_MsgPrefix "[LPB v1.0]-Admin"
pb_sv_task 20 330 "say ^3PUNK BUSTER/PAM UNIVERSAL CoD LEAGUE CONFIG ^7v1.0 ^3CURRENTLY ^7ENABLED ^3AND RUNNING"
pb_sv_task 65 300 "pb_sv_bindsrch com_maxfps"
pb_sv_task 75 320 "pb_sv_bindsrch centerview"
pb_sv_task 80 330 "pb_sv_bindsrch updatescreen"


//Time in milliseconds Punkbuster sleeps between processing cycles
//
pb_sv_Sleep 120

// ************************************************** *******************************
// NAME SETTINGS
// ************************************************** *******************************


// pb_sv_badnameDel [slot#]
// Deletes a name in your list of bad names by slot number. This is useful in keeping multiple bad names from piling up
// and repeating themselves. In your pbsv.cfg you should insert this command right before your list of bad names to make
// sure you start off clear.

pb_sv_badnameempty
pb_sv_badnameDel 1
pb_sv_badnameDel 2
pb_sv_badnameDel 3
pb_sv_badnameDel 4
pb_sv_badnameDel 5
pb_sv_badnameDel 6
pb_sv_badnameDel 7
pb_sv_badnameDel 8
pb_sv_badnameDel 9
pb_sv_badnameDel 10
pb_sv_badnameDel 11
pb_sv_badnameDel 12
pb_sv_badnameDel 13
pb_sv_badnameDel 14
pb_sv_badnameDel 15
pb_sv_badnameDel 16
pb_sv_badnameDel 17
pb_sv_badnameDel 18
pb_sv_badnameDel 19
pb_sv_badnameDel 20
pb_sv_badnameDel 21
pb_sv_badnameDel 22
pb_sv_badnameDel 23
pb_sv_badnameDel 24

// pb_sv_badname [grace-seconds] [filter]
// This command will allow you to filter out certain text in names, then give the player x seconds to change the name
// before being removed from the server. Here are some examples:
//
//pb_sv_badname 30 www.
//pb_sv_badname 30 .com
//pb_sv_badname 30 UnnamedPlayer
//pb_sv_badname 30 ogc
//pb_sv_badname 30 noskill
//pb_sv_badname 30 noname
//
// The first two lines prevent people from using your servers to advertise web sites. The others are just suggested
// filters and can be adjusted to your preferences. They are all set to give the player 30 seconds of warnings before
// they are removed from the server.
//
// pb_sv_badnamelist Lists all the bad names in your check list and shows you each lines assigned slot number.

pb_sv_badname 60 console
pb_sv_badname 60 www.
pb_sv_badname 60 http://
pb_sv_badname 60 .com
pb_sv_badname 60 .de
pb_sv_badname 60 .net
pb_sv_badname 60 .org
pb_sv_badname 60 .co.uk
pb_sv_badname 60 UnnamedPlayer
pb sv_badname 60 Unknown Solider
pb sv_badname 60 UnknownSolider
pb_sv_badname 60 player
pb_sv_badname 60 noskill
pb_sv_badname 60 noname
pb_sv_badname 60 arse
pb_sv_badname 60 flip
pb_sv_badname 60 bitch
pb_sv_badname 60 moron
pb_sv_badname 60 dick
pb_sv_badname 60 hitler
pb_sv_badname 60 himmler
pb_sv_badname 60 goebbels
pb_sv_badname 60 nazi
pb_sv_badname 60 *****
pb_sv_badname 60 penis
pb_sv_badname 60 nigger
pb_sv_badname 60 ****
pb_sv_badname 60 ****
pb_sv_badname 60 shit
pb_sv_badname 60 tits
pb_sv_badname 60 vagina
pb_sv_badname 60 asshole



// Amount of seconds allowed between name changes, prevents name spamming.

pb_sv_changeperiod 600

// Number of total allowed name changes per session.

pb_sv_changemax 3

// Amount of time ( in seconds ) that a duplicate name has to be changed before that player is removed from the server.
// This ensures that all players on the server have a unique name.

pb_sv_dupnamegrace 30

// Control of extended characters in names ( characters and symbols that can not be produced from a single key stroke. )
// "0" to disallow such names, "1" to allow these names.

pb_sv_extchar 0

// Control the option of a an "empty" name ( no name at all ) "0" will not allow an empty string to be returned for a
// name value, "1" will allow an empty string.

pb_sv_emptyname 0

// Dictates the minimum amount of actual characters a players name must have to be allowed on the server. This will double
// check the above pb_sv_emptyname 0 to make sure a player doesn't enter "^7^7" as a name ( which satisfies the
// pb_sv_emptyname 0 but still returns an empty string to the console. ) Set this to one to make sure that a player has at
// least one standard character in their name.

pb_sv_minName 3

// ************************************************** ******************************
// ALIAS SETTINGS
// ************************************************** ******************************

// Defaults to 0; if set to 1, PB will reload from the Alias database file after each map change; this is useful for
// cases where multiple servers share an alias database file so that each instance of PB gets updates from other
// servers sharing the same file.
// NOTE: on busy servers, using this function will increase map load times and should be used only after careful
// experimentation on your server(s)

pb_sv_aliasautoload 0

// Can optionally be set to any file on the file-system to direct PB to use instead of the default pbalias.dat file
// (must specify full path or else the file will be stored in fs_basepath location)

pb_sv_aliasfn /home/codpub/pb/pbalias.dat

// Setting defaults to 0 which means alias tracking is disabled; set to some value above 0 to enable and to specify
// how many aliases will be stored for each GUID; if the player uses more aliases than the max, the later ones will
// be ignored

pb_sv_aliasmax 50

// Defaults to 0; if set to 1, PB will kick players who try to use more than PB_SV_AliasMax number of aliases; also
// if set to 1, PB will warn joining players just like it does for extended ascii characters, etc.

pb_sv_aliasmaxenforce 1

// Used to write all the aliases in memory to disk; if desired, an alternate filename (other than pbalias.dat) may
// be specified after the pb_sv_aliaswrite command to have PB write the Alias database to the alternate filename.
// NOTE: using PB_SV_AliasWrite is optional as PB updates the database at every map change automatically; however,
// the map change updates only append new information to the file and thus cause it to grow greatly in size on busy
// servers; conversely, the pb_sv_aliaswrite command writes a fresh copy of the entire Alias database to disk, this
// may take a number of seconds on very busy servers - for best results, we recommend starting up a 'dummy' game
// server just to issue this command and then exit so as not to adversely affect gameplay on populated game servers

//PB_SV_AliasWrite



// ************************************************** ******************************
// GUID SETTINGS
// ************************************************** ******************************


// Number of seconds that a player with no guid is kicked ( 0 - 300 ) We recommend giving players 30 seconds or so in case
// of slow communication rate with the master auth server.

pb_sv_noguidgrace 30

// Number of seconds that a player with a "no updated status" has to update before being kicked ( 300 - 600 )

pb_sv_updategrace 300

// This setting was added to server version 1.011 to set options for the locked-down guid system. This setting is cumulative
// based on adding the values for the conditions desired: 1=UNKN Guid, 2=WRONGIP Guid, 4=DUPLICATE Guids. The current default
// for this setting is 7 (1+2+4) which means that PB will not kick (relax kicking) for any of the three cases. We recommend
// kicking for at least UNKN guids. Below are the possible combinations:
// 0 = Kick for UNKN guid, wrong ip guid and duplicate guid.
// 1 = Kick for wrong ip guid and duplicate guid.
// 2 = Kick for UNKN guid, and duplicate guid.
// 3 = Kick for duplicate guid.
// 4 = Kick for UNKN guid and wrong ip guid.
// 5 = Kick for wrong ip guid.
// 6 = Kick for UNKN guid
// 7 = Don't kick for UNKN guid, wrong ip guid and duplicate guid.

pb_sv_guidrelax 7



// ************************************************** *****************************
// AUTO KICKING AND POWER USER SETTINGS
// ************************************************** *****************************

// Enable kicking for PB Restrictions (0=Off, 1=o\On)
pb_sv_restrictions 1

// This allows admins to turn off / on the feature that shows players why they were kicked ( bad name, cvar violation, hook,
// no guid, etc. ) We recommend leaving this ON, so people can see why they were kicked. "1" is ON and "0" is OFF.

pb_sv_CQC 1

// When kicked from the server for a violation ( bad name, cvar violation, hook, no guid, etc. ) this is the time ( in minutes )
// that person must wait before they can re-join the server.

pb_sv_kicklen 2

// PB_SV_PowerDef [power points]
// Holds the default number of Player Power points (default is 1) assigned to players who are not in the locally stored
// PB Player Power database

pb_sv_powerdef 1

// PB_SV_PowerKickLen [minutes]
// The number of minutes (default is 5) a player will be kept from being able to rejoin after being removed via the
// PB Player Power facility

pb_sv_powerkicklen 5

// PB_SV_PowerMin [power points]
// A player is removed from the server when the number of power points applied against him/her is equal to or greater
// than the value of this setting (default is 10)

pb_sv_powermin 10

// PB_SV_ScoreKick [low_negative_score]
// Players whose score drops below this setting will be kicked from the server; the default of 0 means disabled; the
// allowable range is -1 to -20

pb_sv_scoreKick -3


// ************************************************** ******************************
// BAN UPDATES
// ************************************************** ******************************


// PB_SV_AutoUpdBan [0=no, 1=yes]
// Set to 1 (defaults to 0) if you want PB to automatically update the permanent ban file (pbbans.dat) after each change
// to the banlist in memory

pb_sv_autoupdban 0

// PB_SV_BanLoad [optional filename]
// Loads a PB Ban List from the specified file; if no filename specified, then pbbans.dat is loaded

pb_sv_banload "ban.txt"


// ************************************************** ******************************
// CVAR CHECKS
// ************************************************** ******************************


// Punk Buster cvar checks is a great way for server admins to police their servers and check for cheat variables.
// Coupled with the Punk Buster game hook check, it can be a very powerful tool. Be careful though, not to place too
// many restrictions on your clients. ( Note that not all games support user defined cvar checks )
//
// The cvar check looks for people using a specified cvar, and then compares it to the value or values you have specified.
// The client then has to change the cvar or he/she will be kicked. Note that not all commands are available for all
// games or game types.
//
// ( we use the example "runrate" here, a fictitious cvar )
//
// --------------------------------------------------------------------------------
//
// "IN" SETTING
//
// pb_sv_cvar [cvar-name] IN [from-value] [optional-to-value]
//
// pb_sv_cvar runrate IN 8000 Means all players MUST have their runrate set to 8000 or they will be kicked.
//
// pb_sv_cvar runrate IN 1000 8000 Means all players MUST have their runrate setting from 1000 to 8000 to play on your server.
//
//
// --------------------------------------------------------------------------------
//
// "OUT" SETTING
//
// pb_sv_cvar [cvar-name] OUT [from-value] [optional-to-value]
//
// pb_sv_cvar runrate OUT 8000 Means all players MUST NEVER have their runrate set to 8000 or they will be kicked. Values of
// 0 - 7999 and 8001 to max value are ok.
//
// pb_sv_cvar runrate OUT 1000 8000 Means all players MUST NEVER have their runrate setting from 1000 to 8000 to play on your
// server. Values of 0 - 999 and 8001 to max value are ok.
//
//
// --------------------------------------------------------------------------------
//
// Here is a recommended list of cvars to check for cheats. If entered directly into your pbsv.cfg, we recommend adding the line
// pb_sv_cvarempty before the cvar checks. This is to prevent re-stacking and "pile-on" ( duplicate ) cvar checks that can
// increase lag and cpu performance. The command makes sure that the cvar check list is emptied before loading the list.
//
// cvars MUST = 0 or else client is kicked.

pb_sv_cvarempty

pb_sv_cvar aim IN 0
pb_sv_cvar aaim IN 0
pb_sv_cvar aaim1 IN 0
pb_sv_cvar glow IN 0
pb_sv_cvar ignorewalls IN 0
pb_sv_cvar pingpredict IN 0
pb_sv_cvar autoaim IN 0
pb_sv_cvar autofire IN 0
pb_sv_cvar ogc_aim IN 0
pb_sv_cvar ogc_bot IN 0
pb_sv_cvar ogc_fov IN 0
pb_sv_cvar ogc_glow IN 0
pb_sv_cvar ogc_mode IN 0
pb_sv_cvar ogc_names IN 0
pb_sv_cvar ogc_wall IN 0
pb_sv_cvar ogc_trans IN 0
pb_sv_cvar ogc_weapons IN 0
pb_sv_cvar pmove_fixed IN 0
pb_sv_cvar cl_punkbuster IN 1
pb_sv_cvar safe IN 0
pb_sv_cvar radar IN 0
pb_sv_cvar mode IN 0
pb_sv_cvar names IN 0
pb_sv_cvar bunny IN 0
pb_sv_cvar nofx IN 0
pb_sv_cvar wall IN 0
pb_sv_cvar shoot IN 0
pb_sv_cvar weapons IN 0
pb_sv_cvar alias IN 0
pb_sv_cvar guid IN 0
pb_sv_cvar spIN1 IN 0
pb_sv_cvar spIN2 IN 0
pb_sv_cvar spIN IN 0
pb_sv_cvar stopspIN IN 0
pb_sv_cvar script1 IN 0
pb_sv_cvar team IN 0
pb_sv_cvar afire IN 0
pb_sv_cvar pesp IN 0
pb_sv_cvar pesp1 IN 0
pb_sv_cvar pesp2 IN 0
pb_sv_cvar wall IN 0
pb_sv_cvar vec IN 0
pb_sv_cvar vec1 IN 0
pb_sv_cvar key IN 0
pb_sv_cvar key1 IN 0
pb_sv_cvar key2 IN 0
pb_sv_cvar key3 IN 0
pb_sv_cvar afov IN 0
pb_sv_cvar afov1 IN 0
pb_sv_cvar aburst IN 0
pb_sv_cvar aburst1 IN 0
pb_sv_cvar aburst2 IN 0
pb_sv_cvar aburst3 IN 0
pb_sv_cvar aburst4 IN 0
pb_sv_cvar aburst5 IN 0
pb_sv_cvar aburst6 IN 0
pb_sv_cvar aburst7 IN 0
pb_sv_cvar aburst8 IN 0
pb_sv_cvar aburst9 IN 0
pb_sv_cvar thrd IN 0
pb_sv_cvar thrd1 IN 0
pb_sv_cvar thrd2 IN 0
pb_sv_cvar thrd3 IN 0
pb_sv_cvar thrd4 IN 0
pb_sv_cvar thrd5 IN 0
pb_sv_cvar fb IN 0
pb_sv_cvar fb1 IN 0
pb_sv_cvar fb2 IN 0
pb_sv_cvar fb3 IN 0
pb_sv_cvar wwall IN 0
pb_sv_cvar wwall1 IN 0
pb_sv_cvar tree IN 0
pb_sv_cvar tree1 IN 0
pb_sv_cvar fog IN 0
pb_sv_cvar fog1 IN 0
pb_sv_cvar box IN 0
pb_sv_cvar box1 IN 0
pb_sv_cvar box2 IN 0
pb_sv_cvar box3 IN 0
pb_sv_cvar sky IN 0
pb_sv_cvar sky1 IN 0
pb_sv_cvar gun IN 0
pb_sv_cvar gun1 IN 0
pb_sv_cvar tp IN 0
pb_sv_cvar tp1 IN 0
pb_sv_cvar tp2 IN 0
pb_sv_cvar tp3 IN 0
pb_sv_cvar fov160 IN 0
pb_sv_cvar fov80 IN 0
pb_sv_cvar sesp0 IN 0
pb_sv_cvar sesp1 IN 0
pb_sv_cvar smok0 IN 0
pb_sv_cvar smok1 IN 0
pb_sv_cvar avex0 IN 0
pb_sv_cvar avex1 IN 0
pb_sv_cvar team0 IN 0
pb_sv_cvar team1 IN 0
pb_sv_cvar 3rdp0 IN 0
pb_sv_cvar 3rdp1 IN 0
pb_sv_cvar avexh IN 0
pb_sv_cvar avexc IN 0
pb_sv_cvar dance0 IN 0
pb_sv_cvar dance1 IN 0
pb_sv_cvar dance2 IN 0
pb_sv_cvar recoil IN 0
pb_sv_cvar recoil1 IN 0
pb_sv_cvar devb IN 0
pb_sv_cvar deva IN 0
pb_sv_cvar devb IN 0
pb_sv_cvar dev1 IN 0
pb_sv_cvar wh IN 0
pb_sv_cvar wh1 IN 0
pb_sv_cvar wh2 IN 0
pb_sv_cvar wh3 IN 0
pb_sv_cvar con IN 0
pb_sv_cvar con1 IN 0
pb_sv_cvar bun IN 0
pb_sv_cvar bun1 IN 0
pb_sv_cvar gre IN 0
pb_sv_cvar gre1 IN 0
pb_sv_cvar por IN 0
pb_sv_cvar por1 IN 0
pb_sv_cvar fw IN 0
pb_sv_cvar fw1 IN 0
pb_sv_cvar tq IN 0
pb_sv_cvar tq1 IN 0
pb_sv_cvar tq2 IN 0
pb_sv_cvar tq3 IN 0
pb_sv_cvar bull IN 0
pb_sv_cvar bull1 IN 0
pb_sv_cvar s0 IN 0
pb_sv_cvar s1 IN 0
pb_sv_cvar s2 IN 0
pb_sv_cvar s3 IN 0
pb_sv_cvar s4 IN 0
pb_sv_cvar s5 IN 0
pb_sv_cvar s6 IN 0
pb_sv_cvar s7 IN 0
pb_sv_cvar s8 IN 0
pb_sv_cvar s9 IN 0
pb_sv_cvar s10 IN 0
pb_sv_cvar s11 IN 0
pb_sv_cvar s12 IN 0
pb_sv_cvar s13 IN 0
pb_sv_cvar s14 IN 0
pb_sv_cvar s15 IN 0
pb_sv_cvar s16 IN 0
pb_sv_cvar s17 IN 0
pb_sv_cvar s18 IN 0
pb_sv_cvar s19 IN 0
pb_sv_cvar s20 IN 0
pb_sv_cvar m0 IN 0
pb_sv_cvar m1 IN 0
pb_sv_cvar m2 IN 0
pb_sv_cvar m3 IN 0
pb_sv_cvar m4 IN 0
pb_sv_cvar m5 IN 0
pb_sv_cvar m6 IN 0
pb_sv_cvar m7 IN 0
pb_sv_cvar m8 IN 0
pb_sv_cvar m9 IN 0
pb_sv_cvar m10 IN 0
pb_sv_cvar m11 IN 0
pb_sv_cvar m12 IN 0
pb_sv_cvar m13 IN 0
pb_sv_cvar m14 IN 0
pb_sv_cvar m15 IN 0
pb_sv_cvar m16 IN 0
pb_sv_cvar m17 IN 0
pb_sv_cvar m18 IN 0
pb_sv_cvar m19 IN 0
pb_sv_cvar m20 IN 0
pb_sv_cvar c0 IN 0
pb_sv_cvar c0f IN 0
pb_sv_cvar c1 IN 0
pb_sv_cvar c2 IN 0
pb_sv_cvar c3 IN 0
pb_sv_cvar c4 IN 0
pb_sv_cvar c5 IN 0
pb_sv_cvar c6 IN 0
pb_sv_cvar c7 IN 0
pb_sv_cvar c8 IN 0
pb_sv_cvar c9 IN 0
pb_sv_cvar c10 IN 0
pb_sv_cvar c11 IN 0
pb_sv_cvar c12 IN 0
pb_sv_cvar c13 IN 0
pb_sv_cvar c14 IN 0
pb_sv_cvar c15 IN 0
pb_sv_cvar c16 IN 0
pb_sv_cvar c17 IN 0
pb_sv_cvar c18 IN 0
pb_sv_cvar c19 IN 0
pb_sv_cvar c20 IN 0
pb_sv_cvar wf IN 0
pb_sv_cvar wf1 IN 0
pb_sv_cvar wf2 IN 0
pb_sv_cvar wf3 IN 0
pb_sv_cvar wallhack IN 0
pb_sv_cvar thirdp IN 0
pb_sv_cvar esp IN 0
pb_sv_cvar fire IN 0
pb_sv_cvar pmove_fixed IN 0
pb_sv_cvar aimkey IN 0
pb_sv_cvar quiet IN 0
pb_sv_cvar predict IN 0
pb_sv_cvar fov IN 0
pb_sv_cvar teamcheck IN 0
pb_sv_cvar fire IN 0
pb_sv_cvar vec_stand IN 0
pb_sv_cvar vec_crouch IN 0
pb_sv_cvar vec_prone IN 0
pb_sv_cvar thirdpcfg IN 0
pb_sv_cvar snaps IN 20 40
pb_sv_cvar com_maxfps out 0.000001 29
pb_sv_cvar pb_Sleep IN 0 500
pb_sv_cvar cl_maxpackets IN 30 100
pb_sv_cvar rate IN 5000 25000
pb_sv_cvar cg_thirdPerson IN 0
pb_sv_cvar cg_drawGun IN 1
pb_sv_cvar r_lightmap IN 0
pb_sv_cvar r_fog IN 1
pb_sv_cvar r_drawSModels IN 1
pb_sv_cvar r_showCullXModels IN 0
pb_sv_cvar r_drawWorld IN 1
pb_sv_cvar r_entfullBright IN 0
pb_sv_cvar r_showtris IN 0
pb_sv_cvar r_flares IN 1
pb_sv_cvar r_intensity IN 0 1.5
pb_sv_cvar cl_timenudge in -50 0
pb_sv_cvar r_gamma in 0 2
pb_sv_cvar r_mapoverbrightbits IN 0 2
pb_sv_cvar r_overbrightbits IN 0 2
pb_sv_cvar r_picmip IN 0 3
pb_sv_cvar r_picmip2 IN 0 3
pb_sv_cvar r_shownormals IN 0
pb_sv_cvar r_xdebug IN 0
pb_sv_cvar r_leaflights IN 0
pb_sv_cvar r_fastsky IN 0
pb_sv_cvar r_picmip IN 0 3
pb_sv_cvar r_picmip2 IN 0 3
pb_sv_cvar r_nv_fogdist_mode INcLUDE NV

pb_sv_md5toolempty

pb_sv_cvar r_znear IN 4 // prevents potential code hack
pb_sv_cvar r_nocurves IN 0 // prevents potential code hack
pb_sv_cvar sv_padpackets IN 0 // prevents artificial lag
pb_sv_cvar cg_shadows IN 0 1 // prevents shadows wallhack
pb_sv_cvar cm_oncurves IN 0 // prevents potential code hack
pb_sv_cvar cm_noAreas IN 0 // prevents potential code hack
pb_sv_cvar cg_bobup IN 0 0.005 // Prevents bobup exploit


// PB_SV_CvarChangedPulse [Number]
// The number of minutes (default is 99 which means disabled) between automatic sends of the CVARCHANGED command described
// in the command section above

pb_sv_cvarchangedpulse 30

// PB_SV_CvarFreq [Number]
// The number of times per minute (default is 6) that each player has one cvar value checked against the current list
// of cvar ranges on this server

pb_sv_cvarfreq 6

// PB_SV_CvarLogging [0/1/2/3]
// Determines the target destination of log output related to player cvar checks; The value of 1 (default) specifies the
// server console and normal log file, the value of 2 specifies separate log files in the "svlogs" folder with the var
// file extension, and the value of 3 specifies both

pb_sv_cvarlogging 1

// PB_SV_CvarUserPulse [Number]
// The number of minutes (default is 99 which means disabled) between automatic sends of the CVARUSER command described
// in the command section above

pb_sv_cvaruserpulse 30

// PB_SV_CvarWalk [Number]
// The default setting of 0 tells PunkBuster to simply log lists of cvar names returned by the CVARSRCH, CVARUSER and
// CVARCHANGED commands so that the Admin would have to manually query the individual values if desired; a non-zero
// setting tells PunkBuster to "walk" through each cvar returned in such a list automatically and log the values of
// each cvar - the higher the number for this setting, the more cvars PunkBuster walks through during each processing
// cycle

pb_sv_cvarwalk 0



// ************************************************** ******************************
// LOGFILE SETTINGS
// ************************************************** ******************************


// PB_SV_LogCeiling [Number]
// The highest serial number (default is 1000) that PunkBuster will use in numbering its log files before starting
// over at 1

pb_sv_logceiling 1000

// PB_SV_LogNext [Number]
// The next serial number that PB will use to name a PB log file; this setting is automatically maintained by
// PunkBuster and is incremented after each map change by the Game Server as PB opens a new log file

pb_sv_lognext ""

// PB_SV_LogAddr [Address / Internet Hostname]
// Holds the address of the machine to which remote logging is sent (default is empty meaning the feature is not used)

pb_sv_logaddr ""

// PB_SV_LogPort [Port #]
// Holds the listen port of the machine to which remote logging is sent (default is 0 meaning the feature is not used)

pb_sv_logport ""

// PB_SV_LogUser [Username]
// Holds the username required to send logging output to a listening remote logging machine

pb_sv_loguser ""

// PB_SV_LogPw [Password]
// Holds the password required to send logging output to a listening remote logging machine

pb_sv_logpw ""

// PB_SV_LogSync [0=no, 1=yes]
// When set to 1 (default is 0), PB will name Game log files in accordance with PB log files using the same serial
// number system; Game log files will still be stored in the same location inside the game directory either way, but
// will have the same filename as the corresponding PB log file and both will be closed at the end of each map and a
// new log file will be opened

pb_sv_logsync 0



// ************************************************** ******************************
// HTTP SETTINGS
// ************************************************** ******************************


// PB_SV_HttpAddr [IP Address]
// The IP Address of the computer running the PunkBuster WebTool; if this setting is left empty ("" which is the
// default), then the WebTool will only operate properly when used with a web browser running on the same machine as
// PunkBuster itself (i.e. using 127.0.0.1 as the IP address)

//pb_sv_httpaddr "XX.XX.XXX.XXX"

// PB_SV_HttpPort [Port Number]
// The TCP port number used by the WebTool's http server; this setting defaults to 0 which means the WebTool is
// deactivated

//pb_sv_httpport "28960"

// PB_SV_HttpKey [Key (password) for WebTool use]
// The Key or Password used by the WebTool to limit access to its features; if this setting is left empty ("" which
// is the default), then the game server's rconpassword will be used instead; if both are empty, then the WebTool will
// not be usable at all

//pb_sv_httpkey "XXXXXX"

// PB_SV_HttpMaps [List of Maps]
// By default, this setting is empty which means that the standard official maps will be displayed in the 'change map'
// dropdown list inside the WebTool; if you wish to customize the entries in the dropdown, then use this setting to
// store the list of maps (each separated by a space)

//pb_sv_httpmaps "XXXXXXX"

// PB_SV_HttpRefresh [Number]
// The number of seconds between auto-refreshes of the Player List screen inside the WebTool; setting this to 999
// means that the page will not auto-refresh at all

//pb_sv_httprefresh "999"

jdwright
07-08-2004, 11:22 PM
PB_SV_ScoreKick [low_negative_score]
Players whose score drops below this setting will be kicked from the server; the default of 0 means disabled; the allowable range is -1 to -20


So if a player has 10 kills and gets a TK, he won't be kicked. But if someone has -3 kills (in your case) and gets a TK, he'd be gone.

One of the few features I don't like in PB.

Mfrag-admin
07-09-2004, 12:35 PM
No... That is the problem, neither one is working!

You can team kill 100 people and not get kicked.

One with think the PB_score_kick would kick you at -3.

In the above config, non-PB, it was Kill X guys you get kicked. Do it 3 times and you get banned.

I was under the impression PB should take over here and kick when the guy hits 3 team kills. Is it possible here that the two are conflicting?

Have admins removed the previous non-PB configs for teamkill kicking when employing pb_sv_scrorekick -x ? Or not using it?



MFrag

Anex
07-09-2004, 06:37 PM
It used to work, it's possible they broke it.

S1l3ntSt4lk3r
07-11-2004, 01:53 PM
Mine works. Got 4 last night.
How I have it set:
pb_sv_scoreKick -3

Mfrag-admin
07-11-2004, 06:18 PM
Mine works. Got 4 last night.
How I have it set:
pb_sv_scoreKick -3

Would you mind publishing you Pbsv.cfg file?

Also, can you look in your server.cfg file and see if you have
These two options on:

// Team Kill Options
set g_teamkillwarn "1" // Number of team kills before a warning is issued
set g_teamkillkick "3" // Number of team kills before client is kicked


Thanks!

imported_Sac
07-17-2004, 07:05 PM
pb_sv_scorekick works fine here too.

Issue an /rcon pb_sv_scorekick and check what value it's set to.

Also...Also, can you look in your server.cfg file and see if you have
These two options on:

// Team Kill Options
set g_teamkillwarn "1" // Number of team kills before a warning is issued
set g_teamkillkick "3" // Number of team kills before client is kicked
Those aren't stock cvars.

Mfrag-admin
07-18-2004, 04:58 PM
Yes, I got rid of the non-stock cvars.

I do a:
/pb_sv_scorekick
Returns 0

/rcon pb_sc_scorekick
Returns -3.

Now it gets weird... My hq server is now working. My TDM is not.
They have exact configs, except the g_gametype is set to "hq"
and the maprotation gametype is set to hq, otherwise identical....

Argh...............

JaMie
07-21-2004, 07:26 PM
while were on this topic does anyobdy know a good program that will kick tk'ers with them having a minus score because i have seen players come on the serversi run and get a score of about 30-40 then mow down there team and not get kicked because they dont have a minus score, any ideas?

burkster
07-29-2004, 11:55 AM
I know it sounds fakin silly but why not

DISABLE FRIENDLY FIRE

Man that solves a ton of issues right there!

thedrizzle
07-30-2004, 04:30 PM
Here, here, burkster!
Problem solved.
Or, if you are an admin, just open the Rcon, and kik them.
Its take only a few moments. Better yet, if they are intentionally TKing, then ban 'em. They arent serious anyway. And eventually they will be banned from alot of servers.
I know that friendly fire detracts from some of the realism, but it is still a game after all, and one could kill a teammate simply by moving their mouse , unintentionally.

MOMMA
07-30-2004, 06:13 PM
We run with reflective on, better than FF in my opinion. Then they just hurt themselves. But if they are the type that even enjoys running around just being a nuisance by shooting their own team mates and dying. Then eventually I just kick them out anyway.


So are you saying the tk command wont work if you have a positive score? It will only work if your score goes negative? That kind of sucks.