⚠️ Yet Another Warning System [YAWS] (User Warning and Punishment System)

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Livaco Author posted

Hey Razor,

That first one is just a bug by the sounds of things, it's definitely meant to run once it's reached and or passed. I'm unable to replicate unfortunately as well, warning myself on the latest patch with 10 points after already having 4, and with a ban punishment running at 8 points it works fine. Are you sure your not mistaking this for punishments not being cumlative, only running the punishment with the closest point count to the player's current points? If not, can you try to see if you can see any errors, create a debug report and send it in a ticket, etc.

Your second suggestion is also intentional. While menus like creating punishments, presets, etc all stay persistently open because theres a lot of changes to be made there, with warnings the path I can see most administrators taking is opening the menu, warning the player and immedietely closing it. Adding functionality to keep it open and update the data is possible, but I don't see it being worth the development time given all that needs to be accounted for there.


Thanks!

Razor Purchased posted

Hey, I come again with more suggestions for QOL and improvements.


I've noticed in my server that, if I have set up a punishment for 10 active points, and the player has, i.e, 8 points, and gets a 5 points warn, they won't get punished, because they didn't have the exact amount of points for the punishment. What I suggest is to add the option for the punishment to be a threshold. i.e, if the number of points set up for it is reached or passed, it will get triggered and applied. Or it can be a "region"; any value between x and y, i.e: you can set up the punishment to be applied every time a player has any amount of points between 5 and 10.


I suggest this to avoid having, for example, a new punishment set up for every point beyond that limit, i.e: the punishment is for 10 points, but I have to set up a new punishment for 11, 12, 13, 14, 15 and so on...


Another suggestion is to change the menu behaviour.


It is not that good when you apply a warning to a player and the menu closes. I suggest adding the option to disable that, like on CSGO, in which you have the option to close the buy menu after you buy something, or don't close it, and go back to the main page.


Once again, thanks in advance :)

Razor Purchased posted

Great!


Thanks again :))

Livaco Author posted

Razor Ah, I see what you meant now. Will add it to the todo list for the next update when I start work on it.

Razor Purchased posted

Livaco Yep, I know about that permission, what I mean is to create a new message that gets sent when a player with admin notes join



This tab. If the player's note has content, then server admins will get notified when that player joins

Livaco Author posted

Razor Hey, there is already an option to alert anyone with the "View Others Warnings" permission when a player with active points joins. It's called Message Admins after Player with Active Points Joins if you wanna go enable it.

Razor Purchased posted
● edited

Hey, last time I've made those suggestions, I had another one in mind I couldn't remember


Basically, add a message on chat when a player with admin notes (watchlist) joins the server; the same as when a player with active warning points joins the server.


I guess it is quite simple, but still pretty useful

Razor Purchased posted

Livaco Hey,


that's great! I am looking forward to it!


Thanks for the attention and the fast response with the suggestions :)

Livaco Author posted

Razor

Hey, I've got an update for you. Unfortunately, due to my limited time at the moment, your first suggestion won't be implemented. It seemed easy on the surface, but after looking into it there's way too many edge cases and workarounds I would have to do to actually make it work properly and elegantly along with the points system that's currently in use. Apologies.

The good news is that all your other features should now be implemented once the next update releases, which I don't anticipate to be very far away (like a few days max assuming worst case senario).

Thanks

Livaco Author posted

Razor

The first suggestion is an approach to warnings that AWarn takes and it's an approach I've tried to avoid due to it's inflexibility - I do believe the points system is better.

I'll keep it in mind as a feature to add in the next update, as I don't imagine it taking that much work (pending me eating my own words). For the meantime I would suggest either trying to use the points system fully, or simply making every warn have 1 point just as a workaround until I can implement this.

The second suggestion, I could also probably implement into the next update without too much effort, so it's added to the list.

Thirdly, I now see what you meant and I apologise as I had thought SteamID's worked into chat commands too, but they don't. Looks like I forgot to add it and thought I already had, so it's also added to the list.


Thanks a lot for the patience.

Razor Purchased posted

Livaco hey, sorry for the late response.


So, about your questions:

the first and second suggestions are pretty much related to my needs on my server. I've noticed the warn active points are decaying too slowly. And I didn't want to make it so all the active points would expire all at once easily. But I am suggesting the option to wipe all the points because I imagine someone would want that setting for their server.


I know it is because I've set it up to decay 1 point at a time every 24 hours, but what I really wanted was that every x time, the number of points from a specific warning would decay.

I.E: player 1 gets a 4 points warning and 2 points warning 6 hours later

After 24 hours, 4 points would decay and after another 6h, 2 points, this would mean the warnings would have a decay rate, if that's what you set up, instead of points themselves.

I think the system would be more balanced this way, at least if that was an option for the system to work

This is the first suggestion


As for the second one, I actually made a mistake. You already have that feature (setting the number of points to decay after x time), what I meant was to give the option to wipe all active points after a specific time, instead of a number of points.


Thanks, Mr.President you're right, I actually made a mistake. I am asking for it to be useable on chat commands mainly I.E: !warn STEAM_0:1:128559896 4 reason , as in addons such as Mr.President's warning system itself has this feature, and also the DMGLog addon (for Trouble in Terrorist Town), when needed to apply something to a disconnected player. I had a hard time trying to warn disconnected players since I guess you need to either fetch their SteamID64 or go through the warn UI and search the player by name and apply directly from there.



Also, the Gmod wiki provides a way to convert the SteamID64 to the old one in PHP, and also some methods related to converting them:

SteamID from SteamID64

SteamID to SteamID64


In case I've been confusing, DM me and I will try to explain it further.


Thanks again

Mr. P Moderator posted

Steam32 seems to just be the last bit of the steamID

STEAM_0:1:<#####>

x2 + 1

So the STEAM32 for: STEAM_0:1:5488513 would be: 10977027

which it is.


I'm not entirely sure that's what he's asking for though. He is probably just calling the old STEAMID STEAMID32, which is wrong, but I know a lot of people who call it that incorreclty.

Livaco Author posted
● edited

Razor Thanks for the suggestions.

Your first and second suggestions, I don't see the point in implementing this. Can you provide a use case?

Third suggestion already exists in the addon. The "Purge on Punishment" option will make all a users points become inactive upon receiving a punishment.


The forth one, I've never seen an addon inside Garry's Mod use a SteamID32. I've only ever really seen SteamID's and SteamID64's being used, which YAWS already uses. On top of that, I don't see any way to get a players SteamID32 inside the gmod wiki, meaning it would be a nightmare to get and use inside code.

Razor Purchased posted

Hello, I have a few suggestions that checking the update notes, isn't clear any of them were implemented.


First: make it (or give the option) so the points of a certain warn to expire all at once.

Second: make it (or give the option) so a certain amount (or all) of the active warning points to expire all at once.

Third: make it (or give the option) so a certain amount (or all) of the active warning points to expire when a player receives a specific punishment all at once.

Fourth: add the possibility to use chat commands by SteamID32, since it is the easiest to fetch ingame and most commonly used by other chat commands.


This is based on issues I am having on my server with the addon that are not quite related to bugs specifically, so I rather suggest additions or changes :)


Thanks in advance, hope any of them can be implemented and interesting for the addon.


Livaco Author posted

Razor CAMI is something most admin mods will have, it's just something us developers can use.

ULX has it, so your clear to buy it.

Razor Purchased posted
● edited

Just before I buy it;

What exactly is a CAMI for it to work, and is ULX working along it with no issues?

ANOMALY Purchased posted

Cheers mate. :)

Livaco Author posted

ANOMALY Will release a patch later today that allows warnings with zero points. Thanks for the suggestion!

ANOMALY Purchased posted

LivacoU should make it so a preset doesn't have to give any points as a warning. For example if I wanna give a verbal warn with no penalty it will log the warn put not give any points

(whereas atm you can't do that).

Mr. P Moderator posted

of course. Don't confuse my business approach to AWarn3 with my willingness to help as a member of the gmod communtiy. ;)

Livaco Author posted

Excellent. Thanks a lot lol

Mr. P Moderator posted

LivacoI merged the pull request. ULib version 2.80 has support for CAMI.SignalSteamIDUserGroupChanged

Livaco Author posted

If you could that would be poggers, it's here.

Never actually looked at how he did it but you can, I don't know enough about ULX's internal code to decypher what he's doing.

Mr. P Moderator posted

I can look at the PR and merge it. I know our CAMI implementation is hella old.. I just haven't had time to work on ULX.. and none of the other devs do either...

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