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  4. It's been fixed now so it should use 1.5.3.4 Sent from my ONEPLUS A5010 using Tapatalk
  5. Hi. The auto updater still sends 1.5.3.3 instead of 3.4. With 3.3 installed it says "You have the newest version". Is this correct?
  6. Updated release to 1.5.3.4 which fixes the GUI error. I believe I also fixed the auto updater issue. If it doesn't then please follow the backup method above.
  7. If your procon connections disappear after doing the auto-update, you can recover it from the backup zip it creates. Just copy back the procon.cfg file to your root directory of the config folder. Issue Reported by @iamadeadpixel and @to22ek. @COREHQ Network found that although the flag is displayed correctly, I forgot to correct that for the actual display of the Country Name. This will be corrected in new update.
  8. I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.
  9. Last week
  10. Well, eh there should be a Debug.txt or dump (smth like that) in the main folder of PRoCon that contains the exception that caused the crash? Yeah probably a plugin. Plugins can write to that interface if I remember correct.
  11. I don't know why it crashes, but I have seen those messages. I think it comes from a plugin but I don't know which one. Windows can monitor the procon service exe and restart it if it crashes.
  12. Probably need to whitelist your new ip address for the database user account. Sent from my ONEPLUS A5010 using Tapatalk
  13. Nvr mind... NEW IP, i forgot to add it in to remote SQL access...
  14. Still crashes on a daily basis. I am trying to run my layer with procon.console.exe now, it gives much better response in my client. But still it decides to just give up on me every now and then. Resource consumption is fairly stable and low. It does produce these messages every few seconds though: How to get rid of those messages? What is it that causes them? Are they just the commands sent by procon I can see in my console log? And is there any option to debug the crashes or better still, to try and prevent them? Thanks for your advice!
  15. eh? Why not run procon localy to test it ?
  16. Thank you for your quick reply. I will use swap nuke only in heavy base rape situation(like all objective captured and chopper going to spawn kill). Also I will keep in mind that not to abuse it.
  17. Firstly, swapnuke is a VERY aggressive command, i'd take caution when using it. It also doesn't work when the server is full. In general all commands need a source, a target, and a message. so you should include those values. source could be insanelimits, target could be server, and message could be whatever you want to be logged. The protocol is mentioned here: https://github.com/AdKats/AdKats#issuecommand
  18. Is it possible to call adkats swapnuke from insane limits like this? Hashtable command = new Hashtable(); command.Add("caller_identity", "InsaneLimits"); command.Add("response_requested", false); command.Add("command_type", "'server_swapnuke"); plugin.CallOtherPlugin("AdKats", "IssueCommand", command);
  19. Earlier
  20. Whenever I add the selected maps in the first post, it happens and my map vote doesn't work
  21. Okay that shouldn’t be to hard you just need to find out if the damagetype is a knife/melee and then if the player has set up a custom message, if not you can just send some default presets to the chat. then you need to add a command like !mykillmessage where the player can write his knife kill message which gets saved in a dict with his soldierName then send a response if it was successful to the player. i think that’s all. Probably you would have to set up some conditions for the message. Like no bad language. Or split the message in parts and check replace ‚player‘ with Victim.SoldierName and ‚knife‘ with damageType. whatever good luck with it
  22. I'm simply wondering if there are any procon test layers I can access to run prototypes of my plugins. Currently, I have to do it on the server I run and that takes a while and requires that the server be empty so I don't obliterate the rules or enforcement systems.
  23. Battlefield 4. It's a plugin for a server I'm helping develop to do custom things based on kills. I want to be able to set custom melee kill messages, with a future feature being players can set their own custom knife messages. Like a battlecry when people join the server.
  24. Also the Game for that you want to code
  25. Most events just deliver strings and classes but there are some that deliver things like Kill or CPlayerInfo. You have to look up the files then. Tbh with these 2 files you have already almost everything. The most things are only working on BFBC2. Some of them will work in Venice Unleashed with an extra mod. I.e. textchatmoderation and unlocklists also you should write what Plugin I r going to develop, maybe someone already done it
  26. Thanks for the point in the right direction, but many API's have documentation regarding how some datatypes are/should be used: https://discord.com/developers/docs/resources/user#user-object Is there anything like this for plugin development?
  27. https://github.com/AdKats/Procon-1/blob/master/src/PRoCon.Core/Kill.cs And https://github.com/AdKats/Procon-1/blob/master/src/PRoCon.Core/Players/CPlayerInfo.cs you can use it like kKillerVictimDetails.Killer.SoldierName
  28. I'm trying to develop a plugin, but I can't seem to find documentation on many data types, specifically: public virtual void OnPlayerKilled(Kill kKillerVictimDetails) { } What does a Kill consist of? What kind of things are stored in a Kill object? Where can I find documentation on the events like OnPlayerKilled? I can read the code for the C# in the PRoCon github, but is there documentation anywhere? Sorry if this is answered other places, I can't seem to find them.
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