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Insane Limits V0.8/R2: Melee/Knife Death Shame From Message List


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Originally Posted by PapaCharlie9*:

 

Thanks Papa - thought so.

Wellllll .... I just thought of a crazy way to do it. This is a total hack, really horrible, but it would work.

 

It requires that both plugins be able to get and set vars.serverDescription. The non-Insane Limits plugin would need the default string value that vars.serverDescription is supposed to have.

 

It would work like this:

 

1) Insane Limits detects a knife TK. It sets the value of vars.serverDescription to be whatever the command is you want to send, like "!command foo bar".

 

2) Periodically, like every 10 seconds or something, the other plugin gets the value of vars.serverDescription and compares it against the default string. If it does not match, it interprets the value as a command and, after completing the command, sets the vars.serverDescription back to the default string.

 

The downside is that for 10 seconds or so, everyone can see the command in Battlelog on the server's status page.

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Originally Posted by Athlon*:

 

Wellllll .... I just thought of a crazy way to do it. This is a total hack, really horrible, but it would work.

 

It requires that both plugins be able to get and set vars.serverDescription. The non-Insane Limits plugin would need the default string value that vars.serverDescription is supposed to have.

 

It would work like this:

 

1) Insane Limits detects a knife TK. It sets the value of vars.serverDescription to be whatever the command is you want to send, like "!command foo bar".

 

2) Periodically, like every 10 seconds or something, the other plugin gets the value of vars.serverDescription and compares it against the default string. If it does not match, it interprets the value as a command and, after completing the command, sets the vars.serverDescription back to the default string.

 

The downside is that for 10 seconds or so, everyone can see the command in Battlelog on the server's status page.

Thanks again. In an effort to be brief with my original question and to see if my idea was even possible, I kept it simple. I would actually need to issue multiple commands in chat for my idea to work.

 

Ingenious solution you have there, though. Very clever!

 

One of our 'C' coders is trying to add a TK section to the other plugin. If he can get it done, that would be the best solution.

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  • 2 weeks later...

Originally Posted by PapaCharlie9*:

 

was wondering if there was an update to this for the Premium knife or if we have to wait for a procon update first?

 

thanks

No update needed -- works with Close Quarters without change, unless you want to do something different with different knives. The "Knife" in the original code will match all of the 3 known knife types.
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Originally Posted by jtsiper*:

 

Version: 0.8/R1 (tested on 0.8, will work on 0.7 if you remove the PRoConChat line)

 

This limit sends a shame message to the server when a player is knifed. The next message in the list is selected. If at the end of the list, starts over at the top of the list. The code for rotating through a list of messages can be used in other situations.

 

Please share your best messages by posting a reply.

 

Set the limit evaluation to OnKill and set the action to None

 

Set the fist_check to this Expression:

 

Code:

( Regex.Match(kill.Weapon, "(Melee|Knife)").Success )
Set the second_check to this Code:

 

Code:

/* Version: V0.8/R1 */
List<String> shame = new List<String>();
shame.Add("%k_fn% just sliced %v_n%'s throat, what a shame, bro!");
shame.Add("%v_n% was shanked by %k_fn%!");
shame.Add("%k_fn% just took %v_n%'s tags and made him cry!");
shame.Add("%k_fn% slipped a shiv into %v_n%'s back!");
shame.Add("%k_fn% knifed %v_n% and Insane Limits approves!");
shame.Add("%v_n%, you gonna let %k_fn% get away with taking your tags_");
shame.Add("%k_fn% just Tweeted about knifing %v_n%!");
shame.Add("%k_fn% just posted %v_n%'s tags on Facebook!");
shame.Add("%k_fn%: 'Just die already, %v_n%'"); // From BC2
shame.Add("%k_fn%: 'Hey %v_n%, you want summa this_'"); // From BC2
shame.Add("%v_n% took a gun to a knife fight with %k_fn%, and LOST!");
shame.Add("Did you see the YouTube of %k_fn% knifing %v_n%_");
shame.Add("%k_fn% just added +1 knife kills to his Battlelog stats, thanks to %v_n%");
shame.Add("%k_fn%: 'Hey %v_n%, check your six next time!'");
shame.Add("%v_n%, go tell your momma you lost your tags to %k_fn%!");
// Add additional messages here with shame.Add("...");

int level = 2;

try {
	level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

int next = Convert.ToInt32(limit.ActivationsTotal());

next = next % shame.Count; // Ensure rotation of messages
String msg = plugin.R(shame[next]);

/*
To keep a lid on spam, only the first activation per player per
round is sent to all players. Subsequent shames are only sent
to the killer's squad.
*/
bool squadOnly = (limit.Activations(killer.Name) > 1);

if (level >= 2) plugin.ConsoleWrite("^b[Knife Shame]^n " + ((squadOnly)_"^8private^0: ":"^4public^0: ") + msg);
if (squadOnly) {
	plugin.SendSquadMessage(killer.TeamId, killer.SquadId, msg);
} else {
	plugin.SendGlobalMessage(msg);
}
plugin.PRoConChat("ADMIN > " + msg);
return false;
Charlie,

 

Some times the knife msg is sent in private in red letters instead of saying public in the debug output can that be fixed?

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Originally Posted by PapaCharlie9*:

 

Charlie,

 

Some times the knife msg is sent in private in red letters instead of saying public in the debug output can that be fixed?

__?

 

I'm not sure where to start. What exactly as you asking?

 

* Fix the feature that sends most messages just to the killer's squad? How does one fix a feature? Oh, you meant, change the feature to always send chat to all players, because you like spamming your players?

 

* Fix the console log output so that it doesn't use red letters? Because you prefer pink? Mauve? Ecru?

 

* Fix the console log output so that there isn't any console log output?

 

* Fix the console log output so that it only logs output for public chat, not the private chat?

 

* Fix the console log output so that both the private and the public chat appear as red text?

 

BTW, thanks for reminding me to update the original version to send chat just to players instead of to the whole squad. I might as well add yells while I'm at it.

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Originally Posted by jtsiper*:

 

__?

 

I'm not sure where to start. What exactly as you asking?

 

* Fix the feature that sends most messages just to the killer's squad? How does one fix a feature? Oh, you meant, change the feature to always send chat to all players, because you like spamming your players?

 

* Fix the console log output so that it doesn't use red letters? Because you prefer pink? Mauve? Ecru?

 

* Fix the console log output so that there isn't any console log output?

 

* Fix the console log output so that it only logs output for public chat, not the private chat?

 

* Fix the console log output so that both the private and the public chat appear as red text?

 

BTW, thanks for reminding me to update the original version to send chat just to players instead of to the whole squad. I might as well add yells while I'm at it.

Good point I should have been more descriptive, basically in the debug output it was saying that the knife msg was being sent as private in red sometimes but not always. I wonder why the difference why not all on or the other the color is not an issue.

 

I would prefer the msgs are public for knifes as they dot happen that often and the msgs I have setup make me LMAO :-)

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Originally Posted by PapaCharlie9*:

 

Good point I should have been more descriptive, basically in the debug output it was saying that the knife msg was being sent as private in red sometimes but not always. I wonder why the difference why not all on or the other the color is not an issue.

Post #1 explains why, but if you run a really small server, like Squad Rush with only 8 players, and it's really true that stabs don't happen often, I'll tell you how to make it public all the time. Just so you know what to expect, I run a 64 slot Conquest server and on any kind of city map, like Bazaar, the yell box is constantly rolling with shame messages from the beginning of the round to the end -- and that's even with the code unchanged and only showing the first stab as public! I had to tone it down even more on my server and add a only once every 5 minutes timer. Peeps like to stab.

 

To make it public all the time, find this code in post #1:

 

Code:

if (noSpam) {
And change it to this:

 

Code:

if (false) {
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Originally Posted by Smomster*:

 

So I would like to "yell" every knife kill using the random shame message option. I don't want any of these messages to show up in chat, but only in the yell screen for 3 seconds or so. To me the chat window is just for that, chat. I already send a "kill streak end" for more than 8 kills to chat so i don't want to use that for shame announcements. But I would like a shame "yell" to go out for knife kills, display for 3-4 seconds than disappear. (I don't think there can be more than a dozen or so knife kills in a round, and the yell screen doesn't get in the way of game play unless you are shooting a bug off your foot.)

 

 

 

My guess would be this:-

 

Code:

/* Version: V0.8/R1-Random */
List<String> shame = new List<String>();
shame.Add("%k_fn% just sliced %v_n%'s throat, what a shame, bro!");
shame.Add("%v_n% was shanked by %k_fn%!");
shame.Add("%k_fn% just took %v_n%'s tags and made him cry!");
shame.Add("%k_fn% slipped a shiv into %v_n%'s back!");
shame.Add("%k_fn% knifed %v_n% and Insane Limits approves!");
shame.Add("%v_n%, you gonna let %k_fn% get away with taking your tags_");
shame.Add("%k_fn% just Tweeted about knifing %v_n%!");
shame.Add("%k_fn% just posted %v_n%'s tags on Facebook!");
// Add additional messages here with shame.Add("...");

int level = 2;

try {
	level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

Random rand = new Random();
int next = rand.Next(shame.Count); // Choose random index bounded by list count
String msg = plugin.R(shame[next]);

//Send message
plugin.SendGlobalMessage(msg);
plugin.PRoConChat("ADMIN > " + msg);

return false;
Edit* Maybe not, I get compiling errors. Sorry! I'm a newb at coding like this.
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Originally Posted by Bl1ndy*:

 

So I would like to "yell" every knife kill using the random shame message option. I don't want any of these messages to show up in chat, but only in the yell screen for 3 seconds or so. To me the chat window is just for that, chat. I already send a "kill streak end" for more than 8 kills to chat so i don't want to use that for shame announcements. But I would like a shame "yell" to go out for knife kills, display for 3-4 seconds than disappear. (I don't think there can be more than a dozen or so knife kills in a round, and the yell screen doesn't get in the way of game play unless you are shooting a bug off your foot.)

Code:
/* Version: V0.8/R2 */
List<String> shame = new List<String>();
shame.Add("%k_fn% just sliced %v_n%'s throat, what a shame, bro!");
shame.Add("%v_n% was shanked by %k_fn%!");
shame.Add("%k_fn% just took %v_n%'s tags and made him cry!");
shame.Add("%k_fn% slipped a shiv into %v_n%'s back!");
shame.Add("%v_n%, you gonna let %k_fn% get away with taking your tags_");
shame.Add("%k_fn% just Tweeted about knifing %v_n%!");
shame.Add("%k_fn% just posted %v_n%'s tags on Facebook!");
shame.Add("%k_fn%: 'Just die already, %v_n%'"); // From BC2
shame.Add("%k_fn%: 'Hey %v_n%, you want summa this_'"); // From BC2
shame.Add("%v_n% took a gun to a knife fight with %k_fn%, and LOST!");
shame.Add("Did you see the YouTube of %k_fn% knifing %v_n%_");
shame.Add("%k_fn% just added +1 knife kills to his Battlelog stats, thanks to %v_n%");
shame.Add("%k_fn%: 'Hey %v_n%, check your six next time!'");
shame.Add("%v_n%, go tell your momma you lost your tags to %k_fn%!");
shame.Add("%v_n% just wanted to see %k_fn%'s Premium knife, not have it shoved in his eye!"); // Bonus shame for Premium peeps!
// Add additional messages here with shame.Add("...");

int level = 2;

try {
	level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

Random rand = new Random();
int next = rand.Next(shame.Count); // Choose random index bounded by list count
String msg = plugin.R(shame[next]);

/*
To keep a lid on spam, only the first activation per player per
round is sent to all players. Subsequent shames are only sent
to the killer and victim.
*/
bool noSpam = (limit.Activations(killer.Name) > 1);

if (level >= 2) plugin.ConsoleWrite("^b[Knife Shame]^n " + ((noSpam)_"^8private^0: ":"^4public^0: ") + msg);
if (false) {
	plugin.ServerCommand("admin.yell", msg, "3", "player", killer.Name);
	} else {
	plugin.ServerCommand("admin.yell", msg, "3");
}
plugin.PRoConChat("ADMIN > " + msg);
return false;
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Originally Posted by PapaCharlie9*:

 

Bl1ndy, so close! Though correct, the false stuff isn't necessary. Edited below:

 

Code:

/* Version: V0.8/R2 */
List<String> shame = new List<String>();
shame.Add("%k_fn% just sliced %v_n%'s throat, what a shame, bro!");
shame.Add("%v_n% was shanked by %k_fn%!");
shame.Add("%k_fn% just took %v_n%'s tags and made him cry!");
shame.Add("%k_fn% slipped a shiv into %v_n%'s back!");
shame.Add("%v_n%, you gonna let %k_fn% get away with taking your tags_");
shame.Add("%k_fn% just Tweeted about knifing %v_n%!");
shame.Add("%k_fn% just posted %v_n%'s tags on Facebook!");
shame.Add("%k_fn%: 'Just die already, %v_n%'"); // From BC2
shame.Add("%k_fn%: 'Hey %v_n%, you want summa this_'"); // From BC2
shame.Add("%v_n% took a gun to a knife fight with %k_fn%, and LOST!");
shame.Add("Did you see the YouTube of %k_fn% knifing %v_n%_");
shame.Add("%k_fn% just added +1 knife kills to his Battlelog stats, thanks to %v_n%");
shame.Add("%k_fn%: 'Hey %v_n%, check your six next time!'");
shame.Add("%v_n%, go tell your momma you lost your tags to %k_fn%!");
shame.Add("%v_n% just wanted to see %k_fn%'s Premium knife, not have it shoved in his eye!"); // Bonus shame for Premium peeps!
// Add additional messages here with shame.Add("...");

int level = 2;

try {
	level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

Random rand = new Random();
int next = rand.Next(shame.Count); // Choose random index bounded by list count
String msg = plugin.R(shame[next]);

if (level >= 2) plugin.ConsoleWrite("^b[Knife Shame]^n: " + msg);

plugin.ServerCommand("admin.yell", msg, "5");

plugin.PRoConChat("ADMIN > " + msg);
return false;
@Smomster: 3 seconds is too short, I can't even read the players' name in 3 seconds, why even bother to yell it? I set the above to 5.

 

Also, regarding, "I don't think there can be more than a dozen or so knife kills in a round". Unless you run large jet maps exclusively, that estimate is way low. As I noted in post #69, my 64 slot server used to constantly roll shame yells on city maps, even yelling only the first stab per player publicly. You can count on each player stabbing at least once per round, so unless you run a 12 slot server, your number is low.

 

FWIW, I like for yells to be rare, so I can get everyone's attention for admin purposes, like, stop camping the f--king US deployment! If it is constantly going, everyone gets trained to ignore it.

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Originally Posted by Smomster*:

 

The server I will be testing this with (in my sig tag) is currently running only a few large conquest maps( large jet maps). I also can understand using yell for admin exclusively. We will feel it out and see what we like. Thanks for the update and giving me the option to try it.

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  • 3 weeks later...

Originally Posted by Repoman*:

 

Here's a version that picks a random message from the list (compiled, but not tested). I include all the second_check code for easy copy&paste, but only 3 lines of code had to change changed. Everything else is the same as the OP.

 

 

Code:

/* Version: V0.8/R2-Random */
List<String> shame = new List<String>();
shame.Add("%k_fn% just sliced %v_n%'s throat, what a shame, bro!");
shame.Add("%v_n% was shanked by %k_fn%!");
shame.Add("%k_fn% just took %v_n%'s tags and made him cry!");
shame.Add("%k_fn% slipped a shiv into %v_n%'s back!");
shame.Add("%k_fn% knifed %v_n% and Insane Limits approves!");
shame.Add("%v_n%, you gonna let %k_fn% get away with taking your tags_");
shame.Add("%k_fn% just Tweeted about knifing %v_n%!");
shame.Add("%k_fn% just posted %v_n%'s tags on Facebook!");
shame.Add("%k_fn%: 'Just die already, %v_n%'"); // From BC2
shame.Add("%k_fn%: 'Hey %v_n%, you want summa this_'"); // From BC2
shame.Add("%v_n% took a gun to a knife fight with %k_fn%, and LOST!");
shame.Add("Did you see the YouTube of %k_fn% knifing %v_n%_");
shame.Add("%k_fn% just added +1 knife kills to his Battlelog stats, thanks to %v_n%");
shame.Add("%k_fn%: 'Hey %v_n%, check your six next time!'");
shame.Add("%v_n%, go tell your momma you lost your tags to %k_fn%!");
shame.Add("%v_n% just wanted to see %k_fn%'s Premium knife, not have it shoved in his eye!"); // Bonus shame for Premium peeps!
// Add additional messages here with shame.Add("...");

int level = 2;

try {
	level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

Random rand = new Random();
int next = rand.Next(shame.Count); // Choose random index bounded by list count
String msg = plugin.R(shame[next]);

/*
To keep a lid on spam, only the first activation per player per
round is sent to all players. Subsequent shames are only sent
to the killer and victim.
*/
bool noSpam = (limit.Activations(killer.Name) > 1);

if (level >= 2) plugin.ConsoleWrite("^b[Knife Shame]^n " + ((noSpam)_"^8private^0: ":"^4public^0: ") + msg);
if (noSpam) {
	plugin.ServerCommand("admin.say", msg, "player", killer.Name);
	plugin.ServerCommand("admin.say", msg, "player", victim.Name);
	plugin.ServerCommand("admin.yell", msg, "8", "player", killer.Name);
	plugin.ServerCommand("admin.yell", msg, "8", "player", victim.Name);
} else {
	plugin.SendGlobalMessage(msg);
	plugin.ServerCommand("admin.yell", msg, "8");
}
plugin.PRoConChat("ADMIN > " + msg);
return false;
REVISIONS

R2 - added yells and individual player chat

R1 - original version

I get the following error when I enable.

 

Attached Files:

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Originally Posted by PapaCharlie9*:

 

I get the following error when I enable.

Your limit_3_first_check_expression is not copied correctly. It should be set to the first_check Expression code listed in the post.
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  • 5 weeks later...

Originally Posted by Singh400*:

 

Does this plug-in work with the current version of Procon?

This is not a plug-in. This is a limit to be used inside of Insane Limits which is the plug-in you want. And yes, it works fine with the latest version of ProCon.
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Originally Posted by PapaCharlie9*:

 

so do I copy and paste the above commands into procon rulz?

No.

 

Assuming you aren't trolling, see this thread and watch the video in the first post of that thread:

 

www.phogue.net/forumvb/showth...0-8-(beta-BF3)*

 

If you are trolling, GFYS.

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Originally Posted by den333*:

 

No.

 

Assuming you aren't trolling, see this thread and watch the video in the first post of that thread:

 

www.phogue.net/forumvb/showth...0-8-(beta-BF3)*

 

If you are trolling, GFYS.

As it to establish where to download Procon where already there are all plug-ins and if that is concrete

/ * Version: V0.8/R2 * /

List of a shame = new of List ();

shame.Add (" %% k_fn simply cut % of V_n of % a throat, what shame, the brother!");

shame.Add (" %% V_n was shanked on %% k_fn!");

shame.Add (" %% k_fn simply took V_n %% 'with tags and forced it to cry!");

shame.Add (" %% k_fn slipped out a knife in V_n back %% 'ы!");

shame.Add (" %% V_n, you let's %% k_fn leave with acceptance the labels_");

shame.Add (" %% k_fn only chirped about knifings %% V_n!");

shame.Add (" %% k_fn only sent V_n %%" from a label on Facebook! ");

shame.Add (" %% k_fn:" Only death already, %% V_n") / / From BC2

shame.Add (" %% k_fn:« Hey % of V_n of %, you want the Sum of it? ") / / From BC2

shame.Add (" %% V_n took a gun at daggers points with %% to k_fn and lost!");

shame.Add ("You saw in YouTube of % of k_fn of % of a road train of % of V_n of %_");

shame.Add (" %% k_fn just added +1 knife kills him Battlelog statistics, thanks to %% V_n");

shame.Add (" %% k_fn:" Hey % of V_n of %, check your six following times");

shame.Add (" %% V_n, tell your mother you lost tags %% k_fn!");

shame.Add (" %% V_n simply wanted to look, k_fn %% 'at a premium a knife, there was no it thrust into an eye!") / / Bonuses the shame for a premium looks out!

/ / We add additional reports here shame.Add ("...");

 

Int level = 2;

 

try {

Level = Convert.ToInt32 (plugin.getPluginVarValue ("debug_level"));

} Catch (Exception е) { }

 

Casual welt = new Random ();

Int following = rand.Next (shame.Count); / / We choose a casual index limited the list quantity

Line MSG = plugin.R (shame [trace]);

 

if (level> = 2) plugin.ConsoleWrite (" ^ [knife Shame] ^ l:" + MSG);

 

plugin.ServerCommand ("admin.yell", MSG, "5");

 

plugin.PRoConChat ("ADMIN>" + MSG);

to return the false;

 

explain as for fools it is better with video

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Originally Posted by Maximiser*:

 

No.

 

Assuming you aren't trolling, see this thread and watch the video in the first post of that thread:

 

www.phogue.net/forumvb/showth...0-8-(beta-BF3)*

 

If you are trolling, GFYS.

No PapaCharlie I'm not trolling, just very new at this, sorry
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Originally Posted by den333*:

 

me interests as to make that when one player kills from a knife of other player the server showed on the screen middle

 

shame.Add (" %% k_fn slipped out a knife in V_n back %% '?!");

Where about it ^ Video

 

And video specified above about Simple Rank Limit

Simple Rank Limit isn't necessary to me

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Originally Posted by PapaCharlie9*:

 

me interests as to make that when one player kills from a knife of other player the server showed on the screen middle

 

shame.Add (" %% k_fn slipped out a knife in V_n back %% '?!");

Where about it ^ Video

 

And video specified above about Simple Rank Limit

Simple Rank Limit isn't necessary to me

Sorry, I don't understand you.

 

What's your native language? Maybe we can find someone to help you that speaks your language.

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  • 2 weeks later...

Originally Posted by PapaCharlie9*:

 

It reads like he wants the limit to yell instead of say when someone gets knifed.

That's as good a guess as any. The real issue is that he needs help installing Insane Limits and understanding how to use it. The video apparently didn't get the concept across.

 

I put out a request for help here:

www.phogue.net/forumvb/showth...anslation-help*

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  • 2 weeks later...

Originally Posted by den333*:

 

That's as good a guess as any. The real issue is that he needs help installing Insane Limits and understanding how to use it. The video apparently didn't get the concept across.

 

I put out a request for help here:

www.phogue.net/forumvb/showth...anslation-help*

??????? ??? ?????????? ???? ?????? ? ??? .
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Originally Posted by Static555*:

 

??????? ??? ?????????? ???? ?????? ? ??? .

???????? Insane Limits ?????? www.phogue.net/forumvb/showth...0-8-(beta-BF3)* (????? ?????? ????????), ????? ?????? ? ???? ???????, ??????? ????? ???????
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  • 1 month later...

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    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • 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 replies
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