ImportBot Posted May 15, 2016 Author Share Posted May 15, 2016 Originally Posted by LCARSx64*: You can set delay in SendPlayerMessage command with this prefix: plugin.SendPlayerMessage(player.Name, message, seconds); For yell msgs you would need to set TimeSpan variables. Unfortunitely, im not very familiar with those. myrcon.net/.../insane-limits-timed-messaging-system-v20 * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 15, 2016 Author Share Posted May 15, 2016 Originally Posted by BuRockK*: myrcon.net/.../insane-limits-timed-messaging-system-v20 Hmm yea, i should fully read that when im more sober * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 21, 2016 Author Share Posted May 21, 2016 Originally Posted by )RAG()N*: Is it possible to have set server messages display on set maps ? What I want to do is try and keep the Siege of Shanghai Tower up longer in the round and I want to have a message come up to keep the tower up until a set number of tickets but I only want it to display them while the Siege of Shanghai map is running. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 21, 2016 Author Share Posted May 21, 2016 Originally Posted by BuRockK*: Is it possible to have set server messages display on set maps ? What I want to do is try and keep the Siege of Shanghai Tower up longer in the round and I want to have a message come up to keep the tower up until a set number of tickets but I only want it to display them while the Siege of Shanghai map is running. Yes, you can make on spawn msg to all players. If any teams ticket is under a certain percentage you can change msg or send different msg * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 21, 2016 Author Share Posted May 21, 2016 Originally Posted by EntraVenuS*: sorry wrong thread please delete post * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 23, 2016 Author Share Posted May 23, 2016 Originally Posted by moacco07*: I've tested this:- Code: if (Regex.Match(chatword, "^"+racism+"[s]_[!_]_[_!]_$", RegexOptions.IgnoreCase).Success)As best I can, and it seems to be working fine. I've also modified it so it picks up the plural now. So now the first part looks like this:- Code: string fancy_time = DateTime.Now.ToString("HH:mm:ss"); string fancy_date = DateTime.Now.ToString("yyyy-MM-dd"); List<string> racisms = new List<string>(); racisms.Add("nigger"); racisms.Add("nigga"); racisms.Add("paki"); string[] chatwords = Regex.Split(player.LastChat, @"\s+"); foreach(string chatword in chatwords) { foreach(string racism in racisms) { if (Regex.Match(chatword, "^"+racism+"[s]_[!_]_[_!]_$", RegexOptions.IgnoreCase).Success) { plugin.SendGlobalMessage(plugin.R("%p_n% was auto-kicked for using the word: "+racism+"")); plugin.SendGlobalMessage(plugin.R("We operate a zero tolerance policy on racism")); plugin.KickPlayerWithMessage(player.Name, plugin.R("[Auto-Admin] Racist Language")); plugin.ConsoleWarn(plugin.R("%p_n% used the word: "+racism+"")); plugin.ConsoleWarn(plugin.R("%p_n% was auto-kicked for using the word: "+racism+"!")); plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("[" + fancy_date + "] [" + fancy_time + "] %p_n% said [" + player.LastChat + "]")); return true; } } } Hi Singh400, Could there be any change that you could add multi-punishment into this script? First - kick second - kick third - tban * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 25, 2016 Author Share Posted May 25, 2016 Originally Posted by moacco07*: Ok, try this ... Add as many lBadWords.Add lines as you like, you can even add matches for things such as dog lover by replacing the space with a . (dot), e.g. lBadWords.Add("dog.lover"); The values highlighted in red can be either true or false, and they are as follows: bAdminsCanTrigger - if this is set to true then Admins can trigger the matches (NOTE: they will be temp banned if they do trigger a match). bShowToChat - if this is set to true then the ban will be announced in in-game chat. bLogToProcon - if this is set to true then the ban will be announced in both the Procon chat tab and plugin console. bLogToFile - if this is set to true then the ban will be logged to the file Logs/InsaneLimits_BWD.log Auto-Ban Racists Create a new limit to evaluate OnAnyChat. Set action to None. Set first_check to this Code: Code: // Auto-Ban Racists - Limit 1 of 1 // v1.0 - OnAnyChat - first_check // bool bAdminsCanTrigger = false; bool bShowToChat = true; bool bLogToProcon = true; bool bLogToFile = true; List<String> lBadWords = new List<String>(); lBadWords.Add("word1"); lBadWords.Add("word2"); lBadWords.Add("word3"); lBadWords.Add("word4"); lBadWords.Add("word5"); lBadWords.Add("word6"); lBadWords.Add("word7"); lBadWords.Add("word8"); lBadWords.Add("word9"); lBadWords.Add("word10"); // Add as many lBadWords.Add lines as you like. // String[] sErrs = { "^b^1Auto-Ban Racists^0^n: ", "AUTO BANNED FOR RACIST LANGUAGE!", " - BANNED FOR SAYING [ ", "" }; Match mMatch = null; bool bComplete = false; bool bKill = false; bool bKick = false; bool bBan = false; bool bMove = false; bool bLevel = false; if (!bAdminsCanTrigger) { if (plugin.CheckAccount(player.Name, out bKill, out bKick, out bBan, out bMove, out bLevel)) { if (bKill && bKick && bBan && bMove & bLevel) return false; } } if (lBadWords.Count > 0) { foreach (String sBadWord in lBadWords) { mMatch = Regex.Match(player.LastChat, @"(_<=\W|^)(" + sBadWord + @")(_=\W|$)", RegexOptions.IgnoreCase); if (mMatch.Success) { sErrs[0] = sErrs[0] + plugin.R("%p_fn% - ") + sErrs[1]; sErrs[2] = plugin.R("%date% %time% - %p_fn%") + sErrs[2] + mMatch.Value + " ]"; sErrs[3] = plugin.R("%p_fn% ") + sErrs[1]; plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, player.Name, 24*60, sErrs[1]); if (bShowToChat) plugin.SendGlobalMessage(sErrs[3]); if (bLogToProcon) { plugin.ConsoleWrite(sErrs[0]); plugin.PRoConChat(sErrs[0]); } if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", sErrs[2]); return false; } } } return false; End of post. Hi Mr. LCARSx64, Any chance that you could add multiple punishment? 1st offence - kill saying [racist word] 2nd offence - kick saying [racist word] 3rd offence - TBAN 30 minutes saying [racist word] * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 28, 2016 Author Share Posted May 28, 2016 Originally Posted by LCARSx64*: Hi Mr. LCARSx64, Any chance that you could add multiple punishment? 1st offence - kill saying [racist word] 2nd offence - kick saying [racist word] 3rd offence - TBAN 30 minutes saying [racist word] This should work: Replace the code with the following (Adjusting the values highlighted in red as required): Note: This limit will remember players that have been punished until the server is restarted. Code: // Auto-Punish Racists - Limit 1 of 1 // v2.0 - OnAnyChat - first_check // bool bAdminsCanTrigger = [b]false[/b]; bool bShowToChat = [b]true[/b]; bool bLogToProcon = [b]true[/b]; bool bLogToFile = [b]true[/b]; List<String> lBadWords = new List<String>(); lBadWords.Add("word1"); lBadWords.Add("word2"); lBadWords.Add("word3"); lBadWords.Add("word4"); lBadWords.Add("word5"); lBadWords.Add("word6"); lBadWords.Add("word7"); lBadWords.Add("word8"); lBadWords.Add("word9"); lBadWords.Add("word10"); // Add as many lBadWords.Add lines as you like. // String[] sErrs = { "Do NOT use ", " was ", "killed ", "kicked ", "temp banned ", "for using ", "racist language! ( " }; String sKey = "_RACIST"; Match mMatch = null; bool bComplete = false; bool bKill = false; bool bKick = false; bool bBan = false; bool bMove = false; bool bLevel = false; int iCount = 0; Action<String[] > fMessage = delegate(String[] _sData) { if (_sData != null) { if (_sData.Length == 2) { plugin.SendPlayerMessage(_sData[0], _sData[1]); plugin.SendPlayerYell(_sData[0], "\n" + _sData[1], 8); } } }; Action<String> fLog = delegate(String _sMsg) { if (_sMsg != null) { _sMsg = "^b^1Auto-Punish Racists^0^n: " + _sMsg; plugin.ConsoleWrite(_sMsg); plugin.PRoConChat(_sMsg); } }; if (!bAdminsCanTrigger) { if (plugin.CheckAccount(player.Name, out bKill, out bKick, out bBan, out bMove, out bLevel)) { if (bKill && bKick && bBan && bMove & bLevel) return false; } } if (lBadWords.Count > 0) { foreach (String sBadWord in lBadWords) { mMatch = Regex.Match(player.LastChat, @"(_<=\W|^)(" + sBadWord + @")(_=\W|$)", RegexOptions.IgnoreCase); if (mMatch.Success) { sKey = player.PBGuid + sKey; if (server.Data.issetInt(sKey)) { iCount = server.Data.getInt(sKey); } iCount++; switch (iCount) { case 1: // First breach, kill player if (bShowToChat) fMessage(new String[] { player.Name, sErrs[0] + sErrs[6] + mMatch.Value + " )"}); if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[2] + sErrs[5] + sErrs[6] + mMatch.Value + " )"); plugin.ServerCommand("admin.killPlayer", player.Name); break; case 2: // 2nd breach, kick player if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[3] + sErrs[5] + sErrs[6] + mMatch.Value + " )"); if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("%date% %time% - %p_fn% - KICKED FOR SAYING [ " + mMatch.Value + " ]")); plugin.ServerCommand("admin.kickPlayer", player.Name, "RACIST LANGUAGE [ " + mMatch.Value + " ]"); break; case 3: // 3rd and subsequent breaches, temp ban player if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[4] + sErrs[5] + sErrs[6] + mMatch.Value + " )"); if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("%date% %time% - %p_fn% - TEMP BANNED FOR SAYING [ " + mMatch.Value + " ]")); plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, player.Name, 30, "TEMP BANNED FOR SAYING [" + mMatch.Value + " ]"); iCount = 2; break; } server.Data.setInt(sKey, iCount); } } } return false; * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 28, 2016 Author Share Posted May 28, 2016 Originally Posted by BuRockK*: Im tring to get the current maps mode and trigger limit if its a certain mode. Should be simple (server.Gamemode). Code: if (server.Gamemode == ConquestLarge0) { do this }But i dont understand why its not accepting ConquestLarge0 as a valid mode:[13:20:51 73] [insane Limits] ERROR: (CS0103, line: 35, column: 44): Der Name ConquestLarge0 ist im aktuellen Kontext nicht vorhanden. (Also not sure why its in german when procon is set to English(Australian)) I wanted to make sure the output wasnt a short version of a mode or whatever so i tested it with this: Code: plugin.ConsoleWrite("GameMode ^b"+ server.Gamemode +"^n");Which worked fine and outputs "GameMode ConquestLarge0" in plugin console Could someone tell me what im missing? * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 28, 2016 Author Share Posted May 28, 2016 Originally Posted by maxdralle*: ... But i dont understand why its not accepting ConquestLarge0 as a valid mode: [13:20:51 73] [insane Limits] ERROR: (CS0103, line: 35, column: 44): Der Name ConquestLarge0 ist im aktuellen Kontext nicht vorhanden. you need the " tag... Code: if (server.Gamemode == "ConquestLarge0") { do this } * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 28, 2016 Author Share Posted May 28, 2016 Originally Posted by BuRockK*: you need the " tag... Code: if (server.Gamemode == "ConquestLarge0") { do this } Oh.... * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 29, 2016 Author Share Posted May 29, 2016 Originally Posted by moacco07*: This should work: Replace the code with the following (Adjusting the values highlighted in red as required): Note: This limit will remember players that have been punished until the server is restarted. Code: // Auto-Punish Racists - Limit 1 of 1 // v2.0 - OnAnyChat - first_check // bool bAdminsCanTrigger = [b]false[/b]; bool bShowToChat = [b]true[/b]; bool bLogToProcon = [b]true[/b]; bool bLogToFile = [b]true[/b]; List<String> lBadWords = new List<String>(); lBadWords.Add("word1"); lBadWords.Add("word2"); lBadWords.Add("word3"); lBadWords.Add("word4"); lBadWords.Add("word5"); lBadWords.Add("word6"); lBadWords.Add("word7"); lBadWords.Add("word8"); lBadWords.Add("word9"); lBadWords.Add("word10"); // Add as many lBadWords.Add lines as you like. // String[] sErrs = { "Do NOT use ", " was ", "killed ", "kicked ", "temp banned ", "for using ", "racist language! ( " }; String sKey = "_RACIST"; Match mMatch = null; bool bComplete = false; bool bKill = false; bool bKick = false; bool bBan = false; bool bMove = false; bool bLevel = false; int iCount = 0; Action<String[] > fMessage = delegate(String[] _sData) { if (_sData != null) { if (_sData.Length == 2) { plugin.SendPlayerMessage(_sData[0], _sData[1]); plugin.SendPlayerYell(_sData[0], "\n" + _sData[1], 8); } } }; Action<String> fLog = delegate(String _sMsg) { if (_sMsg != null) { _sMsg = "^b^1Auto-Punish Racists^0^n: " + _sMsg; plugin.ConsoleWrite(_sMsg); plugin.PRoConChat(_sMsg); } }; if (!bAdminsCanTrigger) { if (plugin.CheckAccount(player.Name, out bKill, out bKick, out bBan, out bMove, out bLevel)) { if (bKill && bKick && bBan && bMove & bLevel) return false; } } if (lBadWords.Count > 0) { foreach (String sBadWord in lBadWords) { mMatch = Regex.Match(player.LastChat, @"(_<=\W|^)(" + sBadWord + @")(_=\W|$)", RegexOptions.IgnoreCase); if (mMatch.Success) { sKey = player.PBGUID + sKey; if (server.Data.issetInt(sKey)) { iCount = server.Data.getInt(sKey); } iCount++; switch (iCount) { case 1: // First breach, kill player if (bShowToChat) fMessage(new String[] { player.Name, sErrs[0] + sErrs[6] + mMatch.Value + " )"}); if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[2] + sErrs[5] + sErrs[6] + mMatch.Value + " )"); plugin.ServerCommand("admin.killPlayer", player.Name); break; case 2: // 2nd breach, kick player if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[3] + sErrs[5] + sErrs[6] + mMatch.Value + " )"); if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("%date% %time% - %p_fn% - KICKED FOR SAYING [ " + mMatch.Value + " ]")); plugin.ServerCommand("admin.kickPlayer", player.Name, "RACIST LANGUAGE [ " + mMatch.Value + " ]"); break; case 3: // 3rd and subsequent breaches, temp ban player if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[4] + sErrs[5] + sErrs[6] + mMatch.Value + " )"); if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("%date% %time% - %p_fn% - TEMP BANNED FOR SAYING [ " + mMatch.Value + " ]")); plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, player.Name, 30, "TEMP BANNED FOR SAYING [" + mMatch.Value + " ]"); iCount = 2; break; } server.Data.setInt(sKey, iCount); } } } return false; HI Sir, Thank you with the code, but with error below Code: [15:45:35 67] [Insane Limits] Thread(settings): ERROR: 1 error compiling Code [15:45:35 67] [Insane Limits] Thread(settings): ERROR: (CS0117, line: 173, column: 39): 'PRoConEvents.PlayerInfoInterface' does not contain a definition for 'PBGUID' * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 29, 2016 Author Share Posted May 29, 2016 Originally Posted by LCARSx64*: HI Sir, Thank you with the code, but with error below Code: [15:45:35 67] [Insane Limits] Thread(settings): ERROR: 1 error compiling Code [15:45:35 67] [Insane Limits] Thread(settings): ERROR: (CS0117, line: 173, column: 39): 'PRoConEvents.PlayerInfoInterface' does not contain a definition for 'PBGUID' Oh sorry, I typed PBGUID instead of PBGuid. I've updated my previous post to correct the code. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 29, 2016 Author Share Posted May 29, 2016 Originally Posted by moacco07*: Oh sorry, I typed PBGUID instead of PBGuid. I've updated my previous post to correct the code. Thank you Sir! * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted May 31, 2016 Author Share Posted May 31, 2016 Originally Posted by BuRockK*: Hi. Can help with next script: I want current round time info in chat, when player request, example with !roundtime command round time is shown in the scoreboard (Tab) * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 8, 2016 Author Share Posted June 8, 2016 Originally Posted by Hodor*: Does anyone know how to make OnJoin triggered immediately like ProconRulz? My rule: //evaluation OnJoin //first_check Code Code: if (server.PlayerCount<= 10 ) { plugin.SendGlobalYell(plugin.R("\n[Player: %p_n%] 3axoguT Ha CepBep! \nOcTaBauc9l Ha CepBepe 6yg My}l{ukoM! | CepBep ckopo 3aIIoJIHuTc9I"),10); } else if (server.PlayerCount<= 14 ) { plugin.SendGlobalMessage(plugin.R("===================================")); plugin.SendGlobalMessage(plugin.R("[Player: %p_n%] 3axoguT")); plugin.SendGlobalMessage(plugin.R("OcTaBauc9l Ha CepBepe 6yg My}l{ukoM!")); plugin.SendGlobalMessage(plugin.R("CepBep ckopo 3aIIoJIHuTc9I")); } return false;//second_check Disabled This rule is triggered when a player will joined entirely to the server, but I need that it triggered after pressing in battlelog "Join server" like ProconRulz * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 8, 2016 Author Share Posted June 8, 2016 Originally Posted by LCARSx64*: Does anyone know how to make OnJoin triggered immediately like ProconRulz? My rule: //evaluation OnJoin //first_check Code Code: if (server.PlayerCount<= 10 ) { plugin.SendGlobalYell(plugin.R("\n[Player: %p_n%] 3axoguT Ha CepBep! \nOcTaBauc9l Ha CepBepe 6yg My}l{ukoM! | CepBep ckopo 3aIIoJIHuTc9I"),10); } else if (server.PlayerCount<= 14 ) { plugin.SendGlobalMessage(plugin.R("===================================")); plugin.SendGlobalMessage(plugin.R("[Player: %p_n%] 3axoguT")); plugin.SendGlobalMessage(plugin.R("OcTaBauc9l Ha CepBepe 6yg My}l{ukoM!")); plugin.SendGlobalMessage(plugin.R("CepBep ckopo 3aIIoJIHuTc9I")); } return false;//second_check Disabled This rule is triggered when a player will joined entirely to the server, but I need that it triggered after pressing in battlelog "Join server" like ProconRulz OnJoin in Insane Limits doesn't work like that; Most of the time it won't trigger until the player first spawns, occasionally it will fire before that. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 8, 2016 Author Share Posted June 8, 2016 Originally Posted by Hodor*: OnJoin in Insane Limits doesn't work like that; Most of the time it won't trigger until the player first spawns, occasionally it will fire before that.No chance to do "Player joining notification" like in proconrulz? To fire immediately * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 8, 2016 Author Share Posted June 8, 2016 Originally Posted by BuRockK*: No chance to do "Player joining notification" like in proconrulz? To fire immediatelyNope, this is the way IL was designed. Another reason why you should use ProconRulz as well * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 8, 2016 Author Share Posted June 8, 2016 Originally Posted by ColColonCleaner*: Nope, this is the way IL was designed. Another reason why you should use ProconRulz as wellIsn't there an onauthenticate trigger that IL uses? On join just means something different to IL vs proconrulz, it waits until they are in the player list. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 8, 2016 Author Share Posted June 8, 2016 Originally Posted by BuRockK*: Isn't there an onauthenticate trigger that IL uses? On join just means something different to IL vs proconrulz, it waits until they are in the player list.Yea thats what i meant really. When you set a limit for OnJoin, it works after OnAuthenticate triggers. I too had the same problem with joining messages. In the end, i set join message in proconrulz as "player has joined server" and set another one in IL saying "player has joined game" * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 8, 2016 Author Share Posted June 8, 2016 Originally Posted by ColColonCleaner*: Yea thats what i meant really. When you set a limit for OnJoin, it works after OnAuthenticate triggers. I too had the same problem with joining messages. In the end, i set join message in proconrulz as "player has joined server" and set another one in IL saying "player has joined game"This is one thing that i've always wondered. What is the importance to people of knowing when a person clicks the button on battlelog vs actually being in the server? Honestly I don't understand why that information is important, might be missing something though. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 9, 2016 Author Share Posted June 9, 2016 Originally Posted by Chilace*: This is one thing that i've always wondered. What is the importance to people of knowing when a person clicks the button on battlelog vs actually being in the server? Honestly I don't understand why that information is important, might be missing something though.This can be useful for server seeding. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 9, 2016 Author Share Posted June 9, 2016 Originally Posted by BuRockK*: This is one thing that i've always wondered. What is the importance to people of knowing when a person clicks the button on battlelog vs actually being in the server? Honestly I don't understand why that information is important, might be missing something though.Could be usefull for who knows what. Knowing every bit of action taken in/on your server as much as possible is a good think IMO. Simple example could be; id be able to %count% every "connected" seperate from the count of joined players. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 9, 2016 Author Share Posted June 9, 2016 Originally Posted by moacco07*: Hi I have questions. Is it possible to run two Procons in same instances for a single server? Each Procon from different service provider? Any potential risk? * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 9, 2016 Author Share Posted June 9, 2016 Originally Posted by s1ngular1ty*: Hi I have questions. Is it possible to run two Procons in same instances for a single server? Each Procon from different service provider? Any potential risk? Yes you can have multiple procons connected to the same server. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 9, 2016 Author Share Posted June 9, 2016 Originally Posted by BuRockK*: Yes you can have multiple procons connected to the same server.2 different procon service provider for one server? * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 9, 2016 Author Share Posted June 9, 2016 Originally Posted by LCARSx64*: Hi I have questions. Is it possible to run two Procons in same instances for a single server? Each Procon from different service provider? Any potential risk? Yes you can connect two different Procon layers (hosted by different providers) to the same game server, however you'd need to make sure that each layer is not running the same plugins or limits for that matter.Why you'd want two layers connecting to the one server is beyond me though. Or did you mean can you have one Procon layer connected to two different game servers (same or different host)? The answer to this is yes. * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 9, 2016 Author Share Posted June 9, 2016 Originally Posted by Dete96*: I don't understand your problem either. Isn't it better if the player that triggers the message is able to see it? That is not possible with ProconRulz but works perfectly with IL!? If you want it like in ProconRulz, why don't you just use it? It should be no problem to create a rule depending on the playercount. Gesendet von iPhone mit Tapatalk * Restored post. It could be that the author is no longer active. Link to comment
ImportBot Posted June 9, 2016 Author Share Posted June 9, 2016 Originally Posted by Hodor*: I don't understand your problem either. Isn't it better if the player that triggers the message is able to see it? That is not possible with ProconRulz but works perfectly with IL!? If you want it like in ProconRulz, why don't you just use it? It should be no problem to create a rule depending on the playercount. Gesendet von iPhone mit Tapatalk Because Yell messages looks shitty without \n (new line support) in proconrulz and proconrulz havent delay or TimeSpan * Restored post. It could be that the author is no longer active. Link to comment
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