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Originally Posted by spatieman*:

 

i resetted the stats last week to get ride of the crap that was messed up.

nothing happend,and no, the player.kdr is not working here, and server is running in normal mode with custom tickets.

well, gonna see what is going on, this isue we had sinds we have the bf4 server.

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Originally Posted by GR101*:

 

Insane Limits Request:

 

Looking for player was kicked due to VIP joining the server message.

 

Could somebody create an Insane Limit to display chat message player was kicked due to VIP joining?

 

It must be possible even if assumptions are made, e.g. VIP joined, player was kicked therefore assume this was due to VIP joining.

 

Message is not for the player but the server although that would be great.

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Originally Posted by maxdralle*:

 

Insane Limits Request:

 

Looking for player was kicked due to VIP joining the server message.

 

Could somebody create an Insane Limit to display chat message player was kicked due to VIP joining?

 

It must be possible even if assumptions are made, e.g. VIP joined, player was kicked therefore assume this was due to VIP joining.

 

Message is not for the player but the server although that would be great.

it is not possible with insane limits.

 

but you can do it with the the vip slot manager plugin*

 

the latest version includes this feature:

...

The Aggressive Join detection keeps you informed if a NON-VIP player got kicked to make room for VIP on full server. If the kicked player rejoins, the Plugin sends him a customized message.

...

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  • 4 weeks later...
  • 2 months later...

Originally Posted by D00medT0Fail*:

 

Is there a way to link limits? I have a heli anti farm for shanghai, and I've made a command that meant for admins only, so they could see how many kills the player farming had left before kick. (it was more of a debug, since I'm only checking for the viper|Z10 and not "death" and if it's "death" the limit doesn't count it) so I wanted to the first limit to tell the !kdr limit how many kills the player in question has left until kicked by the heli anti farm.

 

EDIT*

Also is there a way/method to extract numbers from in-game. So I want to make a ticketcount command so admins can change the ticket count in game. Some maps benefit from more/less tickets. So if I type in game "!tickets 125" it'll set the server ticket percentage to 125% and if I do "tickets 100" it'll change it back. I know how to make it work with the "!tickets", so that the command will tell me the current server ticket percentage, just don't know how to extract it :/

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Originally Posted by ColColonCleaner*:

 

Is there a way to link limits? I have a heli anti farm for shanghai, and I've made a command that meant for admins only, so they could see how many kills the player farming had left before kick. (it was more of a debug, since I'm only checking for the viper|Z10 and not "death" and if it's "death" the limit doesn't count it) so I wanted to the first limit to tell the !kdr limit how many kills the player in question has left until kicked by the heli anti farm.

 

EDIT*

Also is there a way/method to extract numbers from in-game. So I want to make a ticketcount command so admins can change the ticket count in game. Some maps benefit from more/less tickets. So if I type in game "!tickets 125" it'll set the server ticket percentage to 125% and if I do "tickets 100" it'll change it back. I know how to make it work with the "!tickets", so that the command will tell me the current server ticket percentage, just don't know how to extract it :/

I would suggest modifying your limit to just show the number of heli kills when the farmer is kicked. That way you don't need a separate command for it.

 

As for the ticket percentage, you can do that automatically with the UMM plugin. ultimate map manager. Try that instead.

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Originally Posted by maxdralle*:

 

...

Also is there a way/method to extract numbers from in-game. So I want to make a ticketcount command so admins can change the ticket count in game. Some maps benefit from more/less tickets. So if I type in game "!tickets 125" it'll set the server ticket percentage to 125% and if I do "tickets 100" it'll change it back. I know how to make it work with the "!tickets", so that the command will tell me the current server ticket percentage, just don't know how to extract it :/

Code:
if ((player.LastChat).Length <= 1) { return false; }

Match regexResult = null;

if (Regex.Match(player.LastChat, @"^!ticket", RegexOptions.IgnoreCase).Success) {
	// player entered something with "/ticket..."
	Match regexMatch = Regex.Match(player.LastChat, @"!ticket\s+([0-9]*)$", RegexOptions.IgnoreCase);
	if (regexMatch.Success) {
		// player entered something with "/ticket 0-99999
		regexResult = regexMatch;
		if (regexResult.Groups[1].Value.Length >= 1) {
			int tmp_tickets = 0;
			int.TryParse(regexResult.Groups[1].Value, out tmp_tickets);
			if ((tmp_tickets >= 50) && (tmp_tickets <= 400)) {
				// player entered valid ticket
				plugin.SendPlayerMessage(player.Name, "okay. next round: " + tmp_tickets.ToString() + " tickets");
				// execute what commad ...
				plugin.ServerCommand("vars.gameModeCounter", tmp_tickets.ToString());
			} else {
				// no valid ticket count entered
				plugin.SendPlayerMessage(player.Name, "ERROR: no valid ticket count");
			}
		} else {
			// no valid ticket count entered
			plugin.SendPlayerMessage(player.Name, "ERROR: no valid ticket count");
		}
	} else {
		// no valid command syntax
		plugin.SendPlayerMessage(player.Name, "ERROR: wrong syntax.");
	}
}
dont forget to add a check for admin privileges
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Originally Posted by ColColonCleaner*:

 

Sometimes giving them exactly what they ask for isn't the right thing to do. Here he has the option of getting this done automatically instead of requiring an admin to do the ticket changes.

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Originally Posted by maxdralle*:

 

Sometimes giving them exactly what they ask for isn't the right thing to do. Here he has the option of getting this done automatically instead of requiring an admin to do the ticket changes.

"...So I want to make a ticketcount command so admins can change the ticket count in game..."

 

he ask for a command in insane limits. a solution to change the ticket count automatically is also possible with in insane limits, but this was not the question.

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Originally Posted by LCARSx64*:

 

Is there a way to link limits? I have a heli anti farm for shanghai, and I've made a command that meant for admins only, so they could see how many kills the player farming had left before kick. (it was more of a debug, since I'm only checking for the viper|Z10 and not "death" and if it's "death" the limit doesn't count it) so I wanted to the first limit to tell the !kdr limit how many kills the player in question has left until kicked by the heli anti farm.

You can pass values from one limit to another by using one of two methods:

 

1. You can store the value(s) in Data/RoundData objects (e.g. server.Data.setInt and server.Data.getInt) and from the second limit check if that value has been set and (if so) read/alter it.

2. You can save the value(s) to a file and read it in from the second limit.

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Originally Posted by D00medT0Fail*:

 

I'm not familar on how to use them, as I just tried to implement it in to my limits with no luck. The compliers keeps returning that the int I'm using are not in the context?

 

Would you mind giving me a small example on how to setInt and how to getInt between limits?

 

Thank you, all help is greatly appreciated.

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Originally Posted by LCARSx64*:

 

I'm not familar on how to use them, as I just tried to implement it in to my limits with no luck. The compliers keeps returning that the int I'm using are not in the context?

 

Would you mind giving me a small example on how to setInt and how to getInt between limits?

 

Thank you, all help is greatly appreciated.

In limit #1 you'd have something like:

Code:

String key_Helikills = player.Name + "_HK"; // This is the key used to store the data for access from limit #2 (in this case, assuming the player is named PlayerName, it'll be the string PlayerName_HK).
int iHeliKills = 0; // This is an integer that you'd increment for each heli kill the player made.

if (server.Data.issetInt(key_Helikills)) iHeliKills = server.Data.getInt(key_Helikills); // Check if the key is already set, if so read it and set iHeliKills to the value that is stored.

// Other code such as incrementing iHeliKills and whatever else goes here.

server.Data.setInt(key_Helikills, iHelikills); // Store the value.
return false;
Limit #2 would contain the same code except you wouldn't need to set the stored value unless you wanted that recorded (in this case, as long as the server is running).

 

To remove the stored data, you'd use:

Code:

server.Data.unsetInt(key_Helikills);
As I mentioned, this data will persist while the server is running or you unset it. You could also use, for example, plugin.Data.setInt() to store the data as long as the Insane Limits plugin is active.

 

In the above, I've used server.Data, if you used server.RoundData then the data would only persist for the round.

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  • 2 weeks later...

Originally Posted by Talzac*:

 

Hi,

Is it possible to check if a specific map loads and then change that map to another on the map list?

So for example if Zavod 311 - Defuse is voted for or loaded it will switch to Zavod - CQ small instead?

 

So if end of round Zavod 311 - Defuse is next on the maplist change that to another map

 

I need to have defuse on maplist to get 10 players on server and then when ultimate map manager switch to my other list I need to have teamdeathmatch to get 20 players on server.

 

I do not want the game modes to be played, the maps is only regulating how many people is on the server this is a "fix" for missing the old adaptive server start plugin that is not working. There server is CQ small -> CQ large

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  • 1 month later...

Originally Posted by Jonesmann83*:

 

Hi Mates,

 

we got a server runnin with map vote and various maps / modes.

Now we set up the Guilean Peaks Map as a Bow and Knife only Map.

 

We got the Problem, that we need a yell message on Server Join, so that

Players can fix their loadout before they spawn on the server.

 

I tried it in ProconRulz, but that Join Yell message is way too short. Now

i´ve tried some codes in Insane but can´t get it runnin.

Maybe here is someone who can help me ... would be awesome.

 

So, I need the Code for a Server Join Message only on Map Guillean (XP1_003). Yell would be the best.

 

 

Thanks and have a great Day

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Originally Posted by maxdralle*:

 

Hi,

Is it possible to check if a specific map loads and then change that map to another on the map list?

So for example if Zavod 311 - Defuse is voted for or loaded it will switch to Zavod - CQ small instead?

 

So if end of round Zavod 311 - Defuse is next on the maplist change that to another map

 

I need to have defuse on maplist to get 10 players on server and then when ultimate map manager switch to my other list I need to have teamdeathmatch to get 20 players on server.

 

I do not want the game modes to be played, the maps is only regulating how many people is on the server this is a "fix" for missing the old adaptive server start plugin that is not working. There server is CQ small -> CQ large

this script will skip the gamemode domination and the gamemode TDM. it loads the first map in your map rotation.

 

Code:

// Insane Limits - Skip gamemode TDM,domination //
// insane limits settings: limit_evaluation: OnRoundOver     ;     limit_first_check: Code        ;        limit_action: none


if ((server.NextGamemode == "Elimination0") || (server.NextGamemode == "TeamDeathMatch0")) {
    plugin.ConsoleWrite("^1^bAUTO-MAP-LOADER:^0^n Loading first map (skip: " + plugin.FriendlyMapName(server.NextMapFileName) + " (" + server.NextGamemode +")");
    plugin.ServerCommand("mapList.setNextMapIndex", "0");
}
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Originally Posted by maxdralle*:

 

Hi Mates,

 

we got a server runnin with map vote and various maps / modes.

Now we set up the Guilean Peaks Map as a Bow and Knife only Map.

 

We got the Problem, that we need a yell message on Server Join, so that

Players can fix their loadout before they spawn on the server.

 

I tried it in ProconRulz, but that Join Yell message is way too short. Now

i´ve tried some codes in Insane but can´t get it runnin.

Maybe here is someone who can help me ... would be awesome.

 

So, I need the Code for a Server Join Message only on Map Guillean (XP1_003). Yell would be the best.

 

 

Thanks and have a great Day

do it on first spawn with an psay + pyell for 30 sec.

without spawn event is not so easy because some players have a long loading time from join event till ready to spawn.

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Originally Posted by ColColonCleaner*:

 

do it on first spawn with an psay + pyell for 30 sec.

without spawn event is not so easy because some players have a long loading time from join event till ready to spawn.

30 seconds is a VERY long yell, just try counting to it and picturing the message covering your screen for that long.
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Originally Posted by GR101*:

 

I can't find what I am after, so I'm posting Insane Limits Request for server Vote Map.

 

This no frills Vote Map has the following requirements:

 

• 2 map rotation

• Keep playing existing map until vote is successful, if successful change map next round, change server name and server description.

• 25 percent of tickets remaining initiates vote map change (configurable), PLAYER YELL vote map change has been initiated, PLAYER YELL repeat after 8 percent of tickets from vote commencing (configurable).

• Commands !VOTECAMP do not change map, !VOTENEXT new map next round, !VOTEVIP do not change map (Commands configurable)

• VIP list, Insane Limits list: vote_vip_list, list of players who can use !VOTEVIP command.

• If !VOTEVIP = 10 votes (configurable) do not change map next round.

• !VOTENEXT must be greater than !VOTECAMP unless !VOTEVIP = 10 or more (configurable)

• !VOTEVIP, PLAYER YELL = your vote has been registered to keep existing map.

• !VOTECAMP, PLAYER YELL = your vote has been registered to keep existing map.

• !VOTENEXT, PLAYER YELL = your vote has been registered for new map.

• !VOTEMAPCANCEL, cancels next round vote map change, YELL = ADMIN voted to keep existing map for next round (configurable)

• Close voting with 5 percent of tickets remaining, YELL next map will be Metro or Locker (configurable)

• Monitor vote progress in CHAT area.

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Originally Posted by tomopcver*:

 

sorry for my noob English

I'd like to show player power and team power like this.

 

https://imgur.com/a/YuTIWYd

 

on spawn : show my power

 

on kill : show enemy power who i just kill

 

on death : show enemy power who I was killed by

 

on server interval : show team power avarage

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Originally Posted by maxdralle*:

 

I can't find what I am after, so I'm posting Insane Limits Request for server Vote Map.

 

This no frills Vote Map has the following requirements:

 

• 2 map rotation

• Keep playing existing map until vote is successful, if successful change map next round, change server name and server description.

• 25 percent of tickets remaining initiates vote map change (configurable), PLAYER YELL vote map change has been initiated, PLAYER YELL repeat after 8 percent of tickets from vote commencing (configurable).

• Commands !VOTECAMP do not change map, !VOTENEXT new map next round, !VOTEVIP do not change map (Commands configurable)

• VIP list, Insane Limits list: vote_vip_list, list of players who can use !VOTEVIP command.

• If !VOTEVIP = 10 votes (configurable) do not change map next round.

• !VOTENEXT must be greater than !VOTECAMP unless !VOTEVIP = 10 or more (configurable)

• !VOTEVIP, PLAYER YELL = your vote has been registered to keep existing map.

• !VOTECAMP, PLAYER YELL = your vote has been registered to keep existing map.

• !VOTENEXT, PLAYER YELL = your vote has been registered for new map.

• !VOTEMAPCANCEL, cancels next round vote map change, YELL = ADMIN voted to keep existing map for next round (configurable)

• Close voting with 5 percent of tickets remaining, YELL next map will be Metro or Locker (configurable)

• Monitor vote progress in CHAT area.

i dont understand 100% what you want.

you want a locker server with a voteing to switch it to metro server? or do you have more maps in your rotation?

usually the xvotemap plugin do the voteing job. with a small code modification it will keep the current map if the votemap threshold is less than 10...

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Originally Posted by GR101*:

 

i dont understand 100% what you want.

you want a locker server with a voteing to switch it to metro server? or do you have more maps in your rotation?

usually the xvotemap plugin do the voteing job. with a small code modification it will keep the current map if the votemap threshold is less than 10...

Thanks maxdralle for responding.

 

We have a metro server and want to switch to Locker only when the vote is successful, if the vote is not successful it stays on Metro. So we could have 20 rounds of Metro and 3 rounds of Locker and if nobody wants Locker it stays on Metro. I do not want any predetermined rounds e.g. Metro, Locker, Metro, Locker etc….

 

I looked at xvotemap and it didn't appear to do what I wanted.

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Originally Posted by maxdralle*:

 

Thanks maxdralle for responding.

 

We have a metro server and want to switch to Locker only when the vote is successful, if the vote is not successful it stays on Metro. So we could have 20 rounds of Metro and 3 rounds of Locker and if nobody wants Locker it stays on Metro. I do not want any predetermined rounds e.g. Metro, Locker, Metro, Locker etc….

 

I looked at xvotemap and it didn't appear to do what I wanted.

okay, that make sense.

open the xvotemap.cs file in your notepad. goto to 2367 ("WritePluginConsole("^bVotemap failed^n. The total number votes"...). add a new line with the following text:

 

Code:

SetMap(m_strCurrentMap, m_strCurrentGameMode);
save the file, upload it to your layer and restart the procon layer server.

 

then goto the xvotemap plugin settings. in your case the following settings are important:

 

MAP OPTION > EXCLUDE CURRENT MAP FROM VOTE OPTIONS > NO

VOTEING > VOTES THRESHOLD > 10

XTRAS > SYNC SERVER VIPS / RESERVED SLOTS > YES

XTRAS > VIP VOTE COUNT > 3

 

 

next step is the server name and server description. open insane limits and create a new limit.

 

Code:

//////////////////////////////
// Round End - Server Description Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code
//////////////////////////////		

if (server.NextMapFileName == "MP_Prison") {
	plugin.ServerCommand("vars.serverDescription","Your server description for locker map");
	plugin.ServerCommand("vars.serverName","Servername for locker map");
} else if (server.NextMapFileName == "XP0_Metro") {
	plugin.ServerCommand("vars.serverDescription","Your server description for metro map");
	plugin.ServerCommand("vars.serverName","Servername for metro map");
}
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Originally Posted by ColColonCleaner*:

 

sorry for my noob English

I'd like to show player power and team power like this.

 

https://imgur.com/a/YuTIWYd

 

on spawn : show my power

 

on kill : show enemy power who i just kill

 

on death : show enemy power who I was killed by

 

on server interval : show team power avarage

That's a custom script, no idea what is generating that power number.
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Originally Posted by GR101*:

 

okay, that make sense.

open the xvotemap.cs file in your notepad. goto to 2367 ("WritePluginConsole("^bVotemap failed^n. The total number votes"...). add a new line with the following text:

 

Code:

SetMap(m_strCurrentMap, m_strCurrentGameMode);
save the file, upload it to your layer and restart the procon layer server.

 

then goto the xvotemap plugin settings. in your case the following settings are important:

 

MAP OPTION > EXCLUDE CURRENT MAP FROM VOTE OPTIONS > NO

VOTEING > VOTES THRESHOLD > 10

XTRAS > SYNC SERVER VIPS / RESERVED SLOTS > YES

XTRAS > VIP VOTE COUNT > 3

 

 

next step is the server name and server description. open insane limits and create a new limit.

 

Code:

//////////////////////////////
// Round End - Server Description Changer
// settings for insane limits:     limit_evaluation: OnRoundOver     ,    limit_first_check: Code
//////////////////////////////		

if (server.NextMapFileName == "MP_Prison") {
	plugin.ServerCommand("vars.serverDescription","Your server description for locker map");
	plugin.ServerCommand("vars.serverName","Servername for locker map");
} else if (server.NextMapFileName == "XP0_Metro") {
	plugin.ServerCommand("vars.serverDescription","Your server description for metro map");
	plugin.ServerCommand("vars.serverName","Servername for metro map");
}
Thanks maxdralle that works great, just what i am after :- )
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  • 1 month later...

Originally Posted by spatieman*:

 

could need some help

 

based on the expression for checking someone's KDR, on my server players with a KDR higer as 5 wil be kicked.

works as it should be.

 

first check: expression

Code:

( player.Kdr > 5 )
but i also would like to log the action for revieuwing it later and check for stats abnormalitys.

using this

Code:

plugin.Log("Plugins/insanelimits-warnings.log", plugin.R("[%date% %time%] [%server_host%] [server.Name] [player.PBGuid] [%k_cn%] player.Name kicked for KDR > 5"));
still puzling here how insane limits work, so i am not gone post my stuff here, it doesnt work at all

(becouse it make no sence at all)

 

i know it i want it in the second check, but some reason i cant get it to work.

 

how do i make the code that it logs the action done in the 1st expression.

the kick action goes over the new action section.

 

-edit-

second code after some coffee

 

Code:

Double highKdr = 5;
    
    if ( player.Kdr > highKdr ) {
        String reason = "KDR=" + player.Kdr + " exceeds server limit of " + highKdr + "!";
        String message = plugin.R("Kicking %p_fn% for ") + reason;
        plugin.Log("Plugins/insanelimits-warnings.log", plugin.R("[%date% %time%] [%server_host%] [server.Name] [player.PBGuid] [%k_cn%] player.Name kicked for KDR > " + highKdr));
        plugin.SendGlobalMessage(message);
        plugin.ConsoleWrite(@"^4 " + message + @" ^0 (Battlelog KDR=" + player.Kdr );
        plugin.KickPlayerWithMessage(player.Name, plugin.R("suspect KDR > " + highKdr));

    }
    return false;
This should works as code only

but does it now kick when a player has a KDR higher as 5, or 10?

i do not the yet the double highkdr line (double)

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Originally Posted by LCARSx64*:

 

Make sure you can actually write to the Procon server's Plugins folder, if not try a different folder:

Code:

plugin.Log("[b]Logs[/b]/insanelimits-warnings.log", plugin.R("[%date% %time%] [%server_host%] [server.Name] [player.PBGuid] [%k_cn%] player.Name kicked for KDR > 5"));
If you're already using:

Code:

( player.Kdr > 5 )
As the first_check evaluation then you don't need to double check that in the second_check code because that only gets called if the first_check expression evaluates to true (in this case, if a player's KDR is greater than 5):

 

Code:

String reason = "KDR=" + player.Kdr[b].ToString()[/b] + " exceeds server limit of 5!";
String message = plugin.R("Kicking %p_fn% for ") + reason;
plugin.SendGlobalMessage(message);
plugin.ConsoleWrite(@"^4 " + message + @" ^0 (Battlelog KDR=" + player.Kdr[b].ToString()[/b] );
String logmsg = plugin.R("[%date% %time%] [%server_host%] [") + server.Name + "] [" + player.PBGuid + "] [" + player.CountryName + "]" + player.Name + " kicked for KDR > 5";
plugin.Log("[b]Logs[/b]/insanelimits-warnings.log", logmsg);
plugin.KickPlayerWithMessage(player.Name, "suspect KDR > 5");

return false;
Finally, it will only kick if the player's KDR is higher than 5.
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Originally Posted by spatieman*:

 

Make sure you can actually write to the Procon server's Plugins folder, if not try a different folder:

 

If you're already using:

Code:

( player.Kdr > 5 )
As the first_check evaluation then you don't need to double check that in the second_check code because that only gets called if the first_check expression evaluates to true (in this case, if a player's KDR is greater than 5):

 

Code:

String reason = "KDR=" + player.Kdr[b].ToString()[/b] + " exceeds server limit of 5!";
String message = plugin.R("Kicking %p_fn% for ") + reason;
plugin.SendGlobalMessage(message);
plugin.ConsoleWrite(@"^4 " + message + @" ^0 (Battlelog KDR=" + player.Kdr[b].ToString()[/b] );
String logmsg = plugin.R("[%date% %time%] [%server_host%] [") + server.Name + "] [" + player.PBGuid + "] [" + player.CountryName + "]" + player.Name + " kicked for KDR > 5";
plugin.Log("[b]Logs[/b]/insanelimits-warnings.log", logmsg);
plugin.KickPlayerWithMessage(player.Name, "suspect KDR > 5");

return false;
Finally, it will only kick if the player's KDR is higher than 5.
ooh it writes, i have other stuff writing to the folder.

and no, i dont use the expression anymore, but i am always in for experimenting

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      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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