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Originally Posted by PapaCharlie9*:

 

Hiya, we have another limit that seems to have "timing"trouble. We have implemeted a lot of examples from this forum, no worries, but this one and the above one seem to not work properly for us.

 

I got the example of Server First Blood here...*

 

My problem is, this one displays at the end of the round, not the beginning.

 

It evaluates on kill with the action set to say.

 

First check expression is set to: (true)

 

Second check expression is set to: limit.Activations() == 1

 

Say message (seems to work ok):

say_audience = All

say_message = %p_n% got first blood this round with a %w_n%!

 

Any support or assistance to get this and the above limit to work as intended would be much appreciated. :smile:

First of all, UPGRADE TO Version 0.8. If you are brave, get patch 4 from here: https://github.com/PapaCharlie9/insane-limits/downloads

 

Press the Download as Zip button, copy the InsaneLimits.cs file out of the zip and replace the old file in Plugins/BF3.

 

If you are not brave, get patch 3 from here: http://www.phogue.net/forumvb/attach...9&d=1328999104

 

 

If upgrading to 0.8 doesn't fix it, try making these changes:

 

Change second_check from Expression to Code.

 

Set the Code to:

 

Code:

String kFirst = "first_kill";
if (!plugin.RoundData.issetBool(kFirst)) {
    plugin.RoundData.setBool(kFirst, true);
    return true;
}
return false;
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Originally Posted by Itz_cujo666*:

 

Hi, thanks for welcome, and also for your help on the 2 limits. I've just had the top scoring clan limit on virtual for a few rounds, it seemed to work so put it on enabled, and all it seems to work perfectly now (no more announcing at beginning and end of round, just announces close to the end)!

 

Thanks very much. I'll try the first blood limit tomorrow and let you know how it goes, and insert code in messages as you say in future too.

 

Cheers!

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Originally Posted by dyn*:

 

I don't know if I should press my luck with another request for support so soon... :X

 

The post I'm looking at is #361 in regards to the server news item. I've tried to insert code for on player spawn but I keep getting compile errors. Ugh.

 

Essentially I'm looking for something similar in that a welcome message is sent at the start of a new round when player spawns. Ideally this would be said during the countdown to start the match. So if a player joins halfway into the round no welcome message is psaid to the player until the start of the next round. Not sure if this makes sense? I'm just trying to ensure maximum visibility and that 25 second countdown provides the perfect environment for it.

 

Thank you.

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Originally Posted by HexaCanon*:

 

I don't know if I should press my luck with another request for support so soon... :X

 

The post I'm looking at is #361 in regards to the server news item. I've tried to insert code for on player spawn but I keep getting compile errors. Ugh.

 

Essentially I'm looking for something similar in that a welcome message is sent at the start of a new round when player spawns. Ideally this would be said during the countdown to start the match. So if a player joins halfway into the round no welcome message is psaid to the player until the start of the next round. Not sure if this makes sense? I'm just trying to ensure maximum visibility and that 25 second countdown provides the perfect environment for it.

 

Thank you.

Onspawn

 

first expression

 

Code:

server.TimeRound < 30 \\ message is sent only in the first half minute of round \\ 30 seconds
second code

 

Code:

if (limit.ActivationsTotal(player.Name) == 1) plugin.ServerCommand("admin.yell", plugin.R("%p_n% Welcome!");, "12","player", player.Name);
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Originally Posted by PapaCharlie9*:

 

Onspawn

 

first expression

 

Code:

server.TimeRound < 30 \\ message is sent only in the first half minute of round \\ 30 seconds
second code

 

Code:

if (limit.ActivationsTotal(player.Name) == 1) plugin.ServerCommand("admin.yell", plugin.R("%p_n% Welcome!");, "12","player", player.Name);
You have to remove the comment from first_check or it won't compile, and in any case, comments are forward slashes //. Change it to this:

 

Code:

( server.TimeRound < 30 )
Question: did you want the message to be shown for every round, or only once per player total? If every round, change limit.ActivationsTotal to limit.Activations.

 

It's not possible to show the message only during warm up. Insane Limits doesn't know the difference between warm-up and real start of round. In fact, I'm not even sure what Insane Limits sees during a warm up. It might look like OnRoundStart (warm up starts), OnRoundOver (warm up ends), OnRoundStart (round starts) to a limit. Or it might see nothing.

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Originally Posted by dyn*:

 

You have to remove the comment from first_check or it won't compile, and in any case, comments are forward slashes //. Change it to this:

 

Code:

( server.TimeRound < 30 )
Question: did you want the message to be shown for every round, or only once per player total? If every round, change limit.ActivationsTotal to limit.Activations.

 

It's not possible to show the message only during warm up. Insane Limits doesn't know the difference between warm-up and real start of round. In fact, I'm not even sure what Insane Limits sees during a warm up. It might look like OnRoundStart (warm up starts), OnRoundOver (warm up ends), OnRoundStart (round starts) to a limit. Or it might see nothing.

I'm sorry, I didn't word it correctly. I'm not actually talking about the warm up but rather the Lockdown countdown. This is the time that allows the slower loaders to get in right before the round starts.

 

It would work like this:

 

Player A Joins server halfway into the round. No welcome text is sent.

Round finishes.

Player A then spawns in to the game for the next round. If player spawns fast their will be a countdown to start the round -- this is where I'd like to see a message displayed in the chat box via player say.

 

I suppose it doesn't necessarily have to be something that works only "in 30 seconds of the match" just the players first spawn on the next map load. The idea behind this is that spamming text is usually just ignored or not seen if it's during the match. However, during the lockdown countdown (25 seconds in my case) the players can't do anything but wait and watch the chat box or jump up and down. I think this would provide the most exposure for a message that was important.

 

And if we wanted to get all fancy it could display a different message for each subsequent spawn at the start of a new round in round robin.

 

Start of first full round:

Message 1

 

Start of second full round:

Message 2

 

Start of third full round:

Message 3:

 

And then repeat. The multiple messages was just an afterthought. Just trying to get info to players where it will actually be seen.

 

 

Onspawn

 

first expression

 

Code:

server.TimeRound < 30 \\ message is sent only in the first half minute of round \\ 30 seconds
second code

 

Code:

if (limit.ActivationsTotal(player.Name) == 1) plugin.ServerCommand("admin.yell", plugin.R("%p_n% Welcome!");, "12","player", player.Name);
The more I thought about it, I think the first 30 seconds won't necessarly work because we don't know if the player has spawned or not. It would be ideal if it could be sent just on a new full round and only on the first spawn. That would mostly solve the problem and wouldn't matter if it was in the 30 seconds or not.

 

Thank you, again.

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Originally Posted by HexaCanon*:

 

I'm sorry, I didn't word it correctly. I'm not actually talking about the warm up but rather the Lockdown countdown. This is the time that allows the slower loaders to get in right before the round starts.

 

It would work like this:

 

Player A Joins server halfway into the round. No welcome text is sent.

Round finishes.

Player A then spawns in to the game for the next round. If player spawns fast their will be a countdown to start the round -- this is where I'd like to see a message displayed in the chat box via player say.

 

I suppose it doesn't necessarily have to be something that works only "in 30 seconds of the match" just the players first spawn on the next map load. The idea behind this is that spamming text is usually just ignored or not seen if it's during the match. However, during the lockdown countdown (25 seconds in my case) the players can't do anything but wait and watch the chat box or jump up and down. I think this would provide the most exposure for a message that was important.

 

And if we wanted to get all fancy it could display a different message for each subsequent spawn at the start of a new round in round robin.

 

Start of first full round:

Message 1

 

Start of second full round:

Message 2

 

Start of third full round:

Message 3:

 

And then repeat. The multiple messages was just an afterthought. Just trying to get info to players where it will actually be seen.

 

 

 

 

The more I thought about it, I think the first 30 seconds won't necessarly work because we don't know if the player has spawned or not. It would be ideal if it could be sent just on a new full round and only on the first spawn. That would mostly solve the problem and wouldn't matter if it was in the 30 seconds or not.

 

Thank you, again.

can you test what we gave you first and then tell us the exact behavior that u want to change. i do not understand what you exactly want and i think what we gave should work fine.

 

also it is possible to do different message but first it is good if you tell us that the 30 seconds are working or not.

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Originally Posted by PapaCharlie9*:

 

I'm sorry, I didn't word it correctly. I'm not actually talking about the warm up but rather the Lockdown countdown.

Doesn't matter, Insane Limits doesn't know about either time period. All it knows about is the first spawn of a new round -- fortunately, that's exactly what you want!

 

It would be ideal if it could be sent just on a new full round and only on the first spawn. That would mostly solve the problem and wouldn't matter if it was in the 30 seconds or not.

 

Thank you, again.

So you want one global yell for all players to see? But what about all the guys that haven't spawned yet? They won't see a yell. They might see a chat, though, as long as it doesn't scroll off by the time they spawn AND they have the chat window showing.

 

I think Hexacanon's idea would work better, since it's a private yell to each player the first time they spawn in a new round. Note that his limit doesn't send a message in the first 30 seconds. What it does is test if as each player spawns, did they spawn in the first 30 seconds of the round? If yes, they get a private yell once (either forever, or once per round, ActivationsTotal vs Activations, respectively).

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Originally Posted by jkibbles*:

 

PapaCharlie sent me over here from my other thread, so let's see if we can figure something out.

 

Here's what we're trying to do.

We want to have the server at 16 slots, unless people on the reserved slots list join the server, in which case it will grow up to 24 slots. We're trying to avoid kicking players as much as possible, so if there are 16 players in we want the server to gain a slot (only usable by reserved members) instead of booting a player that is in the server. Unfortunately, we're beating our heads against the wall with this.

 

So basically, what we're trying to do is to lock down 8 slots that can only be used by people on the Reserved Slots list. If none of the RSL players are online, it's a 16 slot server. As soon as someone on the RS list joins, it becomes a 17 slot server, if another person on the RS list joins, it becomes an 18 slot server, etc.

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Originally Posted by Itz_cujo666*:

 

Hi,

 

I wanted to return to the Server First Blood example. I had my server provider upgrade Insane Limits from .6 to .8 (patch 3 - I'm brave, but players aren't). :smile: And was hoping that would fix the limit, but it hasn't.

 

It's still not firing at appropriate times. It fires at the end of rounds, or in the middle, for example:

 

[09:26:05 29] [insane Limits] say(All), ingwar19, activated Limit #8: FIRST BLOOD this round goes to ingwar19!

[09:26:05 29] [insane Limits] WARNING: not sending global-message, virtual_mode is on

[09:27:14 35] [insane Limits] round start detected

 

-or-

[09:56:43 07] [insane Limits] TOP PLATOON this round is [bLR] with 4550 points!

[09:57:46 76] [insane Limits] say(All), LevelLEev, activated Limit #8: FIRST BLOOD this round goes to LevelLEev!

[09:57:46 76] [insane Limits] WARNING: not sending global-message, virtual_mode is on

 

...in the second example, the Top Platoon limit is firing correctly, at ~10% of tickets left (thanks for your help there!).

 

I updated the second check code, to reflect updated example you provided, so here is what I have:

 

It evaluates on kill with action set to say.

 

First_check expression set to:

(true)

 

Second_check code set to:

 

Code:

String kFirst = "first_kill";
if (!plugin.RoundData.issetBool(kFirst)) {
    plugin.RoundData.setBool(kFirst, true);
    return true;
}
return false;
Hope I got the message formatted better, to make it easier, thanks for any assistance... :smile:

 

Also, to say, .8 seems much better than .6, I especially like the extra possibilities on when to evaluate, and upgrading was very simple, all existing limits ported across without trouble.

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Originally Posted by HexaCanon*:

 

PapaCharlie sent me over here from my other thread, so let's see if we can figure something out.

 

Here's what we're trying to do.

We want to have the server at 16 slots, unless people on the reserved slots list join the server, in which case it will grow up to 24 slots. We're trying to avoid kicking players as much as possible, so if there are 16 players in we want the server to gain a slot (only usable by reserved members) instead of booting a player that is in the server. Unfortunately, we're beating our heads against the wall with this.

 

So basically, what we're trying to do is to lock down 8 slots that can only be used by people on the Reserved Slots list. If none of the RSL players are online, it's a 16 slot server. As soon as someone on the RS list joins, it becomes a 17 slot server, if another person on the RS list joins, it becomes an 18 slot server, etc.

when thinking of this, there is a scenario that might happen and i do not like.

 

imagine the server is locked on 19 slot.

 

a RSL member leaves , it is now 18/19 , a random player joins , it is now 19/19 , procon was late in checking and made the server max 18 players .. who gets kicked ?

 

it is possible to do this with multiple limits but i can not guarantee that it wont have issues.

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Originally Posted by jkibbles*:

 

when thinking of this, there is a scenario that might happen and i do not like.

 

imagine the server is locked on 19 slot.

 

a RSL member leaves , it is now 18/19 , a random player joins , it is now 19/19 , procon was late in checking and made the server max 18 players .. who gets kicked ?

 

it is possible to do this with multiple limits but i can not guarantee that it wont have issues.

Hopefully in that scenario the most recent joiner would be kicked. If it helps any, we have an extra server that we can play around with for the next couple of weeks. I have a feeling other people would find this setup useful as well.
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Originally Posted by Repoman*:

 

Is there a way to use vars.vehicleSpawnDelay 99999 limit instead of the vars.vehicleSpawnAllowed limit? I don't want the server to switch to custom when using vars.vehicleSpawnAllowed.

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Originally Posted by pharbehind*:

 

Hmm, alright I'll try that again.

 

Just tested and it's definitely not working. Did you modify it at all? Can you reconfirm that its working for you?

 

I get no response just like the other votekick plugins.

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Originally Posted by HexaCanon*:

 

Hmm, alright I'll try that again.

 

Just tested and it's definitely not working. Did you modify it at all? Can you reconfirm that its working for you?

 

I get no response just like the other votekick plugins.

screenshot your settings.
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Originally Posted by HexaCanon*:

 

It's copy pasted directly from the Votekick example...

state: enabled, on any chat. with the code copied. My other limits run fine.

do you have error compiling or it does not work as intended ?
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Originally Posted by Singh400*:

 

It's copy pasted directly from the Votekick example...

state: enabled, on any chat. with the code copied. My other limits run fine.

Well, clearly something is wrong. So I'd +1 on Hexa's request on a screenshot of your settings.
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Originally Posted by PapaCharlie9*:

 

PapaCharlie sent me over here from my other thread, so let's see if we can figure something out.

 

Here's what we're trying to do.

We want to have the server at 16 slots, unless people on the reserved slots list join the server, in which case it will grow up to 24 slots. We're trying to avoid kicking players as much as possible, so if there are 16 players in we want the server to gain a slot (only usable by reserved members) instead of booting a player that is in the server. Unfortunately, we're beating our heads against the wall with this.

 

So basically, what we're trying to do is to lock down 8 slots that can only be used by people on the Reserved Slots list. If none of the RSL players are online, it's a 16 slot server. As soon as someone on the RS list joins, it becomes a 17 slot server, if another person on the RS list joins, it becomes an 18 slot server, etc.

Insane Limits can be used to do this, but only if you are willing to copy your reserved slots list into Insane Limits, or, if everyone on the reserved slots list has the same tag (much easier). Insane Limits does not have access to the reserved slots list, though in general PRoCon plugins do have access. It just wasn't important to add to Insane Limits when reserved slots themselves didn't even work!

 

So what do you think?

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Originally Posted by PapaCharlie9*:

 

Hi,

 

I wanted to return to the Server First Blood example. I had my server provider upgrade Insane Limits from .6 to .8 (patch 3 - I'm brave, but players aren't). :smile: And was hoping that would fix the limit, but it hasn't.

 

It's still not firing at appropriate times. It fires at the end of rounds, or in the middle, for example:

 

[09:26:05 29] [insane Limits] say(All), ingwar19, activated Limit #8: FIRST BLOOD this round goes to ingwar19!

[09:26:05 29] [insane Limits] WARNING: not sending global-message, virtual_mode is on

[09:27:14 35] [insane Limits] round start detected

 

-or-

[09:56:43 07] [insane Limits] TOP PLATOON this round is [bLR] with 4550 points!

[09:57:46 76] [insane Limits] say(All), LevelLEev, activated Limit #8: FIRST BLOOD this round goes to LevelLEev!

[09:57:46 76] [insane Limits] WARNING: not sending global-message, virtual_mode is on

 

...in the second example, the Top Platoon limit is firing correctly, at ~10% of tickets left (thanks for your help there!).

 

I updated the second check code, to reflect updated example you provided, so here is what I have:

 

It evaluates on kill with action set to say.

 

First_check expression set to:

(true)

 

Second_check code set to:

 

Code:

String kFirst = "first_kill";
if (!plugin.RoundData.issetBool(kFirst)) {
    plugin.RoundData.setBool(kFirst, true);
    return true;
}
return false;
Hope I got the message formatted better, to make it easier, thanks for any assistance... :smile:

 

Also, to say, .8 seems much better than .6, I especially like the extra possibilities on when to evaluate, and upgrading was very simple, all existing limits ported across without trouble.

That's bizarre. It might be a bug in Insane Limits. Can you post your server configuration file (startup.txt), after editing out your server password? I suspect this might have to do with warm-up delay time.

 

Also, what map and mode is this failing on?

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Originally Posted by PapaCharlie9*:

 

PapaCharlie, still requesting a "PC" edition vote ban :smile:

 

myrcon.net/...vote-ban#entry22598

Sorry bud, but I've been buried with real-life work recently. I can only get to this forum a couple of times a week now. I got to get my clan squared away with Armored Kill first, then I can look at some of these more complicated requests.
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Originally Posted by Itz_cujo666*:

 

Hi,

 

Sure, here's my startup.txt, minus password/name. It's pretty vanilla except I tweaked around warm up and vars.roundRestartPlayerCount & vars.roundStartPlayerCount, but think that's fairly standard to do. We only run 2 maps, Ziba and Bazaar, game mode is SQDM. I haven't noticed a difference between Ziba and Bazaar, but now that you mention it, perhaps I should watch for this.

 

I also run Adaptive Server Size (highly recommend to everyone, btw.), Spambot, In-game Admin, and Voteban BF3, as well as Insane Limits (19 limits all enabled except this one, on virtual, and 2 lists), as FYI, if it matters.

 

In example below, I've got vars.maxPlayers 48, usually we just have vars.maxPlayers 32, but guess that probably doesn't matter.

 

It's unusual, because, sometimes I think it is firing correctly, for example this JUST happened, literally as I type this (on Bazaar with 48 SQDM slots)...but then again, I guess it is super fast to have a first kill?

[15:47:32 10] [insane Limits] round start detected

[15:47:32 70] [insane Limits] say(All), KirthGaaroth, activated Limit #8: FIRST BLOOD this round goes to KirthGaaroth!

[15:47:32 70] [insane Limits] WARNING: not sending global-message, virtual_mode is on

 

# -------------------------------------------------------------------------------------------------------------------------

# File generated by Procon Frostbite. Replace the contents of your /cfg/AdminScripts/startup.txt

# on your game server with this file for your settings to remain persistent on game server restart.

# -------------------------------------------------------------------------------------------------------------------------

# Comments begin with a # at the start of a line.

# Quotations are optional for single words, but are required if the parameter contains spaces:

# Correct: admin.password Hello

# Correct: admin.password "Hello"

# Incorrect: admin.password Hello World

# Correct: admin.password "Hello World"

 

punkBuster.activate

vars.serverDescription "*****NO RULES*****SQUAD DEATH MATCH 24/7*****150 Tickets*****Play FAST & FURIOUS or you lose*****NO IDIOT ADMINS*****NO KICKING FOR RESERVED SLOTS*****...and enjoy ftw! :smile:"

vars.friendlyFire false

vars.idleTimeout 400

vars.teamKillCountForKick 5

vars.teamKillValueForKick 4

vars.teamKillValueIncrease 1

vars.teamKillValueDecreasePerSecond 0

vars.autoBalance true

vars.killCam true

vars.miniMap true

vars.3dSpotting true

vars.miniMapSpotting true

vars.3pCam true

vars.maxPlayers 48

vars.idleBanRounds 0

vars.vehicleSpawnAllowed true

vars.vehicleSpawnDelay 100

vars.bulletDamage 100

vars.nameTag true

vars.regenerateHealth true

vars.roundRestartPlayerCount 0

vars.roundStartPlayerCount 1

vars.onlySquadLeaderSpawn false

vars.unlockMode "stats"

vars.soldierHealth 100

vars.hud true

vars.playerManDownTime 100

vars.playerRespawnTime 100

vars.gameModeCounter 300

vars.servermessage "*****150 TICKETS FOR THE WIN*****"

reservedSlotsList.aggressiveJoin false

vars.roundLockdownCountdown 10

vars.roundWarmupTimeout 600

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Originally Posted by HexaCanon*:

 

Hi,

 

Sure, here's my startup.txt, minus password/name. It's pretty vanilla except I tweaked around warm up and vars.roundRestartPlayerCount & vars.roundStartPlayerCount, but think that's fairly standard to do. We only run 2 maps, Ziba and Bazaar, game mode is SQDM. I haven't noticed a difference between Ziba and Bazaar, but now that you mention it, perhaps I should watch for this.

 

I also run Adaptive Server Size (highly recommend to everyone, btw.), Spambot, In-game Admin, and Voteban BF3, as well as Insane Limits (19 limits all enabled except this one, on virtual, and 2 lists), as FYI, if it matters.

 

In example below, I've got vars.maxPlayers 48, usually we just have vars.maxPlayers 32, but guess that probably doesn't matter.

 

It's unusual, because, sometimes I think it is firing correctly, for example this JUST happened, literally as I type this (on Bazaar with 48 SQDM slots)...but then again, I guess it is super fast to have a first kill?

[15:47:32 10] [insane Limits] round start detected

[15:47:32 70] [insane Limits] say(All), KirthGaaroth, activated Limit #8: FIRST BLOOD this round goes to KirthGaaroth!

[15:47:32 70] [insane Limits] WARNING: not sending global-message, virtual_mode is on

 

# -------------------------------------------------------------------------------------------------------------------------

# File generated by Procon Frostbite. Replace the contents of your /cfg/AdminScripts/startup.txt

# on your game server with this file for your settings to remain persistent on game server restart.

# -------------------------------------------------------------------------------------------------------------------------

# Comments begin with a # at the start of a line.

# Quotations are optional for single words, but are required if the parameter contains spaces:

# Correct: admin.password Hello

# Correct: admin.password "Hello"

# Incorrect: admin.password Hello World

# Correct: admin.password "Hello World"

 

punkBuster.activate

vars.serverDescription "*****NO RULES*****SQUAD DEATH MATCH 24/7*****150 Tickets*****Play FAST & FURIOUS or you lose*****NO IDIOT ADMINS*****NO KICKING FOR RESERVED SLOTS*****...and enjoy ftw! :smile:"

vars.friendlyFire false

vars.idleTimeout 400

vars.teamKillCountForKick 5

vars.teamKillValueForKick 4

vars.teamKillValueIncrease 1

vars.teamKillValueDecreasePerSecond 0

vars.autoBalance true

vars.killCam true

vars.miniMap true

vars.3dSpotting true

vars.miniMapSpotting true

vars.3pCam true

vars.maxPlayers 48

vars.idleBanRounds 0

vars.vehicleSpawnAllowed true

vars.vehicleSpawnDelay 100

vars.bulletDamage 100

vars.nameTag true

vars.regenerateHealth true

vars.roundRestartPlayerCount 0

vars.roundStartPlayerCount 1

vars.onlySquadLeaderSpawn false

vars.unlockMode "stats"

vars.soldierHealth 100

vars.hud true

vars.playerManDownTime 100

vars.playerRespawnTime 100

vars.gameModeCounter 300

vars.servermessage "*****150 TICKETS FOR THE WIN*****"

reservedSlotsList.aggressiveJoin false

vars.roundLockdownCountdown 10

vars.roundWarmupTimeout 600

are you having an issue with the message not being sent because virtual mode is on ? what is the issue without all the other talk ?
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      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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