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Originally Posted by PapaCharlie9*:

 

Thank you for this wonderful plug-in!

 

Using Insane Limits v0.0.9.3 here.

 

I would like to have IL announce First Blood in Yell form to the whole server, instead of the say form that's ...*.

 

Since I didn't see a "Yell" action in IL's dialogue box, could someone please provide me with the correct code and option selection?

 

 

Best regards,

//subscribed to thread.

See this post for an explanation for how to add yells or player-only say (chat):

 

Insane Limits: How to yell and how to send chat to one player*

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Originally Posted by Roughneck2-0*:

 

See this post for an explanation for how to add yells or player-only say (chat):

 

Insane Limits: How to yell and how to send chat to one player*

Thanks for answering!

 

I've got near-zero programming knowledge, so I've spent like 2.5 hours and got up to this:

Code:

{
plugin.ServerCommand("admin.yell", killer.Name +" DREW FIRST BLOOD ON " +victim.Name+ " USING THE " +kill.Weapon,"12");
}
Only problem is, I have no idea how to set it all up so it's displayed just once.

Right now every time someone is killed - the code is triggered.

 

And so, unless someone could help with that, I would have to be the first one to say YES to your question ...* :smile:

 

 

Regards,

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Originally Posted by HexaCanon*:

 

Thanks for answering!

 

I've got near-zero programming knowledge, so I've spent like 2.5 hours and got up to this:

Code:

{
plugin.ServerCommand("admin.yell", killer.Name +" DREW FIRST BLOOD ON " +victim.Name+ " USING THE " +kill.Weapon,"12");
}
Only problem is, I have no idea how to set it all up so it's displayed just once.

Right now every time someone is killed - the code is triggered.

 

And so, unless someone could help with that, I would have to be the first one to say YES to your question ...* :smile:

 

 

Regards,

Doing this fast from my ipad, do first check expression

Code:

(true)
Second check code

Code:

if (limit.Activations()==1){
plugin.ServerCommand("admin.yell", killer.Name +" DREW FIRST BLOOD ON " +victim.Name+ " USING THE " +kill.Weapon,"12");
}
Painful to do ot from a tablet.
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Originally Posted by Roughneck2-0*:

 

Doing this fast from my ipad, do first check expression

Code:

(true)
Second check code

Code:

if (limit.Activations()==1){
plugin.ServerCommand("admin.yell", killer.Name +" DREW FIRST BLOOD ON " +victim.Name+ " USING THE " +kill.Weapon,"12");
}
Painful to do ot from a tablet.
Hello HexaCanon. Your help is much appreciated!

 

This time the event was triggered just once, as it should.

 

However, when I forced us to move to the next round via PRoCon (which resulted in us moving to another map in the maplist), the first kill (and all subsequent ones) never triggered the event.

 

 

Regards,

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Originally Posted by HexaCanon*:

 

Hello HexaCanon. Your help is much appreciated!

 

This time the event was triggered just once, as it should.

 

However, when I forced us to move to the next round via PRoCon (which resulted in us moving to another map in the maplist), the first kill (and all subsequent ones) never triggered the event.

 

 

Regards,

Did you run next round or end the round with a winning team ? Try ending the round with one team winning.
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Originally Posted by HexaCanon*:

 

I would like to get a limit who stop possibility of playing in 1 team all members from same clan.

When 6 guys with same tags are playing in 1 team game is ruined.

any ideas ?

It is possible. I cant do it now since i am in a tent in the middle of a desert
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Originally Posted by PapaCharlie9*:

 

However, when I forced us to move to the next round via PRoCon (which resulted in us moving to another map in the maplist), the first kill (and all subsequent ones) never triggered the event.

This is either a long standing defect of Insane Limits or a recent change in BF3 due to a patch. Either way, Insane Limits doesn't realize that the round is over if you use mapList.runNextRound (the command Procon uses). As Hex suggested, if you type

 

mapList.endRound

 

into the Console tab of Procon instead, that will avoid Insane Limits getting confused. The value of is the number of the team (1 for US, 2 for RU) that has the most tickets.

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Originally Posted by Roughneck2-0*:

 

Did you run next round or end the round with a winning team ? Try ending the round with one team winning.

This is either a long standing defect of Insane Limits or a recent change in BF3 due to a patch. Either way, Insane Limits doesn't realize that the round is over if you use mapList.runNextRound (the command Procon uses). As Hex suggested, if you type

 

mapList.endRound

 

into the Console tab of Procon instead, that will avoid Insane Limits getting confused. The value of is the number of the team (1 for US, 2 for RU) that has the most tickets.

Hey guys.

 

Thank you very much for your help, but the problem is still in effect:

The First-Blood shows correctly only when I first launch PRoCon or Restart the Insane Limits plugin.

 

1. Here's a screenshot of how I've got it set up at the moment:

http://i.imgur.com/cpdRh.png

 

2. Here's the Second Check Code as it is now:

Code:

if (limit.Activations()==1){
plugin.ServerCommand("admin.yell", killer.Name +" DREW FIRST BLOOD ON " +victim.Name+ " USING THE " +kill.Weapon,"12");
}
Regards,
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Originally Posted by HexaCanon*:

 

it is right just test it on an active server, i would suggest using this code because it has better weapon naming.

 

Code:

if (limit.Activations()==1){
Match m = Regex.Match(kill.Weapon, @"/([^/]+)$");
String wn = kill.Weapon;
if (m.Success) wn = m.Groups[1].Value;
plugin.ServerCommand("admin.yell", killer.Name +" DREW FIRST BLOOD ON " +victim.Name+ " USING THE " + wn,"12");
}
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Originally Posted by Trooper_LXIX*:

 

Hi

Using the below limit and works perfect on Squad Death Match abut on Conquest Armour only spawns at the start of the round.

Is it possible rather than having vars.vehicleSpawnAllowed", "false"

make it whatever the command is to delay vehicle spawn set to 99999 ( or whatever max value is )

Would that stop Armour spawning at start of round ?

Also is it possible to add a say or yell for the listed maps telling players there is no armoured vehicles on this map on first spawn ?

 

I Don't want the server to be Custom or Infantry Only in Battlelog browser.

 

Another question (not sure where to ask) I have been on Squad Death Match servers where there are 2 large squads rather than the usual forced 4 man squads, how is this done ?

I have a 16 player mixed modes server and when the server is not full it tends to have something like 2 x 4man squads and 1 x 2man squad, which kinda sux for the 2 man squad and by the time more players join it's too late to catch up.

 

Hope this post makes sense and appreciate any help....

 

 

Code:

limit_2_name
Disable Vehicles Based On Current Map 


limit_2_evaluation
OnIntervalPlayers ( when selecting "OnInterval" it goes back to OnIntervalPlayers)

limit_2_evaluation_interval
30


limit_2_first_check
code

limit_2_first_check_code
List<String> map_names = new List<String>();

map_names.Add("MP_003");
map_names.Add("MP_011");
map_names.Add("MP_001");

if (map_names.Contains(server.MapFileName))
   plugin.ServerCommand("vars.vehicleSpawnAllowed", "false");
else
  plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");

return false;
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Originally Posted by Roughneck2-0*:

 

it is right just test it on an active server, i would suggest using this code because it has better weapon naming.

 

Code:

if (limit.Activations()==1){
Match m = Regex.Match(kill.Weapon, @"/([^/]+)$");
String wn = kill.Weapon;
if (m.Success) wn = m.Groups[1].Value;
plugin.ServerCommand("admin.yell", killer.Name +" DREW FIRST BLOOD ON " +victim.Name+ " USING THE " + wn,"12");
}
Thank you very much, HexaCanon.

 

I've input the code you've provided and will test it when my server fills up later on today.

 

 

Regards,

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Originally Posted by PapaCharlie9*:

 

Hi

Using the below limit and works perfect on Squad Death Match abut on Conquest Armour only spawns at the start of the round.

Is it possible rather than having vars.vehicleSpawnAllowed", "false"

make it whatever the command is to delay vehicle spawn set to 99999 ( or whatever max value is )

Would that stop Armour spawning at start of round ?

What is Conquest Armour?

 

No, setting vars.vehicleSpawnDelay to 99999 does not stop armor from spawning at the start of the round. What happens is that you get two spawns of each vehicle, one at the start of the round, then when it is destroyed it gets one more spawn. Then it stops spawning for the rest of the round. Don't ask me why DICE did it that way. Also, you have to set vars.vehicleSpawnDelay BEFORE the round when you want it, not during.

 

It's easiest to set up if you never want normal vehicle spawning. Then you can just set your server (startup.txt configuration) to use:

Code:

vars.vehicleSpawnDelay 99999
all the time.

 

If you are mixing maps and modes in your rotation and sometimes you want vehicles to spawn normally and sometimes you don't, you need a limit or plugin to do that. It's hard to do correctly.

 

Also is it possible to add a say or yell for the listed maps telling players there is no armoured vehicles on this map on first spawn ?
If you use vars.vehicleSpawnDelay of 99999, it's actually better to encourage players to use the vehicles. Then they get blown up sooner and the rest of the round is vehicle free for a longer period of time. Telling people not to use a vehicle that has spawned is basically futile.

 

I have a 16 player mixed modes server and when the server is not full it tends to have something like 2 x 4man squads and 1 x 2man squad, which kinda sux for the 2 man squad and by the time more players join it's too late to catch up.
Use the Squad Deathmatch Live Balancer limit:

 

www.phogue.net/forumvb/showth...-live-balancer*

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Originally Posted by Trooper_LXIX*:

 

Thanks for the reply

 

What is Conquest Armour?

I missed a comma... I meant "but on Conquest, the armour spawns etc."

 

Telling people not to use a vehicle that has spawned is basically futile.

I agree, I'm sure they will figure out fast enough that it's not going to spawn again.

 

Use the Squad Deathmatch Live Balancer limit:

Thanks I will give that a try, but Is there a way to make a 16 player server with 2 X 8 man squads ?

I know it sounds like TDM, but in SQDM you can spawn on squad and maps use a bigger play area than TDM

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Originally Posted by HexaCanon*:

 

why do i get

 

Code:

[18:06:13 22] [Insane Limits] Tweet Successful, id=281037672376578050, Status: #PBBan (Temporary:30) rossotron1 @"xtracommunity.com [64 : 2nd no-explosives METRO]", for rossotron1 30 minutes ban for using M67
when there is no tweet action for that code :s
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Originally Posted by PapaCharlie9*:

 

Thanks I will give that a try, but Is there a way to make a 16 player server with 2 X 8 man squads ?

That would require a specialized plugin or limit. I don't know of any.
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Originally Posted by PapaCharlie9*:

 

why do i get

 

Code:

[18:06:13 22] [Insane Limits] Tweet Successful, id=281037672376578050, Status: #PBBan (Temporary:30) rossotron1 @"xtracommunity.com [64 : 2nd no-explosives METRO]", for rossotron1 30 minutes ban for using M67
when there is no tweet action for that code :s
When you accept the privacy policy the first time you enable Insane Limits, you are asked if it is okay for Insane Limits to send automatic built-in Tweeting of interesting events to micovery's Twitter stream:

 

http://twitter.com/InsaneLimits

 

You can disable automatic tweeting by setting use_custom_privacy_policy to True and then changing the privacy settings that are revealed. There are three of them, tweet_my_server_bans, tweet_my_server_kicks, and tweet_my_server_state.

 

Also, you only see that message if your debug_level is 3 or higher. If you don't want to see it anymore, reduce debug_level to 2.

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Originally Posted by ToM666*:

 

Hi guys

 

We are running a TDM/Conquest server and would like some code that does everything this script does below but only when it is Close Quarter TDM (i.e. No Vehicles). If we are playing any other game mode I would like the function to be disabled.

 

Is this possible?

 

Multi-Action 1st Kill, 2nd Kick, 3rd Ban for RPG/SMAW/M320*

 

Thanks guys and especially thanks to micovery for this plugin and all the work he has put into organising the codes and information.

 

I found it very easy to understand and navigate indeed. Good job sir!

 

Regards

 

ToM

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Originally Posted by droopie*:

 

can gunmaster have a preset rotation using an example?

still hope i can find something that rotates or applies random gun master in my mix mode server. i am looking into at least apply a preset based on player count
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Originally Posted by PapaCharlie9*:

 

Hi guys

 

We are running a TDM/Conquest server and would like some code that does everything this script does below but only when it is Close Quarter TDM (i.e. No Vehicles). If we are playing any other game mode I would like the function to be disabled.

 

Is this possible?

 

Multi-Action 1st Kill, 2nd Kick, 3rd Ban for RPG/SMAW/M320*

 

Thanks guys and especially thanks to micovery for this plugin and all the work he has put into organising the codes and information.

 

I found it very easy to understand and navigate indeed. Good job sir!

 

Regards

 

ToM

Change first_check to this:

 

Code:

(Regex.Match(server.MapFileName, "XP2").Success && Regex.Match(server.Gamemode, "Team").Success && Regex.Match(kill.Weapon, @"(m320|smaw|rpg)", RegexOptions.IgnoreCase).Success)
That's all you need.
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Originally Posted by dyn*:

 

Is there any way to set in plugin our server Description and Message ?

We miss it every server restart ...

No need for a plugin. Just edit Startup.txt . This file can usually be found by using your GSP's control panel.

 

 

vars.serverMessage "YOUR ON FIRST SPAWN MESSAGE GOES HERE"

vars.serverDescription "This is what will display on battlelog server description"

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Originally Posted by ToM666*:

 

Change first_check to this:

 

Code:

(Regex.Match(server.MapFileName, "XP2").Success && Regex.Match(server.Gamemode, "Team").Success && Regex.Match(kill.Weapon, @"(m320|smaw|rpg)", RegexOptions.IgnoreCase).Success)
That's all you need.
Lovely thanks PapaCharlie :smile:

 

Is there any way to intergrate that into the existing code that is the Multi Action 1st Kill, 2nd Kick, 3rd Ban for RPG code?

 

Doesn't matter if not it would just be handy if we could.

 

Either way. Appreciate your time on this and thanks again.

 

Regards

 

ToM

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Originally Posted by PapaCharlie9*:

 

Lovely thanks PapaCharlie :smile:

 

Is there any way to intergrate that into the existing code that is the Multi Action 1st Kill, 2nd Kick, 3rd Ban for RPG code?

 

Doesn't matter if not it would just be handy if we could.

 

Either way. Appreciate your time on this and thanks again.

 

Regards

 

ToM

There must be some confusion. My update is intended to integrate into the existing code. You replace the old first_check with the new one and leave second_check alone (same as old). Is that not clear?
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Originally Posted by ToM666*:

 

There must be some confusion. My update is intended to integrate into the existing code. You replace the old first_check with the new one and leave second_check alone (same as old). Is that not clear?

Ahhh, I see :mad:

 

Thanks mate and have a good christmas everyone :biggrin:

 

*runs away*

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Originally Posted by blademaster*:

 

hello PapaCharlie9 !

 

I'm using slightly modified version of your map announcement limit and Insane Limits - 0.0.9.3

It's working fine but after several rounds my procon layer crash and the only I can see is the timeouts in the console:

 

 

[11:18:36 16] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync

[11:19:06 66] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

[11:19:37 16] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for info_handle within getServerInfoSync

[11:20:07 67] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync

[11:20:38 17] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

[11:21:08 67] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for info_handle within getServerInfoSync

 

 

That happens only with announcer limit all others are working well.

Here is the code:

 

 

/* Version 0.8/R2 */

String kState = "NextMap_state"; // plugin.RounData int

 

int state = 0;

if (plugin.RoundData.issetInt(kState)) state = plugin.RoundData.getInt(kState);

 

switch (state) {

case 0: {

if ( server.RemainTicketsPercent(1)

state = 1;

} else {

return false;

}

break;

}

case 1: {

if ( server.RemainTicketsPercent(1)

state = 2;

} else {

return false;

}

break;

}

default: { return false; }

}

 

plugin.RoundData.setInt(kState, state);

 

/* BF3 friendly map names, including B2K, CQ, AK */

Dictionary Maps = new Dictionary();

Maps.Add("MP_001", "Grand Bazaar");

Maps.Add("MP_003", "Teheran Highway");

Maps.Add("MP_007", "Caspian Border");

Maps.Add("MP_011", "Seine Crossing");

Maps.Add("MP_012", "Operation Firestorm");

Maps.Add("MP_013", "Damavand Peak");

Maps.Add("MP_017", "Noshahr Canals");

Maps.Add("MP_018", "Kharg Island");

Maps.Add("MP_Subway", "Operation Metro");

Maps.Add("XP1_001", "Strike At Karkand");

Maps.Add("XP1_002", "Gulf of Oman");

Maps.Add("XP1_003", "Sharqi Peninsula");

Maps.Add("XP1_004", "Wake Island");

// CloseQ

Maps.Add("XP2_Factory", "Scrapmetal");

Maps.Add("XP2_Office", "Operation 925");

Maps.Add("XP2_Palace", "Donya Fortress");

Maps.Add("XP2_Skybar", "Ziba Tower");

// Armored Kill maps

Maps.Add("XP3_Desert", "Bandar Desert");

Maps.Add("XP3_Alborz", "Alborz Mountain");

Maps.Add("XP3_Valley", "Death Valley");

Maps.Add("XP3_Shield", "Armoured Shield");

//Aftermath

Maps.Add("XP4_Rubble", "Talah Market");

Maps.Add("XP4_Quake", "Epicenter");

Maps.Add("XP4_FD", "Markaz Monolith");

Maps.Add("XP4_Parl", "Azadi Palace");

 

 

/* BF3 friendly game modes, including B2K, CQ, AK */

Dictionary Modes = new Dictionary();

Modes.Add("ConquestLarge0", "Conquest");

Modes.Add("ConquestSmall0", "Conquest Small");

Modes.Add("ConquestAssaultLarge0", "Assault");

Modes.Add("ConquestAssaultSmall0", "Assault Small");

Modes.Add("ConquestAssaultSmall1", "Assault Small");

Modes.Add("RushLarge0", "Rush");

Modes.Add("SquadRush0", "Squad Rush");

Modes.Add("SquadDeathMatch0", "Squad DeathMatch");

Modes.Add("TeamDeathMatch0", "Team DeathMatch");

// CloseQ

Modes.Add("Domination0", "Domination");

Modes.Add("GunMaster0", "Gun Master");

Modes.Add("TeamDeathMatchC0", "Team DeathMatch");

// Armoured Kill modes

Modes.Add("TankSuperiority0","Tank Superiority");

//Aftermath

Modes.Add("Scavenger0","Scavenger");

 

 

String mapName = (Maps.ContainsKey(server.NextMapFileName)) ? Maps[server.NextMapFileName] : server.NextMapFileName;

String modeName = (Modes.ContainsKey(server.NextGamemode)) ? Modes[server.NextGamemode] : server.NextGamemode;

 

 

plugin.PRoConChat("The next map will be - " + mapName + " (" + modeName + ")");

plugin.ServerCommand("admin.yell", "The next map will be - " + mapName + " (" + modeName + ")", "5");

 

 

return false;

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Originally Posted by PapaCharlie9*:

 

I'm using slightly modified version of your map announcement limit and Insane Limits - 0.0.9.3

It's working fine but after several rounds my procon layer crash and the only I can see is the timeouts in the console:

 

 

[11:18:36 16] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync

[11:19:06 66] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

[11:19:37 16] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for info_handle within getServerInfoSync

[11:20:07 67] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for list_handle within getMapListSync

[11:20:38 17] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for indices_handle within getMapIndicesSync

[11:21:08 67] [insane Limits] Thread(enforcer): EXCEPTION: Timeout(30 seconds) expired, while waiting for info_handle within getServerInfoSync

When you say your procon layer crashed, what exactly happened? Are you running TrueBalancer on the same layer instance, by any chance?

 

These timeouts are not due to your limit code or even to Insane Limits itself. They are usually due to some kind of problem between the layer and the game server. Network congestion, layer load or lag, game server hosting provider networking issues, etc.

 

In the short term, you can reduce the frequency of those exceptions by changing the value of the wait_timeout setting in Insane Limits. I have mine set to 61. I still get these timeout exceptions, but I get them less often.

 

This does not fix the problem, though. Either your layer is getting overloaded by something, or, your network connection to your game server has a problem.

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Originally Posted by blademaster*:

 

Procon layer crashed - I mean that everything freezes, score, chat, amount of players, all actions in procon are being stoped, the only I can see these timeouts. I have layer running on remote server and even started another dedicated layer for insane limits, so I have 2 layers now, one running all the plugins, another only insane limits. On the second layer with insane limits i'm switching all limits to off except the announcement. It's working as it should for several rounds and after crash showing only timeouts, layer does not respond and everything freezes. To understand whats going on I run procon with this limit only on my pc and found that strange behavior. When I switch announcer limit off insane limits are working fine, when I switch announcer on - it always crash after several rounds, even having no other plugins enabled. Changing wait_timeout doesn't help - it just showing timeouts with specified amount of seconds.

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      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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