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Originally Posted by _gp_*:

 

the following code works, selecting a gunlist at random OnRoundStart (I prefer OnRoundStart as it gives admin a chance to change gunlist manually before roundEnd).

 

@HexaCanon the first evaluation is your code that I changed, could not get != return false to work

 

@PapaCharlie9 thanks for what you do, inspired me to figure this out

 

the only problem I see is I use mapvote on -WalkInDead- server and that may take server away from starting a Gunmaster map next.

 

_gp?

 

 

evaluation OnRoundStart

 

1st check code

 

if (server.NextGamemode == "GunMaster0") return true;

 

 

2nd check code

 

Random rnd = new Random();

 

int gunlist=rnd.Next(9);

 

if(gunlist==0)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","0");}

else if(gunlist==1)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","1");}

else if(gunlist==2)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","2");}

else if(gunlist==3)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","3");}

else if(gunlist==4)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","4");}

else if(gunlist==5)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","5");}

else if(gunlist==6)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","6");}

else if(gunlist==7)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","7");}

else if(gunlist==8)

{plugin.ServerCommand("vars.gunMasterWeaponsPreset ","8");}

return false;

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Originally Posted by PapaCharlie9*:

 

Good, glad you were inspired and are having fun!

 

You can use CODE markers when you post code, like this:

 

 

your code

 

Your first_check should be an Expression and should be:

 

Code:

(server.NextGamemode == "GunMaster0")
The second_check could be simplified to this:

 

Code:

Random rnd = new Random();

int gunlist=rnd.Next(9);

plugin.ServerCommand("vars.gunMasterWeaponsPreset ", gunlist.ToString());
return false;
It's fine if vote map makes the next map be something other than gun master. The preset is ignored for other modes.
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Originally Posted by Pallywhacker*:

 

I run an adult server and don't put a restriction on language. With that said, the last couple of nights I have had a player come on to my server that uses a word that even I deem inappropriate. This usually happens after the player does not perform well, thus becoming enraged and then starts calling the opposing team players this word.

 

This is my request.

 

When the player chats the word, I want to temporarily ban him for 2 hours. I want to message him this message.

 

"Player Name you have been temporarily banned for the use of the word "Word". You may return in two hours after you have calmed down."

 

I would also like to say to the remaining players this message.

 

"Player Name has been temporarily banned for the use of an extremely inappropriate word. He will be able to return in 2 hours, after he has had a chance to calm down."

 

Thanks in advance for the help.

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Originally Posted by Singh400*:

 

Good, glad you were inspired and are having fun!

 

You can use CODE markers when you post code, like this:

 

{code}

your code

{/code}

 

Except replace the { with [ and the } with ]. I can't type the real code markers because they would turn into code!

Sorcery is my speciality mate...

 

// all your code here

 

Looks like...

Code:

// all your code here

I run an adult server and don't put a restriction on language. With that said, the last couple of nights I have had a player come on to my server that uses a word that even I deem inappropriate. This usually happens after the player does not perform well, thus becoming enraged and then starts calling the opposing team players this word.

 

This is my request.

 

When the player chats the word, I want to temporarily ban him for 2 hours. I want to message him this message.

 

"Player Name you have been temporarily banned for the use of the word "Word". You may return in two hours after you have calmed down."

 

I would also like to say to the remaining players this message.

 

"Player Name has been temporarily banned for the use of an extremely inappropriate word. He will be able to return in 2 hours, after he has had a chance to calm down."

 

Thanks in advance for the help.

Have a look at ...* post or ...* one.
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Originally Posted by PapaCharlie9*:

 

I run an adult server and don't put a restriction on language. With that said, the last couple of nights I have had a player come on to my server that uses a word that even I deem inappropriate. This usually happens after the player does not perform well, thus becoming enraged and then starts calling the opposing team players this word.

 

This is my request.

 

When the player chats the word, I want to temporarily ban him for 2 hours. I want to message him this message.

 

"Player Name you have been temporarily banned for the use of the word "Word". You may return in two hours after you have calmed down."

 

I would also like to say to the remaining players this message.

 

"Player Name has been temporarily banned for the use of an extremely inappropriate word. He will be able to return in 2 hours, after he has had a chance to calm down."

 

Thanks in advance for the help.

Easy, though I had to shorten the ban reason, yours was too long. The chat is probably too long too, but I left it as is. I'll do an example with code, since that's easier for me, but you could do it with Actions as well.

 

Create a new limit to evaluate OnAnyChat, called it "Chat Banner". Leave Action set to None.

 

Set first_check to this Code:

 

Code:

if (Regex.Match(player.LastChat, @"(_:bad1|bad2|bad3)", RegexOptions.IgnoreCase).Success) {
    String msg = "[Chat Banner] Temp ban for 2 hours of " + player.Name + " for chat: " + player.LastChat;
    plugin.ConsoleWrite(msg);
    plugin.PRoConEvent(msg, "Insane Limits");
    plugin.EABanPlayerWithMessage(EABanType.Name, EABanDuration.Temporary, player.Name, 2*60, player.Name + ", temp ban for chat, calm down and come back in 2 hours");
    plugin.SendGlobalMessage(player.Name + " has been temporarily banned for the use of an extremely inappropriate word. He will be able to return in 2 hours, after he has had a chance to calm down.");
}
return false;
Replace bad1 with the first bad word, replace bad2 and bad3 with variations of the word, except for different case (Bad1, BAD1, BaD1, and baD1 will all match bad1 automatically). Stuff like missing vowels, abbreviations, repeating letters, etc. For example, if the bad word you want to ban is sugar, you would replace bad1 with sugar. Since sometimes people type that as suggar, you would set bad2 to suggar. Finally, some people type it as sugarrrrr, so you set bad3 to sugarrrrr, resulting in:

 

Code:

if (Regex.Match(player.LastChat, @"(_:sugar|suggar|sugarrrrr)", RegexOptions.IgnoreCase).Success) {
The lines in blue are extra stuff for logging, so you can see people getting banned even if you are not playing in the game at the time.
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Originally Posted by Pallywhacker*:

 

Papa,

 

I put your code in.

 

I got this error.

 

[21:23:01] [insane Limits] Compiling Limit #8 - Chat Banner - OnAnyChat

[21:23:01] [insane Limits] ERROR: 2 errors compiling Code

[21:23:01] [insane Limits] ERROR: (CS1010, line: 30, column: 58): Newline in constant

[21:23:01] [insane Limits] ERROR: (CS1010, line: 32, column: 26): Newline in constant

 

Thanks,

 

Pally

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Originally Posted by PapaCharlie9*:

 

Papa,

 

I put your code in.

 

I got this error.

 

[21:23:01] [insane Limits] Compiling Limit #8 - Chat Banner - OnAnyChat

[21:23:01] [insane Limits] ERROR: 2 errors compiling Code

[21:23:01] [insane Limits] ERROR: (CS1010, line: 30, column: 58): Newline in constant

[21:23:01] [insane Limits] ERROR: (CS1010, line: 32, column: 26): Newline in constant

 

Thanks,

 

Pally

Copy what you have in your limit and paste it into a reply, preferably between code markers like this:

 

 

... replace this line with a paste of all your code ...

 

The error is saying that the double quotes (") are mismatched. Check any line that you changed and make sure you didn't accidentally add or delete a " character. Also, don't add any new lines (Enter key) into any line.

 

What browser are you using? Sometimes pasting from IE doesn't work. If you can use another browser to paste into Insane Limits, that would work better.

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Originally Posted by russel5*:

 

Hi, i don't understand in C++ (but i learn)

Please help me with this limit

When player Say "!tickets"

He see message : "Current gamemode: (GameMode) - (ServerTickets) Tickets"

Thanks

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Originally Posted by PapaCharlie9*:

 

Hi, i don't understand in C++ (but i learn)

Please help me with this limit

When player Say "!tickets"

He see message : "Current gamemode: (GameMode) - (ServerTickets) Tickets"

Thanks

What do you mean by (ServerTickets)?

 

* The current number of tickets left for his team?

* The current number of tickets left for all teams?

* The number of tickets the round started with?

* For Team Deathmatch, the number of tickets needed to win?

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Originally Posted by Pallywhacker*:

 

Papa,

 

I was using IE to cut and paste, also I was breaking up the code. Used Chrome and just cut and pasted the way you described the code needed to be and it all went fine and the limit complied. I haven't tested it yet but I don't think there will be any issue. Thanks again for your help.

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Originally Posted by russel5*:

 

What do you mean by (ServerTickets)?

* The number of tickets the round started with?

have revealed that the number of tickets given in the variable vars.GameModeCounter
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Originally Posted by supermillhouse*:

 

Actually, there are functions for setting any of the Insane Limits plugin variables, including custom lists. You just need to know the name of the variable, which is not always obvious.

 

Try some experiments with these functions on the plugin object:

 

Code:

bool setPluginVarValue(String variable, String value);
        String getPluginVarValue(String variable);
The name of the list will be something like "list__data", so if your custom list is #1, it would be "list_1_data". I'm not sure though, you'll have to play around with it.
Got this to work but having a bit of trouble. I believe that when the list is getting quite long, full of players names plus a count, it seams to clear itself. Is there a max length for the list and is there a way to increase it if so.
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Originally Posted by CaptCourage*:

 

I would like to restrict the career kdr of joining players to below 1.5 for my mostly new players/members. Would insane limits be able to do this. What would the expression code be for such an action?

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Originally Posted by PapaCharlie9*:

 

have revealed that the number of tickets given in the variable vars.GameModeCounter

vars.gameModeCounter is not the number of tickets. It's a percentage factor multiplied into the default starting tickets. So if the default starting tickets value is 350 and vars.gameModeCounter is 200, that results in 350 x (200 / 100) = 700 as the starting tickets for that round.

 

So for that example, do you want players to see 700 or 200?

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Originally Posted by PapaCharlie9*:

 

Got this to work but having a bit of trouble. I believe that when the list is getting quite long, full of players names plus a count, it seams to clear itself. Is there a max length for the list and is there a way to increase it if so.

Are you formatting the list as comma separated? That's required by Insane Limits. Other than that, Procon itself imposes a maximum size for plugin settings, but its pretty large, something like 100Kb per. Surely you aren't getting anywhere near that size?

 

What's the format of your list? I can help you reduce its size if that's really the problem. You already moved to a count over just repeating the name, that's a good size reduction technique.

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Originally Posted by PapaCharlie9*:

 

I would like to restrict the career kdr of joining players to below 1.5 for my mostly new players/members. Would insane limits be able to do this. What would the expression code be for such an action?

Yes, that's easy. I'll assume you know how to use Insane Limits, but if not: watch the video in post #1 of this thread: www.phogue.net/forumvb/showth...-JAN-2013)-BF3*

 

The video is a bit outdate, but will show you how to use Insane Limits.

 

All the career (ignore resets) expressions are listed here:

 

www.phogue.net/forumvb/showth...Premium-resets*

 

So for KDR, you want (OnJoin):

 

Code:

(!player.StatsError  && (player.Kills/player.Deaths) > 1.5 )
Then an Action like Kick or Ban.
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Originally Posted by supermillhouse*:

 

Are you formatting the list as comma separated? That's required by Insane Limits. Other than that, Procon itself imposes a maximum size for plugin settings, but its pretty large, something like 100Kb per. Surely you aren't getting anywhere near that size?

 

What's the format of your list? I can help you reduce its size if that's really the problem. You already moved to a count over just repeating the name, that's a good size reduction technique.

List style is

 

Supermillhouse:5, player:8, players:3

 

will double check tomorrow, was trying it out with on spawn. I use a regex split to break at , space and a split break at : in to an array

 

It seems to get so far then empties the list

 

I will post my code so far tomorrow if I have no luck

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Originally Posted by supermillhouse*:

 

Are you formatting the list as comma separated? That's required by Insane Limits. Other than that, Procon itself imposes a maximum size for plugin settings, but its pretty large, something like 100Kb per. Surely you aren't getting anywhere near that size?

 

What's the format of your list? I can help you reduce its size if that's really the problem. You already moved to a count over just repeating the name, that's a good size reduction technique.

Here we go:

 

This is being tested with OnSpawn

 

On my procon screen in "list_1_data" i have just "Supermillhouse:1"

 

After enabling insane limits with only the above data entry in "list_1_data", 120 ish secons later this happens, it goes from a fairly populated list to starting with my name again. By the way i am not in game when this happens, the first log is just printing the content of "list_1_data".

 

 

Code:

[14:17:07 93] [Insane Limits] Supermillhouse:1, Marcok80:5, IZerokilleRI:3, sandal97:2, BattleBatman:2, Smieszny16PL:3, 25debet25:3, SgrZerstoerung:3, OgnistyShadowPL:3, JaerFerro:3, Un4given69:5, moz2k12:2, DatNeg:2, KukkenTor:1, VVikietor:2, xXMrHeisenbergXx:1, NeashPL:2, Hypnossis:1, 46-TawweR-46:3, Dennisdefence:3, Knifftenuschi:3, Horror_Bullets:2, stiffl3r123:2, Slinky1986:1, Alpha_Reaper86:1, Uthred_1272:2, CarlosRamirez84:2, chi3f1:1
[14:17:07 94] [Insane Limits] Dennisdefence:3
[14:17:07 94] [Insane Limits] Dennisdefence
[14:17:07 94] [Insane Limits] 3
[14:17:07 94] [Insane Limits] 4
[14:17:07 94] [Insane Limits] Supermillhouse:1, Marcok80:5, IZerokilleRI:3, sandal97:2, BattleBatman:2, Smieszny16PL:3, 25debet25:3, SgrZerstoerung:3, OgnistyShadowPL:3, JaerFerro:3, Un4given69:5, moz2k12:2, DatNeg:2, KukkenTor:1, VVikietor:2, xXMrHeisenbergXx:1, NeashPL:2, Hypnossis:1, 46-TawweR-46:3, Dennisdefence:4, Knifftenuschi:3, Horror_Bullets:2, stiffl3r123:2, Slinky1986:1, Alpha_Reaper86:1, Uthred_1272:2, CarlosRamirez84:2, chi3f1:1
[14:17:11 04] [Insane Limits] Supermillhouse:1, Marcok80:5, IZerokilleRI:3, sandal97:2, BattleBatman:2, Smieszny16PL:3, 25debet25:3, SgrZerstoerung:3, OgnistyShadowPL:3, JaerFerro:3, Un4given69:5, moz2k12:2, DatNeg:2, KukkenTor:1, VVikietor:2, xXMrHeisenbergXx:1, NeashPL:2, Hypnossis:1, 46-TawweR-46:3, Dennisdefence:4, Knifftenuschi:3, Horror_Bullets:2, stiffl3r123:2, Slinky1986:1, Alpha_Reaper86:1, Uthred_1272:2, CarlosRamirez84:2, chi3f1:1
[14:17:11 04] [Insane Limits] VVikietor:2
[14:17:11 04] [Insane Limits] VVikietor
[14:17:11 04] [Insane Limits] 2
[14:17:11 04] [Insane Limits] 3
[14:17:11 04] [Insane Limits] Supermillhouse:1, Marcok80:5, IZerokilleRI:3, sandal97:2, BattleBatman:2, Smieszny16PL:3, 25debet25:3, SgrZerstoerung:3, OgnistyShadowPL:3, JaerFerro:3, Un4given69:5, moz2k12:2, DatNeg:2, KukkenTor:1, VVikietor:3, xXMrHeisenbergXx:1, NeashPL:2, Hypnossis:1, 46-TawweR-46:3, Dennisdefence:4, Knifftenuschi:3, Horror_Bullets:2, stiffl3r123:2, Slinky1986:1, Alpha_Reaper86:1, Uthred_1272:2, CarlosRamirez84:2, chi3f1:1
[14:17:11 34] [Insane Limits] Supermillhouse:1
[14:17:11 34] [Insane Limits] New Player
[14:17:11 34] [Insane Limits] Supermillhouse:1, Uthred_1272:1
[14:17:12 70] [Insane Limits] Supermillhouse:1, Uthred_1272:1
[14:17:12 70] [Insane Limits] New Player
[14:17:12 70] [Insane Limits] Supermillhouse:1, Uthred_1272:1, sandal97:1
By the way this glitch also happens when the list is hidden. Im guessing the procon host or my procon client is re-sending the list every 2 minutes setting it back to just "Supermillhouse:1"_? I am th only one logged in the the layer at the moment so no body else could be resetting the list.

 

This might help

 

Code:

string namecheck = plugin.getPluginVarValue("list_1_data");
plugin.ConsoleWrite(namecheck);
string[] names = Regex.Split(namecheck, ", ");

string lastItem = names[names.Length - 1];

  foreach (string name in names)
    {
	  string[] words1 = name.Split(':');
        
        
          if (words1[0] == player.Name)
          {
            plugin.ConsoleWrite(name);
            plugin.ConsoleWrite(words1[0]);
            plugin.ConsoleWrite(words1[1]);
            int value;
            int.TryParse(words1[1], out value);
            value++;
            plugin.ConsoleWrite(value.ToString());
            string phrase = namecheck.Replace(name, words1[0]+":"+value.ToString());
            plugin.ConsoleWrite(phrase);
            plugin.setPluginVarValue("list_1_data", phrase);
            break;
          }
        
        else if (name == lastItem)  {
        plugin.ConsoleWrite("New Player");
        plugin.setPluginVarValue("list_1_data", namecheck +", " + player.Name +":1");
        plugin.ConsoleWrite(namecheck +", " + player.Name +":1");
        }
      }
      
return false;
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Originally Posted by PapaCharlie9*:

 

Ah. The 120 seconds is the clue.

 

This must be due to the dreaded "settings" thread that reloads all the plugin settings every 120 seconds. I have no idea why it does that and has been an endless source of bugs -- remember the OnIntervalServer bug that reset any count greater than 120 seconds? The settings thread was the culprit there too.

 

My guess is that unless a person triggers a plugin setting change from the UI, it doesn't get stored to file. That wouldn't be so bad, since Procon stores all the current settings on normal exit without human intervention, but since IL reloads from file every 120 seconds, your data is lost.

 

Sorry, I guess you are back to square one. Unless ... I'll ask Phil if there is a way for a plugin to trigger a settings store to file programmatically. Then you'll just have to wait for a patch. Or, figure out how to do file IO from your limit. Here are all the assemblies included in a limit:

 

Code:

using System;
    using System.IO;
    using System.Text;
    using System.Text.RegularExpressions;
    using System.Collections.Generic;
    using System.Collections;
    using System.Net;
    using System.Net.Mail;
    using System.Web;
    using System.Data;
    using System.Threading;
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Originally Posted by supermillhouse*:

 

Ah. The 120 seconds is the clue.

 

This must be due to the dreaded "settings" thread that reloads all the plugin settings every 120 seconds. I have no idea why it does that and has been an endless source of bugs -- remember the OnIntervalServer bug that reset any count greater than 120 seconds? The settings thread was the culprit there too.

 

My guess is that unless a person triggers a plugin setting change from the UI, it doesn't get stored to file. That wouldn't be so bad, since Procon stores all the current settings on normal exit without human intervention, but since IL reloads from file every 120 seconds, your data is lost.

 

Sorry, I guess you are back to square one. Unless ... I'll ask Phil if there is a way for a plugin to trigger a settings store to file programmatically. Then you'll just have to wait for a patch. Or, figure out how to do file IO from your limit. Here are all the assemblies included in a limit:

 

Code:

    using System;
    using System.IO;
    using System.Text;
    using System.Text.RegularExpressions;
    using System.Collections.Generic;
    using System.Collections;
    using System.Net;
    using System.Net.Mail;
    using System.Web;
    using System.Data;
    using System.Threading;
Could you let me know if Phil will. For the time being I will start looking up stream.read and stream.write
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Originally Posted by HexaCanon*:

 

i need help, i can not find bf3.def weapon name for this G17C weapon.

 

i double checked bf3.def but nothing for it except these lines

 

Code:

// Saiga-12 Secondary Shotgun
// Glock17  Auxiliary Handgun
// AT4 Secondary ProjectileExplosive
// Assault M16A3
// Demolition EOD BOT
// Demolition M4
// Support M224 Mortar
// Recon TUGS
// Recon SOFLAM
// Recon MAV
// None G17C SUPPRESSED Handgun
// None M9 SUPPRESSED Handgun
// None MP443 SUPPRESSED Handgun
// None G18 SUPRESSED Handgun
// None .44 Scoped Handgun
it is weird when i do a kill and send message with the kill.Weapon, it says that the G17C is Glock18, yet on battlelog they have different stats (the G17C, G17C suprr, G18)...

 

are they reported as the same weapon from the game ?

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Originally Posted by PapaCharlie9*:

 

it is weird when i do a kill and send message with the kill.Weapon, it says that the G17C is Glock18, yet on battlelog they have different stats (the G17C, G17C suprr, G18)...

Apparently all of the Glock variations are reported as "Glock18" as you noted. RCON (BF3.def) generally uses fewer weapon codes than for weapon stats. A lot of stuff gets lumped together, like M1A3 and M1A4.
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Originally Posted by HexaCanon*:

 

Apparently all of the Glock variations are reported as "Glock18" as you noted. RCON (BF3.def) generally uses fewer weapon codes than for weapon stats. A lot of stuff gets lumped together, like M1A3 and M1A4.

i wonder what happens when i call for the Glock18 headshots, which headshots it will report, will it combine them. i wonder
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Originally Posted by HexaCanon*:

 

tried Glock18 stats, this is what IL gave me

Code:

[14:18:34] Kills 155
[14:18:34] ShotsFired 9807
[14:18:34] ShotsHit 1307
[14:18:34] Headshots 34
[14:18:34] Accuracy 13.3272152544101
[14:18:34] TimeEquipped 17604
[14:18:34] Name : basmon
this is what i found on battlelog page

 

Posted Image

 

IL stats a little bit out-dated because of the use of battlelog cache which is understandable (not a big difference).

 

i believe there is no way to get the G17C stats at all ?

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Originally Posted by PapaCharlie9*:

 

I cannot get onteamchange to trigger? Any ideas, tested limit with on spawn and works but it needs to be on team change really.

What version are you using? How are you doing the team change? An actual in-game change (while dead or after suicide) through the in-game deployment panel will trigger OnTeamChange. Doing any kind of admin move will not. There is also a slight delay of a second or two, due to the way the event has to guess at whether it is a real change or just an admin move.

 

If you want to debug the handling, set debug_level to 8, but prepare for tons of logging spam! Level 8 shows each handler firing and any special handling, like for team switches.

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Originally Posted by PapaCharlie9*:

 

Could you let me know if Phil will. For the time being I will start looking up stream.read and stream.write

Phil said there is no plugin API for forcing a save of settings. So do it yourself File io is your only option. Someday in the future you'll also have MySQL db as an option.
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Originally Posted by supermillhouse*:

 

Phil said there is no plugin API for forcing a save of settings. So do it yourself File io is your only option. Someday in the future you'll also have MySQL db as an option.

I have it working now with file io

 

I will post some stuff when I get the kinks ironed out

 

 

What version are you using? How are you doing the team change? An actual in-game change (while dead or after suicide) through the in-game deployment panel will trigger OnTeamChange. Doing any kind of admin move will not. There is also a slight delay of a second or two, due to the way the event has to guess at whether it is a real change or just an admin move.

 

If you want to debug the handling, set debug_level to 8, but prepare for tons of logging spam! Level 8 shows each handler firing and any special handling, like for team switches.

It is working

 

Sorry for that its just me being an idiot :biggrin:

* Restored post. It could be that the author is no longer active.
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  • Our picks

    • Game Server Hosting:

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

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

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

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

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

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

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


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



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

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



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

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

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



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


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


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




      Procon Layer will be $2 USD per month.


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


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


      Each layer will automatically restart if Procon crashes. 


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


      Custom plugins can be installed by submitting a support ticket.




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


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





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

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

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
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