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Originally Posted by supermillhouse*:

 

Any way of counting the number of players on each team, i dont want to use number of players as i believe that includes people who are loading in to game? correct me if i am incorrect.

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Originally Posted by PapaCharlie9*:

 

Any way of counting the number of players on each team, i dont want to use number of players as i believe that includes people who are loading in to game? correct me if i am incorrect.

You know, I wasn't sure. I had to look at the code to confirm that you are right, the server.PlayerCount is the serverInfo count of players, which may include joining players that do not show up on the game scoreboard yet.

 

The teamX.players.Count, on the other hand, is also inaccurate, due to stats fetching. A player may appear on the game scoreboard, and even spawn and die a few times, before that player is included in the teamX.players.Count, depending on how big the stats fetch queue is and how slow Battlelog is.

 

So you might as well go ahead an use teamX.players.Count, with the understanding that you can't get a totally accurate count no matter what you do and teamX.players.Count is convenient.

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Originally Posted by supermillhouse*:

 

You know, I wasn't sure. I had to look at the code to confirm that you are right, the server.PlayerCount is the serverInfo count of players, which may include joining players that do not show up on the game scoreboard yet.

 

The teamX.players.Count, on the other hand, is also inaccurate, due to stats fetching. A player may appear on the game scoreboard, and even spawn and die a few times, before that player is included in the teamX.players.Count, depending on how big the stats fetch queue is and how slow Battlelog is.

 

So you might as well go ahead an use teamX.players.Count, with the understanding that you can't get a totally accurate count no matter what you do and teamX.players.Count is convenient.

That should be fine, it will be used for starting a server off, so there will only be a couple of people to stat fetch for. More times than enough our server gets a join but the player doesn't turn up, so I had planned on using team change from neutral to a side to do a team player count, to see if there are x number of people in game and then add them to a reward list. Will see how I get on with that.
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Originally Posted by supermillhouse*:

 

You know, I wasn't sure. I had to look at the code to confirm that you are right, the server.PlayerCount is the serverInfo count of players, which may include joining players that do not show up on the game scoreboard yet.

 

The teamX.players.Count, on the other hand, is also inaccurate, due to stats fetching. A player may appear on the game scoreboard, and even spawn and die a few times, before that player is included in the teamX.players.Count, depending on how big the stats fetch queue is and how slow Battlelog is.

 

So you might as well go ahead an use teamX.players.Count, with the understanding that you can't get a totally accurate count no matter what you do and teamX.players.Count is convenient.

I was hoping to use the above with onteamchange but it doesnt seem to trigger when a player changes from neutral to US/RU
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Originally Posted by PapaCharlie9*:

 

I was hoping to use the above with onteamchange but it doesnt seem to trigger when a player changes from neutral to US/RU

Yeah, sorry, Insane Limits throws those events away. Your idea is a good idea for a standalone plugin, but it won't work for Insane Limits.
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Originally Posted by supermillhouse*:

 

If i use this to access all the players on the server. At the time of a players foreach, how do i get their clan tag as this last line doesn't work?

 

Code:

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
if (team3.players.Count > 0) players.AddRange(team3.players);
if (team4.players.Count > 0) players.AddRange(team4.players);

foreach (PlayerInfoInterface p in players)
  {
  plugin.ConsoleWrite(p.Name);
  plugin.ConsoleWrite(p.Tag);
It just comes up blank even if they have a tag, some other p.__? come up as NaN?
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Originally Posted by PapaCharlie9*:

 

If i use this to access all the players on the server. At the time of a players foreach, how do i get their clan tag as this last line doesn't work?

 

Code:

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
if (team3.players.Count > 0) players.AddRange(team3.players);
if (team4.players.Count > 0) players.AddRange(team4.players);

foreach (PlayerInfoInterface p in players)
  {
  plugin.ConsoleWrite(p.Name);
  plugin.ConsoleWrite(p.Tag);
It just comes up blank even if they have a tag, some other p.__? come up as NaN?
Hmmm, that code looks right (if you add the closing } at the bottom) and I've used similar code that works fine. It should never show NaN. Something is definitely messed up.

 

Try this slightly different version:

 

Code:

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
if (team3.players.Count > 0) players.AddRange(team3.players);
if (team4.players.Count > 0) players.AddRange(team4.players);

foreach (PlayerInfoInterface p in players)
  {
  String tag = (String.IsNullOrEmpty(p.Tag)) _ "(no tag)" : "[" + p.Tag + "]";
  plugin.ConsoleWrite(tag + p.Name + " compared to " + p.FullName);
  }
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Originally Posted by supermillhouse*:

 

Hmmm, that code looks right (if you add the closing } at the bottom) and I've used similar code that works fine. It should never show NaN. Something is definitely messed up.

 

Try this slightly different version:

 

Code:

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
if (team3.players.Count > 0) players.AddRange(team3.players);
if (team4.players.Count > 0) players.AddRange(team4.players);

foreach (PlayerInfoInterface p in players)
  {
  String tag = (String.IsNullOrEmpty(p.Tag)) _ "(no tag)" : "[" + p.Tag + "]";
  plugin.ConsoleWrite(tag + p.Name + " compared to " + p.FullName);
  }
Here you are:

Code:

[11:52:06 80] [Insane Limits] Thread(enforcer): (no tag)Stellatooth1 compared to Stellatooth1
[11:52:06 80] [Insane Limits] Thread(enforcer): Stellatooth1:02/02/2013:1
I know for a fact Stellatooth1 has a SLAG tag

 

Attached Files:

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Originally Posted by PapaCharlie9*:

 

Here you are:

Code:

[11:52:06 80] [Insane Limits] Thread(enforcer): (no tag)Stellatooth1 compared to Stellatooth1
[11:52:06 80] [Insane Limits] Thread(enforcer): Stellatooth1:02/02/2013:1
I know for a fact Stellatooth1 has a SLAG tag
That's very strange. Something is definitely going wrong. What version of IL are you using?

 

Ah, I have a theory. Are you using Battlelog Cache? It might be that the clan tag is not be cached properly or not being queried properly. Search your battle.log for the same name. Every time the stats are fetched for that player, through the cache or not, the tag is written in battle.log. If you find the same name with a tag AND without a tag and you are using Battlelog Cache, that's the likely explanation.

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Originally Posted by supermillhouse*:

 

That's very strange. Something is definitely going wrong. What version of IL are you using?

 

Ah, I have a theory. Are you using Battlelog Cache? It might be that the clan tag is not be cached properly or not being queried properly. Search your battle.log for the same name. Every time the stats are fetched for that player, through the cache or not, the tag is written in battle.log. If you find the same name with a tag AND without a tag and you are using Battlelog Cache, that's the likely explanation.

You are correct in the fact i had it set for using cache when it was disabled. I knocked it off because i thought it was locking up my layer more. What is your oppinion of it, has it affected stability at all for procon_? set back to direct fech for now. if you say cache plugin is ok i will move over to that again.

 

F.Y.I. Whilst we are talking about battle.log, if the server folder is not created for logging, i.e because procon is not logging chat, console, events etc, then insane limits throws an error because it cannot find the folder. Logs/111.11.11.111_12345/20130202_battle.log

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Originally Posted by PapaCharlie9*:

 

You are correct in the fact i had it set for using cache when it was disabled. I knocked it off because i thought it was locking up my layer more. What is your oppinion of it, has it affected stability at all for procon_? set back to direct fech for now. if you say cache plugin is ok i will move over to that again.

I think Battlelog Cache plugin (1.0.1.0) is fine, I've never had a problem with it.

 

What event are you evaluating your limit on? I want to set up a test that compares the tag seen OnJoin vs? (whatever event you are coding for) in Insane Limits.

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Originally Posted by supermillhouse*:

 

I think Battlelog Cache plugin (1.0.1.0) is fine, I've never had a problem with it.

 

What event are you evaluating your limit on? I want to set up a test that compares the tag seen OnJoin vs? (whatever event you are coding for) in Insane Limits.

I am using on join and it is working ok now, i had it set to use the cache plugin i.e. direct fetch false but the plugin was not enabled, i wil now switch it back to use the cache and see how it goes
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Originally Posted by Hutchew*:

 

Limit request:

 

Very possible someone has already done this, but couldn't find in a search......

 

Basically want to make vehicle spawn times coincide with player count...........

 

So like 0-20 players total, spawn time set to ridiculous amount to prevent spawning (after first initial spawn).

 

20-30 players, spawn time set to 1.5 times normal

 

over 30 players, spawn time set to normal

 

 

I know there is a way to turn spawns off, but that turns you into a custom server, which kills your player joins..........

 

 

Any help?

 

Thanks,

 

Hutchew

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Originally Posted by HexaCanon*:

 

Limit request:

 

Very possible someone has already done this, but couldn't find in a search......

 

Basically want to make vehicle spawn times coincide with player count...........

 

So like 0-20 players total, spawn time set to ridiculous amount to prevent spawning (after first initial spawn).

 

20-30 players, spawn time set to 1.5 times normal

 

over 30 players, spawn time set to normal

 

 

I know there is a way to turn spawns off, but that turns you into a custom server, which kills your player joins..........

 

 

Any help?

 

Thanks,

 

Hutchew

Vehicle spawn delay only changes on new round. You still need it ?
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Originally Posted by PapaCharlie9*:

 

I am using on join and it is working ok now, i had it set to use the cache plugin i.e. direct fetch false but the plugin was not enabled, i wil now switch it back to use the cache and see how it goes

Well, that would do it!
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Originally Posted by Hutchew*:

 

Vehicle spawn delay only changes on new round. You still need it ?

Hexa, I'm sure it does: we change the spawn delay in several maps frequently to spawn faster if we are fooling around with jets or heli's........ I've never noticed it taking a round change to adjust it.

 

Unless you're saying that a "limit" could only make it change at new round..............:huh:

 

So yeah, would like to have it....... and be functional throughout the round, not just at round start.

 

Thanks, hexa..........you are always a lot of help. I appreciate you, brother.

 

 

Hutchew

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Originally Posted by HexaCanon*:

 

I tested it myself with the chopper it respawns in 90 seconds at 100% and if changed it keeps the same spawn time. I will check it again tomorrow in an empty server.

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Originally Posted by Hutchew*:

 

lol.....and I just tested it too..........

 

killed 1st chopper, respawned at @80 seconds on 100%

Set respawn to 2%, killed 2nd chopper, again respawned at @80 seconds. left spawn time at 2%.

Killed 3rd chopper, respawned in @ 4-5 seconds, and each one after that the same...........

 

Reset spawn time to 200%, killed chopper, respawned in 4-5 seconds.

Killed that chopper, respawned in @2.5 minutes...........

 

 

So, it does work, just takes one vehicle destroyed after new spawn time is set before it actually sets to new respawn time........

 

lol, thought I was losing my mind....I knew we had been doing it for a long time...........

 

Hutchew

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Originally Posted by HexaCanon*:

 

lol.....and I just tested it too..........

 

killed 1st chopper, respawned at @80 seconds on 100%

Set respawn to 2%, killed 2nd chopper, again respawned at @80 seconds. left spawn time at 2%.

Killed 3rd chopper, respawned in @ 4-5 seconds, and each one after that the same...........

 

Reset spawn time to 200%, killed chopper, respawned in 4-5 seconds.

Killed that chopper, respawned in @2.5 minutes...........

 

 

So, it does work, just takes one vehicle destroyed after new spawn time is set before it actually sets to new respawn time........

 

lol, thought I was losing my mind....I knew we had been doing it for a long time...........

 

Hutchew

true, since my testing was only on one chopper not 2.

 

there are 2 ways to do it. first one is to make a limit evaluation OnIntervalServer with less than a minute check time so that the limit will check the amount of players every say like 40 seconds and set a new vehicle delay.

 

second method is to make two limits, one is OnJoin and the second limit is OnLeave with the same code, which i believe will be a lot more accurate.

 

both ways use the same first check code

 

Code:

if (server.PlayerCount <= 20) plugin.ServerCommand("vars.vehicleSpawnDelay", "10000");
if (server.PlayerCount > 20 && server.PlayerCount <= 30) plugin.ServerCommand("vars.vehicleSpawnDelay", "200");
if (server.PlayerCount > 30) plugin.ServerCommand("vars.vehicleSpawnDelay", "100");
return false;
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Originally Posted by Hutchew*:

 

Thanks, Hexa, works perfect.........Using just one limit, onintervalserver at 60 seconds........

 

I did change up the times, though.........666 for under 20 (10 minutes),

333 for 20-30 (5 minutes)

then 100 for over 30 (90 seconds)

 

Thought being that it takes 2 vehicle destroys before the new spawn time kicks in, so 10000 would have been a really long time........

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Originally Posted by LumPenPacK*:

 

Is there any way to control other plugins with insane limits?

 

e.g I want to disable a plugin with:

procon.protected.plugins.setVariable "CTrueBalancerBF3" "What to do with squads_" "Keep all Squads"

EDIT:

 

It seems to be not possible. Somebody asked that question on the first page and the answer from PapaCharlie9 is:

 

It's not possible to do with Insane Limits. The PRoCon API you need is not exposed to a limit. The ServerCommand function call in Insane Limits is itself a procon.protected.send. So all you are doing is "procon.protected.send procon.protected.plugins.enable CBasicInGameInfo False".

 

If you want to hack on Insane Limits itself, it would be very easy to add a wrapper function that just called this.ExecuteCommand with whatever parameters you wanted. If I were to do it, I'd just clone the public void ServerCommand function, rename it, and have it call this.ExecuteCommand with the array of parameters.

But maybe somebody has an idea how to solve my problem:

 

I use Truebalancer and I scramble teams on every new map after 2 rounds rush. Normally I want too keep all squads together. Truebalancer has this option to keep the squads together but sometimes really strong stacked squads are ruining the balance all time.

 

My idea:

 

If a rush round is finished very fast it is assumed that teams were very unbalanced and I want to scramble teams WITHOUT keeping squads together.

 

 

-OnRoundOver

 

-First check expression:

 

((server.TimeRound/60)

-New action:

say "!scramblenow"

 

This limit scrambles squad after an unbalanced round no matter if it is the first or second round.

 

But I dont find a way to change temporary the truebalancer setting to "keep no squads"

 

Does anyone has an idea how I can do that?

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Originally Posted by PapaCharlie9*:

 

Does anyone has an idea how I can do that?

I could be wrong, but I don't think there is any way to do that with Insane Limits, or any plugin for that matter. Doing an admin.say is usually ignored by other plugins. Only chat typed by players is noticed.

 

That said, you might want to see the discussion about unstacking Rush here:

 

www.phogue.net/forumvb/showth...m-(SQDM)-modes*

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Originally Posted by CaptCourage*:

 

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.
Excellent ...Thanks heaps

 

CC

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Originally Posted by Pallywhacker*:

 

I would like to setup a limit so that when someone uses C4 it kills them and then sends all players a message that %p_n% was killed for using C4.

 

I have set my first check to expression and this code.

 

Code:

kill.Weapon.Equals("C4")
The limit action is "Kill | Say"

 

The message is "%p_n% C4 is not allowed in this Server activated Limit #%l_id% %l_n%" and the say_audience is all.

 

This does not work as I have it set up. It does not kill the player for using C4 or send the message. Can someone help me to get this setup so that it will work?

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Originally Posted by HexaCanon*:

 

I would like to setup a limit so that when someone uses C4 it kills them and then sends all players a message that %p_n% was killed for using C4.

 

I have set my first check to expression and this code.

 

Code:

kill.Weapon.Equals("C4")
The limit action is "Kill | Say"

 

The message is "%p_n% C4 is not allowed in this Server activated Limit #%l_id% %l_n%" and the say_audience is all.

 

This does not work as I have it set up. It does not kill the player for using C4 or send the message. Can someone help me to get this setup so that it will work?

i advice you to follow these two topics first :

 

- Insane Limits V0.7/R1: All Activations

- Insane Limits V0.8/R1: Metro only, 2 warnings then punish for M320, RPG, USAS, etc. *

 

this is to avoid sending multiple punishments to the same player for having for example 3 kills with one c4.

 

 

if you still need more help feel free to ask in those topics.

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Originally Posted by LumPenPacK*:

 

Can anyone explain me why the M98B sniper rifle kills are not detectable with insane limits?

 

I use this code

 

Regex.Match(kill.Weapon, @"(_:SV98|M40A5|M98B|MK11|SVD|M39|QBU-88|L96|SKS)", RegexOptions.IgnoreCase).Success)

It works on all kils but not with M98B. Does anyone have an idea whats the problem?

 

EDIT

 

Found the solution: M98B = Model98B

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Originally Posted by BTFU_Maverick*:

 

Wondering if you can help me write a new limit (or rather add to another limit I have in place). I use CheatOMeter a lot when doing checks on players that may be potential hackers. Im looking for a way to parse the php page so that I can execute a command in-game (e.g. "!COM player_name") and have it go out to that website, pull their stats, and return to me the estimated percentage of the player being a cheater through a player.say.

 

Ive read through the code to write a new plugin to parse webpages, but I was hoping for a way to do it within InsaneLimits so I could avoid adding more plugins to the server. All help is appreciated here as I bow before the God of Procon lol.

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Originally Posted by PapaCharlie9*:

 

Wondering if you can help me write a new limit (or rather add to another limit I have in place). I use CheatOMeter a lot when doing checks on players that may be potential hackers. Im looking for a way to parse the php page so that I can execute a command in-game (e.g. "!COM player_name") and have it go out to that website, pull their stats, and return to me the estimated percentage of the player being a cheater through a player.say.

 

Ive read through the code to write a new plugin to parse webpages, but I was hoping for a way to do it within InsaneLimits so I could avoid adding more plugins to the server. All help is appreciated here as I bow before the God of Procon lol.

Let's see if I can remember what I posted before the forum rollback ...

 

Basically, I said something like I can't recommend using Insane Limits for that purpose. Fetching web pages is hard to do correctly, so I can't even recommend doing that with a standalone plugin. There are just too many problems associated with scraping web pages for data. Even when they have a well-formed Web api, it's problematic to do in a plugin.

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Originally Posted by Pallywhacker*:

 

HexaCanon,

 

Thanks for pointing me in the right direction. I found this post you had written ...*. I used that code to come up with this.

 

First check - Expression

 

OnKill, action - None

 

Code:

Regex.Match(kill.Weapon, @"(_:C4)", RegexOptions.IgnoreCase).Success
I then used the second check and cloned some other code to come up with this.

 

Second check - code

 

Code:

String kCounter = killer.Name + "_TreatAsOne_Count"; TimeSpan time = TimeSpan.FromSeconds(5); 
int warnings = 0; if (server.Data.issetInt(kCounter)) warnings = server.Data.getInt(kCounter); 
String msg = plugin.R("%p_n% , No C4 Allowed In This Server."); 
if (warnings == 0) { plugin.ServerCommand("admin.yell", msg, "7", "player", killer.Name); 
plugin.ServerCommand("admin.say", msg, "player", killer.Name); 
plugin.KillPlayer(killer.Name, 7); 
plugin.SendGlobalMessage(msg); 
server.Data.setInt(kCounter, warnings+1); return false; } 
if (limit.Activations(killer.Name, time) > 1) return false; 

if (warnings >= 1) { plugin.ServerCommand("admin.yell", msg, "7", "player", killer.Name);
 plugin.ServerCommand("admin.say", msg, "player", killer.Name); plugin.KillPlayer(killer.Name, 7);
 plugin.SendGlobalMessage(msg); server.Data.setInt(kCounter, warnings+1); return false; }
 server.Data.setInt(kCounter, warnings+1); return false;
I have tested this limit and it works well.

 

HexaCanon thanks again for getting me started and pointed in the right direction.

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Originally Posted by Pallywhacker*:

 

I want to setup a Melee/Knife Death Shame From Message List Limit.

 

I found this example. ...*

 

I used the following.

 

First Check Expression

 

OnKill, action - none

 

Code:

( Regex.Match(kill.Weapon, "(Melee|Knife)").Success )
Second check

 

Code:

List<String> shame = new List<String>(); 
shame.Add("%k_fn% just sliced %v_n%'s throat, what a shame, bro!"); 
shame.Add("%v_n% was shanked by %k_fn%!"); 
shame.Add("%k_fn% just took %v_n%'s tags and made him cry!"); 
shame.Add("%k_fn% slipped a shiv into %v_n%'s back!"); 
shame.Add("%k_fn% knifed %v_n% and Insane Limits approves!"); 
shame.Add("%v_n%, you gonna let %k_fn% get away with taking your tags_"); 
shame.Add("%k_fn% just Tweeted about knifing %v_n%!"); 
shame.Add("%k_fn% just posted %v_n%'s tags on Facebook!"); 
shame.Add("%k_fn%: 'Just die already, %v_n%'"); 
shame.Add("%k_fn%: 'Hey %v_n%, you want summa this_'"); 
shame.Add("%v_n% took a gun to a knife fight with %k_fn%, and LOST!"); 
shame.Add("Did you see the YouTube of %k_fn% knifing %v_n%_"); 
shame.Add("%k_fn% just added +1 knife kills to his Battlelog stats, thanks to %v_n%"); 
shame.Add("%k_fn%: 'Hey %v_n%, check your six next time!'"); 
shame.Add("%v_n%, go tell your momma you lost your tags to %k_fn%!"); 
shame.Add("%v_n% just wanted to see %k_fn%'s Premium knife, not have it shoved in his eye!"); 
int level = 2; try { level = Convert.ToInt32(plugin.getPluginVarValue("debug_level")); } catch (Exception e) {} 
int next = Convert.ToInt32(limit.ActivationsTotal()); 
next = next % shame.Count; String msg = plugin.R(shame[next]); 
bool noSpam = (limit.Activations(killer.Name) > 1); 
if (level >= 2) plugin.ConsoleWrite("^b[Knife Shame]^n " + ((noSpam)_"^8private^0: ":"^4public^0: ") + msg); 
if (noSpam) { plugin.ServerCommand("admin.say", msg, "player", killer.Name); 
plugin.ServerCommand("admin.say", msg, "player", victim.Name); 
plugin.ServerCommand("admin.yell", msg, "8", "player", killer.Name); 
plugin.ServerCommand("admin.yell", msg, "8", "player", victim.Name); } else { plugin.SendGlobalMessage(msg);
 plugin.ServerCommand("admin.yell", msg, "8"); } 
plugin.PRoConChat("ADMIN > " + msg); 
return false;
I got these errors.

 

Code:

ERROR: 2 errors compiling Code

ERROR: (CS0103, line: 23, column: 1221):  The name 'limit' does not exist in the current context

ERROR: (CS0103, line: 23, column: 1326):  The name 'limit' does not exist in the current context
Can someone help me figure out whats going on, or what I did wrong?

 

Thanks in advance.

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

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

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

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

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

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

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


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



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

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



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

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

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



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


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


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




      Procon Layer will be $2 USD per month.


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


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


      Each layer will automatically restart if Procon crashes. 


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


      Custom plugins can be installed by submitting a support ticket.




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


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





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

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

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

       
      • 9 replies
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