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Originally Posted by Singh400*:

 

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.

Just tried that out for myself and it works fine.

 

Make sure you are using the latest version of IL. And the first check is an Expression and the second check is Code.

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Originally Posted by droopie*:

 

random request,

 

can you make me an example that uses a list of players. when the player from the list gets 2 kills, admin kill him. i have some real annoying people on our server and would love to fnck with them. hehe.

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Originally Posted by dyfuzor*:

 

Hi, I have a request if it is possible for someone to show me how he had to look the code after typing !rules to display the rules in the language of the country of which he is player

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Originally Posted by HexaCanon*:

 

Hi, I have a request if it is possible for someone to show me how he had to look the code after typing !rules to display the rules in the language of the country of which he is player

i have tried to do that one time, it is just too much, how many languages/countries do you want to support ?
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Originally Posted by Singh400*:

 

random request,

 

can you make me an example that uses a list of players. when the player from the list gets 2 kills, admin kill him. i have some real annoying people on our server and would love to fnck with them. hehe.

Definitely do-able. But come on, stop being a "badmin". The general logic would be:-

 

Code:

if (player.Name == "foo")
{
	//issue admin on player.Name;
}

Singh400,

 

I updated IL and plugged the limit in again and it complied. Thanks for the quick reply.

No worries :smile:

 

i have tried to do that one time, it is just too much, how many languages/countries do you want to support ?

I thought you got that working? I remember using it on your server a few months ago...
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Originally Posted by HexaCanon*:

 

I thought you got that working? I remember using it on your server a few months ago...

the code is very long and it is too much for me to do it. and it made procon performance horrible.

 

i still have all the code stored though since i put a lot of effort creating it.

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Originally Posted by Singh400*:

 

the code is very long and it is too much for me to do it. and it made procon performance horrible.

 

i still have all the code stored though since i put a lot of effort creating it.

Can you post the code back up again? Let's have another shot at it.
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Originally Posted by HexaCanon*:

 

Can you post the code back up again? Let's have another shot at it.

i would rather see it created from the start instead of copying it, i have looked at it just now and it is ugly.

 

i must say that over the period of last 3 months i did learn few tricks that might make it easier. would rather see someone else shot at it.

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Originally Posted by Singh400*:

 

i would rather see it created from the start instead of copying it, i have looked at it just now and it is ugly.

 

i must say that over the period of last 3 months i did learn few tricks that might make it easier. would rather see someone else shot at it.

Let's say we support three languages. English, French and German.

 

I'd do is like this:-

 

Code:

if((player.LastChat.StartsWith("@rules")) && (player.CountryName == "England"))
	{
		// Edit rules here (max 4 lines)
		List<string> Rules = new List<string>();
		Rules.Add("Rule 1");
		Rules.Add("Rule 2");
		Rules.Add("Rule 3");
		Rules.Add("Rule 4");

		plugin.ConsoleWrite(plugin.R("%p_n% wants to know the rules"));
			foreach(string C in Rules)
				plugin.ServerCommand("admin.say", C, "player", player.Name);
	}
	
if((player.LastChat.StartsWith("@rules")) && (player.CountryName == "Germany"))
	{
		// Edit rules here (max 4 lines)
		List<string> Rules = new List<string>();
		Rules.Add("Rule 1");
		Rules.Add("Rule 2");
		Rules.Add("Rule 3");
		Rules.Add("Rule 4");

		plugin.ConsoleWrite(plugin.R("%p_n% wants to know the rules"));
			foreach(string C in Rules)
				plugin.ServerCommand("admin.say", C, "player", player.Name);
	}

if((player.LastChat.StartsWith("@rules")) && (player.CountryName == "France"))
	{
		// Edit rules here (max 4 lines)
		List<string> Rules = new List<string>();
		Rules.Add("Rule 1");
		Rules.Add("Rule 2");
		Rules.Add("Rule 3");
		Rules.Add("Rule 4");

		plugin.ConsoleWrite(plugin.R("%p_n% wants to know the rules"));
			foreach(string C in Rules)
				plugin.ServerCommand("admin.say", C, "player", player.Name);
	}
Not sure if it works (don't have my own server to test on anymore), but I can't see anything wrong.

 

Obviously it doesn't allow for player choice, but it's a start.

 

Edit* Not sure if I'm using player.CountryName right I couldn't find a list. I suppose you could use .CountryCode property as well. Just need to find a source list.

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Originally Posted by HexaCanon*:

 

Let's say we support three languages. English, French and German.

 

I'd do is like this:-

 

Code:

if((player.LastChat.StartsWith("@rules")) && (player.CountryName == "England"))
	{
		// Edit rules here (max 4 lines)
		List<string> Rules = new List<string>();
		Rules.Add("Rule 1");
		Rules.Add("Rule 2");
		Rules.Add("Rule 3");
		Rules.Add("Rule 4");

		plugin.ConsoleWrite(plugin.R("%p_n% wants to know the rules"));
			foreach(string C in Rules)
				plugin.ServerCommand("admin.say", C, "player", player.Name);
	}
	
if((player.LastChat.StartsWith("@rules")) && (player.CountryName == "Germany"))
	{
		// Edit rules here (max 4 lines)
		List<string> Rules = new List<string>();
		Rules.Add("Rule 1");
		Rules.Add("Rule 2");
		Rules.Add("Rule 3");
		Rules.Add("Rule 4");

		plugin.ConsoleWrite(plugin.R("%p_n% wants to know the rules"));
			foreach(string C in Rules)
				plugin.ServerCommand("admin.say", C, "player", player.Name);
	}

if((player.LastChat.StartsWith("@rules")) && (player.CountryName == "France"))
	{
		// Edit rules here (max 4 lines)
		List<string> Rules = new List<string>();
		Rules.Add("Rule 1");
		Rules.Add("Rule 2");
		Rules.Add("Rule 3");
		Rules.Add("Rule 4");

		plugin.ConsoleWrite(plugin.R("%p_n% wants to know the rules"));
			foreach(string C in Rules)
				plugin.ServerCommand("admin.say", C, "player", player.Name);
	}
Not sure if it works (don't have my own server to test on anymore), but I can't see anything wrong.

 

Obviously it doesn't allow for player choice, but it's a start.

 

Edit* Not sure if I'm using player.CountryName right I couldn't find a list. I suppose you could use .CountryCode property as well. Just need to find a source list.

and this is my take on it (OnAnyChat, first check code, no action)

 

Code:

if((player.LastChat.StartsWith("@rules")) {
	List<string> Rules = new List<string>();
	if (player.CountryCode == "DE") {
		Rules.Add("Rule 1 for Germany");
		Rules.Add("Rule 2 for Germany");
		Rules.Add("Rule 3 for Germany");
		Rules.Add("Rule 4 for Germany");
	}
	if (player.CountryCode == "FR") {
		Rules.Add("Rule 1 for France");
		Rules.Add("Rule 2 for France");
		Rules.Add("Rule 3 for France");
		Rules.Add("Rule 4 for France");
	}
	if ( !Regex.Match(player.CountryCode, @"(FR|DE)", RegexOptions.IgnoreCase).Success ) {
		Rules.Add("Rule 1 In English for everyone outside germany and france");
		Rules.Add("Rule 2 In English for everyone outside germany and france");
		Rules.Add("Rule 3 In English for everyone outside germany and france");
		Rules.Add("Rule 4 In English for everyone outside germany and france");
	}
	
foreach(string Rule in Rules)
plugin.ServerCommand("admin.say", Rule, "player", player.Name);
}
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Originally Posted by dyfuzor*:

 

and this is my take on it (OnAnyChat, first check code, no action)

 

Code:

if((player.LastChat.StartsWith("@rules")) {
	List<string> Rules = new List<string>();
	if (player.CountryCode == "DE") {
		Rules.Add("Rule 1 for Germany");
		Rules.Add("Rule 2 for Germany");
		Rules.Add("Rule 3 for Germany");
		Rules.Add("Rule 4 for Germany");
	}
	if (player.CountryCode == "FR") {
		Rules.Add("Rule 1 for France");
		Rules.Add("Rule 2 for France");
		Rules.Add("Rule 3 for France");
		Rules.Add("Rule 4 for France");
	}
	if ( !Regex.Match(player.CountryCode, @"(FR|DE)", RegexOptions.IgnoreCase).Success ) {
		Rules.Add("Rule 1 In English for everyone outside germany and france");
		Rules.Add("Rule 2 In English for everyone outside germany and france");
		Rules.Add("Rule 3 In English for everyone outside germany and france");
		Rules.Add("Rule 4 In English for everyone outside germany and france");
	}
	
foreach(string Rule in Rules)
plugin.ServerCommand("admin.say", Rule, "player", player.Name);
}
shows me the error cod

[08:34:05 62] [insane Limits] ERROR: 1 error compiling Code

[08:34:05 62] [insane Limits] ERROR: (CS1026, line: 23, column: 55): ) expected

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Originally Posted by Singh400*:

 

shows me the error cod

Try this:-

 

Code:

if (player.LastChat.StartsWith("@rules")) 
{
	List<string> Rules = new List<string>();
	
	if (player.CountryCode == "DE") 
	{
		Rules.Add("Rule 1 for Germany");
		Rules.Add("Rule 2 for Germany");
		Rules.Add("Rule 3 for Germany");
		Rules.Add("Rule 4 for Germany");
	}
	
	if (player.CountryCode == "FR") 
	{
		Rules.Add("Rule 1 for France");
		Rules.Add("Rule 2 for France");
		Rules.Add("Rule 3 for France");
		Rules.Add("Rule 4 for France");
	}
	
	if (!Regex.Match(player.CountryCode, @"(FR|DE)", RegexOptions.IgnoreCase).Success ) 
	{
		Rules.Add("Rule 1 In English for everyone outside germany and france");
		Rules.Add("Rule 2 In English for everyone outside germany and france");
		Rules.Add("Rule 3 In English for everyone outside germany and france");
		Rules.Add("Rule 4 In English for everyone outside germany and france");
	}
	
foreach(string Rule in Rules)
	{
		plugin.ServerCommand("admin.say", Rule, "player", player.Name);
	}
}
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Originally Posted by droopie*:

 

Definitely do-able. But come on, stop being a "badmin". The general logic would be:-

 

Code:

if (player.Name == "foo")
{
	//issue admin on player.Name;
}
can something like this work? im sure this code wont work but hopefully you get my idea...

 

Code:

String annoyingPlayers = "annoying_players_list"; // Name of custom list for players to run this limit with only


double count = limit.Spree(player.Name);

        if (count == 2)
	        plugin.KillPlayer(player.Name);      
        	
        return false;
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Originally Posted by PapaCharlie9*:

 

Hi

does anybody know how i can use the plugin.Log method?

and where must the file be located?

 

M4thoTiX

The default directory is the folder that contains Procon.exe, which is usually "procon/" for most installations.

 

The recommended best practice is to construct a path that puts the log file into Logs/_/YYYYMMDD_xxx.log, just like all the other log files.

 

Here's the code I use to do that:

 

Code:

String logName = plugin.R("Logs/%server_host%_%server_port%/") + DateTime.Now.ToString("yyyyMMdd") + "_xxx.log";
plugin.Log(logName, ...);
Replace the string "_xxx.log" with whatever log name suffix you want to use. You can also make it .txt or .csv if you want, depending on what you are logging.

 

Replace the ... with whatever String you are logging.

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Originally Posted by M4thoTiX*:

 

Thanks

 

and i have another problem, on opne of our server I have a limit which contains all ingame Commands.

 

Code:

//Rules
List<String> Rules = new List<String>();
Rules.Add("----- SERVER RULES -----");
Rules.Add("No Shotguns & Semi-Sniper");
Rules.Add("No Explosives");
Rules.Add("No CraneCamping");

//Help
List<String> Help = new List<String>();
Help.Add("!rules ... Shows ServerRules");
Help.Add("!admin ... Shows online Admins");
Help.Add("!teamspeak ... Shows our Ts3 IP");
Help.Add("!gameMe ... Shows gamneME - Commands");


//Which Info is asked

string ChatInfo = "";

if(player.LastChat.Contains("rules"))
	ChatInfo = "rules"; 
else if(player.LastChat.Contains("admin"))
	ChatInfo = "admin";
else if(player.LastChat.Contains("gameme"))
	ChatInfo = "gameme";
else if(player.LastChat.Contains("teamspeak"))
	ChatInfo = "teamspeak";
else if(player.LastChat.Contains("!help"))
	ChatInfo = "help";
	
	
bool canKill = false;
bool canKick = false;
bool canBan = false;
bool canMove = false;
bool canChangeLevel = false;
	
switch(ChatInfo)
	{
		case "rules":
			foreach(string Rule in Rules)
				plugin.SendPlayerMessage(player.Name, Rule, 0);
			plugin.PRoConChat("^1[^bInfoEvent^n]^0Rules sent to" + player.Name);
			break;
			
		case "admin":
			String AdminList = "No Admins are currently online. You can cantact an admin via support@austrianfighters";

			List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
			players.AddRange(team1.players);
			players.AddRange(team2.players);

			foreach (PlayerInfoInterface p in players) 
			{
				if(plugin.CheckAccount(player.Name, out canKill, out canKick, out canBan, out canMove, out canChangeLevel))
				{
					if (AdminList == "No Admins are currently online. You can cantact an admin via support@austrianfighters")
						AdminList = "Admins: " + p.Name;
					else
					   AdminList = AdminList + ", " + p.Name;
				}
			}
			
			plugin.SendPlayerMessage(player.Name, AdminList, 0);
			plugin.PRoConChat("^1[^bInfoEvent^n]^0Adminlist sent to " + player.Name);
			break;
		
		case "gameme":
			plugin.SendPlayerMessage(player.Name, "!rank . . . . shows your current server rank", 0);
			plugin.SendPlayerMessage(player.Name, "!session . . . . shows your rankingchange this round", 0);
			plugin.SendPlayerMessage(player.Name, "!next . . . . shows the next 5 players above you", 0);
			plugin.SendPlayerMessage(player.Name, "!top5 . . . . shows the Top 5 players on this server", 0);
			plugin.PRoConChat("^1[^bInfoEvent^n]^0gameME-Commands sent to" + player.Name);
			break;
			
		case "teamspeak":
			plugin.SendPlayerMessage(player.Name, "ts3.austrian-fighters.at",0);
			plugin.PRoConChat("^1[^bInfoEvent^n]^0Ts3-IP sent to" + player.Name);
			break;
		
		case "help":
			foreach (string command in Help)
				plugin.SendPlayerMessage(player.Name, command, 0);
			break;
				
		default:
			break;
	}
everything works fine.

only the "!admin"-Command doesnt work when more than 5 players are on the server.

 

Is it possible that the new "CheckAccount" method costs to much resources?

 

M4thoTiX

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Originally Posted by PapaCharlie9*:

 

everything works fine.

only the "!admin"-Command doesnt work when more than 5 players are on the server.

 

Is it possible that the new "CheckAccount" method costs to much resources?

 

M4thoTiX

You mean when there are more than five admin players, right?

 

You are running into the chat message length limit. I forget what the exact length is, 128 characters or something like that. If the AdminList string is longer than the max length, it won't send.

 

What I would suggest is sending 3 admin names at a time. So if there are 5 admins, you will do a plugin.SendPlayerMessage for the first 3 and then another plugin.SendPlayerMessage for the last 2. You will have to keep count and adjust the AdminList value according (just reassign it with the next name). You'll need a separate counter for keeping track of how many admin names have been added to AdminList. You can use that counter (initialized to 0), instead of Code:

if (AdminList == "No Admins are currently online. You can cantact an admin via support@austrianfighters")
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Originally Posted by M4thoTiX*:

 

You mean when there are more than five admin players, right?

No Im the only Admin on the server.

 

and it doesnt send "No Admins are currently online. You can cantact an admin via support@austrianfighters" neither.

 

but it writes it to the PRoConChat.

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Originally Posted by PapaCharlie9*:

 

No Im the only Admin on the server.

 

and it doesnt send "No Admins are currently online. You can cantact an admin via support@austrianfighters" neither.

 

but it writes it to the PRoConChat.

Try removing the 0 from the end of plugin.SendPlayerMessage. Do that for all uses of plugin.SendPlayerMessage. You should only use the 2 parameter signature.
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Originally Posted by M4thoTiX*:

 

Nothing changed

if i use

Code:

if(plugin.isInList(p.Name,"Admins"))
instead of

Code:

if(plugin.CheckAccount(player.Name, out canKill, out canKick, out canBan, out canMove, out canChangeLevel))
it workes fine.
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Originally Posted by PapaCharlie9*:

 

Set your debug_level to 4 and see if you get either one of these messages in plugin.log:

 

"^1WARNING: Unable to CheckAccount for " + name + ": unrecognized name"

 

"EXCEPTION: CheckAccount(" + name + "): " + e.Message

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Originally Posted by M4thoTiX*:

 

Yes it gives me this message:

 

EXCEPTION: CheckAccount(taffyjason): Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.

 

do u know this error and in case of do u know how to fix it?

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Originally Posted by droopie*:

 

can something like this work? im sure this code wont work but hopefully you get my idea...

 

Code:

String annoyingPlayers = "annoying_players_list"; // Name of custom list for players to run this limit with only


double count = limit.Spree(player.Name);

        if (count == 2)
	        plugin.KillPlayer(player.Name);      
        	
        return false;
this kinda works but it does it for everybody, the "only on list of players" is being ignored...
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Originally Posted by PapaCharlie9*:

 

Yes it gives me this message:

 

EXCEPTION: CheckAccount(taffyjason): Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.

 

do u know this error and in case of do u know how to fix it?

That is telling you that Procon does not recognize your player name as having an account in Procon. My code just calls the Procon GetAccountPrivileges(name), which is supposed to return a CPrivileges reference. Instead, it is returning null.

 

Check your layer configuration. Make sure you (or any admin) have an account for that game server connection on the layer, as well as on your local Procon client instance. If you are not using a layer, check the direct connection. You have to set up accounts per game server connection. If you need further assistance setting up accounts, post a request for help in the General forum (or the Deutsch forum, if that is easier).

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Originally Posted by PapaCharlie9*:

 

this kinda works but it does it for everybody, the "only on list of players" is being ignored...

You need to add:

 

Code:

if (!plugin.isInList(player.Name, annoyingPlayers)) return false;

double count = ...
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Originally Posted by M4thoTiX*:

 

Check your layer configuration. Make sure you (or any admin) have an account for that game server connection on the layer, as well as on your local Procon client instance. If you are not using a layer, check the direct connection. You have to set up accounts per game server connection. If you need further assistance setting up accounts, post a request for help in the General forum (or the Deutsch forum, if that is easier).

All admins have accounts, this error message appears only when i check a player who has no account.

and than it stops looking for admins.

 

can i use your new method or should i use lists like before

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Originally Posted by PapaCharlie9*:

 

All admins have accounts, this error message appears only when i check a player who has no account.

and than it stops looking for admins.

I see. That's good that admin accounts are confirmed.

 

In any case, I finally understand what the problem is. Your limit code is not correct. You have this:

 

Code:

foreach (PlayerInfoInterface p in players) 
			{
				if(plugin.CheckAccount(player.Name, out canKill, out canKick, out canBan, out canMove, out canChangeLevel))
What you should have is this (see changes in red)

 

Code:

foreach (PlayerInfoInterface p in players) 
			{
				if(plugin.CheckAccount(p.Name, out canKill, out canKick, out canBan, out canMove, out canChangeLevel))
You intend to search all players to find admins, right? So you need to use p.Name, not player.Name. Notice that you correctly use p.Name for the isInList alternative, that's why it works.

 

By the way, all of the other things I said are still true: you may run into the chat length limit if you have a lot of admins/accounts and you need to confirm that each player has an account that you intend to be an admin.

 

You should set debug_level back to 3 or 2, or else you will get a lot of errors!

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      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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