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Originally Posted by w262035635*:

 

HI, PapaCharlie9

Is there a code for the tips to the taskbar?

For example, when a player join the server in the taskbar prompt "" XX "" Join Server

Or when someone uses XX weapons in the taskbar prompt "" XX "" use "" YY "" Weapons

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Originally Posted by LCARSx64*:

 

thats very odd , i download def , uploaded to /config , restarted procon . hmm

When you say you restarted PRoCon, do you mean your PRoCon client or layer? Because the bf4.def needs to be in your layer's /Configs/ folder and then the layer will need to be restarted.
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Originally Posted by LCARSx64*:

 

Yes i mean procon layer / server ... And uploaded to /config

 

 

Sent from my iPad using Tapatalk

Hmmm, I assume you have ftp access to your layer, try downloading the bf4.def file from the server and checking it. it's possible it's reverted back to an older version. If this is the case, check the procon.cfg file (still in the /Configs/ folder), look for the line:

Code:

procon.private.options.autoCheckGameConfigsForUpdates True
and maybe change the True to False, then upload the newest bf4.def again and restart the layer.
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Originally Posted by PapaCharlie9*:

 

HI, PapaCharlie9

Is there a code for the tips to the taskbar?

For example, when a player join the server in the taskbar prompt "" XX "" Join Server

Or when someone uses XX weapons in the taskbar prompt "" XX "" use "" YY "" Weapons

You can use Action TaskbarNotify or you can use this function in first_check or second_check:

 

Code:

plugin.SendTaskbarNotification("Short Title", plugin.R("%p_n% used %w_n%!"));
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Originally Posted by PapaCharlie9*:

 

hey i just want a timer that ends the current round after x amount of time and start next round .

I was hoping LCARS would handle this one. :smile:

 

Create a limit to evaluate OnRoundStart, call it "Start Timer".

 

Set first_check to this Code:

 

Code:

plugin.RoundData.setObject("StartTimer", DateTime.Now);
return false;
================

 

Create another limit to evaluate OnSpawn, call it "Check Timer".

 

Set first_check to this Code:

 

Code:

double Minutes = 20; // CHANGE: max number of minutes per round.

String key = "StartTimer";

if (!plugin.RoundData.issetObject(key))
    return false;

DateTime last = (DateTime)plugin.RoundData.getObject(key);

double elapsed = DateTime.Now.Subtract(last).TotalMinutes;

String msg = null;

if (elapsed >= Minutes) {
     msg = "TIME IS UP, ROUND IS OVER!";
     plugin.SendGlobalMessage(msg);
     plugin.SendGlobalYell(msg, 15);
     int winner = (server.RemainTicketsPercent(1) > server.RemainTicketsPercent(2)) _ 1 : 2;
     plugin.ServerCommand("mapList.endRound", winner.ToString());
} else if ((elapsed + 5) >= Minutes && (elapsed + 4.75) < Minutes) {
    msg = "Only 5 minutes left in round!!";
    plugin.SendGlobalMessage(msg);
    plugin.SendGlobalYell(msg, 15);
}

return false;
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Originally Posted by bigworld12*:

 

i appreciate what you did but .. it doesn't work

 

this is the code i entered in the 2nd limit

 

================================================== ===

double Minutes = 10; // CHANGE: max number of minutes per round.

 

String key = "StartTimer";

 

if (!plugin.RoundData.issetObject(key))

return false;

 

DateTime last = (DateTime)plugin.RoundData.getObject(key);

 

double elapsed = DateTime.Now.Subtract(last).TotalMinutes;

 

String msg = null;

 

if (elapsed >= Minutes) {

msg = "TIME IS UP, ROUND IS OVER!";

plugin.SendGlobalMessage(msg);

plugin.SendGlobalYell(msg, 15);

int winner = (server.RemainTicketsPercent(1) > server.RemainTicketsPercent(2)) ? 1 : 2;

plugin.ServerCommand("mapList.endRound", winner.ToString());

} else if ((elapsed + 5) >= Minutes && (elapsed + 4.75)

msg = "Only 5 minutes left in round!!";

plugin.SendGlobalMessage(msg);

plugin.SendGlobalYell(msg, 15);

}

 

return false;

================================================== ============

 

i waited for like 40 mins and then ended game ... didn't work

even when i type nextlevel command doesn't work

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Originally Posted by PapaCharlie9*:

 

i appreciate what you did but .. it doesn't work

 

this is the code i entered in the 2nd limit

 

================================================== ===

double Minutes = 10; // CHANGE: max number of minutes per round.

 

String key = "StartTimer";

 

if (!plugin.RoundData.issetObject(key))

return false;

 

DateTime last = (DateTime)plugin.RoundData.getObject(key);

 

double elapsed = DateTime.Now.Subtract(last).TotalMinutes;

 

String msg = null;

 

if (elapsed >= Minutes) {

msg = "TIME IS UP, ROUND IS OVER!";

plugin.SendGlobalMessage(msg);

plugin.SendGlobalYell(msg, 15);

int winner = (server.RemainTicketsPercent(1) > server.RemainTicketsPercent(2)) ? 1 : 2;

plugin.ServerCommand("mapList.endRound", winner.ToString());

} else if ((elapsed + 5) >= Minutes && (elapsed + 4.75)

msg = "Only 5 minutes left in round!!";

plugin.SendGlobalMessage(msg);

plugin.SendGlobalYell(msg, 15);

}

 

return false;

================================================== ============

 

i waited for like 40 mins and then ended game ... didn't work

even when i type nextlevel command doesn't work

Say more about how you tested it. When in the round was the limit activated? Did you test it over several consecutive rounds (recommended)? How many players were in the server?

 

The limit depends on two things:

 

1) A normal round start. If you activate it in the middle of a round, it won't work until the next round.

 

2) Frequent spawning. If there are less than 4 players in the server or not enough spawns, it won't work.

 

You should also check to make sure Insane Limits or the specific limits are not in Virtual mode. They should say Enabled and virtual_mode should be False.

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Originally Posted by LCARSx64*:

 

I was hoping LCARS would handle this one. :smile:

Haha sorry Papa, I was going to get to it, but I've been flat out the past few weeks trying to start a new business. :ohmy:
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Originally Posted by bigworld12*:

 

Say more about how you tested it. When in the round was the limit activated? Did you test it over several consecutive rounds (recommended)? How many players were in the server?

 

The limit depends on two things:

 

1) A normal round start. If you activate it in the middle of a round, it won't work until the next round.

 

2) Frequent spawning. If there are less than 4 players in the server or not enough spawns, it won't work.

 

You should also check to make sure Insane Limits or the specific limits are not in Virtual mode. They should say Enabled and virtual_mode should be False.

virtual mode was off

 

first off all the server is unranked and pb off "not many people gonna join it"

1 - I have a server with ticket bleed turned off "means that tickets don't go down by taking flags"

2 - the players can't kill each other "as they have 1 000 000 health" so it's hard for any one to spawn any way

3 - the only way to suicide is by typing "-s" in chat (i made it using watchdog language plugin)

4 - when i tested the server there were 2 players

5 - i tried every thing you say but i think that's because frequent spawn every 2 mins or so

 

all i was thinking off was adding a built in timer in procon it self that doesn't have to check every spawn if the time ended or not . and it just counts the time then end round or change to next level .. so simple if you think about it

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Originally Posted by LCARSx64*:

 

virtual mode was off

 

first off all the server is unranked and pb off "not many people gonna join it"

1 - I have a server with ticket bleed turned off "means that tickets don't go down by taking flags"

2 - the players can't kill each other "as they have 1 000 000 health" so it's hard for any one to spawn any way

3 - the only way to suicide is by typing "-s" in chat (i made it using watchdog language plugin)

4 - when i tested the server there were 2 players

5 - i tried every thing you say but i think that's because frequent spawn every 2 mins or so

 

all i was thinking off was adding a built in timer in procon it self that doesn't have to check every spawn if the time ended or not . and it just counts the time then end round or change to next level .. so simple if you think about it

Here's another possible way of achieving what you're after (NOTE: I haven't tested this but it should work):

 


Timed Round Ender - Limit 1 of 2

 

Create a new limit to evaluate OnRoundStart. Set action to None.

 

Set first_check to this Code:

Code:

// Timed Round Ender
// v1.0 - OnRoundStart - Limit 1 of 2
//

String key_RoundFlag = "tre_Live";

server.Data.setBool(key_RoundFlag, true);

return false;

Timed Round Ender - Limit 2 of 2

 

Create a new limit to evaluate OnIntervalServer. Set the evaluation_interval to 60 seconds. Set action to None.

 

Set first_check to this Code (Change the value 30 in the red highlighted line with the desired time in minutes):

Code:

// Timed Round Ender
// v1.0 - OnIntervalServer - Limit 2 of 2
//

int iMins = 30;
int iCount = 0;
int iWinners = 0;

String key_RoundFlag = "tre_Live";
String key_MinCount = "tre_Minutes";
String treMsg = "TIME HAS EXPIRED - THE ROUND IS NOW OVER!";

bool isLive = false;

// Check if this is a live round, exit if not
if (server.Data.issetBool(key_RoundFlag)) isLive = server.Data.getBool(key_RoundFlag);
if (!isLive) return false;

// Get the timer count and increment it
if (server.Data.issetInt(key_MinCount)) iCount = server.Data.getInt(key_MinCount);
iCount++;

// Check if the given time elasped
if (iCount >= iMins)
{
    // Inform players
    plugin.SendGlobalMessage(treMsg);
    plugin.SendGlobalYell("\n" + treMsg, 8);
    // Time has elapsed so end this round
    if (server.RemainTicketsPercent(1) > server.RemainTicketsPercent(2))
    {
        iWinners = 1;
    }
    else
    {
        iWinners = 2;
    }
    plugin.ServerCommand("mapList.endRound", iWinners.ToString());
    // Change the live round flag
    server.Data.setBool(key_RoundFlag, false);
    // Reset the timer count
    iCount = 0;
}

// Store the timer count
server.Data.setInt(key_MinCount, iCount);

return false;

End of post!

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Originally Posted by aduh*:

 

We need limit for these rules:

 

 

- M1014, Saiga12, limited to 1 in a team

- Claymores, M320, DAO-12, GP-30, USAS-12, SPAS-12, MK3A1 & MASS 26 are forbidden

 

First punish kill second kick.

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Originally Posted by bigworld12*:

 

Here's another possible way of achieving what you're after (NOTE: I haven't tested this but it should work):

 


Timed Round Ender - Limit 1 of 2

 

Create a new limit to evaluate OnRoundStart. Set action to None.

 

Set first_check to this Code:

Code:

// Timed Round Ender
// v1.0 - OnRoundStart - Limit 1 of 2
//

String key_RoundFlag = "tre_Live";

server.Data.setBool(key_RoundFlag, true);

return false;

Timed Round Ender - Limit 2 of 2

 

Create a new limit to evaluate OnIntervalServer. Set the evaluation_interval to 60 seconds. Set action to None.

 

Set first_check to this Code (Change the value 30 in the red highlighted line with the desired time in minutes):

Code:

// Timed Round Ender
// v1.0 - OnIntervalServer - Limit 2 of 2
//

int iMins = 30;
int iCount = 0;
int iWinners = 0;

String key_RoundFlag = "tre_Live";
String key_MinCount = "tre_Minutes";
String treMsg = "TIME HAS EXPIRED - THE ROUND IS NOW OVER!";

bool isLive = false;

// Check if this is a live round, exit if not
if (server.Data.issetBool(key_RoundFlag)) isLive = server.Data.getBool(key_RoundFlag);
if (!isLive) return false;

// Get the timer count and increment it
if (server.Data.issetInt(key_MinCount)) iCount = server.Data.getInt(key_MinCount);
iCount++;

// Check if the given time elasped
if (iCount >= iMins)
{
    // Inform players
    plugin.SendGlobalMessage(treMsg);
    plugin.SendGlobalYell("\n" + treMsg);
    // Time has elapsed so end this round
    if (server.RemainTicketsPercent(1) > server.RemainTicketsPercent(2))
    {
        iWinners = 1;
    }
    else if (server.RemainTicketsPercent(1) < server.RemainTicketsPercent(2))
    {
        iWinners = 2;
    }
    plugin.ServerCommand("mapList.endRound", iWinners.ToString());
    // Change the live round flag
    server.Data.setBool(key_RoundFlag, false);
    // Reset the timer count
    iCount = 0;
}

// Store the timer count
server.Data.setInt(key_MinCount, iCount);

return false;

End of post!

i have this error in procon plugin log

[18:20:44 67] [insane Limits] ERROR: 1 error compiling Code

[18:20:44 67] [insane Limits] ERROR: (CS1501, line: 54, column: 17): No overload for method 'SendGlobalYell' takes '1' arguments

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Originally Posted by LCARSx64*:

 

i have this error in procon plugin log

[18:20:44 67] [insane Limits] ERROR: 1 error compiling Code

[18:20:44 67] [insane Limits] ERROR: (CS1501, line: 54, column: 17): No overload for method 'SendGlobalYell' takes '1' arguments

Oops, for got the time, updated my original post.
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Originally Posted by bigworld12*:

 

Oops, for got the time, updated my original post.

it works well now :biggrin:

very good and impressive

 

can you please add a small option that informs players before the round end ?

like inform players before 5 mins from the round end "or x amount of time"

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Originally Posted by LCARSx64*:

 

it works well now :biggrin:

very good and impressive

 

can you please add a small option that informs players before the round end ?

like inform players before 5 mins from the round end "or x amount of time"

Here you go, this will give a 5 minute warning that the round will end, again change the value 30 in the red highlighted line to the desired time in minutes (Must be greater than 5 minutes, preferably greater than 10):

 


Change the first_check Code in the OnIntervalServer limit (limit 2 of 2) with this code:

Code:

// Timed Round Ender
// v1.1 - OnIntervalServer - Limit 2 of 2
//

int      iMins         = 30;
int      iCount        = 0;
int      iWinners      = 0;

String   key_RoundFlag = "tre_Live";
String   key_MinCount  = "tre_Minutes";
String[] treMsg        = { "TIME HAS EXPIRED - THE ROUND IS NOW OVER!",
                           "THIS ROUND WILL END IN 5 MINUTES!" };

bool     isLive        = false;

// Check if this is a live round, exit if not
if (server.Data.issetBool(key_RoundFlag)) isLive = server.Data.getBool(key_RoundFlag);
if (!isLive) return false;

// Get the timer count and increment it
if (server.Data.issetInt(key_MinCount)) iCount = server.Data.getInt(key_MinCount);
iCount++;

// Check timing
if (iCount == iMins - 5)
{
    // Give a 5 minute warning of round ending
    plugin.SendGlobalMessage(treMsg[1]);
    plugin.SendGlobalYell("\n" + treMsg[1], 8);
}
else if (iCount >= iMins)
{
    // Check if the given time elasped
    // Inform players
    plugin.SendGlobalMessage(treMsg[0]);
    plugin.SendGlobalYell("\n" + treMsg[0], 8);
    // Time has elapsed so end this round
    if (server.RemainTicketsPercent(1) > server.RemainTicketsPercent(2))
    {
        iWinners = 1;
    }
    else
    {
        iWinners = 2;
    }
    plugin.ServerCommand("mapList.endRound", iWinners.ToString());
    // Change the live round flag
    server.Data.setBool(key_RoundFlag, false);
    // Reset the timer count
    iCount = 0;
}

// Store the timer count
server.Data.setInt(key_MinCount, iCount);

return false;

End of post!

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Originally Posted by PapaCharlie9*:

 

See, I knew LCARS could do it. :smile:

 

Just so I'm not completely obsoleted: I believe that just changing my limit 2 from OnSpawn to OnIntervalServer at 10 seconds achieves the same goal. Also, there's a logic error in your limit 2, for the case where RemainTicketsPercent is equal between teams 1 and 2. Just remove the else if and make it an else and all is well.

 

Moral of the story @bigworld: the more detail you give about what you are actually doing up front (unranked, no bleed, infinite health, etc.), the better we can help you.

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Originally Posted by LCARSx64*:

 

See, I knew LCARS could do it. :smile:

 

Just so I'm not completely obsoleted: I believe that just changing my limit 2 from OnSpawn to OnIntervalServer at 10 seconds achieves the same goal. Also, there's a logic error in your limit 2, for the case where RemainTicketsPercent is equal between teams 1 and 2. Just remove the else if and make it an else and all is well.

 

Moral of the story @bigworld: the more detail you give about what you are actually doing up front (unranked, no bleed, infinite health, etc.), the better we can help you.

Thanks Papa, corrected both the original code and the 5 minute warning version.

 

I did think about that if - else if expression and (obviously wrongly) assumed in the case of a draw the winning TeamId would be 0, however, if this is not the case, how do we end a round as a draw?

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Originally Posted by w262035635*:

 

HI, PapaCharlie9

I want to hide the code. Avoid being maliciously modified other administrators

 

e.g.

Code:

limit1_first_check set "expression"
limit1_first_expression set "E:/1.TXT"

limit2_second_check set "code"
limit2_second_code set "E:/2.TXT"
or

 

Code:

limit1_first_check set "Filename"
limit1_first_Filename set "E:/1.TXT"
Please tell me if this is possible?
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Originally Posted by bigworld12*:

 

Here you go, this will give a 5 minute warning that the round will end, again change the value 30 in the red highlighted line to the desired time in minutes (Must be greater than 5 minutes, preferably greater than 10):

 


Change the first_check Code in the OnIntervalServer limit (limit 2 of 2) with this code:

Code:

// Timed Round Ender
// v1.1 - OnIntervalServer - Limit 2 of 2
//

int      iMins         = 30;
int      iCount        = 0;
int      iWinners      = 0;

String   key_RoundFlag = "tre_Live";
String   key_MinCount  = "tre_Minutes";
String[] treMsg        = { "TIME HAS EXPIRED - THE ROUND IS NOW OVER!",
                           "THIS ROUND WILL END IN 5 MINUTES!" };

bool     isLive        = false;

// Check if this is a live round, exit if not
if (server.Data.issetBool(key_RoundFlag)) isLive = server.Data.getBool(key_RoundFlag);
if (!isLive) return false;

// Get the timer count and increment it
if (server.Data.issetInt(key_MinCount)) iCount = server.Data.getInt(key_MinCount);
iCount++;

// Check timing
if (iCount == iMins - 5)
{
    // Give a 5 minute warning of round ending
    plugin.SendGlobalMessage(treMsg[1]);
    plugin.SendGlobalYell("\n" + treMsg[1], 8);
}
else if (iCount >= iMins)
{
    // Check if the given time elasped
    // Inform players
    plugin.SendGlobalMessage(treMsg[0]);
    plugin.SendGlobalYell("\n" + treMsg[0], 8);
    // Time has elapsed so end this round
    if (server.RemainTicketsPercent(1) > server.RemainTicketsPercent(2))
    {
        iWinners = 1;
    }
    else
    {
        iWinners = 2;
    }
    plugin.ServerCommand("mapList.endRound", iWinners.ToString());
    // Change the live round flag
    server.Data.setBool(key_RoundFlag, false);
    // Reset the timer count
    iCount = 0;
}

// Store the timer count
server.Data.setInt(key_MinCount, iCount);

return false;

End of post!

it's more perfect that i expected man thank you
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Originally Posted by bigworld12*:

 

See, I knew LCARS could do it. :smile:

 

Just so I'm not completely obsoleted: I believe that just changing my limit 2 from OnSpawn to OnIntervalServer at 10 seconds achieves the same goal. Also, there's a logic error in your limit 2, for the case where RemainTicketsPercent is equal between teams 1 and 2. Just remove the else if and make it an else and all is well.

 

Moral of the story @bigworld: the more detail you give about what you are actually doing up front (unranked, no bleed, infinite health, etc.), the better we can help you.

i didn't know these information would be helpful as all i wanted was a timer .. but thanks any way
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Originally Posted by PapaCharlie9*:

 

Thanks Papa, corrected both the original code and the 5 minute warning version.

 

I did think about that if - else if expression and (obviously wrongly) assumed in the case of a draw the winning TeamId would be 0, however, if this is not the case, how do we end a round as a draw?

As my friend Ivan says: "Is not possible."
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Originally Posted by PapaCharlie9*:

 

HI, PapaCharlie9

I want to hide the code. Avoid being maliciously modified other administrators

 

e.g.

Code:

limit1_first_check set "expression"
limit1_first_expression set "E:/1.TXT"

limit2_second_check set "code"
limit2_second_code set "E:/2.TXT"
or

 

Code:

limit1_first_check set "Filename"
limit1_first_Filename set "E:/1.TXT"
Please tell me if this is possible?
No, that is not possible. If you have admins on your layer changing stuff, disable Insane Limits on your layer and run it ONLY on your client. DO NOT run it on both layer AND client. In fact, do not run it on more than one instance connected to a game server.

 

EDIT: The safest thing to do is delete InsaneLimits.cs from your layer altogether. Then admins can't re-enable it.

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Originally Posted by LCARSx64*:

 

I put this here because it's a more appropriate place.

 

This limit restarts the round when the server is empty.

 


Restart Round When Server Empty

 

Create a new limit to evaluate OnLeave. Set action to None.

 

Set first_check to this Code:

Code:

// Restart Round When Server Empty
// v1.0 - OnLeave - Limit 1 of 1
//

// Make sure the server is empty
if (server.PlayerCount != 0) return false;

// Restart the round
plugin.ServerCommand("mapList.restartRound");

return false;

End of post!

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  • 4 weeks later...

Originally Posted by tarreltje*:

 

Looking for a limit that monitors the levels / mode on my server, and put the info into a txt file.

 

something like this:

 

Zavod 311 Domination

Total players

Players joined

Players leaved

 

Maby a time stamp also when the round started, so that the info wouldnt overright it selfves, since you have different players during the day

 

EDIT: Ive got it already with proconrulz, so its not needed anymore!!!

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Originally Posted by LCARSx64*:

 

Looking for a limit that monitors the levels / mode on my server, and put the info into a txt file.

 

something like this:

 

Zavod 311 Domination

Total players

Players joined

Players leaved

 

Maby a time stamp also when the round started, so that the info wouldnt overright it selfves, since you have different players during the day

I could write this but you do realize that the outputted text file is going to get very big, very fast, right?
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Originally Posted by tarreltje*:

 

I could write this but you do realize that the outputted text file is going to get very big, very fast, right?

Not needed anymore!! Im already doing it with proconrulz. Ive made it so, that it is only 1 line of text for each round !
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      • 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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