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Originally Posted by IAF-SDS*:

 

Hi Papa.

 

Here's my request for the test limit re AFKs to work as follows for Conquest, Domination, and ChainLink:

 

The limit will detect that one team is ahead of the other AND that the losing team has AFK players (time of inactivity configurable if possible). It will then admin move one AFK player to the winning team for every 100 tickets (configurable) the winning team is ahead. For example, by the time the winning team was ahead by 200 tickets, it would have moved two AFK players to the winning team (one afk for every 100 tickets ahead).

 

As for messages, only plugin tab console messages are necessary in the color ^5 Cornflower Blue please and without any messages shown to the players. Perhaps something like this in the plugin's console:

 

Moved AFK player NameHere from US (800 tickets) to CN (900 tickets)

 

Thanks Papa.

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Originally Posted by EdgarAllan*:

 

Any chance someone could please write me quick dirty Limit that would kick (or temp ban) a player who dies out of bounds (and only out of bounds)? I can't figure out a way to make this happen for this one specific way of suiciding. All other methods should NOT active the limit.

 

Thanks

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Originally Posted by PapaCharlie9*:

 

Any chance someone could please write me quick dirty Limit that would kick (or temp ban) a player who dies out of bounds (and only out of bounds)? I can't figure out a way to make this happen for this one specific way of suiciding. All other methods should NOT active the limit.

 

Thanks

What is the kill reason for dying out of bounds? That weapon code is essential, if it is possible at all.
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Originally Posted by EdgarAllan*:

 

What is the kill reason for dying out of bounds? That weapon code is essential, if it is possible at all.

Just flat out says "KILLED IN ACTION" across the center of your screen. Doesn't even really show anything in the killfeed IIRC.
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Originally Posted by PapaCharlie9*:

 

Just flat out says "KILLED IN ACTION" across the center of your screen. Doesn't even really show anything in the killfeed IIRC.

No, I meant look in Procon. Either in the Event log or in the Console log.
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Originally Posted by EdgarAllan*:

 

No, I meant look in Procon. Either in the Event log or in the Console log.

Hello, this is what it reads in the Event list:

 

 

Event: PlayerKilled

Message: killed PlayerName [Death]

 

If this is possible, could it also remove the player from a squad then kick/temp ban/whatever them? Thanks

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Originally Posted by PapaCharlie9*:

 

Hello, this is what it reads in the Event list:

 

 

Event: PlayerKilled

Message: killed PlayerName [Death]

 

If this is possible, could it also remove the player from a squad then kick/temp ban/whatever them? Thanks

Sorry, but if the weapon code is Death, what you want to do is not possible. There are several kills that use the code Death and you'd end up banning a bunch of innocent people.
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Originally Posted by EdgarAllan*:

 

Sorry, but if the weapon code is Death, what you want to do is not possible. There are several kills that use the code Death and you'd end up banning a bunch of innocent people.

Ah I see. Thanks anyway.

 

Ironically enough, it was supposed to be used in conjunction with your excellent Zombie plugin. There is an exploit where players were putting down spawn beacons, then running out of bounds to die, then respawning on their beacon to parachute onto the top of a rooftop on Gulf of Oman. Running out of bounds was the only way they could suicide without being turned into a zombie.

 

The only weapons I could really think of would be something like the SUAV, UCAV, or Mortar that use "Death." Levelution uses Damage Area as far as I can tell.

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Originally Posted by PapaCharlie9*:

 

Ah I see. Thanks anyway.

 

Ironically enough, it was supposed to be used in conjunction with your excellent Zombie plugin. There is an exploit where players were putting down spawn beacons, then running out of bounds to die, then respawning on their beacon to parachute onto the top of a rooftop on Gulf of Oman. Running out of bounds was the only way they could suicide without being turned into a zombie.

 

The only weapons I could really think of would be something like the SUAV, UCAV, or Mortar that use "Death." Levelution uses Damage Area as far as I can tell.

Zombie plugin! Why didn't you say so? That makes all the difference in the world. You should have posted in the zombie plugin thread. I'll answer there.
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Originally Posted by PapaCharlie9*:

 

Hi Papa.

 

Here's my request for the test limit re AFKs to work as follows for Conquest, Domination, and ChainLink:

 

The limit will detect that one team is ahead of the other AND that the losing team has AFK players (time of inactivity configurable if possible). It will then admin move one AFK player to the winning team for every 100 tickets (configurable) the winning team is ahead. For example, by the time the winning team was ahead by 200 tickets, it would have moved two AFK players to the winning team (one afk for every 100 tickets ahead).

 

As for messages, only plugin tab console messages are necessary in the color ^5 Cornflower Blue please and without any messages shown to the players. Perhaps something like this in the plugin's console:

 

Moved AFK player NameHere from US (800 tickets) to CN (900 tickets)

 

Thanks Papa.

Here you go. Not exactly what you wanted, but as close as I could get. It was hard enough to get this to work. Make sure you set the Unswitcher to LatePhaseOnly for biggest and winning, or else the moves of the AFK will look like a player switching to the winning team and will get unswitched.

 

showthread....ve-AFK-players*

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Originally Posted by w262035635*:

 

Anyone know this plugin?

1.

"Player A" kill "player B"

"Player B" will get "Player A" state: Kdr and HS/K

 

2.

When a round.. X minutes interval

Announcement of the Clan Kill number

For example, Every 5 minutes

 

Announcement:

= clan Kill number =

[AA] 100 [bB] 30 [CC] 25

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Originally Posted by markrlomas*:

 

Anyone know this plugin?

1.

"Player A" kill "player B"

"Player B" will get "Player A" state: Kdr and HS/K

 

2.

When a round.. X minutes interval

Announcement of the Clan Kill number

For example, Every 5 minutes

 

Announcement:

= clan Kill number =

[AA] 100 [bB] 30 [CC] 25

I'm not sure about number 1. But i made a quick and dirty method for number 2. I haven't had chance to test it yet though, i wrote it and it compiles fine, but try it out and see if it actually functions as expected, there could be errors and it may not even work at all depending on what I may have missed. I'm sure PapaCharlie may have a more efficient way of coding this, so if anyone wants to revise and tidy up my code then please feel free.

 

Anyway create a limit and set the evaluation to OnIntervalServer, Set the evaluation_interval to 300, or how often you want the top clan kills to be displayed (300 will be every 5 minutes).

 

Set the first_check_code and then use the following.

 

Code:

int topClans = 5; // CHANGE THIS to the number of top clans you want to be displayed. Setting this number too high may result in some clans not being displayed.

if (server.PlayerCount < 2 || server.TimeRound < 120) //Don't display any scores if server has less than 2 players or less than 2 minutes since round started
	{
	return false;
	}
List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
    players.AddRange(team1.players);
    players.AddRange(team2.players);
    players.AddRange(team3.players);
    players.AddRange(team4.players);
List<string> clanTags = new List<string>();
List<double> kills = new List<double>();
	
foreach(PlayerInfoInterface player_info in players)
	{
	// Only add player stats if they have a clan tag
	if (player_info.Tag.Length != 0)
		{
		// Always add first clan to clanTags list as it is empty
		if (clanTags.Count == 0)
			{
			clanTags.Add(player_info.Tag);
			kills.Add(player_info.KillsRound);
			}
		else
		// Check If clan tag already exists in the clanTags list
		for (int i = 0; i < clanTags.Count; i++)
			{
			if (clanTags[i] == player_info.Tag)
			// Clan already listed, add kills to existing values on kills List
				{
				kills[i] = kills[i] + player_info.KillsRound;
				}
			else
			// Clan Not added yet, so add them, with this players kills
				{
				clanTags.Add(player_info.Tag);
				kills.Add(player_info.KillsRound);
				}
			}
		}
	}
	
// Bubble sort the clans and kills listing the clan with the most kills at index 0
for (int i = 0; i < kills.Count - 1; i++)
	{
	for (int j = 1; j < kills.Count - 2; j++)
		{
		if (kills[i] < kills[j])
			{
			double tempKills = kills[i];
			string tempClan = clanTags[i];
			
			kills[i] = kills[j];
			clanTags[i] = clanTags[j];
			
			kills[j] = tempKills;
			clanTags[j] = tempClan;
			}
		}
	}

// Assemble the Output String
string output = "[" + clanTags[0] + "] " + kills[0].ToString();
for (int i = 1; i < topClans; i++)
	{
	output = ", [" + clanTags[i] + "] " + kills[i].ToString();
	}

// Output the messages in the Chat window.
plugin.SendGlobalMessage(String.Format("The top {0}", topClans == 1 _ "clan for kills is" : topClans.ToString() + " clans for kills are"));
plugin.SendGlobalMessage(output);

return false;
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Originally Posted by w262035635*:

 

I'm not sure about number 1. But i made a quick and dirty method for number 2. I haven't had chance to test it yet though, i wrote it and it compiles fine, but try it out and see if it actually functions as expected, there could be errors and it may not even work at all depending on what I may have missed. I'm sure PapaCharlie may have a more efficient way of coding this, so if anyone wants to revise and tidy up my code then please feel free.

 

Anyway create a limit and set the evaluation to OnIntervalServer, Set the evaluation_interval to 300, or how often you want the top clan kills to be displayed (300 will be every 5 minutes).

 

Set the first_check_code and then use the following.

 

Code:

int topClans = 5; // CHANGE THIS to the number of top clans you want to be displayed. Setting this number too high may result in some clans not being displayed.

if (server.PlayerCount < 2 || server.TimeRound < 120) //Don't display any scores if server has less than 2 players or less than 2 minutes since round started
	{
	return false;
	}
List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
    players.AddRange(team1.players);
    players.AddRange(team2.players);
    players.AddRange(team3.players);
    players.AddRange(team4.players);
List<string> clanTags = new List<string>();
List<double> kills = new List<double>();
	
foreach(PlayerInfoInterface player_info in players)
	{
	// Only add player stats if they have a clan tag
	if (player_info.Tag.Length != 0)
		{
		// Always add first clan to clanTags list as it is empty
		if (clanTags.Count == 0)
			{
			clanTags.Add(player_info.Tag);
			kills.Add(player_info.KillsRound);
			}
		else
		// Check If clan tag already exists in the clanTags list
		for (int i = 0; i < clanTags.Count; i++)
			{
			if (clanTags[i] == player_info.Tag)
			// Clan already listed, add kills to existing values on kills List
				{
				kills[i] = kills[i] + player_info.KillsRound;
				}
			else
			// Clan Not added yet, so add them, with this players kills
				{
				clanTags.Add(player_info.Tag);
				kills.Add(player_info.KillsRound);
				}
			}
		}
	}
	
// Bubble sort the clans and kills listing the clan with the most kills at index 0
for (int i = 0; i < kills.Count - 1; i++)
	{
	for (int j = 1; j < kills.Count - 2; j++)
		{
		if (kills[i] < kills[j])
			{
			double tempKills = kills[i];
			string tempClan = clanTags[i];
			
			kills[i] = kills[j];
			clanTags[i] = clanTags[j];
			
			kills[j] = tempKills;
			clanTags[j] = tempClan;
			}
		}
	}

// Assemble the Output String
string output = "[" + clanTags[0] + "] " + kills[0].ToString();
for (int i = 1; i < topClans; i++)
	{
	output = ", [" + clanTags[i] + "] " + kills[i].ToString();
	}

// Output the messages in the Chat window.
plugin.SendGlobalMessage(String.Format("The top {0}", topClans == 1 _ "clan for kills is" : topClans.ToString() + " clans for kills are"));
plugin.SendGlobalMessage(output);

return false;
Thank you very much. I just test this code. If the work. I will come back feedback
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Originally Posted by markrlomas*:

 

If it does work then I will make a further adjustments as I noticed some things that would need tidying up, such as if at the end of this script there are no clans playing (all players in the server have no clan tag) then it will still try to output a top scoring clan, so I need to add an escape from the code if this is detected and also a similar thing to detect if the number of clans listed is less than the amount tha you want to display (this would cause an index that would be outside of the bounds of the list) so this will also need to be cleaned up.

 

As I said if this does work for now then I will make the adjustments for error handling.

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Originally Posted by markrlomas*:

 

Thank you very much. I just test this code. If the work. I will come back feedback

I found some errors while looking back at the code I posted last night. Please use this updated version as the one I listed before won't work.

 

Code:

/* VERSION 0.1/R3 */
int topClans = 5; // CUSTOMIZE: the number of top clans you want to be displayed. Setting this number too high may result in some clans not being displayed.

if (server.PlayerCount < 2) //Don't display any scores if server has less than 2 players
	{
	return false;
	}
List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
    players.AddRange(team1.players);
    players.AddRange(team2.players);
    players.AddRange(team3.players);
    players.AddRange(team4.players);
List<string> clanTags = new List<string>();
List<double> kills = new List<double>();
	
foreach(PlayerInfoInterface player_info in players)
	{
	// Only add player stats if they have a clan tag
	if (player_info.Tag.Length != 0)
		{
		// Always add first clan to clanTags list as it is empty
		if (clanTags.Count == 0)
			{
			clanTags.Add(player_info.Tag);
			kills.Add(player_info.KillsRound);
			}
		else
			{
			// Check If clan tag already exists in the clanTags list
			for (int i = 0; i < clanTags.Count; i++)
				{
				if (clanTags[i] == player_info.Tag)
				// Clan already listed, add kills to existing values on kills List
					{
					kills[i] = kills[i] + player_info.KillsRound;
					}
				else
				// Clan Not added yet, so add them, with this players kills
					{
					clanTags.Add(player_info.Tag);
					kills.Add(player_info.KillsRound);
					}
				}
			}
		}
	}

// If no players with clan tags are playing then terminate the script
if (clanTags.Count == 0)
	{
	return false;
	}
	
// Bubble sort the clans and kills listing the clan with the most kills at index 0
for (int i = 1; i < kills.Count; i++)
	{
	for (int j = 0; j < kills.Count - 1; j++)
		{
		if (kills[i] < kills[j])
			{
			double tempKills = kills[i];
			string tempClan = clanTags[i];
			
			kills[i] = kills[j];
			clanTags[i] = clanTags[j];
			
			kills[j] = tempKills;
			clanTags[j] = tempClan;
			}
		}
	}

// If Index 0 has 0 kills then don't output.
if (kills[0] == 0)
	{
	return false;
	}

// Assemble the output string
int display = topClans < clanTags.Count _ topClans : clanTags.Count;
string output = "";
for (int i = 0; i < display; i++)
	{
	if (kills[i] == 0)
		{
		display = i + 1;
		break;
		}
	output += "[" + clanTags[i] + "] " + kills[i].ToString();
	if (i != display - 1)
		{
		output += ", ";
		}
	}

// Output the messages in the Chat window.
plugin.SendGlobalMessage(String.Format("The top {0}", display == 1 _ "clan for kills is" : display.ToString() + " clans for kills are"));
plugin.SendGlobalMessage(output);

return false;
R3: Fixed issue with names being sorted with lowest kills first instead of higest. Also fixed issue with clan tags not displaying correctly.

Added: Script will now only display clans that have kills, if a clan has 0 kills it won't be listed.

R2: Removed server.RoundTime in favour of identifying 0 kills and not displaying them.

R1: Customizable top clans to display

R0: Original

In regards to your other request:

 

"Player A" kill "player B"

"Player B" will get "Player A" state: Kdr and HS/K

Do you mean player B will get info of his K/D against player A for this round his HS/K for said kills, or do you mean that Player b will see the Overall K/D of Player A and his total HS/K?
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Originally Posted by w262035635*:

 

I found some errors while looking back at the code I posted last night. Please use this updated version as the one I listed before won't work.

 

In regards to your other request:

 

Do you mean player B will get info of his K/D against player A for this round his HS/K for said kills, or do you mean that Player b will see the Overall K/D of Player A and his total HS/K?

I now use the R2 code

But can't show the label in the Clan

1ss.jpg

 

 

 

yes. I need a plug-in

for example;

players A 30kill , 1 death, 30 HS

players B 10kill , 10 death, 2 HS

then

players A Killed players B...

players B will get players A player information: 30 KILL, 1 Death, KDR:30, HS/K:100%

so players B can tell anyone.. Player A is cheating

 

Can "PlayerYell" or "playerSay" . let "players B" know that "players A"'information

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Originally Posted by markrlomas*:

 

Please use updated R3 in post #2037*

 

What do you mean by Count may be wrong? Which count are you referring to?

 

As for the Kills, Deaths etc.. Try out this this and see if this does what you are looking for.

 

Create A limit with evaluation of Onkill set the first_check_code to

 

Code:

plugin.SendPlayerMessage(victim.Name, killer.Name + ": Kills-" + killer.KillsRound.ToString() + " Deaths-" + killer.DeathsRound.ToString() + " Headshots-" + killer.HeadshotsRound.ToString() + " HS/K-" + ((killer.HeadshotsRound / killer.KillsRound) * 100).ToString() + "%");
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Originally Posted by w262035635*:

 

Please use updated R3 in post #2037*

 

What do you mean by Count may be wrong? Which count are you referring to?

 

As for the Kills, Deaths etc.. Try out this this and see if this does what you are looking for.

 

Create A limit with evaluation of Onkill set the first_check_code to

Ok. I will use the R3 release testing

And.. Death shows the other state

Can you add the optional "PlayerSay" or "PlayerYell"

State projects: kill + Death + KDr + hs/k (%)

thank you

 

 

I modified the project changes

 

Code:

plugin.SendPlayerMessage(victim.Name, killer.Name + ": Kills-" + killer.KillsRound.ToString() + " Deaths-" + killer.DeathsRound + " Kdr-" + (killer.KillsRound / killer.DeathsRound).ToString() + " HS/K-" + ((killer.HeadshotsRound / killer.KillsRound) * 100).ToString() + "%");
This is the right?
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Originally Posted by markrlomas*:

 

Ok. I will use the R3 release testing

And.. Death shows the other state

Can you add the optional "PlayerSay" or "PlayerYell"

State projects: kill + Death + KDr + hs/k (%)

thank you

 

I modified the project changes

 

Code:

plugin.SendPlayerMessage(victim.Name, killer.Name + "stats: Kills-" + killer.KillsRound.ToString() + " Deaths-" + killer.DeathsRound + " Kdr-" + (killer.KillsRound / killer.DeathsRound).ToString() + " HS/K-" + ((killer.HeadshotsRound / killer.KillsRound) * 100).ToString() + "%");
This is the right?
For KDr Insane Limits has the option of.

 

Code:

killer.KdrRound
So your code would become

 

Code:

plugin.SendPlayerMessage(victim.Name, killer.Name + "stats: Kills-" + killer.KillsRound.ToString() + " Deaths-" + killer.DeathsRound.ToString() + " KDr-" + Math.Round(killer.KdrRound, 2).ToString() + " HS/K-" + ((killer.HeadshotsRound / killer.KillsRound) * 100).ToString() + "%");
If you wanted it to yell instead of say then you would use.

 

Code:

plugin.SendPlayerYell(victim.Name, killer.Name + ": Kills-" + killer.KillsRound.ToString() + " Deaths-" + killer.DeathsRound.ToString() + " KDr-" + Math.Round(killer.KdrRound, 2).ToString() + " HS/K-" + ((killer.HeadshotsRound / killer.KillsRound) * 100).ToString() + "%", 5);
The 5 at the end being how long you want the yell to display for in seconds.

 

If you wanted both then you would just put both of these lines in the code 1 after the other.

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Originally Posted by w262035635*:

 

For KDr Insane Limits has the option of.

 

The 5 at the end being how long you want the yell to display for in seconds.

 

If you wanted both then you would just put both of these lines in the code 1 after the other.

Seems to have a display error

Too much additional decimal point.. In the HS/K or Kdr

1ss.jpg

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Originally Posted by markrlomas*:

 

Seems to have a display error

Too much additional decimal point.. In the HS/K or Kdr

1ss.jpg

I've updated the post above to round the Say and Yell KDr to 2 decimal places, it should now show 66.67 for your screenshot instead of all the other numbers.
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Originally Posted by w262035635*:

 

I've updated the post above to round the Say and Yell KDr to 2 decimal places, it should now show 66.67 for your screenshot instead of all the other numbers.

Yes. I see have modified Kdr.. But the HS/k seems to be more than a additional decimal point display..

Before you can see the pictures. The Hs/k: 66.6666666666667%

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Originally Posted by PapaCharlie9*:

 

FYI, you can use .ToString() to do the rounding for you:

 

Code:

player.KdrRound.ToString("F1")
The F1 means use one decimal place, like 3.9, while F0 means none, like 4, and F2 means 2, like 3.91.
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Originally Posted by w262035635*:

 

FYI, you can use .ToString() to do the rounding for you:

 

Code:

player.KdrRound.ToString("F1")
The F1 means use one decimal place, like 3.9, while F0 means none, like 4, and F2 means 2, like 3.91.
Ok. I will try. Thank you PapaCharlie9
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Originally Posted by markrlomas*:

 

Sorry for the mistake with the HS/K, I modified KDr and forgot to do the other one.

 

Using PapaChalie's Method makes the lines look slightly tidier and shorter, so as a Final piece of code, which should 100% work for what you want, here are the say and yell commands using the 2 decimal places. Change the F2 to F1 or however many decimal places you want to use.

 

Say

Code:

plugin.SendPlayerMessage(victim.Name, killer.Name + "stats: Kills-" + killer.KillsRound.ToString() + " Deaths-" + killer.DeathsRound.ToString() + " KDr-" + killer.KdrRound.ToString("F2") + " HS/K-" + ((killer.HeadshotsRound / killer.KillsRound) * 100).ToString("F2") + "%");
Yell

Code:

plugin.SendPlayerYell(victim.Name, killer.Name + "stats: Kills-" + killer.KillsRound.ToString() + " Deaths-" + killer.DeathsRound.ToString() + " KDr-" + killer.KdrRound.ToString("F2") + " HS/K-" + ((killer.HeadshotsRound / killer.KillsRound) * 100).ToString("F2") + "%", 5);
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Originally Posted by w262035635*:

 

Sorry for the mistake with the HS/K, I modified KDr and forgot to do the other one.

 

Using PapaChalie's Method makes the lines look slightly tidier and shorter, so as a Final piece of code, which should 100% work for what you want, here are the say and yell commands using the 2 decimal places. Change the F2 to F1 or however many decimal places you want to use.

Yes. This is the right work..

Thank you for your help.. markrlomas

And Clan label killer counting

R3 release is likely to lead to collapse

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Originally Posted by 397Seth*:

 

Hi,

 

I am looking for a possibilty to kick people with a too high round KD. But I want to different KDs for different total kills.

For example:

12

20

30

and so on.

Is this possible?

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Originally Posted by PapaCharlie9*:

 

Hi,

 

I am looking for a possibilty to kick people with a too high round KD. But I want to different KDs for different total kills.

For example:

12

20

30

and so on.

Is this possible?

Here you go:

 

showthread....umber-of-kills*

* 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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