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Originally Posted by kcuestag*:

 

Is there any limit out there so that random people can type /nextmap and know what's the next map of the maplist?

 

Votemap has an option, but that won't work unless the Vote has passed.

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Originally Posted by LCARSx64*:

 

Is there any limit out there so that random people can type /nextmap and know what's the next map of the maplist?

 

Votemap has an option, but that won't work unless the Vote has passed.

This should do what you're after:

 

The command is !nextmap but this may conflict with other plugin/limit commands, so I've highlight in red what you'd need to change in order to change the command name, e.g. you could change it to !followingmap.

 


Show Next Map On Command

 

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

 

Set first_check to this Expression:

Code:

(plugin.IsInGameCommand(player.LastChat))
Set second_check to this Code:

Code:

// Show Next Map On Command

String command = "";

// Extract the command
command = plugin.ExtractInGameCommand(player.LastChat);

// Remove excessive command prefixes
if ((command.Length != 0) && (plugin.ExtractCommandPrefix(command).Length != 0)) command = plugin.ExtractInGameCommand(command);

// Make sure the command really exists
if (null == command || command.Length == 0) return false;

// Match on !nextmap
if (!Regex.Match(command, @"^\bNEXTMAP\b", RegexOptions.IgnoreCase).Success) return false;

// Show the friendly next map name to the player
plugin.SendPlayerMessage(player.Name, "Next Map: " + plugin.FriendlyMapName(server.NextMapFileName));

return false;
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Originally Posted by dyn*:

 

Just had someone try the suicide flood* on BF4. One of our admins saw it and banned him.

 

Is the hack still able to crash or is the player just trying to get the game to finish? In any case will probably have to put the limit back on now just so we don't have to deal with this trash. Thank you SDS, again.

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Originally Posted by trans-am*:

 

Hi, i am looking for a limit that are able to do these:

 

1) Admin are able to add map to the current playlist

 

2) when type !play , the server will immediately switch to that map. In event that the map was not in current playlist, an error message will be shown.

 

Sent from my D6503 using Tapatalk

 

Edit: Does all of this can be done here?

myrcon.net/.../insane-limits-setnext-map-command-to-set-next-map-by-name

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Originally Posted by PapaCharlie9*:

 

Hi, i am looking for a limit that are able to do these:

 

1) Admin are able to add map to the current playlist

 

2) when type !play , the server will immediately switch to that map. In event that the map was not in current playlist, an error message will be shown.

 

Sent from my D6503 using Tapatalk

 

Edit: Does all of this can be done here?

myrcon.net/.../insane-limits-setnext-map-command-to-set-next-map-by-name

Yes. The command is !next instead of !play, but it does the same thing as you asked.

 

You have to use the map file's code name, like XP1_001, to add a map.

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Originally Posted by trans-am*:

 

I see, then can i request a limits that will show the map in the current maplist.

 

***

Please highlight the word in red for the command that trigger this limits. i might want to change it to player prefer word.

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Originally Posted by bananalumps*:

 

Hey, Im new here and new to BF3 servers / procon.

Im doing ok, i have enough general knowledge about computers to get by, i just dont have much scripting /coding knowledge.

 

So i was wondering if anyone knows how / if is possible to have the [ADMIN] prefix come up in front of all my admins names when they talk (or even if it still says [ALL] but a script just auto inserts [ADMIN] at the start of their text)

 

I managed to set one up using procon rulz but the problem was i couldnt figure out how to remove /not have it show the initial text so it ended up saying the message twice, once with the [ALL] prefix and once with [ADMIN] prefix. I managed to combat this with starting each message with "/" but this is not ideal.

 

Any help would be greatly appreciated

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Originally Posted by PapaCharlie9*:

 

Hey, Im new here and new to BF3 servers / procon.

Im doing ok, i have enough general knowledge about computers to get by, i just dont have much scripting /coding knowledge.

 

So i was wondering if anyone knows how / if is possible to have the [ADMIN] prefix come up in front of all my admins names when they talk (or even if it still says [ALL] but a script just auto inserts [ADMIN] at the start of their text)

 

I managed to set one up using procon rulz but the problem was i couldnt figure out how to remove /not have it show the initial text so it ended up saying the message twice, once with the [ALL] prefix and once with [ADMIN] prefix. I managed to combat this with starting each message with "/" but this is not ideal.

 

Any help would be greatly appreciated

It's not a plugin limitation, it's a game server RCON protocol limitation. There's no way to set the label used by the server in-game. All you can do is fake it, like you did with ProconRulz.
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Originally Posted by bananalumps*:

 

It's not a plugin limitation, it's a game server RCON protocol limitation. There's no way to set the label used by the server in-game. All you can do is fake it, like you did with ProconRulz.

That what i suspected. Even tho i managed to get Procon Rulz to do it, like i said it just relays a 2nd message with the added [ADMIN] bit. Do you know if it can just insert the text into the original message before it is displayed so that it only comes up with one message not 2?

 

I really want to avoid having to put / at the start of every message because if i ever forget then its just going to make me look like an idiot :smile:

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Originally Posted by PapaCharlie9*:

 

That what i suspected. Even tho i managed to get Procon Rulz to do it, like i said it just relays a 2nd message with the added [ADMIN] bit. Do you know if it can just insert the text into the original message before it is displayed so that it only comes up with one message not 2?

Nope, sorry, I don't think it is possible. It's all controlled by the game server.

 

Why not use a Yell instead? There's no labelling on yells, so you can do what you want.

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Originally Posted by trans-am*:

 

Anyone can help?

 

can i request a limits that will show the all map in the current maplist.

 

***

Please highlight the word in red for the command that trigger this limits. i might want to change it to player prefer word.

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Originally Posted by bananalumps*:

 

Nope, sorry, I don't think it is possible. It's all controlled by the game server.

 

Why not use a Yell instead? There's no labelling on yells, so you can do what you want.

Ok no worries.

 

Another question. Iv been trying a few IL scripts to change the gun master preset every round. Everyone i try works when there is less then 4 players (before the game starts) but when i get more then 4 players and the game starts the first round will be whatever it was before 4 people joined but ever round after that will just be standard?

 

is this a setting not letting Procon change stuff when its a ranked match or something?

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Originally Posted by PapaCharlie9*:

 

Anyone can help?

You want an in-game chat command that will show all of the current maps in the map list in chat? Is that what you meant? To all players or just the player typing the command?

 

What do you want to happen if the maplist is longer than can be shown in a single chat message (maximum 127 characters)?

 

As an example, let's say this is your map list (mixed mode):

 

MP_Siege ConquestSmall0 1 MP_Journey ConquestSmall0 1 MP_Abandoned ConquestSmall0 1 MP_Damage Domination0 1 MP_Resort ConquestLarge0 1 MP_Naval RushLarge0 2 MP_Damage ConquestSmall0 1 MP_Tremors Domination0 1 MP_Abandoned RushLarge0 2 MP_TheDish ConquestLarge0 1 MP_Siege Domination0 1 MP_Tremors RushLarge0 2 MP_Naval ConquestLarge0 1 MP_Flooded Domination0 1 MP_TheDish RushLarge0 2 MP_Prison ConquestSmall0 1 MP_TheDish Domination0 1 MP_Tremors ConquestLarge0 1 MP_Abandoned Domination0 1 MP_Resort Domination0 1

 

 

Let's also say you are currently on MP_Damage ConquestSmall0 1. How exactly do you want the chat text to look? Type it out in a reply to this post. Remember, a single chat message has to be 127 characters or less.

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Originally Posted by trans-am*:

 

You want an in-game chat command that will show all of the current maps in the map list in chat? Is that what you meant? To all players or just the player typing the command?

To the player typing

 

What do you want to happen if the maplist is longer than can be shown in a single chat message (maximum 127 characters)?

 

As an example, let's say this is your map list (mixed mode):

 

MP_Siege ConquestSmall0 1 MP_Journey ConquestSmall0 1 MP_Abandoned ConquestSmall0 1 MP_Damage Domination0 1 MP_Resort ConquestLarge0 1 MP_Naval RushLarge0 2 MP_Damage ConquestSmall0 1 MP_Tremors Domination0 1 MP_Abandoned RushLarge0 2 MP_TheDish ConquestLarge0 1 MP_Siege Domination0 1 MP_Tremors RushLarge0 2 MP_Naval ConquestLarge0 1 MP_Flooded Domination0 1 MP_TheDish RushLarge0 2 MP_Prison ConquestSmall0 1 MP_TheDish Domination0 1 MP_Tremors ConquestLarge0 1 MP_Abandoned Domination0 1 MP_Resort Domination0 1

For this part, there wouldn't be any mix mode, only pure Domination and the server map will be pure vanilla map.

 

Let's also say you are currently on MP_Damage ConquestSmall0 1. How exactly do you want the chat text to look? Type it out in a reply to this post. Remember, a single chat message has to be 127 characters or less.

I just want the map to display only the map name with round, for your example will be like Lancang Dam 1.

 

If the characters is going to reach 127 characters, the last line instead of map name, it will be !ml2 , !ml3 and so on. when people type !ml2 , !ml3 it will continue. (example can be taken from Steam valve game when listing for plugin)

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Originally Posted by PapaCharlie9*:

 

To the player typing

 

 

 

For this part, there wouldn't be any mix mode, only pure Domination and the server map will be pure vanilla map.

 

 

 

 

I just want the map to display only the map name with round, for your example will be like Lancang Dam 1.

 

If the characters is going to reach 127 characters, the last line instead of map name, it will be !ml2 , !ml3 and so on. when people type !ml2 , !ml3 it will continue. (example can be taken from Steam valve game when listing for plugin)

I generally don't write limits that only help one person. Other admins may want to use the command and they may have mixed modes.

 

But even for your case of all Domination, I still need to see exactly what you want the chat text to look like. You said all you want is "Lancange Dam 1", but that isn't a list, that's the current map. Did I misunderstand and all you want is the current map?

 

So here's an all Domination maplist. Same question, it's on MP_Damage Domination0 1, what do you want the command !map to show in chat? I can't write the code until I understand exactly what you want, and that requires a complete example.

 

MP_Siege Domination0 1 MP_Journey Domination0 1 MP_Abandoned Domination0 1 MP_Damage Domination0 1 XP2_001 Domination0 1 MP_Naval Domination0 1 MP_Tremors Domination0 1 MP_Flooded Domination0 1 MP_Abandoned Domination0 1 MP_Resort Domination0 1 XP2_002 Domination0 1 XP2_003 Domination0 1 XP2_004 Domination0 1 XP1_001 Domination0 1 XP1_002 Domination0 1 XP1_003 Domination0 1 XP1_004 Domination0 1

 

I understand your !mp2 and !mp3 suggestion, but that's both too hard to write code for and also doesn't make much sense. Here are some other alternatives that would make more sense, pick one of these:

 

1) Just stop at the 127 character limit. Is it really necessary to see the entire map list? Why?

 

2) Break up the list into multiple chat messages. Downside of this is that if the maplist is really long, the first set of maps will scroll off the top.

 

3) Use very short names for all the maps. Instead of "Lancang Dam", just use "Dam". Instead of "Operation Locker", use "Locker". Leave out the modes and rounds to save space.

 

4) Use full name, mode and round, but base it on a starting index and only go as far as 127 characters. So the command would become "!map n", where n is an index number. If it is omitted, start at the next map in the list. That would allow you to see the whole map, but you may have to use multiple commands to see the whole list and you'd have to remember what index number to use for each. Maybe include the index numbers with each map as well.

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Originally Posted by markrlomas*:

 

To the player typing

 

 

 

For this part, there wouldn't be any mix mode, only pure Domination and the server map will be pure vanilla map.

 

 

 

 

I just want the map to display only the map name with round, for your example will be like Lancang Dam 1.

 

If the characters is going to reach 127 characters, the last line instead of map name, it will be !ml2 , !ml3 and so on. when people type !ml2 , !ml3 it will continue. (example can be taken from Steam valve game when listing for plugin)

Here is a simple Limit that will enable you to display the map list by typing either @ml or !ml in the chat window

 

Create a Limit OnAnyChat and set the first_check_Code to

 

Code:

/* R0 */
Match list = Regex.Match(player.LastChat, @"^\s*[@!]ml");
if (list.Success)
	{
	List<String> mapList = new List<String>();
	for (int i = 0; i < server.MapFileNameRotation.Count; i++)
		{
		mapList.Add(plugin.FriendlyMapName(server.MapFileNameRotation[i]));
		if ((i != 0 && i % 6 == 0) || i == server.MapFileNameRotation.Count - 1)
			{
			string output = string.Join(", ", mapList.ToArray());
			plugin.SendPlayerMessage(player.Name, output);
			mapList.Clear();
			output = "";
			}
		}
	}
return false;
In order to stop the chat windows lagging due to the message being above 127 characters this script will split the maplist into blocks of 6 maps, and will display each block of 6 in a chat message. This code doesn't display Mode, Index or number of rounds.

 

If you did want to customize the map names, for example to make them shorter as PapaCharlie said above (Metro, Locker, Dam etc...) then I would recommend using a dictionary within the code to achieve this.

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Originally Posted by trans-am*:

 

But even for your case of all Domination, I still need to see exactly what you want the chat text to look like. You said all you want is "Lancange Dam 1", but that isn't a list, that's the current map. Did I misunderstand and all you want is the current map?

I think you misunderstood, for example there are 2 map, Dam & locker and they are all 1 round. They will display this when command is type: Lancange Dam 1

Operation Locker 1

 

So here's an all Domination maplist. Same question, it's on MP_Damage Domination0 1, what do you want the command !map to show in chat? I can't write the code until I understand exactly what you want, and that requires a complete example.

 

MP_Siege Domination0 1 MP_Journey Domination0 1 MP_Abandoned Domination0 1 MP_Damage Domination0 1 XP2_001 Domination0 1 MP_Naval Domination0 1 MP_Tremors Domination0 1 MP_Flooded Domination0 1 MP_Abandoned Domination0 1 MP_Resort Domination0 1 XP2_002 Domination0 1 XP2_003 Domination0 1 XP2_004 Domination0 1 XP1_001 Domination0 1 XP1_002 Domination0 1 XP1_003 Domination0 1 XP1_004 Domination0 1

I will just list out a few map as a example as there are too many map.

Siege of Shanghai 1 > Golmud Railway 1>

zavod 311 1 > Lancang Dam 1 >

Lost Islands 1 > ....

 

something like this, a few map per line but will have more map name per line without continue on the second line, if possible.

 

Siege of Shanghai 1 > Golmud Railway 1> zavod

311 1 > Lancang Dam 1 > ...

 

Avoid something like this ^

 

Here are some other alternatives that would make more sense, pick one of these:

3) Use very short names for all the maps. Instead of "Lancang Dam", just use "Dam". Instead of "Operation Locker", use "Locker". Leave out the modes and rounds to save space.

i will pick this but the round is a must.

 

If possible, full map list will be the best.

Reason is that, an admin of mine doesn't have procon on IOS & he wasn't allow to download procon on desktop as that desktop wasn't his

 

Here is a simple Limit that will enable you to display the map list by typing either @ml or !ml in the chat window

 

In order to stop the chat windows lagging due to the message being above 127 characters this script will split the maplist into blocks of 6 maps, and will display each block of 6 in a chat message. This code doesn't display Mode, Index or number of rounds.

 

If you did want to customize the map names, for example to make them shorter as PapaCharlie said above (Metro, Locker, Dam etc...) then I would recommend using a dictionary within the code to achieve this.

i need the number of round as this is quite important. Thanks =)

 

*******************************

@ PapaCharlie9:

As you mention,

I generally don't write limits that only help one person. Other admins may want to use the command and they may have mixed modes.

I would recommend something this :

Shanghai Dom 2 > Railway CQL 2>

zavod CQS 2 > Dam TDM 2> ...

 

CQL = Conquest Large

CQS = Conquest Small

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Originally Posted by markrlomas*:

 

This is the above code but with the number of rounds included:

 

Code:

Match list = Regex.Match(player.LastChat, @"^\s*[@!]ml");
if (list.Success)
	{
	List<String> mapList = new List<String>();
	for (int i = 0; i < server.MapFileNameRotation.Count; i++)
		{
		mapList.Add(plugin.FriendlyMapName(server.MapFileNameRotation[i]) + " " + server.LevelRoundsRotation[i].ToString());
		if ((i != 0 && i % 6 == 0) || i == server.MapFileNameRotation.Count - 1)
			{
			string output = string.Join(", ", mapList.ToArray());
			plugin.SendPlayerMessage(player.Name, output);
			mapList.Clear();
			output = "";
			}
		}
	}
return false;
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Originally Posted by PapaCharlie9*:

 

The (i % 6) == 0 logic might run into the 127 character limit. Unless you took the longest map name and figured out how many times it will fit into 127 without going over?

 

Any message over 127 isn't shown at all.

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  • 2 weeks later...

Originally Posted by DownArrowMagnet*:

 

I'm working on a limit based loosely on some code you posted a while back to do a server restart, with some warnings. Basically it checks the conditions it is interested in, they spawns a thread that gives a warning once a minute for three minutes, sleeping in between. If the problem still exists at the end of three minutes, it takes action and the thread exits.

 

I want to ensure that there is never more than one thread from this limit running at a time. So if the limit is set to OnIntervalServer 30, for example, and if it spawns a thread that runs for three minutes, I want to make sure that when the limit is triggered again during that time it just cancels out instead of doing the check and trying to spawn another thread.

 

I'm familiar with the Mutex class, and I've tried using that. The limit tries to grab a named (what should be system-wide) mutex, and if it can, then it proceeds. If it can't, then it just exits; or at least that's what it's supposed to do. The problem is it's not working, and I'm not sure why.

 

Do you have any examples of working code, using a Mutex or any other reliable mechanic, that could be used within a limit to make sure that there is only ever one instance of a background thread that the limit might spawn running?

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Originally Posted by LCARSx64*:

 

I'm working on a limit based loosely on some code you posted a while back to do a server restart, with some warnings. Basically it checks the conditions it is interested in, they spawns a thread that gives a warning once a minute for three minutes, sleeping in between. If the problem still exists at the end of three minutes, it takes action and the thread exits.

 

I want to ensure that there is never more than one thread from this limit running at a time. So if the limit is set to OnIntervalServer 30, for example, and if it spawns a thread that runs for three minutes, I want to make sure that when the limit is triggered again during that time it just cancels out instead of doing the check and trying to spawn another thread.

 

I'm familiar with the Mutex class, and I've tried using that. The limit tries to grab a named (what should be system-wide) mutex, and if it can, then it proceeds. If it can't, then it just exits; or at least that's what it's supposed to do. The problem is it's not working, and I'm not quit sure why.

 

Do you have any examples of working code, using a Mutex or any other reliable mechanic, that could be used within a limit to make sure that there is only ever one instance of a background thread that the limit might spawn running?

You can use plugin.Data.setObject and set to the thread, when the thread is ready to exit, unset the object. Now all you need to do is check if the object is set or not. You can look at my timed messaging system code for an example of a single long live background worker thread: myrcon.net/.../insane-limits-timed-messaging-system-v20
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Originally Posted by DownArrowMagnet*:

 

You can use plugin.Data.setObject and set to the thread, when the thread is ready to exit, unset the object. Now all you need to do is check if the object is set or not. You can look at my timed messaging system code for an example of a single long live background worker thread: myrcon.net/.../insane-limits-timed-messaging-system-v20

Thanks much. I'll give that a try.

 

Also answers my next question, which was going to be how to make sure the thread always ends if the round ends before it completes its run. With setObject / getObject, I think I can set the thread as an object, then add a separate OnRoundOver limit that will check to see if the object is set, and if it is then retrieve it, call Thread.Abort() and unset the object.

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Originally Posted by LCARSx64*:

 

Thanks much. I'll give that a try.

 

Also answers my next question, which was going to be how to make sure the thread always ends if the round ends before it completes its run. With setObject / getObject, I think I can set the thread as an object, then add a separate OnRoundOver limit that will check to see if the object is set, and if it is then retrieve it, call Thread.Abort() and unset the object.

I'm not sure that would work as intended, prehaps you should just use a seperate abort flag (plugin.Data.setBool). Set the flag to true when you want the thread the exit (abort), inside the thread, keep checking that flag, when true abort. Don't forget when exiting the thread to clear (set false) the abort flag, otherwise a new thread that is spawned will instantly abort upon reading it. E.g. The thread could end like this:

Code:

// If the abort flag isn't set we can assume an abort is not required
if (plugin.Data.issetBool("_ABORT_"))
{
    // Check if the abort flag is set to true
    if (plugin.Data.getBool("_ABORT_")
    {
        // Set the abort flag to false
        plugin.Data.setBool("_ABORT_", false);
        // Clear the thread object
        plugin.Data.unsetObject("_THREAD_");
        // Exit
        return;
    }
}
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Originally Posted by DownArrowMagnet*:

 

Is there any reliable way from within a background thread to tell that a round has ended and the server is either in the in-between time, or has just started a new round? I can think of various kludges like looking at the round timer or something, but I'm not sure what would be the best way to detect this from within a thread that was started by a limit.

 

The thread hangs around for a couple of minutes before doing its final work and exiting, but I want to make sure that if the round has ended in the meantime, while it was counting down, that it just exits without taking any action. So the question is how to tell if the round has ended in between when the thread started and when the countdown expires.

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Originally Posted by LCARSx64*:

 

You can still use the OnRoundOver event, only just make it set the abort flag to true. Use the OnRoundStart event to clear the abort flag (set false).

 

Sent from Samsung Galaxy S5 using Tapatalk

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Originally Posted by DownArrowMagnet*:

 

Next stupid question: Is there an example anywhere of a limit or a very simple plugin that just does the most basic, limited MySQL database interaction? I want to make a simple OnRoundOver limit that does a single INSERT with some round statistics and other information at the end of each round, so I'm looking for something on the level of a Hello World database plugin or limit.

 

I have looked at the code for XpKiller's stats logger, which I also use, but the actual DB interaction is wrapped up in a ton of state management code that the plugin uses to cache stats in its own internal representation and throttle the database traffic to a reasonable level. I'm looking for something that is more along the lines of the simplest database plugin or limit that could possibly work to just connect, insert, and disconnect cleanly.

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Originally Posted by DownArrowMagnet*:

 

You can still use the OnRoundOver event, only just make it set the abort flag to true. Use the OnRoundStart event to clear the abort flag (set false).

That seems like a good solution. One limit to set _ABORT? OnRoundOver; one to clear _ABORT? OnRoundStart, and then the background thread will just always check that flag before it does its work. Since the flag always will be cleared OnRoundStart, I don't think the thread even needs to worry about clearing it, because it only ever would be set in between rounds. Thanks.
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Originally Posted by LCARSx64*:

 

That seems like a good solution. One limit to set _ABORT? OnRoundOver; one to clear _ABORT? OnRoundStart, and then the background thread will just always check that flag before it does its work. Since the flag always will be cleared OnRoundStart, I don't think the thread even needs to worry about clearing it, because it only ever would be set in between rounds. Thanks.

No worries and yep you're right, the thread wouldn't need to worry about clearing the flag provided you don't want the possibility of a new thread running when the old ends.
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      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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