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Originally Posted by LCARSx64*:

 

You can set delay in SendPlayerMessage command with this prefix:

 

plugin.SendPlayerMessage(player.Name, message, seconds);

 

For yell msgs you would need to set TimeSpan variables. Unfortunitely, im not very familiar with those.

myrcon.net/.../insane-limits-timed-messaging-system-v20 :ohmy:
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Originally Posted by )RAG()N*:

 

Is it possible to have set server messages display on set maps ?

 

What I want to do is try and keep the Siege of Shanghai Tower up longer in the round and I want to have a message come up to keep the tower up until a set number of tickets but I only want it to display them while the Siege of Shanghai map is running.

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Originally Posted by BuRockK*:

 

Is it possible to have set server messages display on set maps ?

 

What I want to do is try and keep the Siege of Shanghai Tower up longer in the round and I want to have a message come up to keep the tower up until a set number of tickets but I only want it to display them while the Siege of Shanghai map is running.

Yes, you can make on spawn msg to all players. If any teams ticket is under a certain percentage you can change msg or send different msg
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Originally Posted by moacco07*:

 

I've tested this:-

 

Code:

if (Regex.Match(chatword, "^"+racism+"[s]_[!_]_[_!]_$", RegexOptions.IgnoreCase).Success)
As best I can, and it seems to be working fine. I've also modified it so it picks up the plural now. So now the first part looks like this:-

 

Code:

string fancy_time = DateTime.Now.ToString("HH:mm:ss");

string fancy_date = DateTime.Now.ToString("yyyy-MM-dd");

List<string> racisms = new List<string>();
	racisms.Add("nigger");
	racisms.Add("nigga");
	racisms.Add("paki");
	
string[] chatwords = Regex.Split(player.LastChat, @"\s+");
    
foreach(string chatword in chatwords) 
{
	foreach(string racism in racisms)
	{
		if (Regex.Match(chatword, "^"+racism+"[s]_[!_]_[_!]_$", RegexOptions.IgnoreCase).Success)
		{
			plugin.SendGlobalMessage(plugin.R("%p_n% was auto-kicked for using the word: "+racism+""));
			plugin.SendGlobalMessage(plugin.R("We operate a zero tolerance policy on racism"));
			plugin.KickPlayerWithMessage(player.Name, plugin.R("[Auto-Admin] Racist Language"));
			plugin.ConsoleWarn(plugin.R("%p_n% used the word: "+racism+""));
			plugin.ConsoleWarn(plugin.R("%p_n% was auto-kicked for using the word: "+racism+"!"));			
			plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("[" + fancy_date + "] [" + fancy_time + "] %p_n% said [" + player.LastChat + "]"));
			return true;
			
		}
	}
}
Hi Singh400,

 

Could there be any change that you could add multi-punishment into this script?

First - kick

second - kick

third - tban

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Originally Posted by moacco07*:

 

Ok, try this ...

 

Add as many lBadWords.Add lines as you like, you can even add matches for things such as dog lover by replacing the space with a . (dot), e.g. lBadWords.Add("dog.lover");

 

The values highlighted in red can be either true or false, and they are as follows:

 

bAdminsCanTrigger - if this is set to true then Admins can trigger the matches (NOTE: they will be temp banned if they do trigger a match).

 

bShowToChat - if this is set to true then the ban will be announced in in-game chat.

 

bLogToProcon - if this is set to true then the ban will be announced in both the Procon chat tab and plugin console.

 

bLogToFile - if this is set to true then the ban will be logged to the file Logs/InsaneLimits_BWD.log


Auto-Ban Racists

 

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

 

Set first_check to this Code:

Code:

// Auto-Ban Racists - Limit 1 of 1
// v1.0 - OnAnyChat - first_check
//

bool bAdminsCanTrigger = false;
bool bShowToChat = true;
bool bLogToProcon = true;
bool bLogToFile = true;

List<String> lBadWords = new List<String>();
lBadWords.Add("word1");
lBadWords.Add("word2");
lBadWords.Add("word3");
lBadWords.Add("word4");
lBadWords.Add("word5");
lBadWords.Add("word6");
lBadWords.Add("word7");
lBadWords.Add("word8");
lBadWords.Add("word9");
lBadWords.Add("word10");
// Add as many lBadWords.Add lines as you like.
//
String[] sErrs = { "^b^1Auto-Ban Racists^0^n: ",
                   "AUTO BANNED FOR RACIST LANGUAGE!",
                   " - BANNED FOR SAYING [ ",
                   "" };
Match mMatch = null;
bool bComplete = false;
bool bKill = false;
bool bKick = false;
bool bBan = false;
bool bMove = false;
bool bLevel = false;

if (!bAdminsCanTrigger)
{
    if (plugin.CheckAccount(player.Name, out bKill, out bKick, out bBan, out bMove, out bLevel))
    {
        if (bKill && bKick && bBan && bMove & bLevel) return false;
    }
}
if (lBadWords.Count > 0)
{
    foreach (String sBadWord in lBadWords)
    {
        mMatch = Regex.Match(player.LastChat, @"(_<=\W|^)(" + sBadWord + @")(_=\W|$)", RegexOptions.IgnoreCase);
        if (mMatch.Success)
        {
            sErrs[0] = sErrs[0] + plugin.R("%p_fn% - ") + sErrs[1];
            sErrs[2] = plugin.R("%date% %time% - %p_fn%") + sErrs[2] + mMatch.Value + " ]";
            sErrs[3] = plugin.R("%p_fn%  ") + sErrs[1];
            plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, player.Name, 24*60, sErrs[1]);
            if (bShowToChat) plugin.SendGlobalMessage(sErrs[3]);
            if (bLogToProcon)
            {
                plugin.ConsoleWrite(sErrs[0]);
                plugin.PRoConChat(sErrs[0]);
            }
            if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", sErrs[2]);
            return false;
        }
    }
}

return false;

End of post.

Hi Mr. LCARSx64,

 

Any chance that you could add multiple punishment?

 

1st offence - kill saying [racist word]

2nd offence - kick saying [racist word]

3rd offence - TBAN 30 minutes saying [racist word]

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Originally Posted by LCARSx64*:

 

Hi Mr. LCARSx64,

 

Any chance that you could add multiple punishment?

 

1st offence - kill saying [racist word]

2nd offence - kick saying [racist word]

3rd offence - TBAN 30 minutes saying [racist word]

This should work:

 

Replace the code with the following (Adjusting the values highlighted in red as required):

 

Note: This limit will remember players that have been punished until the server is restarted.

 

Code:

// Auto-Punish Racists - Limit 1 of 1
// v2.0 - OnAnyChat - first_check
//

bool bAdminsCanTrigger = [b]false[/b];
bool bShowToChat = [b]true[/b];
bool bLogToProcon = [b]true[/b];
bool bLogToFile = [b]true[/b];

List<String> lBadWords = new List<String>();
lBadWords.Add("word1");
lBadWords.Add("word2");
lBadWords.Add("word3");
lBadWords.Add("word4");
lBadWords.Add("word5");
lBadWords.Add("word6");
lBadWords.Add("word7");
lBadWords.Add("word8");
lBadWords.Add("word9");
lBadWords.Add("word10");
// Add as many lBadWords.Add lines as you like.
//
String[] sErrs = { "Do NOT use ",
                   " was ",
                   "killed ",
                   "kicked ",
                   "temp banned ",
                   "for using ",
                   "racist language! ( " };
String sKey = "_RACIST";
Match mMatch = null;
bool bComplete = false;
bool bKill = false;
bool bKick = false;
bool bBan = false;
bool bMove = false;
bool bLevel = false;
int iCount = 0;

Action<String[] > fMessage = delegate(String[] _sData)
                            {
                                if (_sData != null)
                                {
                                    if (_sData.Length == 2)
                                    {
                                        plugin.SendPlayerMessage(_sData[0], _sData[1]);
                                        plugin.SendPlayerYell(_sData[0], "\n" + _sData[1], 8);
                                    }
                                }
                            };

Action<String> fLog = delegate(String _sMsg)
                      {
                          if (_sMsg != null)
                          {
                              _sMsg = "^b^1Auto-Punish Racists^0^n: " + _sMsg;
                              plugin.ConsoleWrite(_sMsg);
                              plugin.PRoConChat(_sMsg);
                          }
                      };

if (!bAdminsCanTrigger)
{
    if (plugin.CheckAccount(player.Name, out bKill, out bKick, out bBan, out bMove, out bLevel))
    {
        if (bKill && bKick && bBan && bMove & bLevel) return false;
    }
}
if (lBadWords.Count > 0)
{
    foreach (String sBadWord in lBadWords)
    {
        mMatch = Regex.Match(player.LastChat, @"(_<=\W|^)(" + sBadWord + @")(_=\W|$)", RegexOptions.IgnoreCase);
        if (mMatch.Success)
        {
            sKey = player.PBGuid + sKey;
            if (server.Data.issetInt(sKey))
            {
                iCount = server.Data.getInt(sKey);
            }
            iCount++;
            switch (iCount)
            {
                case 1:
                    // First breach, kill player
                    if (bShowToChat) fMessage(new String[] { player.Name, sErrs[0] + sErrs[6] + mMatch.Value + " )"});
                    if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[2] + sErrs[5] + sErrs[6] + mMatch.Value + " )");
                    plugin.ServerCommand("admin.killPlayer", player.Name);
                    break;
                case 2:
                    // 2nd breach, kick player
                    if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[3] + sErrs[5] + sErrs[6] + mMatch.Value + " )");
                    if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("%date% %time% - %p_fn% - KICKED FOR SAYING [ " + mMatch.Value + " ]"));
                    plugin.ServerCommand("admin.kickPlayer", player.Name, "RACIST LANGUAGE [ " + mMatch.Value + " ]");
                    break;
                case 3:
                    // 3rd and subsequent breaches, temp ban player
                    if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[4] + sErrs[5] + sErrs[6] + mMatch.Value + " )");
                    if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("%date% %time% - %p_fn% - TEMP BANNED FOR SAYING [ " + mMatch.Value + " ]"));
                    plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, player.Name, 30, "TEMP BANNED FOR SAYING [" + mMatch.Value + " ]");
                    iCount = 2;
                    break;
            }
            server.Data.setInt(sKey, iCount);
        }
    }
}

return false;
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Originally Posted by BuRockK*:

 

Im tring to get the current maps mode and trigger limit if its a certain mode. Should be simple (server.Gamemode).

Code:

if (server.Gamemode == ConquestLarge0) { do this }
But i dont understand why its not accepting ConquestLarge0 as a valid mode:

[13:20:51 73] [insane Limits] ERROR: (CS0103, line: 35, column: 44): Der Name ConquestLarge0 ist im aktuellen Kontext nicht vorhanden.

(Also not sure why its in german when procon is set to English(Australian))

 

I wanted to make sure the output wasnt a short version of a mode or whatever so i tested it with this:

Code:

plugin.ConsoleWrite("GameMode ^b"+ server.Gamemode +"^n");
Which worked fine and outputs "GameMode ConquestLarge0" in plugin console

 

 

Could someone tell me what im missing?

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Originally Posted by maxdralle*:

 

...

But i dont understand why its not accepting ConquestLarge0 as a valid mode:

[13:20:51 73] [insane Limits] ERROR: (CS0103, line: 35, column: 44): Der Name ConquestLarge0 ist im aktuellen Kontext nicht vorhanden.

you need the " tag...

 

Code:

if (server.Gamemode == "ConquestLarge0") { do this }
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Originally Posted by moacco07*:

 

This should work:

 

Replace the code with the following (Adjusting the values highlighted in red as required):

 

Note: This limit will remember players that have been punished until the server is restarted.

 

Code:

// Auto-Punish Racists - Limit 1 of 1
// v2.0 - OnAnyChat - first_check
//

bool bAdminsCanTrigger = [b]false[/b];
bool bShowToChat = [b]true[/b];
bool bLogToProcon = [b]true[/b];
bool bLogToFile = [b]true[/b];

List<String> lBadWords = new List<String>();
lBadWords.Add("word1");
lBadWords.Add("word2");
lBadWords.Add("word3");
lBadWords.Add("word4");
lBadWords.Add("word5");
lBadWords.Add("word6");
lBadWords.Add("word7");
lBadWords.Add("word8");
lBadWords.Add("word9");
lBadWords.Add("word10");
// Add as many lBadWords.Add lines as you like.
//
String[] sErrs = { "Do NOT use ",
                   " was ",
                   "killed ",
                   "kicked ",
                   "temp banned ",
                   "for using ",
                   "racist language! ( " };
String sKey = "_RACIST";
Match mMatch = null;
bool bComplete = false;
bool bKill = false;
bool bKick = false;
bool bBan = false;
bool bMove = false;
bool bLevel = false;
int iCount = 0;

Action<String[] > fMessage = delegate(String[] _sData)
                            {
                                if (_sData != null)
                                {
                                    if (_sData.Length == 2)
                                    {
                                        plugin.SendPlayerMessage(_sData[0], _sData[1]);
                                        plugin.SendPlayerYell(_sData[0], "\n" + _sData[1], 8);
                                    }
                                }
                            };

Action<String> fLog = delegate(String _sMsg)
                      {
                          if (_sMsg != null)
                          {
                              _sMsg = "^b^1Auto-Punish Racists^0^n: " + _sMsg;
                              plugin.ConsoleWrite(_sMsg);
                              plugin.PRoConChat(_sMsg);
                          }
                      };

if (!bAdminsCanTrigger)
{
    if (plugin.CheckAccount(player.Name, out bKill, out bKick, out bBan, out bMove, out bLevel))
    {
        if (bKill && bKick && bBan && bMove & bLevel) return false;
    }
}
if (lBadWords.Count > 0)
{
    foreach (String sBadWord in lBadWords)
    {
        mMatch = Regex.Match(player.LastChat, @"(_<=\W|^)(" + sBadWord + @")(_=\W|$)", RegexOptions.IgnoreCase);
        if (mMatch.Success)
        {
            sKey = player.PBGUID + sKey;
            if (server.Data.issetInt(sKey))
            {
                iCount = server.Data.getInt(sKey);
            }
            iCount++;
            switch (iCount)
            {
                case 1:
                    // First breach, kill player
                    if (bShowToChat) fMessage(new String[] { player.Name, sErrs[0] + sErrs[6] + mMatch.Value + " )"});
                    if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[2] + sErrs[5] + sErrs[6] + mMatch.Value + " )");
                    plugin.ServerCommand("admin.killPlayer", player.Name);
                    break;
                case 2:
                    // 2nd breach, kick player
                    if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[3] + sErrs[5] + sErrs[6] + mMatch.Value + " )");
                    if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("%date% %time% - %p_fn% - KICKED FOR SAYING [ " + mMatch.Value + " ]"));
                    plugin.ServerCommand("admin.kickPlayer", player.Name, "RACIST LANGUAGE [ " + mMatch.Value + " ]");
                    break;
                case 3:
                    // 3rd and subsequent breaches, temp ban player
                    if (bLogToProcon) fLog(player.FullName + sErrs[1] + sErrs[4] + sErrs[5] + sErrs[6] + mMatch.Value + " )");
                    if (bLogToFile) plugin.Log("Logs/InsaneLimits_BWD.log", plugin.R("%date% %time% - %p_fn% - TEMP BANNED FOR SAYING [ " + mMatch.Value + " ]"));
                    plugin.EABanPlayerWithMessage(EABanType.EA_GUID, EABanDuration.Temporary, player.Name, 30, "TEMP BANNED FOR SAYING [" + mMatch.Value + " ]");
                    iCount = 2;
                    break;
            }
            server.Data.setInt(sKey, iCount);
        }
    }
}

return false;
HI Sir,

 

Thank you with the code, but with error below

 

Code:

[15:45:35 67] [Insane Limits] Thread(settings): ERROR: 1 error compiling Code
[15:45:35 67] [Insane Limits] Thread(settings): ERROR: (CS0117, line: 173, column: 39):  'PRoConEvents.PlayerInfoInterface' does not contain a definition for 'PBGUID'
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Originally Posted by LCARSx64*:

 

HI Sir,

 

Thank you with the code, but with error below

 

Code:

[15:45:35 67] [Insane Limits] Thread(settings): ERROR: 1 error compiling Code
[15:45:35 67] [Insane Limits] Thread(settings): ERROR: (CS0117, line: 173, column: 39):  'PRoConEvents.PlayerInfoInterface' does not contain a definition for 'PBGUID'
Oh sorry, I typed PBGUID instead of PBGuid.

 

I've updated my previous post to correct the code.

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Originally Posted by BuRockK*:

 

Hi.

 

Can help with next script:

I want current round time info in chat, when player request, example with !roundtime command

round time is shown in the scoreboard (Tab)
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Originally Posted by Hodor*:

 

Does anyone know how to make OnJoin triggered immediately like ProconRulz?

My rule:

 

//evaluation OnJoin

//first_check Code

Code:

if (server.PlayerCount<= 10 ) {
    plugin.SendGlobalYell(plugin.R("\n[Player: %p_n%] 3axoguT Ha CepBep! \nOcTaBauc9l Ha CepBepe 6yg My}l{ukoM! | CepBep ckopo 3aIIoJIHuTc9I"),10);
	}
else if (server.PlayerCount<= 14 ) {
    plugin.SendGlobalMessage(plugin.R("==================================="));
    plugin.SendGlobalMessage(plugin.R("[Player: %p_n%] 3axoguT"));
    plugin.SendGlobalMessage(plugin.R("OcTaBauc9l Ha CepBepe 6yg My}l{ukoM!"));
    plugin.SendGlobalMessage(plugin.R("CepBep ckopo 3aIIoJIHuTc9I"));
	}
    return false;
//second_check Disabled

 

This rule is triggered when a player will joined entirely to the server, but I need that it triggered after pressing in battlelog "Join server" like ProconRulz

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Originally Posted by LCARSx64*:

 

Does anyone know how to make OnJoin triggered immediately like ProconRulz?

My rule:

 

//evaluation OnJoin

//first_check Code

Code:

if (server.PlayerCount<= 10 ) {
    plugin.SendGlobalYell(plugin.R("\n[Player: %p_n%] 3axoguT Ha CepBep! \nOcTaBauc9l Ha CepBepe 6yg My}l{ukoM! | CepBep ckopo 3aIIoJIHuTc9I"),10);
	}
else if (server.PlayerCount<= 14 ) {
    plugin.SendGlobalMessage(plugin.R("==================================="));
    plugin.SendGlobalMessage(plugin.R("[Player: %p_n%] 3axoguT"));
    plugin.SendGlobalMessage(plugin.R("OcTaBauc9l Ha CepBepe 6yg My}l{ukoM!"));
    plugin.SendGlobalMessage(plugin.R("CepBep ckopo 3aIIoJIHuTc9I"));
	}
    return false;
//second_check Disabled

 

This rule is triggered when a player will joined entirely to the server, but I need that it triggered after pressing in battlelog "Join server" like ProconRulz

OnJoin in Insane Limits doesn't work like that; Most of the time it won't trigger until the player first spawns, occasionally it will fire before that.
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Originally Posted by Hodor*:

 

OnJoin in Insane Limits doesn't work like that; Most of the time it won't trigger until the player first spawns, occasionally it will fire before that.

No chance to do "Player joining notification" like in proconrulz? To fire immediately
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Originally Posted by BuRockK*:

 

No chance to do "Player joining notification" like in proconrulz? To fire immediately

Nope, this is the way IL was designed. Another reason why you should use ProconRulz as well
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Originally Posted by ColColonCleaner*:

 

Nope, this is the way IL was designed. Another reason why you should use ProconRulz as well

Isn't there an onauthenticate trigger that IL uses? On join just means something different to IL vs proconrulz, it waits until they are in the player list.
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Originally Posted by BuRockK*:

 

Isn't there an onauthenticate trigger that IL uses? On join just means something different to IL vs proconrulz, it waits until they are in the player list.

Yea thats what i meant really. When you set a limit for OnJoin, it works after OnAuthenticate triggers. I too had the same problem with joining messages. In the end, i set join message in proconrulz as "player has joined server" and set another one in IL saying "player has joined game"
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Originally Posted by ColColonCleaner*:

 

Yea thats what i meant really. When you set a limit for OnJoin, it works after OnAuthenticate triggers. I too had the same problem with joining messages. In the end, i set join message in proconrulz as "player has joined server" and set another one in IL saying "player has joined game"

This is one thing that i've always wondered. What is the importance to people of knowing when a person clicks the button on battlelog vs actually being in the server? Honestly I don't understand why that information is important, might be missing something though.
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Originally Posted by Chilace*:

 

This is one thing that i've always wondered. What is the importance to people of knowing when a person clicks the button on battlelog vs actually being in the server? Honestly I don't understand why that information is important, might be missing something though.

This can be useful for server seeding.
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Originally Posted by BuRockK*:

 

This is one thing that i've always wondered. What is the importance to people of knowing when a person clicks the button on battlelog vs actually being in the server? Honestly I don't understand why that information is important, might be missing something though.

Could be usefull for who knows what. Knowing every bit of action taken in/on your server as much as possible is a good think IMO.

 

Simple example could be; id be able to %count% every "connected" seperate from the count of joined players.

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Originally Posted by moacco07*:

 

Hi

 

I have questions. Is it possible to run two Procons in same instances for a single server? Each Procon from different service provider? Any potential risk?

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Originally Posted by s1ngular1ty*:

 

Hi

 

I have questions. Is it possible to run two Procons in same instances for a single server? Each Procon from different service provider? Any potential risk?

Yes you can have multiple procons connected to the same server.
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Originally Posted by LCARSx64*:

 

Hi

 

I have questions. Is it possible to run two Procons in same instances for a single server? Each Procon from different service provider? Any potential risk?

Yes you can connect two different Procon layers (hosted by different providers) to the same game server, however you'd need to make sure that each layer is not running the same plugins or limits for that matter.

Why you'd want two layers connecting to the one server is beyond me though.

 

Or did you mean can you have one Procon layer connected to two different game servers (same or different host)? The answer to this is yes.

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Originally Posted by Dete96*:

 

I don't understand your problem either. Isn't it better if the player that triggers the message is able to see it? That is not possible with ProconRulz but works perfectly with IL!?

If you want it like in ProconRulz, why don't you just use it? It should be no problem to create a rule depending on the playercount.

 

 

Gesendet von iPhone mit Tapatalk

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Originally Posted by Hodor*:

 

I don't understand your problem either. Isn't it better if the player that triggers the message is able to see it? That is not possible with ProconRulz but works perfectly with IL!?

If you want it like in ProconRulz, why don't you just use it? It should be no problem to create a rule depending on the playercount.

 

 

Gesendet von iPhone mit Tapatalk

Because Yell messages looks shitty without \n (new line support) in proconrulz and proconrulz havent delay or TimeSpan
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    • 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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