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Insane Limits V0.9/R6: Vote to nuke camping/base raping team, or !surrender (CQ/Rush)


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Originally Posted by IronHideMarine*:

 

I am looking for a basic script to install and where to install . to nuke a army for base rapping ... controlled by admin. only from procon or layer.

 

Ironhidemarine

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  • 2 weeks later...
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Originally Posted by GR101*:

 

Okay. This is a BEAST of a limit. Actually, it is two limits. Probably should be a full plugin on it's own at this point.

 

WARNING: Since this was pieced together from 3 different limits, risk is high that mistakes were made and that something won't work right. Use with care.

 

This version supports the cancel vote command, countdown messages and a second nuke on spawn.

 

FIRST LIMIT

 

Create a limit to evaluate OnAnyChat, call it "BEAST NUKER".

 

Set first_check to this Code:

 

Code:

/* VERSION 0.9/R8-yes-cancel */
double percent = 35; // CUSTOMIZE: of losing team that has to vote
double timeout = 5.0; // CUSTOMIZE: number of minutes before vote times out
int minPlayers = 16; // CUSTOMIZE: minimum players to enable vote
double minTicketPercent = 10; // CUSTOMIZE: minimum ticket percentage remaining in the round
double minTicketGap = 20; // CUSTOMIZE: minimum ticket gap between winning and losing teams
int maxAttempts = 3; // CUSTOMIZE: maximum number of attempts

String kCamp = "votenuke";
String kOncePrefix = "votenuke_once_";
String kVoteTime = "votenuke_time";
String kAttemptsPrefix = "votenuke_attempts_";


int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

String msg = "empty";

Action<String> ChatPlayer = delegate(String name) {
    // closure bound to String msg
    plugin.ServerCommand("admin.say", msg, "player", name);
    plugin.PRoConChat("ADMIN to " + name + " > *** " + msg);
};


/* Parse the command */

Match campMatch = Regex.Match(player.LastChat, @"^\s*!vote\s*nuke", RegexOptions.IgnoreCase);
Match yesMatch = Regex.Match(player.LastChat, @"^\s*!yes", RegexOptions.IgnoreCase);
Match cancelMatch = Regex.Match(player.LastChat, @"^\s*!cancelvote", RegexOptions.IgnoreCase);

/* Check for admin cancel */

double t1 = server.RemainTickets(1);
double t2 = server.RemainTickets(2);
int losing = (t1 < t2) _ 1 : 2;
List<PlayerInfoInterface> losers = (losing == 1) _ team1.players : team2.players;
String keyAttempts = kAttemptsPrefix + losing;
int attempts = 0;

if (cancelMatch.Success) {
    bool canKill = false;
    bool canKick = false;
    bool canBan = false;
    bool canMove = false;
    bool canChangeLevel = false;
    if (plugin.CheckAccount(player.Name, out canKill, out canKick, out canBan, out canMove, out canChangeLevel)) {
        if (canKick) {
            plugin.SendGlobalMessage("votenuke has been cancelled!");
            foreach (PlayerInfoInterface can in losers) {
                // Erase the vote
                if (can.RoundData.issetBool(kCamp)) can.RoundData.unsetBool(kCamp);
            }
            server.RoundData.unsetObject(kVoteTime);

            /* Losing team only gets to try this vote maxAttempts */
            attempts = 0;
            if (server.RoundData.issetInt(keyAttempts)) attempts = server.RoundData.getInt(keyAttempts);
            server.RoundData.setInt(keyAttempts, attempts + 1);
        } else {
            ChatPlayer("You are not authorized to use this command");
        }
    } else {
        ChatPlayer("Nice try, but only admins can use that command");
    }
    return false;
}

/* Bail out if not a proper vote */

if (!campMatch.Success && !yesMatch.Success) return false;

/* Bail out if this player already voted */

if (player.RoundData.issetBool(kCamp)) {
    msg = "You already voted on this votenuke attempt!";
    ChatPlayer(player.Name);
    return false;
}

/* Bail out if round about to end */

if (server.RemainTicketsPercent(1) < minTicketPercent || server.RemainTicketsPercent(2) < minTicketPercent) {
    msg = "Round too close to ending to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if ticket ratio isn't large enough */

if (Math.Abs(t1 - t2) < minTicketGap) {
    msg = "Ticket counts too close to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if voter is not on the losing team */


if (player.TeamId != losing) {
    msg = "You are not on the losing team!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if this team already completed a vote camp this round */

String key = kOncePrefix + losing;
if (server.RoundData.issetBool(key)) {
    msg = "Your team already completed a nuke vote this round!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if maxAttempts made */

if (server.RoundData.issetInt(keyAttempts)) {
    attempts = server.RoundData.getInt(keyAttempts);
    if (attempts >= maxAttempts) {
        msg = "Your team already made " + maxAttempts + " attempts at nuking this round!";
        if (!yesMatch.Success) ChatPlayer(player.Name);
        return false;
    }
}

/* Bail out if not enough players to enable vote */

if (server.PlayerCount < minPlayers) {
    msg = "Not enough players to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

if (level >= 2) plugin.ConsoleWrite("^b[VoteNuke]^n " + player.FullName + " voted to nuke baserapers");

msg = "You voted to nuke the other team camping your base";
if (!yesMatch.Success) ChatPlayer(player.Name);

/* Tally the votes */

int votes = 0;

/* Start timer if a valid command */

if (!server.RoundData.issetObject(kVoteTime)) {
    if (yesMatch.Success) {
        return false;
    }
    server.RoundData.setObject(kVoteTime, DateTime.Now);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteNuke]^n vote timer started");
}
DateTime started = (DateTime)server.RoundData.getObject(kVoteTime);
TimeSpan since = DateTime.Now.Subtract(started);

/* Count the vote in the voter's dictionary */
/* Votes are kept with the voter */
/* If the voter leaves, his votes are not counted */

if (!player.RoundData.issetBool(kCamp)) player.RoundData.setBool(kCamp, true);

/* Bail out if too much time has past */

if (since.TotalMinutes > timeout) {
    msg = "The voting time has expired, the nuke vote is cancelled!";
    plugin.SendGlobalMessage(msg);
    plugin.SendGlobalYell(msg, 10);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n vote timeout expired");
    foreach (PlayerInfoInterface can in losers) {
        // Erase the vote
        if (can.RoundData.issetBool(kCamp)) can.RoundData.unsetBool(kCamp);
    }
    server.RoundData.unsetObject(kVoteTime);

    /* Losing team only gets to try this vote maxAttempts */
    attempts = 0;
    if (server.RoundData.issetInt(keyAttempts)) attempts = server.RoundData.getInt(keyAttempts);
    server.RoundData.setInt(keyAttempts, attempts + 1);
    
    return false;
}

/* Otherwise tally */

foreach(PlayerInfoInterface p in losers) {
    if (p.RoundData.issetBool(kCamp)) votes++;
}
if (level >= 3) plugin.ConsoleWrite("^b[VoteNuke]^n loser votes = " + votes + " of " + losers.Count);

int needed = Convert.ToInt32(Math.Ceiling((double) losers.Count * (percent/100.0)));
int remain = needed - votes;

if (level >= 3) plugin.ConsoleWrite("^b[VoteNuke]^n needed = " + needed);

String campers = (losing == 1) _ "RU" : "US"; // BF3
String voters = (losing == 1) _ "US" : "RU"; // BF3
if (server.GameVersion == "BF4") {
    String[] factionNames = new String[]{"US", "RU", "CN"};
    int f1 = (team1.Faction < 0 || team1.Faction > 2) _ 0 : team1.Faction;
    int f2 = (team2.Faction < 0 || team2.Faction > 2) _ 1 : team2.Faction;
    campers = (losing == 1) _ factionNames[f2] : factionNames[f1];
    voters = (losing == 1) _ factionNames[f1] : factionNames[f2];
}

if (remain > 0) {
    msg = remain + " " + voters + " votes needed to punish " + campers + " team! " + Convert.ToInt32(Math.Ceiling(timeout - since.TotalMinutes)) + " mins left to vote!";
    plugin.SendGlobalMessage(msg);
    plugin.SendGlobalYell(msg, 8);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteNote]^n " + msg);
    return false;
}

/* Punish the campers */
String amsg = "Vote succeeded: " + campers + " team is being nuked for camping your deployment! Break out now!";
if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + amsg);
msg = "Vote succeeded: {0} seconds to nuke of " + campers + " team!";
plugin.SendGlobalYell("Vote succeeded: 5 seconds to nuke of " + campers + " team!", 15);

List<PlayerInfoInterface> bad = new List<PlayerInfoInterface>();
bad.AddRange((losing == 1) _ team2.players : team1.players);

if (server.RoundData.issetBool("BEARTRAP")) {
    if (level >= 2) plugin.ConsoleWarn("There is a timer thread that is already active! Aborting ...");
    return false;
}

Thread nuker = new Thread(new ThreadStart(delegate {
    try {
        server.RoundData.setBool("BEARTRAP", true);

        /* Losing team only gets to do this once */

        server.RoundData.setBool(key, true);

        int rsecs = 5;
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
        plugin.SendTeamMessage(losing, amsg);
        plugin.SendTeamYell(losing, amsg, 15);
        foreach (PlayerInfoInterface nuke in bad) {
            nuke.RoundData.setBool("NUKE TWICE", true);
            plugin.KillPlayer(nuke.Name);
            if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);
            Thread.Sleep(100);
        }
    } catch (Exception e) {
        plugin.ConsoleException(e.ToString());
    } finally {
        if (server.RoundData.issetBool("BEARTRAP"))
            server.RoundData.unsetBool("BEARTRAP");
    }
}));

nuker.Name = "Nuker";
nuker.Start();



return false;
For 10 seconds and add a Yell as well as a Chat for each line of countdown, find these lines towards the bottom of the code block:

 

Code:

int rsecs = 5;
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
Change (replace) those lines with these lines:

 

Code:

int rsecs = [b]10[/b];
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            [b]plugin.SendGlobalYell(String.Format(msg, rsecs), 1);[/b]
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
SECOND LIMIT

 

Now, create a new limit to evaluate OnSpawn, call it "Second Nuke".

 

Set first_check to this Code:

 

Code:

int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

if (player.RoundData.issetBool("NUKE TWICE")) {
    player.RoundData.unsetBool("NUKE TWICE");
    plugin.SendPlayerMessage(player.Name, "You will be ADMIN KILLED one more time, then you can spawn again!");
    plugin.KillPlayer(player.Name, 3);
    if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n SECOND killing of " + player.FullName);
}
return false;
Hey PapaCharlie, could you modify post #249 to enable "!votenuke" command only be active when all 3 Metro flags have been taken without using AdKats?

 

Auto-Surrender/Auto-Nuke System. This uses ticket loss rates to detect where teams are on the map, specifically with how many flags are captured. If a team is being base-camped, it can either automatically end the round with current winner, or nuke the team who is causing the base-camp. Optimal values for Metro 2014 and Operation Locker are available, for both surrender and nuke options.

 

myrcon.net/.../advanced-in-game-admin-and-ban-enforcer-adkats

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Originally Posted by ColColonCleaner*:

 

Hey PapaCharlie, could you modify post #249 to enable "!votenuke" command only be active when all 3 Metro flags have been taken without using AdKats?

There is a lot of logic surrounding that system to detect how many flags are captured, not just ticket loss rates. Adding this would require at least 2 helper limits if the main plugin is not modified.

 

Is there some feature you need that the AdKats auto-surrender system does not have?

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Originally Posted by GR101*:

 

There is a lot of logic surrounding that system to detect how many flags are captured, not just ticket loss rates. Adding this would require at least 2 helper limits if the main plugin is not modified.

 

Is there some feature you need that the AdKats auto-surrender system does not have?

Thanks for responding.

 

Ideally what I am after is:

 

1. Once all flags are captured and the team is being base-camped.

 

2. Commence player vote nuke via !VOTENUKE command.

 

3. Upon a successful player vote nuke, nuke the opposite team causing the base-camped, twice.

 

4. Also, display vote nuke count down message:

 

Vote succeeded: 4 seconds to nuke of US team!

Vote succeeded: 3 seconds to nuke of US team!

Vote succeeded: 2 seconds to nuke of US team!

Vote succeeded: 1 seconds to nuke of US team!

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Originally Posted by ColColonCleaner*:

 

Thanks for responding.

 

Ideally what I am after is:

 

1. Once all flags are captured and the team is being base-camped.

 

2. Commence player vote nuke via !VOTENUKE command.

 

3. Upon a successful player vote nuke, nuke the opposite team causing the base-camped, twice.

 

4. Also, display vote nuke count down message:

 

Vote succeeded: 4 seconds to nuke of US team!

Vote succeeded: 3 seconds to nuke of US team!

Vote succeeded: 2 seconds to nuke of US team!

Vote succeeded: 1 seconds to nuke of US team!

Right, there isn't a votenuke system in AdKats right now, only auto-nuke.

 

Is there a specific reason you want it to involve a player vote instead of just automatically nuking the baseraping team if all flags are captured?

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Originally Posted by GR101*:

 

Right, there isn't a votenuke system in AdKats right now, only auto-nuke.

 

Is there a specific reason you want it to involve a player vote instead of just automatically nuking the baseraping team if all flags are captured?

The option to vote nuke is the way forward without being too intrusive with a forced auto nuke, at least the players have full control whether to instigate a vote nuke or not.
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Originally Posted by GR101*:

 

Right, there isn't a votenuke system in AdKats right now, only auto-nuke.

 

Is there a specific reason you want it to involve a player vote instead of just automatically nuking the baseraping team if all flags are captured?

Do you have a stand alone version of auto-nuke without AdKats?
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Originally Posted by ColColonCleaner*:

 

Do you have a stand alone version of auto-nuke without AdKats?

I do not. However if you have a database AdKats is quite easy to set up, and if you don't have one yet a competent db host can be quite cheap.

 

Some content will be broken out in the engine, but that is a few months away if that close.

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Originally Posted by GR101*:

 

I do not. However if you have a database AdKats is quite easy to set up, and if you don't have one yet a competent db host can be quite cheap.

 

Some content will be broken out in the engine, but that is a few months away if that close.

I know this is not the support section for AdKats, but can you recommend a competent db host that fully support AdKats and I can import my existing Procon stats logger db?

 

My existing host provider is GoDaddy, they don't support access to create triggers and stored procedures, when I run your SQL script I get the following error messages:

 

Code:

SQL query:

DROP TRIGGER IF EXISTS `tbl_chatlog_player_id_insert` $$

MySQL said: Documentation
#1227 - Access denied; you need the SUPER privilege for this operation
[AdKats] ENABLED! Beginning startup sequence...

 

Code:

[AdKats] ERROR-6800: [Non-Query failed. [Adding AdKats role groups table]: MySql.Data.MySqlClient.MySqlException: Can't create table './bf4proconstats/adkats_rolegroups.frm' (errno: 150)
   at PRoConEvents.AdKats.SafeExecuteNonQuery(MySqlCommand command)
   at PRoConEvents.AdKats.SendNonQuery(String desc, String nonQuery, Boolean verbose)]
[12:06:06 72] [AdKats] ERROR-6800: [AdKats tables not present or valid in the database. Have you run the AdKats database setup script yet_ If so, are your tables InnoDB_]
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Originally Posted by ColColonCleaner*:

 

I know this is not the support section for AdKats, but can you recommend a competent db host that fully support AdKats and I can import my existing Procon stats logger db?

 

My existing host provider is GoDaddy, they don't support access to create triggers and stored procedures, when I run your SQL script I get the following error messages:

 

Code:

SQL query:

DROP TRIGGER IF EXISTS `tbl_chatlog_player_id_insert` $$

MySQL said: Documentation
#1227 - Access denied; you need the SUPER privilege for this operation
[AdKats] ENABLED! Beginning startup sequence...

 

Code:

[AdKats] ERROR-6800: [Non-Query failed. [Adding AdKats role groups table]: MySql.Data.MySqlClient.MySqlException: Can't create table './bf4proconstats/adkats_rolegroups.frm' (errno: 150)
   at PRoConEvents.AdKats.SafeExecuteNonQuery(MySqlCommand command)
   at PRoConEvents.AdKats.SendNonQuery(String desc, String nonQuery, Boolean verbose)]
[12:06:06 72] [AdKats] ERROR-6800: [AdKats tables not present or valid in the database. Have you run the AdKats database setup script yet_ If so, are your tables InnoDB_]
Depends where you are. We suggest using Branzone, but they are only central US.

 

page1/index.html*

 

Links are in the requirements section at the top of that thread.

 

You can create a backup of your stat logger database then import it to your new one, whichever the host.

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  • 3 months later...

Originally Posted by avengedthedead*:

 

Okay. This is a BEAST of a limit. Actually, it is two limits. Probably should be a full plugin on it's own at this point.

 

WARNING: Since this was pieced together from 3 different limits, risk is high that mistakes were made and that something won't work right. Use with care.

 

This version supports the cancel vote command, countdown messages and a second nuke on spawn.

 

FIRST LIMIT

 

Create a limit to evaluate OnAnyChat, call it "BEAST NUKER".

 

Set first_check to this Code:

 

Code:

/* VERSION 0.9/R8-yes-cancel */
double percent = 35; // CUSTOMIZE: of losing team that has to vote
double timeout = 5.0; // CUSTOMIZE: number of minutes before vote times out
int minPlayers = 16; // CUSTOMIZE: minimum players to enable vote
double minTicketPercent = 10; // CUSTOMIZE: minimum ticket percentage remaining in the round
double minTicketGap = 20; // CUSTOMIZE: minimum ticket gap between winning and losing teams
int maxAttempts = 3; // CUSTOMIZE: maximum number of attempts

String kCamp = "votenuke";
String kOncePrefix = "votenuke_once_";
String kVoteTime = "votenuke_time";
String kAttemptsPrefix = "votenuke_attempts_";


int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

String msg = "empty";

Action<String> ChatPlayer = delegate(String name) {
    // closure bound to String msg
    plugin.ServerCommand("admin.say", msg, "player", name);
    plugin.PRoConChat("ADMIN to " + name + " > *** " + msg);
};


/* Parse the command */

Match campMatch = Regex.Match(player.LastChat, @"^\s*!vote\s*nuke", RegexOptions.IgnoreCase);
Match yesMatch = Regex.Match(player.LastChat, @"^\s*!yes", RegexOptions.IgnoreCase);
Match cancelMatch = Regex.Match(player.LastChat, @"^\s*!cancelvote", RegexOptions.IgnoreCase);

/* Check for admin cancel */

double t1 = server.RemainTickets(1);
double t2 = server.RemainTickets(2);
int losing = (t1 < t2) _ 1 : 2;
List<PlayerInfoInterface> losers = (losing == 1) _ team1.players : team2.players;
String keyAttempts = kAttemptsPrefix + losing;
int attempts = 0;

if (cancelMatch.Success) {
    bool canKill = false;
    bool canKick = false;
    bool canBan = false;
    bool canMove = false;
    bool canChangeLevel = false;
    if (plugin.CheckAccount(player.Name, out canKill, out canKick, out canBan, out canMove, out canChangeLevel)) {
        if (canKick) {
            plugin.SendGlobalMessage("votenuke has been cancelled!");
            foreach (PlayerInfoInterface can in losers) {
                // Erase the vote
                if (can.RoundData.issetBool(kCamp)) can.RoundData.unsetBool(kCamp);
            }
            server.RoundData.unsetObject(kVoteTime);

            /* Losing team only gets to try this vote maxAttempts */
            attempts = 0;
            if (server.RoundData.issetInt(keyAttempts)) attempts = server.RoundData.getInt(keyAttempts);
            server.RoundData.setInt(keyAttempts, attempts + 1);
        } else {
            ChatPlayer("You are not authorized to use this command");
        }
    } else {
        ChatPlayer("Nice try, but only admins can use that command");
    }
    return false;
}

/* Bail out if not a proper vote */

if (!campMatch.Success && !yesMatch.Success) return false;

/* Bail out if this player already voted */

if (player.RoundData.issetBool(kCamp)) {
    msg = "You already voted on this votenuke attempt!";
    ChatPlayer(player.Name);
    return false;
}

/* Bail out if round about to end */

if (server.RemainTicketsPercent(1) < minTicketPercent || server.RemainTicketsPercent(2) < minTicketPercent) {
    msg = "Round too close to ending to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if ticket ratio isn't large enough */

if (Math.Abs(t1 - t2) < minTicketGap) {
    msg = "Ticket counts too close to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if voter is not on the losing team */


if (player.TeamId != losing) {
    msg = "You are not on the losing team!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if this team already completed a vote camp this round */

String key = kOncePrefix + losing;
if (server.RoundData.issetBool(key)) {
    msg = "Your team already completed a nuke vote this round!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if maxAttempts made */

if (server.RoundData.issetInt(keyAttempts)) {
    attempts = server.RoundData.getInt(keyAttempts);
    if (attempts >= maxAttempts) {
        msg = "Your team already made " + maxAttempts + " attempts at nuking this round!";
        if (!yesMatch.Success) ChatPlayer(player.Name);
        return false;
    }
}

/* Bail out if not enough players to enable vote */

if (server.PlayerCount < minPlayers) {
    msg = "Not enough players to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

if (level >= 2) plugin.ConsoleWrite("^b[VoteNuke]^n " + player.FullName + " voted to nuke baserapers");

msg = "You voted to nuke the other team camping your base";
if (!yesMatch.Success) ChatPlayer(player.Name);

/* Tally the votes */

int votes = 0;

/* Start timer if a valid command */

if (!server.RoundData.issetObject(kVoteTime)) {
    if (yesMatch.Success) {
        return false;
    }
    server.RoundData.setObject(kVoteTime, DateTime.Now);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteNuke]^n vote timer started");
}
DateTime started = (DateTime)server.RoundData.getObject(kVoteTime);
TimeSpan since = DateTime.Now.Subtract(started);

/* Count the vote in the voter's dictionary */
/* Votes are kept with the voter */
/* If the voter leaves, his votes are not counted */

if (!player.RoundData.issetBool(kCamp)) player.RoundData.setBool(kCamp, true);

/* Bail out if too much time has past */

if (since.TotalMinutes > timeout) {
    msg = "The voting time has expired, the nuke vote is cancelled!";
    plugin.SendGlobalMessage(msg);
    plugin.SendGlobalYell(msg, 10);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n vote timeout expired");
    foreach (PlayerInfoInterface can in losers) {
        // Erase the vote
        if (can.RoundData.issetBool(kCamp)) can.RoundData.unsetBool(kCamp);
    }
    server.RoundData.unsetObject(kVoteTime);

    /* Losing team only gets to try this vote maxAttempts */
    attempts = 0;
    if (server.RoundData.issetInt(keyAttempts)) attempts = server.RoundData.getInt(keyAttempts);
    server.RoundData.setInt(keyAttempts, attempts + 1);
    
    return false;
}

/* Otherwise tally */

foreach(PlayerInfoInterface p in losers) {
    if (p.RoundData.issetBool(kCamp)) votes++;
}
if (level >= 3) plugin.ConsoleWrite("^b[VoteNuke]^n loser votes = " + votes + " of " + losers.Count);

int needed = Convert.ToInt32(Math.Ceiling((double) losers.Count * (percent/100.0)));
int remain = needed - votes;

if (level >= 3) plugin.ConsoleWrite("^b[VoteNuke]^n needed = " + needed);

String campers = (losing == 1) _ "RU" : "US"; // BF3
String voters = (losing == 1) _ "US" : "RU"; // BF3
if (server.GameVersion == "BF4") {
    String[] factionNames = new String[]{"US", "RU", "CN"};
    int f1 = (team1.Faction < 0 || team1.Faction > 2) _ 0 : team1.Faction;
    int f2 = (team2.Faction < 0 || team2.Faction > 2) _ 1 : team2.Faction;
    campers = (losing == 1) _ factionNames[f2] : factionNames[f1];
    voters = (losing == 1) _ factionNames[f1] : factionNames[f2];
}

if (remain > 0) {
    msg = remain + " " + voters + " votes needed to punish " + campers + " team! " + Convert.ToInt32(Math.Ceiling(timeout - since.TotalMinutes)) + " mins left to vote!";
    plugin.SendGlobalMessage(msg);
    plugin.SendGlobalYell(msg, 8);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteNote]^n " + msg);
    return false;
}

/* Punish the campers */
String amsg = "Vote succeeded: " + campers + " team is being nuked for camping your deployment! Break out now!";
if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + amsg);
msg = "Vote succeeded: {0} seconds to nuke of " + campers + " team!";
plugin.SendGlobalYell("Vote succeeded: 5 seconds to nuke of " + campers + " team!", 15);

List<PlayerInfoInterface> bad = new List<PlayerInfoInterface>();
bad.AddRange((losing == 1) _ team2.players : team1.players);

if (server.RoundData.issetBool("BEARTRAP")) {
    if (level >= 2) plugin.ConsoleWarn("There is a timer thread that is already active! Aborting ...");
    return false;
}

Thread nuker = new Thread(new ThreadStart(delegate {
    try {
        server.RoundData.setBool("BEARTRAP", true);

        /* Losing team only gets to do this once */

        server.RoundData.setBool(key, true);

        int rsecs = 5;
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
        plugin.SendTeamMessage(losing, amsg);
        plugin.SendTeamYell(losing, amsg, 15);
        foreach (PlayerInfoInterface nuke in bad) {
            nuke.RoundData.setBool("NUKE TWICE", true);
            plugin.KillPlayer(nuke.Name);
            if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);
            Thread.Sleep(100);
        }
    } catch (Exception e) {
        plugin.ConsoleException(e.ToString());
    } finally {
        if (server.RoundData.issetBool("BEARTRAP"))
            server.RoundData.unsetBool("BEARTRAP");
    }
}));

nuker.Name = "Nuker";
nuker.Start();



return false;
For 10 seconds and add a Yell as well as a Chat for each line of countdown, find these lines towards the bottom of the code block:

 

Code:

int rsecs = 5;
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
Change (replace) those lines with these lines:

 

Code:

int rsecs = [b]10[/b];
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            [b]plugin.SendGlobalYell(String.Format(msg, rsecs), 1);[/b]
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
SECOND LIMIT

 

Now, create a new limit to evaluate OnSpawn, call it "Second Nuke".

 

Set first_check to this Code:

 

Code:

int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

if (player.RoundData.issetBool("NUKE TWICE")) {
    player.RoundData.unsetBool("NUKE TWICE");
    plugin.SendPlayerMessage(player.Name, "You will be ADMIN KILLED one more time, then you can spawn again!");
    plugin.KillPlayer(player.Name, 3);
    if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n SECOND killing of " + player.FullName);
}
return false;
Hello PC9,

 

Merry Christmas and happy holidays!

 

I'm using your code for rush (attackers) but immediately after every new round starts (on spawn), there's a loop hole where the defenders type !votenuke and enable to activate it. This happen only immediately after every new round starts (on spawn).

 

Anyway that you could improvise it? I propose that if you could add in time, let's say 1 min before attackers may choose to activate it.

 

Thank you.

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  • 8 months later...

Originally Posted by USAr-Gamers*:

 

HI PAPA!

FIRST THANKS FOR THE EFFORT.

 

I have a question, would enable votenuke 2 times per team, that is, they can vote twice in the round, my server has many tickets.

 

Any help I appreciate it.

 

Okay. This is a BEAST of a limit. Actually, it is two limits. Probably should be a full plugin on it's own at this point.

 

WARNING: Since this was pieced together from 3 different limits, risk is high that mistakes were made and that something won't work right. Use with care.

 

This version supports the cancel vote command, countdown messages and a second nuke on spawn.

 

FIRST LIMIT

 

Create a limit to evaluate OnAnyChat, call it "BEAST NUKER".

 

Set first_check to this Code:

 

Code:

/* VERSION 0.9/R8-yes-cancel */
double percent = 35; // CUSTOMIZE: of losing team that has to vote
double timeout = 5.0; // CUSTOMIZE: number of minutes before vote times out
int minPlayers = 16; // CUSTOMIZE: minimum players to enable vote
double minTicketPercent = 10; // CUSTOMIZE: minimum ticket percentage remaining in the round
double minTicketGap = 20; // CUSTOMIZE: minimum ticket gap between winning and losing teams
int maxAttempts = 3; // CUSTOMIZE: maximum number of attempts

String kCamp = "votenuke";
String kOncePrefix = "votenuke_once_";
String kVoteTime = "votenuke_time";
String kAttemptsPrefix = "votenuke_attempts_";


int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

String msg = "empty";

Action<String> ChatPlayer = delegate(String name) {
    // closure bound to String msg
    plugin.ServerCommand("admin.say", msg, "player", name);
    plugin.PRoConChat("ADMIN to " + name + " > *** " + msg);
};


/* Parse the command */

Match campMatch = Regex.Match(player.LastChat, @"^\s*!vote\s*nuke", RegexOptions.IgnoreCase);
Match yesMatch = Regex.Match(player.LastChat, @"^\s*!yes", RegexOptions.IgnoreCase);
Match cancelMatch = Regex.Match(player.LastChat, @"^\s*!cancelvote", RegexOptions.IgnoreCase);

/* Check for admin cancel */

double t1 = server.RemainTickets(1);
double t2 = server.RemainTickets(2);
int losing = (t1 < t2) _ 1 : 2;
List<PlayerInfoInterface> losers = (losing == 1) _ team1.players : team2.players;
String keyAttempts = kAttemptsPrefix + losing;
int attempts = 0;

if (cancelMatch.Success) {
    bool canKill = false;
    bool canKick = false;
    bool canBan = false;
    bool canMove = false;
    bool canChangeLevel = false;
    if (plugin.CheckAccount(player.Name, out canKill, out canKick, out canBan, out canMove, out canChangeLevel)) {
        if (canKick) {
            plugin.SendGlobalMessage("votenuke has been cancelled!");
            foreach (PlayerInfoInterface can in losers) {
                // Erase the vote
                if (can.RoundData.issetBool(kCamp)) can.RoundData.unsetBool(kCamp);
            }
            server.RoundData.unsetObject(kVoteTime);

            /* Losing team only gets to try this vote maxAttempts */
            attempts = 0;
            if (server.RoundData.issetInt(keyAttempts)) attempts = server.RoundData.getInt(keyAttempts);
            server.RoundData.setInt(keyAttempts, attempts + 1);
        } else {
            ChatPlayer("You are not authorized to use this command");
        }
    } else {
        ChatPlayer("Nice try, but only admins can use that command");
    }
    return false;
}

/* Bail out if not a proper vote */

if (!campMatch.Success && !yesMatch.Success) return false;

/* Bail out if this player already voted */

if (player.RoundData.issetBool(kCamp)) {
    msg = "You already voted on this votenuke attempt!";
    ChatPlayer(player.Name);
    return false;
}

/* Bail out if round about to end */

if (server.RemainTicketsPercent(1) < minTicketPercent || server.RemainTicketsPercent(2) < minTicketPercent) {
    msg = "Round too close to ending to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if ticket ratio isn't large enough */

if (Math.Abs(t1 - t2) < minTicketGap) {
    msg = "Ticket counts too close to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if voter is not on the losing team */


if (player.TeamId != losing) {
    msg = "You are not on the losing team!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if this team already completed a vote camp this round */

String key = kOncePrefix + losing;
if (server.RoundData.issetBool(key)) {
    msg = "Your team already completed a nuke vote this round!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

/* Bail out if maxAttempts made */

if (server.RoundData.issetInt(keyAttempts)) {
    attempts = server.RoundData.getInt(keyAttempts);
    if (attempts >= maxAttempts) {
        msg = "Your team already made " + maxAttempts + " attempts at nuking this round!";
        if (!yesMatch.Success) ChatPlayer(player.Name);
        return false;
    }
}

/* Bail out if not enough players to enable vote */

if (server.PlayerCount < minPlayers) {
    msg = "Not enough players to hold a nuke vote!";
    if (!yesMatch.Success) ChatPlayer(player.Name);
    return false;
}

if (level >= 2) plugin.ConsoleWrite("^b[VoteNuke]^n " + player.FullName + " voted to nuke baserapers");

msg = "You voted to nuke the other team camping your base";
if (!yesMatch.Success) ChatPlayer(player.Name);

/* Tally the votes */

int votes = 0;

/* Start timer if a valid command */

if (!server.RoundData.issetObject(kVoteTime)) {
    if (yesMatch.Success) {
        return false;
    }
    server.RoundData.setObject(kVoteTime, DateTime.Now);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteNuke]^n vote timer started");
}
DateTime started = (DateTime)server.RoundData.getObject(kVoteTime);
TimeSpan since = DateTime.Now.Subtract(started);

/* Count the vote in the voter's dictionary */
/* Votes are kept with the voter */
/* If the voter leaves, his votes are not counted */

if (!player.RoundData.issetBool(kCamp)) player.RoundData.setBool(kCamp, true);

/* Bail out if too much time has past */

if (since.TotalMinutes > timeout) {
    msg = "The voting time has expired, the nuke vote is cancelled!";
    plugin.SendGlobalMessage(msg);
    plugin.SendGlobalYell(msg, 10);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n vote timeout expired");
    foreach (PlayerInfoInterface can in losers) {
        // Erase the vote
        if (can.RoundData.issetBool(kCamp)) can.RoundData.unsetBool(kCamp);
    }
    server.RoundData.unsetObject(kVoteTime);

    /* Losing team only gets to try this vote maxAttempts */
    attempts = 0;
    if (server.RoundData.issetInt(keyAttempts)) attempts = server.RoundData.getInt(keyAttempts);
    server.RoundData.setInt(keyAttempts, attempts + 1);
    
    return false;
}

/* Otherwise tally */

foreach(PlayerInfoInterface p in losers) {
    if (p.RoundData.issetBool(kCamp)) votes++;
}
if (level >= 3) plugin.ConsoleWrite("^b[VoteNuke]^n loser votes = " + votes + " of " + losers.Count);

int needed = Convert.ToInt32(Math.Ceiling((double) losers.Count * (percent/100.0)));
int remain = needed - votes;

if (level >= 3) plugin.ConsoleWrite("^b[VoteNuke]^n needed = " + needed);

String campers = (losing == 1) _ "RU" : "US"; // BF3
String voters = (losing == 1) _ "US" : "RU"; // BF3
if (server.GameVersion == "BF4") {
    String[] factionNames = new String[]{"US", "RU", "CN"};
    int f1 = (team1.Faction < 0 || team1.Faction > 2) _ 0 : team1.Faction;
    int f2 = (team2.Faction < 0 || team2.Faction > 2) _ 1 : team2.Faction;
    campers = (losing == 1) _ factionNames[f2] : factionNames[f1];
    voters = (losing == 1) _ factionNames[f1] : factionNames[f2];
}

if (remain > 0) {
    msg = remain + " " + voters + " votes needed to punish " + campers + " team! " + Convert.ToInt32(Math.Ceiling(timeout - since.TotalMinutes)) + " mins left to vote!";
    plugin.SendGlobalMessage(msg);
    plugin.SendGlobalYell(msg, 8);
    if (level >= 2) plugin.ConsoleWrite("^b[VoteNote]^n " + msg);
    return false;
}

/* Punish the campers */
String amsg = "Vote succeeded: " + campers + " team is being nuked for camping your deployment! Break out now!";
if (level >= 2) plugin.ConsoleWrite("^b[VoteCamp]^n " + amsg);
msg = "Vote succeeded: {0} seconds to nuke of " + campers + " team!";
plugin.SendGlobalYell("Vote succeeded: 5 seconds to nuke of " + campers + " team!", 15);

List<PlayerInfoInterface> bad = new List<PlayerInfoInterface>();
bad.AddRange((losing == 1) _ team2.players : team1.players);

if (server.RoundData.issetBool("BEARTRAP")) {
    if (level >= 2) plugin.ConsoleWarn("There is a timer thread that is already active! Aborting ...");
    return false;
}

Thread nuker = new Thread(new ThreadStart(delegate {
    try {
        server.RoundData.setBool("BEARTRAP", true);

        /* Losing team only gets to do this once */

        server.RoundData.setBool(key, true);

        int rsecs = 5;
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
        plugin.SendTeamMessage(losing, amsg);
        plugin.SendTeamYell(losing, amsg, 15);
        foreach (PlayerInfoInterface nuke in bad) {
            nuke.RoundData.setBool("NUKE TWICE", true);
            plugin.KillPlayer(nuke.Name);
            if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n killing " + nuke.FullName);
            Thread.Sleep(100);
        }
    } catch (Exception e) {
        plugin.ConsoleException(e.ToString());
    } finally {
        if (server.RoundData.issetBool("BEARTRAP"))
            server.RoundData.unsetBool("BEARTRAP");
    }
}));

nuker.Name = "Nuker";
nuker.Start();



return false;
For 10 seconds and add a Yell as well as a Chat for each line of countdown, find these lines towards the bottom of the code block:

 

Code:

int rsecs = 5;
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
Change (replace) those lines with these lines:

 

Code:

int rsecs = [b]10[/b];
        while (rsecs > 0) {
            plugin.SendGlobalMessage(String.Format(msg, rsecs));
            [b]plugin.SendGlobalYell(String.Format(msg, rsecs), 1);[/b]
            plugin.PRoConChat(String.Format(msg, rsecs));
            --rsecs;
            Thread.Sleep(1*1000);
        }
SECOND LIMIT

 

Now, create a new limit to evaluate OnSpawn, call it "Second Nuke".

 

Set first_check to this Code:

 

Code:

int level = 2;

try {
    level = Convert.ToInt32(plugin.getPluginVarValue("debug_level"));
} catch (Exception e) {}

if (player.RoundData.issetBool("NUKE TWICE")) {
    player.RoundData.unsetBool("NUKE TWICE");
    plugin.SendPlayerMessage(player.Name, "You will be ADMIN KILLED one more time, then you can spawn again!");
    plugin.KillPlayer(player.Name, 3);
    if (level >= 3) plugin.ConsoleWrite("^b[VoteCamp]^n SECOND killing of " + player.FullName);
}
return false;
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  • 6 months later...

Originally Posted by cssqw7_3*:

 

Hi, my friend

Vote bomb I have some questions, I'm not very understanding of the c language, but can be a simple recognition, see too many versions, unable to choose the right version, I need to help and hope to be able to get the answer, thank you friends.

1, my server has a variety of patterns, I hope to conquer, rush model can use to vote.

2, rush mode only offense can vote, or vote than weak team. Weaker teams can vote only conquest mode, and only once.

3, whether can you customize a vote instruction words, such as:! nuke

4, whether can vote custom in favor of the text, such as: agree! Yes, against! No.

5, screen propaganda can separate two lines, according to my procon server can output two languages on the screen at the same time, I hope I can make more friends can understand the content of the propaganda.

6, the second bomb can appear in the chat window countdown

How do I choose the required these versions?

Also: I am looking for insane limits of compiler, I very want to learn, don't know where to download, no clue, compared with proconrulz he is more complex, and more powerful.

* Restored post. It could be that the author is no longer active.
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  • 3 months later...

Originally Posted by Chilace*:

 

Hi. i have insane limts 0.9.17.0 i need code for nuke vote anyone help please?

thank :smile:

Old scripts should work with the last "Insane Limits" due to backward compatibility.

 

There are several slightly different scripts. I guess you are using a script from the first post, then your mistake can be to use a "!votenuke" command instead "!votecamp" or modes other than "Conquest", "Rush", "Domination".

 

Personally, I prefer this version of the script, try it:

myrcon.net/...insane-limits-v09r6-vote-to-nuke-campingbase-raping-team-or-surrender#entry29076

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Originally Posted by Chilace*:

 

Dear Chilace thank for help

now its work with me but ! i need 2 time nuke not once

As I already said, try script from this post:

myrcon.net/...insane-limits-v09r6-vote-to-nuke-campingbase-raping-team-or-surrender#entry29076

This script supports the following commands: "!votenuke", "!yes" and "!cancelvote"; countdown messages and a second nuke on spawn.

Just do not forget to add a second limit.

Also do not forget that you can play with the script settings, changing them in the first few lines of the first limit.

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  • 4 weeks later...

Originally Posted by Chilace*:

 

Dear Chilace can you edit code for me please like !

 

i want 2 nuke Request on round !

and 5 vote yes To start nuke

 

thank you :)

You did not say which code to edit.

Suppose that this is the code in this post: myrcon.net/...insane-limits-v09r6-vote-to-nuke-campingbase-raping-team-or-surrender#entry29076

You need to edit the first limit.

 

i want 2 nuke Request on round !

It's easy, because this option is in the settings of the limit:

Code:

int maxAttempts = 3; // CUSTOMIZE: maximum number of attempts
Change "maxAttempts" to 2:

Code:

int maxAttempts = 2; // CUSTOMIZE: maximum number of attempts

5 vote yes To start nuke

It's complicated because you have to change the code of the limit:

  • Find and edit row #2:

    Old

    Code:

    double percent = 35; // CUSTOMIZE: of losing team that has to vote
    New

    Code:

    int players = 5; // CUSTOMIZE: of losing team that has to vote
  • Find and edit row #193:

    Old

    Code:

    int needed = Convert.ToInt32(Math.Ceiling((double) losers.Count * (percent/100.0)));
    New

    Code:

    int needed = players;
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Originally Posted by Chilace*:

 

Dear Chilace thank you, this /* VERSION 0.9/R8 not work with me

 

bcz my Insane-Limits Insane Limits - 0.9.17.0

it's not matter in this case, read the previous page carefully
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Originally Posted by B7ackhawk*:

 

Now work but look here please Capture.PNG

 

only 1 player vote !!

and this my setting

/* VERSION 0.9/R8-yes-cancel */

double percent = 5; // CUSTOMIZE: of losing team that has to vote

double timeout = 5.0; // CUSTOMIZE: number of minutes before vote times out

int minPlayers = 10; // CUSTOMIZE: minimum players to enable vote

double minTicketPercent = 10; // CUSTOMIZE: minimum ticket percentage remaining in the round

double minTicketGap = 20; // CUSTOMIZE: minimum ticket gap between winning and losing teams

int maxAttempts = 3; // CUSTOMIZE: maximum number of attempts

* Restored post. It could be that the author is no longer active.
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Originally Posted by Chilace*:

 

Now work but look here please Capture.PNG

 

only 1 player vote !!

and this my setting

/* VERSION 0.9/R8-yes-cancel */

double percent = 5; // CUSTOMIZE: of losing team that has to vote

double timeout = 5.0; // CUSTOMIZE: number of minutes before vote times out

int minPlayers = 10; // CUSTOMIZE: minimum players to enable vote

double minTicketPercent = 10; // CUSTOMIZE: minimum ticket percentage remaining in the round

double minTicketGap = 20; // CUSTOMIZE: minimum ticket gap between winning and losing teams

int maxAttempts = 3; // CUSTOMIZE: maximum number of attempts

With "percent = 5" only one vote needed if the losing team has less or equal 20 players.

 

Also set "debug_level" to 3 (or more) in plugin settings to see more info in plugin console.

 

Note that the right command to start voting is "[any number of spaces]!vote[any number of spaces]nuke[whatever]". So "!votenuke" = "!vote nuke" = " !votenuke us" = " !vote nuke ru "

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Originally Posted by B7ackhawk*:

 

[14:51:58] Mark2 - US Army > !nuke

[14:51:52] ADMIN to Mark2 > *** Ticket counts too close to hold a nuke vote!

[14:52:00] Mark2 > !nuke

[14:51:53] ADMIN to Mark2 > *** Ticket counts too close to hold a nuke vote!

 

 

 

 

why not vote ? my server ticket 1700

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Originally Posted by Chilace*:

 

[14:51:58] Mark2 - US Army > !nuke

[14:51:52] ADMIN to Mark2 > *** Ticket counts too close to hold a nuke vote!

[14:52:00] Mark2 > !nuke

[14:51:53] ADMIN to Mark2 > *** Ticket counts too close to hold a nuke vote!

 

 

 

 

why not vote ? my server ticket 1700

Because the ticket gap between winning and losing teams was less than 20
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Archived

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    • 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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