Jump to content

Insane Limits: Player/Weapon (Sniper) Permission Lottery (not SQDM)


ImportBot

Recommended Posts

Originally Posted by PapaCharlie9*:

 

Getting this error:

 

[16:49:37 10] [insane Limits] +++ Evaluating all Kill limits ...

[16:49:37 12] [insane Limits] ERROR: DataDictionary has no Object(Lotto_Entries1) key

[16:49:37 12] [insane Limits] EXCEPTION: LimitEvaluator1: System.InvalidCastException: Unable to cast object of type 'System.Object' to type 'System.Collections.Generic.List`1[system.String]'.

[16:49:37 13] [insane Limits] Extra information dumped in file InsaneLimits.dump

[16:49:37 13] [insane Limits] +++ Evaluated 1 limits

 

[16:51:27 38] [insane Limits] +++ Evaluating all Spawn limits ...

[16:51:27 38] [insane Limits] +++ Evaluated 0 limits

[16:51:27 65] [insane Limits] +++ Evaluating all Kill limits ...

[16:51:27 66] [insane Limits] ERROR: DataDictionary has no Object(Lotto_Entries1) key

[16:51:27 67] [insane Limits] EXCEPTION: LimitEvaluator1: System.InvalidCastException: Unable to cast object of type 'System.Object' to type 'System.Collections.Generic.List`1[system.String]'.

[16:51:27 67] [insane Limits] Extra information dumped in file InsaneLimits.dump

[16:51:27 67] [insane Limits] +++ Evaluated 1 limits

 

dumping these errors left and right now, what's up?

Probably a bug in my limit code after all, since you are the second one to get this problem. Was Limit 1 the OnKill or the OnAnyChat limit?
* Restored post. It could be that the author is no longer active.
Link to comment
  • Replies 125
  • Created
  • Last Reply

Originally Posted by jking54*:

 

Probably a bug in my limit code after all, since you are the second one to get this problem. Was Limit 1 the OnKill or the OnAnyChat limit?

Thanks PC, Limit#1 was OnKill and I named it "Sniper Lotto", I gotta say I snuck this into my server and I frankly love this Limit.

 

EDIT: You know what, I renamed it back to just "Lotto" and now I don't see the error.

 

EDIT2: Now it seems to be back after a long period:

 

[21:13:14 67] [insane Limits] ERROR: DataDictionary has no Object(Lotto_Entries1) key

[21:13:14 68] [insane Limits] EXCEPTION: LimitEvaluator1: System.InvalidCastException: Unable to cast object of type 'System.Object' to type 'System.Collections.Generic.List`1[system.String]'.

[21:13:14 68] [insane Limits] Extra information dumped in file InsaneLimits.dump

[21:13:14 68] [insane Limits] +++ Evaluated 1 limits

 

[21:47:52 44] [insane Limits] +++ Evaluating all Kill limits ...

[21:47:52 45] [insane Limits] ERROR: DataDictionary has no Object(Lotto_Entries2) key

[21:47:52 45] [insane Limits] EXCEPTION: LimitEvaluator1: System.InvalidCastException: Unable to cast object of type 'System.Object' to type 'System.Collections.Generic.List`1[system.String]'.

[21:47:52 46] [insane Limits] Extra information dumped in file InsaneLimits.dump

 

but if I restart my layer, everything is good again. Seems this limit takes a dump after a certain period of time.

 

Yep, same error after a period, something is definitely amiss in the code perhaps in the timing because after a round end, then it goes back to normal functioning.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by phrogz*:

 

Copy/paste ( ie --> Notepad --> procon and chrome --> Notepad --> procon) doesn't change anything

 

Here is the dump:

 

-----------------------------------------------

Version: InsaneLimits 0.9.13.0

Date: 17/11/2013 21:49:31

Data:

System.InvalidCastException: Impossible d'effectuer un cast d'un objet de type 'System.Object' en type 'System.Collections.Generic.List`1[system.String]'.

 

Stack Trace:

à PRoConEvents.LimitEvaluator1.FirstCheck(PlayerInfo Interface player, PlayerInfoInterface killer, KillInfoInterface kill, PlayerInfoInterface victim, ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4)

 

MSIL Stack Trace:

Boolean FirstCheck(PRoConEvents.PlayerInfoInterface, PRoConEvents.PlayerInfoInterface, PRoConEvents.KillInfoInterface, PRoConEvents.PlayerInfoInterface, PRoConEvents.ServerInfoInterface, PRoConEvents.PluginInterface, PRoConEvents.TeamInfoInterface, PRoConEvents.TeamInfoInterface, PRoConEvents.TeamInfoInterface, PRoConEvents.TeamInfoInterface), IL: 0x2BC

Anyway this limit is a great idea, thank you!
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by phrogz*:

 

Maybe it's because when there are no-one in a team that whant to be sniper. As I can see in the procon log it doesnt exit the condition "State 1: Running the lotto for maxMinutes" because it says

[Lotto]Lottery has been running for 1241 seconds...

Maybe the problem is that threre is not isset test here (line 65 & 66):

List entrants1 = (List)plugin.RoundData.getObject(kEntries1 );

List entrants2 = (List)plugin.RoundData.getObject(kEntries2 );

[EDIT]An other thing that can do something I'm not an expert... the Spambot plugin use the word !sniper.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

I found the problem in my limit code and fixed it in post #1. Give R6 a try and let me know if there are further problems.

 

EDIT: I also added the L96 to the sniper rifle list.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by jking54*:

 

I found the problem in my limit code and fixed it in post #1. Give R6 a try and let me know if there are further problems.

 

EDIT: I also added the L96 to the sniper rifle list.

working well so far, ty.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by stu2405*:

 

Hi, I'm having a few problems..... First every few days the plugin resets and I have to fill in the details again..... Also we are getting a few people just dropping dead for know reason? Any ideas

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by DHGreenday*:

 

I don't know C# however someone in our clan does and when I get hold of him I want to put this version to him.

 

Negate the lotto and at the start of each round first come first served after a countdown has expired. So as soon as someone has typed !sniper and there are slots available they are allowed straight away and a message to the effect. This means there is barely any waiting time for players to use the sniper if slots are open.

 

Sometimes there is confusion on the server about the DMR which is in every kit. To save confusion I would like to add !dmr to the equation too so those who chose a DMR slot can then use it straight away but they cannot apply for both after all you can only use one at a time.

 

Once the slots are filled a message is said to anyone applying that they need to wait for the announcement of free slots for either DMR or sniper. At a given time an announcement is made to say how many slots are available of each type. Then all someone has to do is type the command and then they have free access.

 

I would like to add a message each time a player first spawns in on a new round or when they spawn for the first time on a server that tells them how many slots are available of each.

 

What are your thoughts on this idea?

 

---------------

 

On the current lotto version it is hard to distinguish for players that the message like 'you cannot use sniper this round' is for them as it doesn't say their name before the message.

 

Also ongoing announcements on who is allowed to snipe throughout a round would be a good addition cause if someone misses the first message which it happened to our server earlier it becomes unclear or add in a command like !sniperlist so a player can see who is allowed to snipe during the round.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

How would add DMR to the wep list? Curious, why isn't the whole Recon wep list included anyhow?

Says who? As far as I know, that's the complete list of Sniper rifles + DMR weapons that double as sniper rifles. If anything is missing, post the codes and I'll add them.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

I don't know C# however someone in our clan does and when I get hold of him I want to put this version to him.

 

Negate the lotto and at the start of each round first come first served after a countdown has expired. So as soon as someone has typed !sniper and there are slots available they are allowed straight away and a message to the effect. This means there is barely any waiting time for players to use the sniper if slots are open.

 

Sometimes there is confusion on the server about the DMR which is in every kit. To save confusion I would like to add !dmr to the equation too so those who chose a DMR slot can then use it straight away but they cannot apply for both after all you can only use one at a time.

 

Once the slots are filled a message is said to anyone applying that they need to wait for the announcement of free slots for either DMR or sniper. At a given time an announcement is made to say how many slots are available of each type. Then all someone has to do is type the command and then they have free access.

 

I would like to add a message each time a player first spawns in on a new round or when they spawn for the first time on a server that tells them how many slots are available of each.

 

What are your thoughts on this idea?

 

---------------

 

On the current lotto version it is hard to distinguish for players that the message like 'you cannot use sniper this round' is for them as it doesn't say their name before the message.

 

Also ongoing announcements on who is allowed to snipe throughout a round would be a good addition cause if someone misses the first message which it happened to our server earlier it becomes unclear or add in a command like !sniperlist so a player can see who is allowed to snipe during the round.

Those are all good improvements. I'll add the second set -- the per player name in messages and the !sniperlist command. Your C# guy can do the variation version.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

R7 update

 

Improved the post-lotto message so that the player's name is in it, example:

 

PapaCharlie9: You are not allowed to use sniper rifles this round!

 

Added chat "commands" such that anytime anyone types "snipers" or "winners" or "list" into chat AND the lotto is complete and there is a list of winners, the list of winners will be sent to the chat box for all players. Example:

 

This round's snipers: DeadEye, ChuckN0RR1s, noobboon, dubCHECK, 111555KILLKILL, snoop, XXXmateXXX, 108dead

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by jking54*:

 

Says who? As far as I know, that's the complete list of Sniper rifles + DMR weapons that double as sniper rifles. If anything is missing, post the codes and I'll add them.

Yeah sorry about that PC, some guy on my server last night bitched about not being able to use DMR stuff so I dunno. I did look at the list and it looks complete to me anyway.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by DHGreenday*:

 

R7 update

 

Improved the post-lotto message so that the player's name is in it, example:

 

PapaCharlie9: You are not allowed to use sniper rifles this round!

 

Added chat "commands" such that anytime anyone types "snipers" or "winners" or "list" into chat AND the lotto is complete and there is a list of winners, the list of winners will be sent to the chat box for all players. Example:

 

This round's snipers: DeadEye, ChuckN0RR1s, noobboon, dubCHECK, 111555KILLKILL, snoop, XXXmateXXX, 108dead

Fantastic thank you for doing that and so quickly. I will give it a trial tomorrow and if I think of any other suggestions I will post them in.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Lannovar*:

 

PapaCharlie9, extremely well written plugin. Easily understandable while being a advanced script. We did a personal modification on it to allow the DRM's and now we are working on adding a second round of lotto at 50% tickets for any empty slots (if the person has left/disconnected etc).

 

The 50% ticket lotto would be used primarily on Obliteration rounds which can run for a hour quite easy. On Conquest, we may choose not to utilise that as rounds are not that long.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by jking54*:

 

PapaCharlie9, extremely well written plugin. Easily understandable while being a advanced script. We did a personal modification on it to allow the DRM's and now we are working on adding a second round of lotto at 50% tickets for any empty slots (if the person has left/disconnected etc).

 

The 50% ticket lotto would be used primarily on Obliteration rounds which can run for a hour quite easy. On Conquest, we may choose not to utilise that as rounds are not that long.

I like the idea of allowing another player a sniper slot if one of the winners has disconnected for whatever reason, can this be added PC? Please post the DRM mod Lanovar, thanks.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

PapaCharlie9, extremely well written plugin. Easily understandable while being a advanced script. We did a personal modification on it to allow the DRM's and now we are working on adding a second round of lotto at 50% tickets for any empty slots (if the person has left/disconnected etc).

 

The 50% ticket lotto would be used primarily on Obliteration rounds which can run for a hour quite easy. On Conquest, we may choose not to utilise that as rounds are not that long.

It would be great for you to post your alternative version to share with the rest of the community.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by DHGreenday*:

 

I would still love to be able to implement my other idea however a slight change of thought that i think would work better. A short lotto to begin with as before. If theres more players wanting to snipe than spaces it would give everyone a fair crack of the whip but if there are still spaces left then all they need to do is type the command and they are in rather than closing it all completely. Most of the rounds, all the sniper places are not taken. So basically after the lotto is up its first come first served.

 

If that was the case then I would like to have a command which could be used to give up a space for someone else like !stopsnipe and I would actively encourage them to do so if they change their mind.

 

Either that just do it as a first come first served basis reset on every new round. At the moment it would prob work on our server.

 

I do have a clan member that knows c# but when i pm'd him the 2nd time after I asked him he left the vent server rather sharpish so im guessing he isn't willing :-)

 

So if there is anyone out there who could help me then I would appreciate it!

 

All thanks go to Papacharlie9 for the fantastic idea!

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Lannovar*:

 

I like the idea of allowing another player a sniper slot if one of the winners has disconnected for whatever reason, can this be added PC? Please post the DRM mod Lanovar, thanks.

It would be great for you to post your alternative version to share with the rest of the community.

The DRM mod is simply a removal of all the DRM rifles, leaving only the sniper bolt rifles in the weapon code string. This is the first bit of code, just replace that section with this.

 

...

 

bool sniperRifleUsed = Regex.Match(kill.Weapon, @"(AMR2|AMR2_MED|CS-LR4|FY-JS|JNG90|L96|M200|M40A5|M82A3|M82A3_CQB|M82A3_MED| M98B|Scout|SV98)", RegexOptions.IgnoreCase).Success;

 

...

We thought about modding it to carry two strings and making it a optional on/off for DRM inclusion but this worked out a little bit easier for us since we didn't plan on distributing it.

 

At the moment we are not done with the 50% ticket check on available slots but if we do get one working I will definitely post it. The problem is that we're happy (only been running it for the past 6 hours) with this setup for our 64 Conquest and it seems that our playerbase is ok with it too. We'll see how fast we drop from 2nd spot, hehe.

 

My main concern is actually with team balance. The sniper rifle slots are locked to the player, not the team. We have discussed the complexity of Multibalancer and thought about adding a whitelist for the snipers but the downside is possibly ten players (depending on how many you allow) will be immune to balancing. It would make more sense to balance these 10 internally and only swap them 1-for-1 but this is extremely difficult. Right now we are still discussing the issue internally but no plans have come forth.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by jking54*:

 

The DRM mod is simply a removal of all the DRM rifles, leaving only the sniper bolt rifles in the weapon code string. This is the first bit of code, just replace that section with this.

 

 

 

We thought about modding it to carry two strings and making it a optional on/off for DRM inclusion but this worked out a little bit easier for us since we didn't plan on distributing it.

 

At the moment we are not done with the 50% ticket check on available slots but if we do get one working I will definitely post it. The problem is that we're happy (only been running it for the past 6 hours) with this setup for our 64 Conquest and it seems that our playerbase is ok with it too. We'll see how fast we drop from 2nd spot, hehe.

 

My main concern is actually with team balance. The sniper rifle slots are locked to the player, not the team. We have discussed the complexity of Multibalancer and thought about adding a whitelist for the snipers but the downside is possibly ten players (depending on how many you allow) will be immune to balancing. It would make more sense to balance these 10 internally and only swap them 1-for-1 but this is extremely difficult. Right now we are still discussing the issue internally but no plans have come forth.

Thanks, I'd want all sniper rifles to be in there just so everyone is happy.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Lannovar*:

 

Thanks, I'd want all sniper rifles to be in there just so everyone is happy.

All the sniper rifles are there, including the pickup ones that you can find on the field. If someone picks one up and are not on the lotto winners list, he is @killed upon killing someone. This is something we may consider changing to lessen the impact on random players who have no real interest in being sniper on round start, we will see what the players think in a day or two.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by jking54*:

 

All the sniper rifles are there, including the pickup ones that you can find on the field. If someone picks one up and are not on the lotto winners list, he is @killed upon killing someone. This is something we may consider changing to lessen the impact on random players who have no real interest in being sniper on round start, we will see what the players think in a day or two.

Ok np, so the 1st post has all guns then correct? I had some complaining that DMR weren't on there.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Lannovar*:

 

Ok np, so the 1st post has all guns then correct? I had some complaining that DMR weren't on there.

The original code of Papa's contained the DMR weapons.

 

Here's a link to a weapon code spreadsheet showthread....t=weapon+codes* where you can verify, just go to the thread first post and check the weapon string list. I can't copy it here for you (travelling with iPad).

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by jking54*:

 

The original code of Papa's contained the DMR weapons.

 

Here's a link to a weapon code spreadsheet showthread....t=weapon+codes* where you can verify, just go to the thread first post and check the weapon string list. I can't copy it here for you (travelling with iPad).

Right, well whoever was complaining must've not been paying attention...
* Restored post. It could be that the author is no longer active.
Link to comment
  • 2 weeks later...

Originally Posted by Lannovar*:

 

We have a recurring issue with the announce winners of the lotto, it will suddenly (after a few hours of normal operation with the say command working) stop announcing the winners. We see from the debug log that the winners are still appointed, it just seems the say isn't executed for some reason?

 

I can append a log example later today when at home.

 

We are running in a procon layer by the way.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by SirHitman*:

 

...it just seems the say isn't executed for some reason?

...

Just a theory from 2 rounds i know it failed, none of the rounds i could copy/paste the full say line (from Plugin log) to the chat, because the message got cut because you can only send so many characters per line.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

We have a recurring issue with the announce winners of the lotto, it will suddenly (after a few hours of normal operation with the say command working) stop announcing the winners. We see from the debug log that the winners are still appointed, it just seems the say isn't executed for some reason?

 

I can append a log example later today when at home.

 

We are running in a procon layer by the way.

If you use the latest R7 version, anyone can type "winners" into chat and see the list of winners. If that doesn't immediately show the winners in chat, it is either the general BF4 bug with admin.say messages being grossly delayed, or, it's the problem SirHitman mentions below.

 

Just a theory from 2 rounds i know it failed, none of the rounds i could copy/paste the full say line (from Plugin log) to the chat, because the message got cut because you can only send so many characters per line.

Just how many winners are you guys allowing? The maximum chat length is 128 characters. At an average of about 8 characters per player name plus 2 for comma and space, that's around 12 names, 6 per team. Are you setting maxSnipers higher than 6? The max might be less names than that, since the message contains ": may use sniper rifles this round!"

 

You can find this line in the OnKill code:

 

Code:

msg = ": may use sniper rifles this round!";
and change it to this:

 

Code:

msg = String.Empty;
to save 35 characters of the message for player names. Realistically, though, 6 snipers per team should be the upper limit.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Lannovar*:

 

Ah, that should be it. We have 5 per team and if they all have long names, it won't fit...heh, I should have known there was a limit. :smile:

 

Hitman is part of the crew behind SweClockers servers (and a good friend), we'll make it clearer we are referring to the same servers.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by SirHitman*:

 

...

Code:

msg = ": may use sniper rifles this round!";
and change it to this:

Code:

msg = String.Empty;
...
Is there any differance between that and just removing everything between the ""? I forgot about your reply and made some changes with help from some people :smile:

 

Also in Step 2 we separated the message into 2 lines:

Code:

plugin.SendGlobalMessage("This round's snipers: " + plugin.RoundData.getString(kWinners))
To:

Code:

plugin.SendGlobalMessage("This round's snipers:");
plugin.SendGlobalMessage(plugin.RoundData.getString(kWinners));
Is there maybe a way to separate the "winners" per team? And in that case can it even be set to just sen the list to the affected team?
* Restored post. It could be that the author is no longer active.
Link to comment

Archived

This topic is now archived and is closed to further replies.




  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.