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Zombie Mode (1.1.4.0 - 19-APR-15) + BFHL


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Originally Posted by PapaCharlie9*:

 

Brought to you by PapaCharlie9 and m4xx.

 

Zombie Mode

 

Description


Zombie Mode is a ProCon 1.0 plugin that turns Team Deathmatch into the Infected or Zombie variant play.

 

NOTE: the game server must be run in unranked mode (BF3: vars.ranked false, BF4 or BFHL: vars.serverType Unranked). Zombie Mode will not work on a ranked server.

 

When there are a minimum number of players spawned, all of the players are moved to the human team (US), except for one zombie (RU). With default settings, Zombies can use knife/defib/repair tool only for weapons and Humans can use any weapon except explosives (grenades, C4, Claymores) or missiles; the allowed/forbidden weapon settings are configurable. Zombies are hard to kill. Every time a zombie kills a human, the human becomes infected and is moved to the zombie team. Humans win by killing a minimum number of zombies (configurable) or when all the zombies leave the server. Zombies win by infecting all the humans or when all the humans leave the server.

 

The maximum number of players is half your server slots, so if you have a 64-slot server, you can have a max of 32 players.

 

The plugin is driven by players spawning. Until a minimum number of individual players spawns, the match won't start. See Minimum Zombies and Minimum Humans below.

 

Recommended BF3 server settings are here: https://github.com/m4xxd3v/BF3Zombie...erver-settings

 

Recommended BF4 and BFHL server settings are here: TBD (similar to BF3)

 

Also check out Tips & Recommendations in post #2 of this thread*

 

Settings


There are a large number of configurable setttings, divided into sections.

 

Admin Settings

Admin Settings:

 

 

Zombie Mode Enabled: On/Off, default is On.

 

Command Prefix: Chat text that represents an in-game command, default is !zombie. May be set to a single character, for example @, so that instead of the rules command being !zombie rules, the command would just be @rules.

 

Announce Display Length: Time in seconds that announcements are shown as yells, default is 10.

 

Warning Display Length: Time in seconds that warnings are shown as yells, default is 15.

 

Human Max Idle Seconds: Time in seconds that a human is allowed to be idle (no spawns and no kills/deaths) before being kicked. This idle time applies only when a match is in progress. Since zombies can't win unless they can kill humans, the match can stall if a human remains idle and never spawns. The idle time for humans should therefore be relatively short. The default value is 180 seconds, or 3 minutes.

 

Max Idle Seconds: Time in seconds that any player is allowed to be idle (no spawns and no kills/deaths) before being kicked, regardless of whether a match is running or not, or whether spawned or not. This idle time applies as long as Zombie Mode is enabled (On). The default value is 600 seconds, or 10 minutes.

 

Warns Before Kick For Rules Violations: Number of warnings given before a player is kicked for violating the Zombie Mode rules, particularly for using a forbidden weapon type. The default value is 1.

 

Temp Ban Instead Of Kick: On/Off, default is Off. If On, a rules violation results in a temporary ban for Temp Ban Seconds. If Off, a rules violation results in a kick. In both cases, the punishment happens after Warns Before Kick For Rules Violations warnings have been issued to the violator.

 

Temp Ban Seconds: Time in seconds that a player is temporarily banned if Temp Ban Instead Of Kick is On. The default value is 3600 seconds, or 1 hour.

 

Votes Needed To Kick: Number of votes needed to kick a player with the !zombie votekick command or kill a player with the !zombie votekill command. The default value is 3.

 

Debug Level: A number that represents the amount of debug logging that is sent to the plugin.log file in PRoCon. The higher the number, the more spam is logged. The default value is 2. Note: if you have a problem using the plugin, set your Debug Level to 5 and save the plugin.log for posting to phogue.net.

 

Rule List: A table of rules, one chat/yell line per rule, displayed when players type the !zombie rules in-game command. The default set of rules reflect the default settings, such as humans not using explosives. Useful for when you change the default weapon limitations for humans and zombies, you can tell players what weapons are allowed or forbidden. Also useful if you want to add more rules, like kicking players for using MAV.

 

Admin Users: A table of soldier names that will be permitted to use in-game admin commands (see below). The default value is PapaCharlieNiner.

 

 

 

 

 

Game Settings

Game Settings:

 

 

Max Players: Any players that try to join above this number will be kicked immediately. Make sure this number is equal to or less than half of your maximum slot count for your game server. For example, if you have a 48 slot server, set the maximum no higher than 24. This is a limitation of BF3 game servers, you can only use half your slots for this mode. The default value is 32.

 

Minimum Zombies: The number of players that will start a match as zombies. The default value is 1.

 

Minimum Humans: The number of players that will start a match as humans. The default value is 3. Note: the sum of Minimum Zombies and Minimum Humans (default: 4) is the minimum number of players needed to start a match. Until that minimum number spawns into the round, the Zombie Mode will wait and normal Team Deathmatch rules will apply.

 

Zombie Kill Limit Enabled: On/Off, default is On. If On, Humans must kill the number of zombies specified in Goal For Humans in order to win. If Off, the last human left standing is the winner.

 

Deaths Needed To Be Infected: The number of times a human must be killed by a zombie before the human becomes infected and is forced to switch to the zombie team. The default value is 1.

 

Infect Suicides: On/Off, default is Off. If On, a human that suicides becomes a zombie. If Off, the human stays human but still dies. Neither setting changes suicides for zombies, they are always non-scoring.

 

New Players Join Humans: On/Off, default is On. If On, any new players that join the server will be force moved to the human team. If Off, any new players that join the server will be force moved to the zombie team.

 

Rematch Enabled: On/Off, default is On. If On, when a team wins and the match is over, a new match will be started after a short countdown during the same map round/level. Matches Before Next Map will be played before the next map is loaded. When Off, the current map round/level will be ended, the winning team will be declared the winner of the whole round and the next map round/level will be loaded and started. Turning this On makes matches happen quicker and back-to-back on the same map, while turning this Off takes longer between matches, but lets your players try out all the maps in your rotation.

 

Matches Before Next Map: The default value is 3. If Rematch Enabled is On, this is the number of matches that are played in the same map round/level before the next map is loaded. This assumes the map list is set up to only play each map level 1 round.

 

 

 

 

 

Goal For Humans

Goals For Humans:

 

 

If Zombie Kill Limit Enabled is On, humans musts kill the specified number of zombies in order to win. The kill goal is adaptive to the number of players in the match, specified in intervals of four, as follows:

 

Kills If 8 Or Less Players: the default value is 12.

 

Kills If 12 To 9 Players: the default value is 18.

 

Kills If 16 To 13 Players: the default value is 24.

 

Kills If 20 To 17 Players: the default value is 30.

 

Kills If 24 To 21 Players: the default value is 35.

 

Kills If 28 To 25 Players: the default value is 40.

 

Kills If 32 To 29 Players: the default value is 50.

 

 

 

 

Human Damage Percentage

Human Damage Percentage:

 

 

At the start of a match, when there is only one or a very few zombies, zombies have to be very tough and hard to kill or else they will never get close to a human to infect them. This is implemented with vars.bulletDamage. The values of the following settings specify the vars.bulletDamage depending on the number of zombies that the humans face. The lower the numbers, the harder the zombies are to kill.

 

Against 1 Or 2 Zombies: the default value is 5. When humans outnumber zombies 3-to-1 or more (e.g., 18 vs 1).

 

Against A Few Zombies: the default value is 15. When humans outnumber zombies between 3-to-1 and 3-to-2 (e.g., 12 vs 7).

 

Against Equal Numbers: the default value is 30. When humans and zombies are roughly equal in number, betwee 3-to-2 and 2-to-3 (e.g., 8 vs 11).

 

Against Many Zombies: the default value is 50. When zombies outnumber humans between 3-to-2 and 4-to-1 (e.g., 5 vs 14).

 

Against Countless Zombies: the default value is 100. When zombies outnumber humans 4-to-1 or more (e.g., 2 vs 17).

 

 

 

 

Zombie Weapons

 

This is a lists of weapon types zombies are allowed to use. Weapons that are On are allowed, weapons that are Off are not allowed and will result in warnings and a kick if a zombie player uses them. The default settings allow knife, melee, defib and repair tool and do not allow anything else.

 

Human Weapons

 

This is a lists of weapon types humans are allowed to use. Weapons that are On are allowed, weapons that are Off are not allowed and will result in warnings and a kick if a human player uses them. The default settings are all guns allowed and do not allow explosives (grenades, C4, claymore, M320 noob tube, etc.) or missiles (RPG, SMAW).

 

Commands


These are in-game commands for managing players and the mode. Some are available to all players, some are for admins only (see Admin Users in Settings). For all of the following descriptions, the default Command Prefix of !zombie is assumed. If you set a different prefix, substitute your prefix into the following.

 

Commands for all players

Commands for all players:

 

 

!zombie help: Shows list of commands available to the player.

 

!zombie idle: Shows how long the player typing the command has been idle (no spawns and no deaths/kills) and whether or not the player is spawned into the round.

 

!zombie rules: Scrolls all of the Zombie Mode rules to the player.

 

!zombie status: Shows the status of the match to the player, for example, if the mode is waiting for more players to join, or if it is Idle (waiting for a player to spawn so that it can reset), counting down to the next match, etc. If a match is in progress (Playing), it also shows some statistics for the match, for example:Code:

HUMANS: N=4,K=23,G=30
ZOMBIES: N=16,D=100
Where N is the number of players on that team, K is the number of zombies the humans have killed, G is the number of zombies the humans need to kill to win, and D is the current bullet damage. If there are votekicks or votekills against you, the current vote counts will also be shown.

 

!zombie warn name reason: Sends a warning yell to the player with the specified name. The reason is one or more words. For example:

Code:

!zombie warn PapaCharlie9 Quit glitching u noob!
will yell the message 'Quit glitching u noob!' to PapaCharlie9.

 

!zombie votekick name: Adds a vote to kick the player with the specified name. Only one vote is counted per voter. Once Votes Needed To Kick votes have been reached, the player is kicked. Votes are cleared after the player is kicked.

 

!zombie votekill name: Adds a vote to kill the player with the specified name. Only one vote is counted per voter. Once Votes Needed To Kick votes have been reached, the player is killed. The kill does not count for scoring or infection. Votes are cleared after the player is killed. This is useful when humans camp in a spot unreachable by zombies without using an illegal weapon. The zombies can vote to kill the human, which forces him to spawn in a random location.

 

 

 

 

Commands for Admins only

Commands for Admins only:

 

 

!zombie force: Force a match to start, even if there are not enough players. Useful if players aren't spawning fast enough to get a match started or if the plugin gets into a confused state (please report a bug so we can fix it).

 

!zombie heal name: Kills the player with the specified name and if they are on the zombie team, force moves them to the human team. Useful for correting mistakes that the plugin might make (please report a bug so we can fix it).

 

!zombie infect name: Kills the player with the specified name and if they are on the human team, force moves them to the zombie team. Useful for dealing with human glitchers or idlers.

 

!zombie kick name reason: Kicks the player with the specified name. The reason is one or more words. For example:

Code:

!zombie kick PapaCharlie9 Too much glitching!
will kick PapaCharlie9 for 'Too much glitching!'. Useful to get rid of cheaters.

 

!zombie kill name: Kills the player with the specified name. Useful to force a glitcher to respawn or a player ignoring warnings to pay more attention.

 

!zombie mode on/off: Changes the Zombie Mode Enabled setting. Useful if you want to switch a normal TDM round to Zombie Mode or vice versa.

 

!zombie next: Ends the current map round/level and loads the next map round/level. Useful to try a new map if you have Rematch Enabled set to On.

 

!zombie rematch on/off: Changes the Rematch Enabled setting

 

!zombie restart: Restarts the current map round/level. Useful if the tickets/kills for TDM are getting close to the maximum to end a normal TDM round, which might happen in the middle of a quick rematch.

 

 

 

 

Download


The project is open source on GitHub.com. You can download a ZIP of the latest release by version number from this page:

 

https://github.com/m4xxd3v/BF3ZombieMode/releases

 

* On that page, click on the "zip" link below the version number you want.

 

* Unless you are using BF3 only, download the highest version number on that page. For example, if the choices are v1.1.4.0 and v1.1.3.0, choose v1.1.4.0 to download.

 

* Version 1.1.2.0 is the last BF3-only version. That version has been tested on BF3 and is the recommended version for BF3.

 

* Version 1.1.3.0 is the first combined BF4 and BF3 only version and has not been tested yet.

 

* The only file you need in the ZIP archive is CZombieMode.cs, ignore all of the other files. You may delete the archive and the other files.

 

* Copy the CZombieMode.cs file to your procon\Plugins\BF3 and/or procon\Plugins\BF4 folder.

 

* Restart PRoCon.

Changelog

 

1.1.4.0 (19-APR-2015)

- V1.1 Patch 3: Added support for BFHL weapons. Should work on BFHL.

1.1.3.0 (07-JAN-2014)

- V1.1 Patch 3: Added support for BF4 weapons. Should work on BF4.

1.1.2.0 (31-OCT-2012)

- V1.1 Patch 2: Fixed problem making teams between rounds. Fixed check for players leaving. Fixed temp ban reason.

1.1.0.0 (28-OCT-2012)

- V1.1 Update: added Matches Before Next Map setting, fixed several problems with making teams

1.0.0.0 (26-OCT-2012)

- initial version

This is a completely free-to-use plugin forever, no donation or payment is expected or necessary.
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Originally Posted by PapaCharlie9*:

 

Recommendations


Review your plugins, turn some off. Zombie Mode is incompatible with some plugins. Disable (uncheck in PRoCon) any plugin that routinely does an admin.movePlayer, such as:

  • Team balancer
  • Team unstacker
  • Team switching limit
  • Clan tag grouper
  • Squad enforcer

Maps to avoid. Some maps are not a good choice for Zombie Mode, because they give the human team an unfair advantage. Any map with easy access to water, like Seine Crossing, is a bad choice, since humans can hide in the water: Melee and knife takedowns don't work in water. Others are either too easy to glitch or have high locations that are easy to isolate so that zombies can never reach them.

  • Seine Crossing
  • Noshahr Canals
  • Operation 925 - too easy to glitch (as of R-32)
  • Scrapmetal - too easy to glitch (as of R-32)

Maps that are difficult for zombies. These maps should not be used for introducing new players to the game, since they are very difficult for zombies. They can be won, but the zombies need to work together and/or you need to enable explosives (M67) for zombies, so they can dislodge human players from high places.

  • Operation Firestorm
  • Damavand Peak
  • Strike at Karkand
  • Gulf of Oman

Encourage players to !zombie votekick AFK/idle playersIf the remaining humans are not spawned and are idle, the match gets stuck. The Human Max Idle Seconds will help with this, but even the default 180 seconds is forever if the whole match comes to a screeching halt.

 

Tips


If plugin.log messages are too spammy, reduce Debug level to 1.

 

Put the word "Zombie" in your server name. To make it easier for players to find your server in Battlelog.

 

Zombies need to work together. Zombies should play medic and rez, to deny points to the human team. Drop med packs and stay healed up to 100%. If humans have a heavily defended location, a single zombie may have no chance to get through, but a mass attack of zombies might. Coordinate attacks whenever possible.

 

Zombies may shoot ammo and medic packs. The mod can't track use of weapons, only kills, so use guns to destroy ammo packs force defending humans to run out of ammo. Don't shoot the humans though, or you will be punished!

 

Zombies use smoke. Zombies may cover their approach to a defended location by using smoke.

 

First zombie needs to be sneaky. Set a trap or use stealth/cover to sneak up on a victim.

 

Humans check your six and hop while you run. Zombies come up behind you like out of no where, so check behind you all the time.

 

Humans need to work together. Watch your buddy's back. If you have a small squad defending an overwatch point and you have one or two rovers on the ground, make sure you shoot any zombies that get close to the rovers.

 

Both teams may use MAV and T-UGS to find hidden players. You can make it a house rule and ban MAV and T-UGS if you want, but they are handy for finding the last remaining human on a big map.

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Originally Posted by MorpheusX(AUT)*:

 

Plugin approved and moved to Plugin section.

Author added to plugin-authors group.

 

BTW: respect on the "staying power" to write such a plugin. We used to play that "gamemode" with a few friends + community-members, but it had some flaws due to the players "voluntarely" abiding the rules. Will definitely try your plugin when I find time :smile:

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Originally Posted by PapaCharlie9*:

 

Thanks, Morpheus. It was a team effort between me an m4xx.

 

Admins, post your recommended settings in this thread. There are lots of setting changes to try, particularly Goal For Humans and Human Damage Percentage. Only the best will be revealed through live testing.

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Originally Posted by PapaCharlie9*:

 

Finally found and fixed the problem with making teams between rounds. The problem shows up as this error message at the beginning of a new round:

 

ZOMBIE MODE STOPPED - teams are not right!

 

Please update to Version 1.1, Patch 2 (1.1.2.0).

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  • 3 weeks later...

Originally Posted by mtnkodiak*:

 

We are running this mod on our server, and it's a lot of fun.

 

A question... It keeps restarting the zombie match whenever someone joins, is that by design? It gets disorienting when this keeps happening. We never had more than about 7 players on, maybe it settles down once more players are on.

 

If anyone wants to try it out, search for "9FA" or "zombie" to find our 9FA server (remember it's unranked).

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Originally Posted by mtnkodiak*:

 

We are running this mod on our server, and it's a lot of fun.

 

A question... It keeps restarting the zombie match whenever someone joins, is that by design? It gets disorienting when this keeps happening. We never had more than about 7 players on, maybe it settles down once more players are on.

 

If anyone wants to try it out, search for "9FA" or "zombie" to find our 9FA server (remember it's unranked).

We played some more of this last night, and it seems like once we get to over about 7 players, this stops happening.

 

However, we had to manually advance the map using procon, because the plugin never seemed to do it.

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Originally Posted by PapaCharlie9*:

 

We played some more of this last night, and it seems like once we get to over about 7 players, this stops happening.

 

However, we had to manually advance the map using procon, because the plugin never seemed to do it.

What do you have your server's vars.roundStartPlayerCount set to? Is it set to 8? That would explain the restarts.

 

The plugin is not designed to restart when someone joins. So something else is confusing the plugin, like your server settings. Did you use the recommended server settings in the link in plugin post?

 

What do you have your Matches Before Next Map set to? If it is 3, you should only play 3 rematches and then the next map should load. Is that not working?

 

If you want to advance to the next map in game, use the admin commands described in the plugin post, like !zombie next or !zombie rematch off. You need to have established some admins the Admin Users setting so that they can use the command.

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  • 2 weeks later...

Originally Posted by PapaCharlie9*:

 

Papa - We're going to try this on our server tomorrow night (Wednesday, December 12th at 6:00pm Eastern). Much of our clan will be there.

 

Everyone is invited!!

 

Posted Image

Sounds like fun, but that's 3pm during my work day. If you are still playing 4 hours later, I'll join you. :smile:
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Originally Posted by mtnkodiak*:

 

Hiya Papa, thanks for the reply.

 

I will take a look at our server settings to try to see what might be causing the restarts. The map itself doesn't restart-- it doesn't fade out to black or anything. Everyone just gets admin-killed and the zombie mode restarts, same map.

 

We're going to play some rounds tonight, I will pay more attention and see if I can see any reasons for the behavior.

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  • 2 weeks later...

Originally Posted by PapaCharlie9*:

 

The plugin can get confused if players spawn right after a match ends. This can also happen if a new player joins.

 

I'm not sure what the significance is of 8 players, I'll have to look at the code.

 

Review your settings and if there is still a problem, use the admin commands to force the next map level to start.

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  • 4 weeks later...

Originally Posted by PapaCharlie9*:

 

PapaCharlie9,

 

How can I increase the life of the zombies?

What exactly do you mean?

 

Do you want zombies to take less damage from human weapons? If so, reduce the values in the Human Damage Percentage settings.

 

Do you want zombies to have more health? You can increase the vars.soldierHealth server setting, but that applies to humans as well. However, it does not change zombie's knife takedown (animated) kill ability.

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  • 1 month later...

Originally Posted by SoccerSpartan*:

 

Could use a little help getting this installed on my server. I placed the CZombieMode.cs file in procon\Plugins\BF3 through FTP but when I restart procon it fails to appear under the plugins list. Any ideas?

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Originally Posted by PapaCharlie9*:

 

Could use a little help getting this installed on my server. I placed the CZombieMode.cs file in procon\Plugins\BF3 through FTP but when I restart procon it fails to appear under the plugins list. Any ideas?

If you use FTP, use binary transfer mode. It's a Unicode file.
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Originally Posted by SoccerSpartan*:

 

If you use FTP, use binary transfer mode. It's a Unicode file.

I let it sit overnight, and it eventually showed up in the plugins list. The problem is it replaced the ingame admin plugin. Can I not have both of these on at the same time?
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Originally Posted by PapaCharlie9*:

 

I let it sit overnight, and it eventually showed up in the plugins list. The problem is it replaced the ingame admin plugin. Can I not have both of these on at the same time?

__?

 

That makes no sense. It doesn't replace anything and if your ingame admin plugin is missing, something else is seriously wrong.

 

BTW, letting things sit doesn't fix anything for plugin installs. They either work first time or they don't because something is corrupted.

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Originally Posted by SoccerSpartan*:

 

Honestly Im not sure. Before I installed the Zombie plugin I had the default plugins for procon on my list (Basic Ingame Info, Battlelog Cache, Spambot, and Ingame Admin). After I installed it I had only Basic Ingame Info, Battlelog Cache, Spambot and Zombies. All the necessary files for Ingame Admin are still in on the server. Could be a limit on how many plugins I can have installed or something, I will have to play around with it.

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Originally Posted by PapaCharlie9*:

 

Honestly Im not sure. Before I installed the Zombie plugin I had the default plugins for procon on my list (Basic Ingame Info, Battlelog Cache, Spambot, and Ingame Admin). After I installed it I had only Basic Ingame Info, Battlelog Cache, Spambot and Zombies. All the necessary files for Ingame Admin are still in on the server. Could be a limit on how many plugins I can have installed or something, I will have to play around with it.

It's more likely that in installing Zombie, you clobbered In-Game, which is located one folder level above BF3. Check the files that end with .inc in the Plugins folder (above BF3).
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Originally Posted by PapaCharlie9*:

 

hey,

 

the mod dosen´t work.the problem is:

 

the server say the weapons have 5% damage but all sniper e.t.c kill with to hits.

 

lg

Two body shots or a body shot and a headshot? Or just a headshot, for that matter? You can still get one hit kills with headshots.

 

In any case, you have run your server unranked for Zombie mode to work.

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  • 1 month later...
  • 2 weeks later...

Originally Posted by Narvikboy*:

 

it is there because when you are playing on a 64 man server, you can only have 32 players per team, and if you are more than 32 zombies they can't be transferred to the other team (that team is full):smile:

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Originally Posted by PapaCharlie9*:

 

it is there because when you are playing on a 64 man server, you can only have 32 players per team, and if you are more than 32 zombies they can't be transferred to the other team (that team is full):smile:

Yes.
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      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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