Jump to content

Insane Limits (0.9.17.0 - 30-MAR-2015) + BFHL


ImportBot

Recommended Posts

Originally Posted by LCARSx64*:

 

  Wiggles* said:

they are copied straight from battlelog, and they work on the other limits

That is odd ... this line:

Code:

if (!plugin.isInList(p.Name, "safe_players")) plugin.SendPlayerYell(p.Name, spam[message], 20);
only sends a yell to a player if their name is not in the safe_players list.

You don't by chance have two copies of the limit or perhaps the old unedited version still active do you?

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 It could be that the author is no longer active.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

Originally Posted by Wiggles*:

 

Code:

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
List<String> spam = new List<String>();
spam.Add("1");
spam.Add("2");
spam.Add("3");
spam.Add("4");
spam.Add("5");

etc.
shouldnt it be safe_players?
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by LCARSx64*:

 

  Wiggles* said:

Code:

List<PlayerInfoInterface> players = new List<PlayerInfoInterface>();
players.AddRange(team1.players);
players.AddRange(team2.players);
List<String> spam = new List<String>();
spam.Add("1");
spam.Add("2");
spam.Add("3");
spam.Add("4");
spam.Add("5");

etc.
shouldnt it be safe_players?
No, safe_players is an Insane Limits custom list, the line you highlighted creates a new variable list of PlayerInfoInterface objects.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by LCARSx64*:

 

  Wiggles* said:

im confused now. i need to enter the names of those i want not to recieve the yell there? cant they all (all limits) get the players to exclude from one place?

The safe_players list needs to contain the in-game names of players excluded from receiving the yell messages. The code will create a list of all players in the server and then step through that list, if a player is found to be in the safe_players list, they will not be sent the yell message.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

  rul3zz* said:

Yes PapaCharlie9 i see the message in the chat

Well, than I'm out of explanations. Everything seems to be working, except for the limits you want to work.

 

If you or R4V3N want to PM me your game server host name/IP address, port and password, I can connect to your server and try some tests to figure out what is going on. Don't send me your layer info (no user name), I want your game server connection info.

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

Originally Posted by rul3zz*:

 

  PapaCharlie9* said:

Well, than I'm out of explanations. Everything seems to be working, except for the limits you want to work.

 

If you or R4V3N want to PM me your game server host name/IP address, port and password, I can connect to your server and try some tests to figure out what is going on. Don't send me your layer info (no user name), I want your game server connection info.

look your inbox
* Restored post. It could be that the author is no longer active.
Link to comment
  • 2 weeks later...

Originally Posted by s1ngular1ty*:

 

Noob C# visual studio question...

 

How can I incorporate insane limits code into visual studio so I can write limits that intellisense can check the syntax of against the classes, methods, etc of insane limits?

 

I assume this is possible but I'm new to C#.

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

Originally Posted by LCARSx64*:

 

  s1ngular1ty* said:

Noob C# visual studio question...

 

How can I incorporate insane limits code into visual studio so I can write limits that intellisense can check the syntax of against the classes, methods, etc of insane limits?

 

I assume this is possible but I'm new to C#.

These two threads should help, giving you the basic idea (I hope as I just use Notepad++ to code limits):

 

myrcon.net/.../quick-start-for-plugin-development

myrcon.net/.../quick-start-for-plugin-development

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

Originally Posted by s1ngular1ty*:

 

  LCARSx64* said:

These two threads should help, giving you the basic idea (I hope as I just use Notepad++ to code limits):

 

myrcon.net/.../quick-start-for-plugin-development

myrcon.net/.../quick-start-for-plugin-development

Thanks for the information. That will be useful when I try to write a plugin.

 

But I was wondering, if it is possible to just use visual studio to write limits for insane limits with the insane limits code in visual studio but not all of the procon code?

 

I just want to check my syntax against the available objects in insane limits while I am typing.

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

Originally Posted by PapaCharlie9*:

 

  s1ngular1ty* said:

Thanks for the information. That will be useful when I try to write a plugin.

 

But I was wondering, if it is possible to just use visual studio to write limits for insane limits with the insane limits code in visual studio but not all of the procon code?

 

I just want to check my syntax against the available objects in insane limits while I am typing.

Here's what I do.

 

I followed the instructions in the second link from LCAR's post. I downloaded and used the solution for Procon itself. You need all the Procon source code to do limit syntax checking, well, actually you only need the classes plugins use, but it is easier just to get the whole thing. Then, I added Insane Limits as a project in that solution. You should be able to compile it -- if that works, you are ready.

 

Then, separately (not in debugger), I ran Procon, enabled Insane Limits, and created two dummy limits:

 

OnServerInterval - Limit #1

 

OnKill - Limit #2

 

Just set first_check and second_check to code that has one line, return false;, in each limit.

 

You need two limits, one for OnServerInterval and one for OnKill, because the parameter list/function signature for each is different.

 

Then I used the console setting in the plugin and type these commands:

 

!dump limit 1

!dump limit 2

 

That creates two files in the same folder as Procon: LimitEvaluator1.cs and LimitEvaluator2.cs

 

Those are complete class/source files for each of those limits.

 

Now just add those two files to the Insane Limits project.

 

Voila! Use those files are templates/holders. You can add your code, first_check goes in the FirstCheck function, second_check goes in the SecondCheck function. You get all the syntax checking you would for any source file in the project. Put OnKill/OnDeath/OnTeamKill/OnTeamDeath limits into #2, the rest into #1.

 

You can either duplicate those files (making #3, #4, etc.), or you can just delete old limit code and replace it with new limit code.

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

Originally Posted by s1ngular1ty*:

 

  PapaCharlie9* said:

Here's what I do.

 

I followed the instructions in the second link from LCAR's post. I downloaded and used the solution for Procon itself. You need all the Procon source code to do limit syntax checking, well, actually you only need the classes plugins use, but it is easier just to get the whole thing. Then, I added Insane Limits as a project in that solution. You should be able to compile it -- if that works, you are ready.

 

Then, separately (not in debugger), I ran Procon, enabled Insane Limits, and created two dummy limits:

 

OnServerInterval - Limit #1

 

OnKill - Limit #2

 

Just set first_check and second_check to code that has one line, return false;, in each limit.

 

You need two limits, one for OnServerInterval and one for OnKill, because the parameter list/function signature for each is different.

 

Then I used the console setting in the plugin and type these commands:

 

!dump limit 1

!dump limit 2

 

That creates two files in the same folder as Procon: LimitEvaluator1.cs and LimitEvaluator2.cs

 

Those are complete class/source files for each of those limits.

 

Now just add those two files to the Insane Limits project.

 

Voila! Use those files are templates/holders. You can add your code, first_check goes in the FirstCheck function, second_check goes in the SecondCheck function. You get all the syntax checking you would for any source file in the project. Put OnKill/OnDeath/OnTeamKill/OnTeamDeath limits into #2, the rest into #1.

 

You can either duplicate those files (making #3, #4, etc.), or you can just delete old limit code and replace it with new limit code.

Awesome, thanks!!! I'll try that.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by s1ngular1ty*:

 

  PapaCharlie9* said:

Here's what I do.

 

I followed the instructions in the second link from LCAR's post. I downloaded and used the solution for Procon itself. You need all the Procon source code to do limit syntax checking, well, actually you only need the classes plugins use, but it is easier just to get the whole thing. Then, I added Insane Limits as a project in that solution. You should be able to compile it -- if that works, you are ready.

 

Then, separately (not in debugger), I ran Procon, enabled Insane Limits, and created two dummy limits:

 

OnServerInterval - Limit #1

 

OnKill - Limit #2

 

Just set first_check and second_check to code that has one line, return false;, in each limit.

 

You need two limits, one for OnServerInterval and one for OnKill, because the parameter list/function signature for each is different.

 

Then I used the console setting in the plugin and type these commands:

 

!dump limit 1

!dump limit 2

 

That creates two files in the same folder as Procon: LimitEvaluator1.cs and LimitEvaluator2.cs

 

Those are complete class/source files for each of those limits.

 

Now just add those two files to the Insane Limits project.

 

Voila! Use those files are templates/holders. You can add your code, first_check goes in the FirstCheck function, second_check goes in the SecondCheck function. You get all the syntax checking you would for any source file in the project. Put OnKill/OnDeath/OnTeamKill/OnTeamDeath limits into #2, the rest into #1.

 

You can either duplicate those files (making #3, #4, etc.), or you can just delete old limit code and replace it with new limit code.

How do you add the insane limits project to the procon solution and connect it so it shows up as a plugin at runtime? Also what kind of project do you choose for InsaneLimits? There are multiple kinds to choose from when I create a new project in the solution.

 

I can make the plugin show up if I copy the insanelimits.cs file to the \Procon-1-master\builds\Debug\Plugins\BF4 folder.

 

I haven't figured out how to add it to the procon solution as a project and link it to procon so it shows up as a plugin when procon runs.

 

Procon builds and runs fine by itself.

 

 

:EDIT:

 

So I think I figured it out. I ran procon separately and enabled insane limits. I created the limits as you said and used the !dump command to output them.

 

This is the code I ended up with...

 

Code:

class LimitEvaluator1
    {
        public bool FirstCheck(ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4)
        {
            try
            {
#pragma warning disable
            <CODE GOES HERE _>
            return false;
#pragma warning restore
            }
            catch(Exception e)
            {
                plugin.DumpException(e, this.GetType().Name);
            }
            return false;
        }

        public bool SecondCheck(ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4, LimitInfoInterface limit)
        {
            try
            {
#pragma warning disable
            <CODE GOES HERE _>
            return true;
#pragma warning restore
            }
            catch(Exception e)
            {
               plugin.DumpException(e, this.GetType().Name);
            }
            return true;
        }
    }
}

class LimitEvaluator2
    {
        public bool FirstCheck(PlayerInfoInterface player, PlayerInfoInterface killer, KillInfoInterface kill, PlayerInfoInterface victim, ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4)
        {
            try
            {
#pragma warning disable
            <CODE GOES HERE _>
            return false;
#pragma warning restore
            }
            catch(Exception e)
            {
                plugin.DumpException(e, this.GetType().Name);
            }
            return false;
        }

        public bool SecondCheck(PlayerInfoInterface player, PlayerInfoInterface killer, KillInfoInterface kill, PlayerInfoInterface victim, ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4, LimitInfoInterface limit)
        {
            try
            {
#pragma warning disable
            <CODE GOES HERE _>
            return true;
#pragma warning restore
            }
            catch(Exception e)
            {
               plugin.DumpException(e, this.GetType().Name);
            }
            return true;
        }
    }
}
I believe the limit code goes where I put . I could be wrong.

 

Also, I'd still like to know what type of project I should start with in the future. I was missing a lot of references when I used an empty project. I had to manually add references so InsaneLimits code worked properly and didn't have errors.

 

After I added the missing references, I added the LimitEvaluator1.cs and LimitEvaluator2.cs files to my project that had InsaneLimits.cs in it.

 

Here is what my solution looks like. I think it is correct. Please let me know.

 

24Dqm9a.png

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

Originally Posted by PapaCharlie9*:

 

  s1ngular1ty* said:

How do you add the insane limits project to the procon solution and connect it so it shows up as a plugin at runtime? Also what kind of project do you choose for InsaneLimits? There are multiple kinds to choose from when I create a new project in the solution.

 

I can make the plugin show up if I copy the insanelimits.cs file to the \Procon-1-master\builds\Debug\Plugins\BF4 folder.

 

I haven't figured out how to add it to the procon solution as a project and link it to procon so it shows up as a plugin when procon runs.

 

Procon builds and runs fine by itself.

 

 

:EDIT:

 

So I think I figured it out. I ran procon separately and enabled insane limits. I created the limits as you said and used the !dump command to output them.

 

This is the code I ended up with...

 

Code:

class LimitEvaluator1
    {
        public bool FirstCheck(ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4)
        {
            try
            {
#pragma warning disable
            <CODE GOES HERE _>
            return false;
#pragma warning restore
            }
            catch(Exception e)
            {
                plugin.DumpException(e, this.GetType().Name);
            }
            return false;
        }

        public bool SecondCheck(ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4, LimitInfoInterface limit)
        {
            try
            {
#pragma warning disable
            <CODE GOES HERE _>
            return true;
#pragma warning restore
            }
            catch(Exception e)
            {
               plugin.DumpException(e, this.GetType().Name);
            }
            return true;
        }
    }
}

class LimitEvaluator2
    {
        public bool FirstCheck(PlayerInfoInterface player, PlayerInfoInterface killer, KillInfoInterface kill, PlayerInfoInterface victim, ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4)
        {
            try
            {
#pragma warning disable
            <CODE GOES HERE _>
            return false;
#pragma warning restore
            }
            catch(Exception e)
            {
                plugin.DumpException(e, this.GetType().Name);
            }
            return false;
        }

        public bool SecondCheck(PlayerInfoInterface player, PlayerInfoInterface killer, KillInfoInterface kill, PlayerInfoInterface victim, ServerInfoInterface server, PluginInterface plugin, TeamInfoInterface team1, TeamInfoInterface team2, TeamInfoInterface team3, TeamInfoInterface team4, LimitInfoInterface limit)
        {
            try
            {
#pragma warning disable
            <CODE GOES HERE _>
            return true;
#pragma warning restore
            }
            catch(Exception e)
            {
               plugin.DumpException(e, this.GetType().Name);
            }
            return true;
        }
    }
}
I believe the limit code goes where I put . I could be wrong.

 

Also, I'd still like to know what type of project I should start with in the future. I was missing a lot of references when I used an empty project. I had to manually add references so InsaneLimits code worked properly and didn't have errors.

 

After I added the missing references, I added the LimitEvaluator1.cs and LimitEvaluator2.cs files to my project that had InsaneLimits.cs in it.

 

Here is what my solution looks like. I think it is correct. Please let me know.

 

24Dqm9a.png

I added the Insane Limits project as a Class Library.

 

I didn't try to put the InsaneLimits.cs file in the plugins folder. It's just a file in the project and gets compiled. Think of it being compiled INTO Procon itself. That might be why I have more references that you do, since I needed all the references for compiling a plugin:

 

Posted Image

 

Yes, your code insertion locations are correct.

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

Originally Posted by s1ngular1ty*:

 

  PapaCharlie9* said:

I added the Insane Limits project as a Class Library.

 

I didn't try to put the InsaneLimits.cs file in the plugins folder. It's just a file in the project and gets compiled. Think of it being compiled INTO Procon itself. That might be why I have more references that you do, since I needed all the references for compiling a plugin:

 

Posted Image

 

Yes, your code insertion locations are correct.

Ok, thanks.

 

I am getting all the intellisense checking the way I did it but I'll retry how you did it and see if there is a difference.

 

 

-EDIT-

 

I have one last question about how you are doing it. When you compile ProCon and run it, does InsaneLimits show up as a plugin in ProCon or not? Just curious...

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

Originally Posted by PapaCharlie9*:

 

  s1ngular1ty* said:

-EDIT-

 

I have one last question about how you are doing it. When you compile ProCon and run it, does InsaneLimits show up as a plugin in ProCon or not? Just curious...

I don't know, since I don't compile Procon with this solution. :smile: I only compile the plugin I'm working on and limits.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by s1ngular1ty*:

 

  PapaCharlie9* said:

I don't know, since I don't compile Procon with this solution. :smile: I only compile the plugin I'm working on and limits.

Can you explain what you mean? I'm not entirely following. I'm new to this stuff but trying to learn :biggrin:

 

Do you right click on on the plugin and compile it separately? Or how is that accomplished? Is your Insane Limits plugin isolated from procon somehow?

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

Originally Posted by PapaCharlie9*:

 

  s1ngular1ty* said:

Can you explain what you mean? I'm not entirely following. I'm new to this stuff but trying to learn :biggrin:

 

Do you right click on on the plugin and compile it separately? Or how is that accomplished? Is your Insane Limits plugin isolated from procon somehow?

I usually have a selection in the Insane Limits project, file open or whatnot, and that means that in the Build menu, under Build Solution, there is a "Build Insane Limits" item. That's what I use.
* Restored post. It could be that the author is no longer active.
Link to comment
  • 2 weeks later...

Originally Posted by chipeater01*:

 

Hi we have the Insane Limits plugin to help with rockets/launchers in metro and lockers but the plugin keeps re-setting. I have to re-enable the plugin and re-enter all the info on a near daily basis. We use Fragnet servers. Is anyone else having the same issues.

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

Originally Posted by MRniceGuy*:

 

Hi

i want to make bow and MARE'S LEG only server

if someone use any other weapons i want one warning with kill, for second time if he use another weapon i want to temporary ban for one hour

is it possible ?

Thanks

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

Originally Posted by PapaCharlie9*:

 

  uncreative* said:

Hey i´m sorry but my english isnt so good. My Question: Is it possible to send a SMS to me and my admins if someone type "!admin"? Maybe with a free SMS Website like this: http://sms38.de/ :huh:

sms38.de is not supported.

 

These are the supported gateways. Your country and carrier must match the first two items of each row.

 

Code:

/* Country, Carrier, Gateway */

            "Argentina", "Claro", "number@sms.ctimovil.com.ar",
            "Argentina", "Movistar", "number@sms.movistar.net.ar",
            "Argentina", "Nextel", "TwoWay.11number@nextel.net.ar",
            "Argentina", "Personal", "number@alertas.personal.com.ar",
            "Aruba", "Setar Mobile", "number@mas.aw",
            "Australia", "T-Mobile(Optus Zoo)", "0number@optusmobile.com.au",

            "Austria", "T-Mobile", "number@sms.t-mobile.at",
            "Brasil", "Claro", "number@clarotorpedo.com.br",
            "Brasil", "Vivo", "number@torpedoemail.com.br",
            "Bulgaria", "Globul", "35989number@sms.globul.bg",
            "Bulgaria", "Mobiltel", "35988number@sms.mtel.net",
            "Bulgaria", "Vivacom", "35987number@sms.vivacom.bg",
            "Canada", "Aliant", "number@sms.wirefree.informe.ca",
            "Canada", "Bell Mobility", "number@txt.bell.ca",
            "Canada", "Solo Mobile", "number@txt.bell.ca",
            "Canada", "Fido", "number@fido.ca",
            "Canada", "Koodo Mobile", "number@msg.telus.com",
            "Canada", "MTS Mobility", "number@text.mtsmobility.com",
            "Canada", "PC Telecom", "number@mobiletxt.ca",
            "Canada", "Rogers Wireless", "number@pcs.rogers.com",
            "Canada", "SaskTel", "number@sms.sasktel.com",
            "Canada", "Telus Mobility", "number@msg.telus.com",
            "Canada", "Virgin Mobile", "number@vmobile.ca",
            "China", "China Mobile", "number@139.com",
            "Colombia", "Comcel", "number@comcel.com.co",
            "Colombia", "Movistar", "number@movistar.com.co",
            "Colombia", "Tigo (Formerly Ola)", "number@sms.tigo.com.co",
            "Costa Rica", "ICE", "number@ice.cr",
            "Europe", "TellusTalk", "number@esms.nu",
            "France", "Bouygues Telecom", "number@mms.bouyguestelecom.fr",
            "Germany", "E-Plus", "0number@smsmail.eplus.de",
            "Germany", "O2", "0number@o2online.de",
            "Germany", "T-Mobile", "number@t-mobile-sms.de",
            "Germany", "Vodafone", "0number@vodafone-sms.de",
            "Hong Kong", "CSL", "number@mgw.mmsc1.hkcsl.com",
            "Hungary", "Ozeki", "number@ozekisms.com",
            "Iceland", "OgVodafone", "number@sms.is",
            "Iceland", "Siminn", "number@box.is",
            "India", "Aircel", "number@aircel.co.in",
            "India", "Andhra Pradesh Aircel", "number@airtelap.com",
            "India", "Karnataka Airtel", "number@airtelkk.com",
            "India", "Andhra Pradesh AirTel", "91number@airtelap.com",
            "India", "Andhra Pradesh Idea Cellular", "number@ideacellular.net",
            "India", "Chennai Skycell / Airtel", "919840number@airtelchennai.com",
            "India", "Chennai RPG Cellular", "9841number@rpgmail.net",
            "India", "Delhi Airtel", "919810number@airtelmail.com",
            "India", "Delhi Hutch", "9811number@delhi.hutch.co.in",
            "India", "Goa Airtel", "919890number@airtelmail.com",
            "India", "Goa Idea Cellular", "number@ideacellular.net",
            "India", "Goa BPL Mobile", "9823number@bplmobile.com",
            "India", "Gujarat Idea Cellular", "number@ideacellular.net",
            "India", "Gujarat Airtel", "919898number@airtelmail.com",
            "India", "Gujarat Celforce / Fascel", "9825number@celforce.com",
            "India", "Haryana Airtel", "919896number@airtelmail.com",
            "India", "Haryana Escotel", "9812number@escotelmobile.com",
            "India", "Himachai Pradesh Airtel", "919816number@airtelmail.com",
            "India", "Karnataka Airtel", "919845number@airtelkk.com",
            "India", "Kerala Airtel", "919895number@airtelkerala.com",
            "India", "Kerala BPL Mobile", "9846number@bplmobile.com",
            "India", "Kerala Escotel", "9847number@escotelmobile.com",
            "India", "Koltaka Airtel", "919831number@airtelkol.com",
            "India", "Madhya Pradesh Airtel", "919893number@airtelmail.com",
            "India", "Maharashtra Airtel", "919890number@airtelmail.com",
            "India", "Maharashtra BPL Mobile", "9823number@bplmobile.com",
            "India", "Maharashtra Idea Cellular", "number@ideacellular.net",
            "India", "Mumbai Airtel", "919892number@airtelmail.com",
            "India", "Mumbai BPL Mobile", "9821number@bplmobile.com",
            "India", "Pondicherry BPL Mobile", "9843number@bplmobile.com",
            "India", "Punjab Airtel", "919815number@airtelmail.com",
            "India", "Tamil Nadu Airtel", "919894number@airtelmobile.com",
            "India", "Tamil Nadu Aircel", "9842number@airsms.com",
            "India", "Tamil Nadu BPL Mobile", "919843number@bplmobile.com",
            "India", "Uttar Pradesh West Escotel", "9837number@escotelmobile.com",
            "India", "Loop (BPL Mobile), Mumbai", "number@loopmobile.co.in",
            "Ireland", "Meteor", "number@sms.mymeteor.ie",
            "Israel", "Spikko", "number@SpikkoSMS.com",
            "Italy", "TIM", "0number@timnet.com",
            "Japan", "AU, KDDI", "number@ezweb.ne.jp",
            "Japan", "NTT DoCoMo", "number@docomo.ne.jp",
            "Japan", "Vodafone, Chuugoku/Western", "number@n.vodafone.ne.jp",
            "Japan", "Vodafone, Hokkaido", "number@d.vodafone.ne.jp",
            "Japan", "Vodafone, Hokuriko/Central North", "number@r.vodafone.ne.jp",
            "Japan", "Vodafone, Kansai/West/Osaka", "number@k.vodafone.ne.jp",
            "Japan", "Vodafone, Kanto/Koushin/East", "number@t.vodafone.ne.jp",
            "Japan", "Vodafone, Kyuushu/Okinawa", "number@q.vodafone.ne.jp",
            "Japan", "Vodafone, Skikoku", "number@s.vodafone.ne.jp",
            "Japan", "Vodafone, Touhoku/Niigata/North", "number@h.vodafone.ne.jp",
            "Japan", "Willcom", "number@pdx.ne.jp",
            "Japan", "Willcom DJ", "number@dj.pdx.ne.jp",
            "Japan", "Willcom DI", "number@di.pdx.ne.jp",
            "Japan", "Willcom DK", "number@dk.pdx.ne.jp",
            "Mauritius", "Emtel", "number@emtelworld.net",
            "Mexico", "Nextel", "number@msgnextel.com.mx",
            "Nepal", "Mero Mobile", "977number@sms.spicenepal.com",
            "Netherlands", "Orange", "0number@sms.orange.nl",
            "Netherlands", "T-Mobile", "31number@gin.nl",
            "New Zealand", "Telecom New Zealand", "number@etxt.co.nz",
            "New Zealand", "Vodafone", "number@mtxt.co.nz",
            "Nicaragua", "Claro", "number@ideasclaro-ca.com",
            "Norway", "Sendega", "number@sendega.com",
            "Poland", "Orange Polska", "9digit@orange.pl",
            "Poland", "Plus", "+number@text.plusgsm.pl",
            "Puerto Rico", "Claro", "number@vtexto.com",
            "Singapore", "M1", "number@m1.com.sg",
            "South Africa", "MTN", "number@sms.co.za",
            "South Africa", "Vodacom", "number@voda.co.za",
            "South Korea", "Helio", "number@myhelio.com",
            "Spain", "Esendex", "number@esendex.net",
            "Spain", "Movistar", "0number@movistar.net",
            "Spain", "Vodafone", "0number@vodafone.es",
            "Singapore", "Starhub Enterprise Messaging Solution", "number@starhub-enterprisemessaging.com",
            "Sri Lanka", "Mobitel", "number@sms.mobitel.lk",
            "Sweden", "Tele2", "0number@sms.tele2.se",
            "Switzerland", "Sunrise Communications", "number@gsm.sunrise.ch",
            "United States", "Alaska Communications", "number@msg.acsalaska.com",
            "United States", "Alltel (Allied Wireless)", "number@sms.alltelwireless.com",
            "United States", "Verizon Wireless (Alltel Merger)", "number@text.wireless.alltel.com",
            "United States", "Ameritech", "number@paging.acswireless.com",
            "United States", "ATT Wireless", "number@txt.att.net",
            "United States", "ATT Enterprise Paging", "number@page.att.net",
            "United States", "ATT Global Smart Suite", "number@sms.smartmessagingsuite.com",
            "United States", "BellSouth", "number@bellsouth.cl",
            "United States", "Bluegrass Cellular", "number@sms.bluecell.com",
            "United States", "Bluesky Communications, Samoa", "number@psms.bluesky.as",
            "United States", "Boost Mobile", "number@myboostmobile.com",
            "United States", "Cellcom", "number@cellcom.quiktxt.com",
            "United States", "Cellular One", "number@mobile.celloneusa.com",
            "United States", "Cellular South", "number@csouth1.com",
            "United States", "Centenial Wireless", "number@cwemail.com",
            "United States", "Cariton Valley Wireless", "number@sms.cvalley.net",
            "United States", "Cincinnati Bell", "number@gocbw.com",
            "United States", "Cingular", "number@cingular.com",
            "United States", "Cingular (GoPhone)", "number@cingulartext.com",
            "United States", "Cleartalk Wireless", "number@sms.cleartalk.us",
            "United States", "Cricket", "number@sms.mycricket.com",
            "United States", "Edge Wireless", "number@sms.edgewireless.com",
            "United States", "Element Mobile", "number@SMS.elementmobile.net",
            "United States", "Esendex", "number@echoemail.net",
            "United States", "General Communications", "number@mobile.gci.net",
            "United States", "Golden State Cellular", "number@gscsms.com",
            "United States", "Hawaii Telcom Wireless", "number@hawaii.sprintpcs.com",
            "United States", "Helio", "number@myhelio.com",
            "United States", "Kajeet", "number@mobile.kajeet.net",
            "United States", "MetroPCS", "number@mymetropcs.com",
            "United States", "Nextel", "number@messaging.nextel.com",
            "United States", "O2", "number@mobile.celloneus.com",
            "United States", "Orange", "number@mobile.celloneus.com",
            "United States", "PagePlus Cellular", "number@vtext.com",
            "United States", "Pioneer Cellular", "number@zsend.com",
            "United States", "Pocket Wireless", "number@sms.pocket.com",
            "United States", "TracFone (prepaid)", "number@mmst5.tracfone.com",
            "United States", "Sprint (PCS)", "number@messaging.sprintpcs.com",
            "United States", "Nextel (Sprint)", "number@page.nextel.com",
            "United States", "Straight Talk", "number@vtext.com",
            "United States", "Syringa Wireless", "number@rinasms.com",
            "United States", "T-Mobile", "number@tmomail.net",
            "United States", "Teleflip", "number@teleflip.com",
            "United States", "Telus Mobility", "number@msg.telus.com",
            "United States", "Unicel", "number@utext.com",
            "United States", "US Cellular", "number@email.uscc.net",
            "United States", "US Mobility", "number@usmobility.net",
            "United States", "Verizon Wireless", "number@vtext.com",
            "United States", "Viaero", "number@viaerosms.com",
            "United States", "Virgin Mobile", "number@vmobl.com",
            "United States", "XIT Communications" , "number@sms.xit.net",
            "United States", "Qwest Wireless", "number@qwestmp.com",
            "United States", "Rogers Wireless", "number@pcs.rogers.com",
            "United States", "Simple Mobile", "number@smtext.com",
            "United States", "South Central Communications", "number@rinasms.com",
            "United Kingdom", "AQL", "number@text.aql.com",
            "United Kingdom", "Esendex","number@echoemail.net",
            "United Kingdom", "HSL", "number@sms.haysystems.com",
            "United Kingdom", "My-Cool-SMS", "number@my-cool-sms.com",
            "United Kingdom", "O2", "44number@mmail.co.uk",
            "United Kingdom", "Orange", "number@orange.net",
            "United Kingdom", "Txtlocal", "number@txtlocal.co.uk",
            "United Kingdom", "T-Mobile", "0n@t-mobile.uk.net",
            "United Kingdom", "UniMovil Corporation", "number@viawebsms.com",
            "United Kingdom", "Virgin Mobile", "number@vxtras.com",
            "Worldwide", "Panacea Mobile", "number@api.panaceamobile.com"
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

  chipeater01* said:

Hi we have the Insane Limits plugin to help with rockets/launchers in metro and lockers but the plugin keeps re-setting. I have to re-enable the plugin and re-enter all the info on a near daily basis. We use Fragnet servers. Is anyone else having the same issues.

Is the layer restarting or something that? That's what it sounds like.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

  MRniceGuy* said:

Hi

i want to make bow and MARE'S LEG only server

if someone use any other weapons i want one warning with kill, for second time if he use another weapon i want to temporary ban for one hour

is it possible ?

Thanks

Requests should be made in the Insane Limits Requests thread in Plugin Enhancements forum.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by jockey250178*:

 

Hi @ all...

 

Is there a way to just whitelist some user for just one rule and not for all ?

 

I have the rank kicker running and they should only be whitelisted for this and

 

not for other rules.

 

lg

 

Jockey

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

Originally Posted by AWStp*:

 

NEED SOME HELP!

i wanna to setup a rule for my "noob only server" which keep those player who have a high kd ratio away (etc. kick kd ratio>2)

anyone can help me ?

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

Originally Posted by LCARSx64*:

 

  AWStp* said:

NEED SOME HELP!

i wanna to setup a rule for my "noob only server" which keep those player who have a high kd ratio away (etc. kick kd ratio>2)

anyone can help me ?

You could just use this one (change the 4.0 & 50 to meet your requirements): myrcon.net/...insane-limits-examples#entry18408

or if you only wanted the KDR, change:

Code:

(  player.Kdr > 4.0   ||  player.Accuracy > 50  )
to:

Code:

(  player.Kdr > 4.0  )
Also, request stand a better chance of being answered if you post them in the Insane Limits Requests thread: myrcon.net/.../insane-limits-requests
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by TheUltimateForce*:

 

NEED HELP PLEASE!

i uploaded the insane limits to my server. The necessary maps all have 777 rights.

But when i try to make a new limit for gunmaster it says: (watch image)

procon.png

 

In the BF4 plugins folder the InsaneLimits.conf file exists.

Procon is NOT running in sandbox mode: (Watch image bellow)

procon04.png

 

When I activate the Insane Limits in Procon i have to accept the privacy policy, after done that i get the following message:sad:watch image below)

procon05.png

 

Everything has read and write rights, but still getting these messages.

 

Hope you guys can help me with this!

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • 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.