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


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Originally Posted by EBassie*:

 

EB, I hope you see that I had to edit the code above twice. Make sure you get the latest edit.

Haven't tested it yet. Still looking for the cause of my lagging issues. :sad:
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Originally Posted by dixa1*:

 

I find the use of this plugin extremely confusing. So i have to actually write my own code for it?

 

I just want the plugin to check at the start of every round and whenever a player joins their skill level (bf4) and kick them if it's 351 or higher. how exactly would i go about doing this?

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Originally Posted by PapaCharlie9*:

 

I find the use of this plugin extremely confusing. So i have to actually write my own code for it?

Insane Limits is intended for light coding, yes, though most people just copy code posted in the Insane Limits Request thread or the threads in Plugin Enhancements forum. Still, if you find it too confusing, try ProconRulz instead.

 

I just want the plugin to check at the start of every round and whenever a player joins their skill level (bf4) and kick them if it's 351 or higher. how exactly would i go about doing this?

Did you watch the video in post #1 of this thread? I think that's the exact example the video shows. Don't watch it in place, it's too small. Click on it to go to the YouTube page and watch it full screen.

 

If it isn't the same example, here it is:

 

myrcon.net/...insane-limits-examples#entry18405

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Originally Posted by hauser1*:

 

Can i have this using this plugin?

 

!rank: you are rank 3/9000 (players) score on the server

Score: 932458 K/D 2148/928 [KD:2,18]

 

Anyone know how to add that?

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Originally Posted by PapaCharlie9*:

 

Can i have this using this plugin?

 

!rank: you are rank 3/9000 (players) score on the server

Score: 932458 K/D 2148/928 [KD:2,18]

 

Anyone know how to add that?

There is a better plugin for ranking the 9000 players on your server:

 

myrcon.net/.../stats-webpage-for-xpkillers-stats-logger-plugin

 

Insane Limits doesn't have a persistent database attached to it, so every time you restart Procon or disconnect from your game server, it forgets the stats/scores of previous players. The plugin linked above connects to a MySQL database, so it doesn't forget.

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Originally Posted by PapaCharlie9*:

 

Here's a little preview of the update to Insane Limits that I'm working on. Now that we have lots of new information, like vehicles, in BF4.defs, I've made it so you can get friendly vehicle names. I also added the Procon "damage type" category names, so if you want to limit explosives or sniper rifles, you can just check one category, instead of listing all of the individual codes.

 

In the lines below:

Raw code: is the raw kill.Weapon code

Name: is the friendly weapon name

Category: is the BF4.defs category (or BF3.defs, for BF3)

Vehicle: is the friendly vehicle name (when Name == "Death")

Detail: is extra stuff in the raw code, usually null

w_n: is what the plugin.R("%w_n%") replacement looks like

 

Posted Image

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Originally Posted by IAF-SDS*:

 

Awesome work Papa.

 

Can't wait for the update.

 

Has anything changed to give us a way to detect when someone enters a particular vehicle like the MAA so we can use that to send a yell instead of waiting for them to kill with it?

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Originally Posted by iraqiboy90*:

 

Hello

 

I'm getting:

 

[insane Limits] EXCEPTION: Twitter RequestToken Request(HTTP/1.1) failed, System.Net.WebException: The remote server returned an error: (403) Forbidden.

 

when enabling "twitter setup account"

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Originally Posted by PapaCharlie9*:

 

Hello

 

I'm getting:

 

[insane Limits] EXCEPTION: Twitter RequestToken Request(HTTP/1.1) failed, System.Net.WebException: The remote server returned an error: (403) Forbidden.

 

when enabling "twitter setup account"

That's a known issue. Twitter changed the 1.1 api requirements. This will be fixed in the next Insane Limits update, which should be coming out today.
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Originally Posted by PapaCharlie9*:

 

Awesome work Papa.

 

Can't wait for the update.

 

Has anything changed to give us a way to detect when someone enters a particular vehicle like the MAA so we can use that to send a yell instead of waiting for them to kill with it?

No, sorry bro. No in/out events.
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Originally Posted by IAF-SDS*:

 

SDS, I need to take a break. I'll get to your limit later today or tomorrow.

No worries. Take your time Papa and thank you for making this for me.

 

I would rather enable it Friday afternoon or the weekend anyway, when I am sure to be there to make adjustments if necessary.

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Originally Posted by BloodBoy*:

 

Hi, I want to add a GiveUp command to my server. This command would start a voting for the losing team to forfeit against the enemy team. I have edited one of the code to make this possible but it doesn't seems to work. Could you find the problem?

 

 

 

/* VERSION 0.9/R7 */

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

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

int minPlayers = 6; // CUSTOMIZE: minimum players to enable vote

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

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

int maxAttempts = 100; // CUSTOMIZE: maximum number of attempts

 

String kCamp = "giveup";

String kOncePrefix = "giveup_once_";

String kVoteTime = "giveup_time";

String kAttemptsPrefix = "giveup_attempts_";

 

 

int level = 2;

 

try {

level = Convert.ToInt32(plugin.getPluginVarValue("debug_le vel"));

} catch (Exception e) {}

 

String msg = "empty";

 

Action ChatPlayer = delegate(String name) {

// closure bound to String msg

plugin.ServerCommand("admin.say", msg, "player", name);

plugin.PRoConChat("ADMIN to " + name + " > *** " + msg);

};

 

 

/* Parse the command */

 

Match campMatch = Regex.Match(player.LastChat, @"^\s*!vote\s*giveup", RegexOptions.IgnoreCase);

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

 

/* Bail out if not a proper vote */

 

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

 

/* Bail out if this player already voted */

 

if (player.RoundData.issetBool(kCamp)) {

msg = "You already voted on this giveup attempt!";

ChatPlayer(player.Name);

return false;

}

 

 

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

 

double t1 = server.RemainTickets(1);

double t2 = server.RemainTickets(2);

if (Math.Abs(t1 - t2)

msg = "Ticket counts too close to hold a giveup vote!";

ChatPlayer(player.Name);

return false;

}

 

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

 

int losing = (t1

 

if (player.TeamId != losing) {

msg = "You are not on the losing team!";

ChatPlayer(player.Name);

return false;

}

 

/* Bail out if this team already completed a Giveup this round */

 

String key = kOncePrefix + losing;

if (server.RoundData.issetBool(key)) {

msg = "Your team already completed a Giveup vote this round!";

ChatPlayer(player.Name);

return false;

}

 

/* Bail out if maxAttempts made */

 

String keyAttempts = kAttemptsPrefix + losing;

int attempts = 0;

if (server.RoundData.issetInt(keyAttempts)) {

attempts = server.RoundData.getInt(keyAttempts);

if (attempts >= maxAttempts) {

msg = "Your team already made " + maxAttempts + " attempts at giving up this round!";

ChatPlayer(player.Name);

return false;

}

}

 

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

 

if (server.PlayerCount

msg = "Not enough players to hold a give up vote!";

ChatPlayer(player.Name);

return false;

}

 

if (level >= 2) plugin.ConsoleWrite("^b[Giveup]^n " + player.FullName + " voted to Give Up");

 

msg = "You voted to Give Up";

ChatPlayer(player.Name);

 

/* Tally the votes */

 

int votes = 0;

List losers = (losing == 1) ? team1.players : team2.players;

 

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

 

if (!server.RoundData.issetObject(kVoteTime)) {

server.RoundData.setObject(kVoteTime, DateTime.Now);

if (level >= 2) plugin.ConsoleWrite("^b[GiveUp]^n vote timer started");

}

DateTime started = (DateTime)server.RoundData.getObject(kVoteTime);

TimeSpan since = DateTime.Now.Subtract(started);

 

/* Count the vote in the voter's dictionary */

/* Votes are kept with the voter */

/* If the voter leaves, his votes are not counted */

 

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

 

/* Otherwise tally */

 

foreach(PlayerInfoInterface p in losers) {

if (p.RoundData.issetBool(kCamp)) votes++;

}

if (level >= 3) plugin.ConsoleWrite("^b[GiveUp]^n loser votes = " + votes + " of " + losers.Count);

 

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

int remain = needed - votes;

 

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

 

String campers = (losing == 1) ? "RU" : "US";

String voters = (losing == 1) ? "US" : "RU";

 

if (since.TotalMinutes > timeout) {

msg = "Voting time has expired, only " + ((votes/needed)*100.0).ToString("F0") + "% voted, needed " + percent + "%";

plugin.SendGlobalMessage(msg);

plugin.ServerCommand("admin.yell", msg);

if (level >= 2) plugin.ConsoleWrite("^b[GiveUp]^n vote timeout expired");

foreach (PlayerInfoInterface can in losers) {

// Erase the vote

if (can.RoundData.issetBool(kCamp)) can.RoundData.unsetBool(kCamp);

}

server.RoundData.unsetObject(kVoteTime);

 

/* Losing team only gets to try this vote maxAttempts */

attempts = 0;

if (server.RoundData.issetInt(keyAttempts)) attempts = server.RoundData.getInt(keyAttempts);

server.RoundData.setInt(keyAttempts, attempts + 1);

 

//server.RoundData.setBool(key, true);

 

return false;

}

 

 

if (remain > 0) {

msg = remain + " " + voters + " votes needed to Give Up " + Winning Team + " team! " + Convert.ToInt32(Math.Ceiling(timeout - since.TotalMinutes)) + " mins left to vote!";

plugin.SendGlobalMessage(msg);

plugin.ServerCommand("admin.yell", msg, "8");

if (level >= 2) plugin.ConsoleWrite("^b[GiveUp]^n " + msg);

return false;

}

 

/* Punish the campers */

 

msg = "Vote succeeded: " + Losing + " team has Forfeited This Round";

plugin.SendGlobalMessage(msg);

plugin.ServerCommand("admin.yell", msg, "30");

if (level >= 2) plugin.ConsoleWrite("^b[GiveUp]^n " + msg);

 

List bad = (losing == 1) ? team2.players : team1.players;

foreach (PlayerInfoInterface giveup in bad) {

plugin.EndRound(Giveup.Name, 1);

if (level >= 3) plugin.ConsoleWrite("^b[Giveup]^n killing " + giveup.FullName);

}

 

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

 

server.RoundData.setBool(key, true);

 

return false;

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Originally Posted by PapaCharlie9*:

 

Hi, I want to add a GiveUp command to my server. This command would start a voting for the losing team to forfeit against the enemy team. I have edited one of the code to make this possible but it doesn't seems to work. Could you find the problem?

Is that a modified version of the !votenext/!surrender limit from here?

 

myrcon.net/...insane-limits-v09r6-vote-to-nuke-campingbase-raping-team-or-surrender#entry28837

 

If so, it would be best to post questions in that thread. You can start by explaining in more detail exactly what is wrong with your version. If you are getting errors in plugin.log, post them.

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Originally Posted by DHGreenday*:

 

Hi, I was wondering if someone can convert these simple rules from proconrulz to insane limits..

 

On Spawn;

PlayerOnce;PlayerYell 12 Welcome %p%, please add our server to your favourites. Thanks for your support!

PlayerOnce;PlayerSay Welcome %p% to Dirty Heroes

PlayerOnce;PlayerSay Gameplay rules: sniper limit only, currently 4 per side

PlayerOnce;PlayerSay Other rules: No discrimination (eg racism)

PlayerOnce;PlayerSay autoadmin active. Type !admin for an admin

PlayerOnce;PlayerSay and no god damn bloody swear filter!!!

PlayerCount 1;PlayerOnce;PlayerSay %p% details of our teamspeak below..

PlayerCount 1;PlayerOnce;PlayerSay IP = 212.187.209.62:9284 - pw = dirty

PlayerCount 1;PlayerOnce;PlayerSay ask in TS global chat for assistance

PlayerCount 2;PlayerOnce;PlayerSay our website is www.dirtyheroes.net

PlayerCount 2;PlayerOnce;PlayerSay to help with server lag, ping limit is 120

PlayerCount 2;PlayerOnce;PlayerSay Admins are DIRTYGreeny/HOCKSTER

PlayerCount 2;PlayerOnce;PlayerSay Play fair, gl and hf

 

At the moment I can't stop the player say from outputting to the procon chat window which becomes very spammy and makes it difficult to then monitor the server chat etc.

 

Anyones help would be appreciated, thanks :smile:

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Originally Posted by PapaCharlie9*:

 

Hi, I was wondering if someone can convert these simple rules from proconrulz to insane limits..

 

On Spawn;

PlayerOnce;PlayerYell 12 Welcome %p%, please add our server to your favourites. Thanks for your support!

PlayerOnce;PlayerSay Welcome %p% to Dirty Heroes

PlayerOnce;PlayerSay Gameplay rules: sniper limit only, currently 4 per side

PlayerOnce;PlayerSay Other rules: No discrimination (eg racism)

PlayerOnce;PlayerSay autoadmin active. Type !admin for an admin

PlayerOnce;PlayerSay and no god damn bloody swear filter!!!

PlayerCount 1;PlayerOnce;PlayerSay %p% details of our teamspeak below..

PlayerCount 1;PlayerOnce;PlayerSay IP = 212.187.209.62:9284 - pw = dirty

PlayerCount 1;PlayerOnce;PlayerSay ask in TS global chat for assistance

PlayerCount 2;PlayerOnce;PlayerSay our website is www.dirtyheroes.net

PlayerCount 2;PlayerOnce;PlayerSay to help with server lag, ping limit is 120

PlayerCount 2;PlayerOnce;PlayerSay Admins are DIRTYGreeny/HOCKSTER

PlayerCount 2;PlayerOnce;PlayerSay Play fair, gl and hf

 

At the moment I can't stop the player say from outputting to the procon chat window which becomes very spammy and makes it difficult to then monitor the server chat etc.

 

Anyones help would be appreciated, thanks :smile:

Are you sure there isn't a plugin setting in Rulez that lets you turn off logging to the chat window?

 

I can convert this if you tell me what "PlayerCount 1" and "PlayerCount 2" do. Everything else I can make a guess at.

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Originally Posted by DHGreenday*:

 

Are you sure there isn't a plugin setting in Rulez that lets you turn off logging to the chat window?

 

I can convert this if you tell me what "PlayerCount 1" and "PlayerCount 2" do. Everything else I can make a guess at.

Playercount 1 means that the 2nd set of messages will fire on 2nd spawn and PlayerCount 2 will fire the 3rd set of messages on the players 3rd spawn etc.

 

There is a setting that should allow you to choose where it should log to and if you would prefer to discard log messages but no matter what setting I put it on it still only outputs to the chat window. I realised that I was running an older version but when I updated proconrulz it remained the same.

Also if you want to discard the messages it has to be for all the rules and not just the welcome messages as I do like to see who is being killed by the sniper limit often etc.

 

Perhaps it would be good to have the welcome messages firing with insane limits instead.

 

I appreciate the help and I hope others would find it useful too :smile:

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Originally Posted by TMiland*:

 

Hi PapaCharlie9, is it possible to get drop-down menus in the plugin settings, instead of having to type in "true" or "false", with "true" as first option, so you can just double click to choose the "true" option?

 

This has been bothering me all along, and now it's time to ask i guess. :smile:

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Originally Posted by PapaCharlie9*:

 

Hi PapaCharlie9, is it possible to get drop-down menus in the plugin settings, instead of having to type in "true" or "false", with "true" as first option, so you can just double click to choose the "true" option?

 

This has been bothering me all along, and now it's time to ask i guess. :smile:

It bothers me too. I don't know why micovery did True/False that way, it's annoying.

 

Unfortunately, it's a major rewrite (a lot of work) to change that. Plus, it would break everyone's saved settings, there would have to be some kind of conversion of the old settings to the new, which could cause problems. So not anytime soon, if ever.

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Originally Posted by TMiland*:

 

It bothers me too. I don't know why micovery did True/False that way, it's annoying.

 

Unfortunately, it's a major rewrite (a lot of work) to change that. Plus, it would break everyone's saved settings, there would have to be some kind of conversion of the old settings to the new, which could cause problems. So not anytime soon, if ever.

I see what you mean. Just had to ask. :smile:

 

Another Q, what weapon groups are there in insane limits now? :smile:

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Originally Posted by PapaCharlie9*:

 

Another Q, what weapon groups are there in insane limits now? :smile:

I'm not sure what you mean. Are you talking about the new kill.Category? Those are taken from Procon's BF3.defs and BF4.defs files. Just look in your choice of .defs files and you can see all the categories. For example:

 

procon.protected.weapons.add None "U_M82A3" Primary SniperRifle

 

If kill.Weapon is "U_M82A3", kill.Category will be "SniperRifle".

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Originally Posted by TMiland*:

 

I'm not sure what you mean. Are you talking about the new kill.Category? Those are taken from Procon's BF3.defs and BF4.defs files. Just look in your choice of .defs files and you can see all the categories. For example:

 

procon.protected.weapons.add None "U_M82A3" Primary SniperRifle

 

If kill.Weapon is "U_M82A3", kill.Category will be "SniperRifle".

That was what i was looking for yes. :smile:

 

I see there is 3 different groups for exposives: "Secondary Explosive", "ProjectileExplosive" and "Auxiliary Explosive".

 

How will i go about that?

 

This is what i have now:

Code:

(Regex.Match(server.MapFileName, @"(_:MP_Prison|XP0_Metro)", RegexOptions.IgnoreCase).Success && (Regex.Match(kill.Weapon, @"(AA Mine|M320|_LVG|_HE|_3GL|_AT4|_C4|_Claymore|_FGM148|_FIM92|_FLASH|_Flashbang|_GrenadeRGO|_M15|_M224|_M34|_M67|_MGL|_NLAW|_RPG7|_Sa18IGLA|_SLAM|_SMAW|_SRAW|_Starstreak|_Tomahawk|_UCAV|_V40|_XM25|ROADKILL|Death)", RegexOptions.IgnoreCase).Success && !Regex.Match(kill.Weapon, @"(_SMK|_Smoke|_Suicide|_SoldierCollision|_DamageArea)", RegexOptions.IgnoreCase).Success))
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Originally Posted by TMiland*:

 

Request:

 

I was wondering if this still works:

 

 

 

/* Set limit to evaluate OnAnyChat, set action to None

 

Set first_check to this Code: */

Code:
List<String> bad_words = new List<String>();

	bad_words.Add("word1");
	bad_words.Add("word2");
	// this matches nigger, n1g3r, nig3, etc
	bad_words.Add(@"n+[1i]+g+[3ea]+r*");
	// this matches faggot, f4g0t, fagat, etc
	bad_words.Add(@"f+[a4]+g+[ao0]+t*");
	// this matches fag, f4g, fagggg, fa4g, etc.
	bad_words.Add(@"f+[a4]+g+");

	String[] chat_words = Regex.Split(player.LastChat, @"\s+");

	foreach(String chat_word in chat_words)
		foreach(String bad_word in bad_words)
			if (Regex.Match(chat_word, "^"+bad_word+"$", RegexOptions.IgnoreCase).Success)
				return true;

	return false;

/* Set second_check to this Code: */

Code:
double count = limit.Activations(player.Name);
    
	if (count == 1)
		plugin.SendSquadMessage(player.TeamId, player.SquadId, plugin.R("%p_n%, please avoid using profanity"));
	else if (count == 2)
	{
		plugin.KillPlayer(player.Name);
		plugin.SendSquadMessage(player.TeamId, player.SquadId, plugin.R("%p_n%, this is your %p_x_th% profanity warning, next time you are out!"));
	}
	else if (count == 3)
	{
		plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for excessive profanity!"));
		plugin.SendGlobalMessage(plugin.R("%p_n% was kicked for excessive profanity"));
	}

	return false;
This is the Multi-Action Bad-Word Filter* by Micovery.

 

In any case, is it possible to update this code, if it's outdated? :smile:

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Originally Posted by PapaCharlie9*:

 

Request:

 

I was wondering if this still works:

 

 

 

 

Code:

List<String> bad_words = new List<String>();

	bad_words.Add("word1");
	bad_words.Add("word2");
	// this matches nigger, n1g3r, nig3, etc
	bad_words.Add(@"n+[1i]+g+[3ea]+r*");
	// this matches faggot, f4g0t, fagat, etc
	bad_words.Add(@"f+[a4]+g+[ao0]+t*");
	// this matches fag, f4g, fagggg, fa4g, etc.
	bad_words.Add(@"f+[a4]+g+");

	String[] chat_words = Regex.Split(player.LastChat, @"\s+");

	foreach(String chat_word in chat_words)
		foreach(String bad_word in bad_words)
			if (Regex.Match(chat_word, "^"+bad_word+"$", RegexOptions.IgnoreCase).Success)
				return true;

	return false;
Code:
double count = limit.Activations(player.Name);
    
	if (count == 1)
		plugin.SendSquadMessage(player.TeamId, player.SquadId, plugin.R("%p_n%, please avoid using profanity"));
	else if (count == 2)
	{
		plugin.KillPlayer(player.Name);
		plugin.SendSquadMessage(player.TeamId, player.SquadId, plugin.R("%p_n%, this is your %p_x_th% profanity warning, next time you are out!"));
	}
	else if (count == 3)
	{
		plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for excessive profanity!"));
		plugin.SendGlobalMessage(plugin.R("%p_n% was kicked for excessive profanity"));
	}

	return false;
This is the Multi-Action Bad-Word Filter* by Micovery.

 

In any case, is it possible to update this code, if it's outdated? :smile:

That should work fine.

 

Or you can just use the new Language Enforcer plugin that was posted.

 

BTW, please put limit requests in the Insane Limits Requests thread in Plugin Enhancements.

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Originally Posted by IAF-SDS*:

 

Insane Limits has a @info or !info command that give this back in chat:

 

Battlelog info rank, kdr, kpm, time, kills, wins, skill,

spm, score, deaths, losses, repairs, revives, accuracy

 

How do I disable this !info command and what is its purpose?

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Originally Posted by PapaCharlie9*:

 

Insane Limits has a @info or !info command that give this back in chat:

 

Battlelog info rank, kdr, kpm, time, kills, wins, skill,

spm, score, deaths, losses, repairs, revives, accuracy

 

How do I disable this !info command and what is its purpose?

Why would you want to disable it without knowing its purpose? :smile: It lets you look up your own Battlelog or round stats in-game. Want to know what your KDR is in Battlelog? Type @info web kdr and voila! Want to know what your current round SPM is? Type @info round spm.

 

Is it because some other plugin uses @info? I warned micovery that "info" was a bit generic and might collide with other plugin usages, but he used info anyway. You can alternatively use @bstat (same as @info web) or @rstat (same as @info round).

 

There's no way to disable it.

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      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

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

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

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

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


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



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

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



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

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

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



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


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


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




      Procon Layer will be $2 USD per month.


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


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


      Each layer will automatically restart if Procon crashes. 


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


      Custom plugins can be installed by submitting a support ticket.




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


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





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

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

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

       
      • 9 replies
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