Jump to content

MULTIbalancer [1.1.6.0] 30-MAR-2015 + BFHL


Recommended Posts

Originally Posted by PapaCharlie9*:

 

OIC now, my bad thank you PC, quick question, on "Lowest and Highest Maximum Tickets For Modes", should these settings be identical for a 24/7 server, e.g. 1200 for mine? For mys etup, a 24/7 Golrud CQ Large, would you recommend enabling uninstalling and scrambler? I've had them both off until now, and rounds do more than not end in large gaps in tickets.

In BF3, some maps had max tickets of 300, some 330, some 350. So if you had all of those in your rotation, you would set min to 300 and max to 350. Then the wizard uses the average.

 

In BF4, I think min and max are all the same for all maps, so just make them be the same. Anyone know of a map where it isn't the same?

* Restored post. It could be that the author is no longer active.
Link to comment
  • Replies 2.4k
  • Created
  • Last Reply

Top Posters In This Topic

Originally Posted by jking54*:

 

I have seen them all the same so far. We are running Normal and they all are set at 800 tickets.

Yes 800 is normal and for Golrud @ 100%, I run 150% @ 1200 tix 24/7

 

I'm still battling with large tik differences after round end, running out of ideas...

 

What is the recommended "Disperse Evenly By Rank" setting with BF4 now?

 

Got debug on 6 now, watching as you've suggested PC, my ticket diff hovers in the 500's, with ratio% in 250's, at a loss here

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 It could be that the author is no longer active.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

Originally Posted by Sorry*:

 

1st thanks for the hard work :smile:

 

We were looking to use the balancer to scramble the squads after each round. I have scramble enabled in conquest large.

 

Section 4. only on Final ticket % is set to 0. Keep squads together is true.

Section 8. Conquest large: Enable scrambler is set to true.

 

using debug 7 almost all the players have this error at the end of the round?

[13:22:18 52] [MULTIbalancer]:4 Move of xoxoSAMMIExoxo failed with error: SetTeamFailed

 

[13:22:27 07] [MULTIbalancer]:0 Status: Map = Lancang Dam, mode = Conquest Large, time in round = 00:29:58, tickets = 70/0

[13:22:27 07] [MULTIbalancer]:0 Status: Ticket difference = 70, ticket ratio percentage is 5000%

[13:22:27 07] [MULTIbalancer]:0 Status: Autobalance is not active, phase = Mid, population = High, speed = Adaptive, unstack when ticket ratio >= 0%

[13:22:27 07] [MULTIbalancer]:0 Status: 0/19 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 16 excluded, 0 exempted, 0 failed; of 822 TOTAL

[13:22:27 07] [MULTIbalancer]:0 Status: Team counts [60] = 30(US) vs 30(RU), with 0 unassigned

 

I may be missing a setting to perform at a end of the round scramble?

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

Originally Posted by jking54*:

 

I'd like to hear form you admins with high ticket CQ large servers (1000+) on what settings are working well to keep ticket differences low, thanks. I use the preset of "Intensify" with a few tweaks here and there and will post here shortly, btw how do we export the settings or are they contained somewhere to insert into a code box, thanks again.

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

Originally Posted by Roughneck2-0*:

 

Awesome stuff, Papa!

 

I've just installed 1.0.7.0 on our 64 Slots Conquest Large game-server.

 

1. Regarding procon.protected.plugins.setVariable "MULTIbalancer" "4 - Scrambler|Delay Seconds"

I'd like to get it optimized in such a way, so that it'll scramble right after end-of-round animation + 45 seconds of idling in the scoreboard/awards screen have passed.

 

Does anyone have a good value for it?

 

 

2. The fact that Battlefield 4's R7 Docs state that vars.autoBalance has to be enabled on Ranked game-servers (Normal, Hardcore and Infantry) doesn't pose a problem for MULTIbalancer?

 

 

Regards,

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

Originally Posted by Mavy*:

 

1st thanks for the hard work :smile:

 

We were looking to use the balancer to scramble the squads after each round. I have scramble enabled in conquest large.

 

Section 4. only on Final ticket % is set to 0. Keep squads together is true.

Section 8. Conquest large: Enable scrambler is set to true.

 

using debug 7 almost all the players have this error at the end of the round?

[13:22:18 52] [MULTIbalancer]:4 Move of xoxoSAMMIExoxo failed with error: SetTeamFailed

 

[13:22:27 07] [MULTIbalancer]:0 Status: Map = Lancang Dam, mode = Conquest Large, time in round = 00:29:58, tickets = 70/0

[13:22:27 07] [MULTIbalancer]:0 Status: Ticket difference = 70, ticket ratio percentage is 5000%

[13:22:27 07] [MULTIbalancer]:0 Status: Autobalance is not active, phase = Mid, population = High, speed = Adaptive, unstack when ticket ratio >= 0%

[13:22:27 07] [MULTIbalancer]:0 Status: 0/19 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 16 excluded, 0 exempted, 0 failed; of 822 TOTAL

[13:22:27 07] [MULTIbalancer]:0 Status: Team counts [60] = 30(US) vs 30(RU), with 0 unassigned

 

I may be missing a setting to perform at a end of the round scramble?

My guess is that the error is related to this: showthread....to-handle-this*
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

1st thanks for the hard work :smile:

 

We were looking to use the balancer to scramble the squads after each round. I have scramble enabled in conquest large.

 

Section 4. only on Final ticket % is set to 0. Keep squads together is true.

Section 8. Conquest large: Enable scrambler is set to true.

 

using debug 7 almost all the players have this error at the end of the round?

[13:22:18 52] [MULTIbalancer]:4 Move of xoxoSAMMIExoxo failed with error: SetTeamFailed

 

[13:22:27 07] [MULTIbalancer]:0 Status: Map = Lancang Dam, mode = Conquest Large, time in round = 00:29:58, tickets = 70/0

[13:22:27 07] [MULTIbalancer]:0 Status: Ticket difference = 70, ticket ratio percentage is 5000%

[13:22:27 07] [MULTIbalancer]:0 Status: Autobalance is not active, phase = Mid, population = High, speed = Adaptive, unstack when ticket ratio >= 0%

[13:22:27 07] [MULTIbalancer]:0 Status: 0/19 raged, 0 reassigned, 1 balanced, 0 unstacked, 0 unswitched, 16 excluded, 0 exempted, 0 failed; of 822 TOTAL

[13:22:27 07] [MULTIbalancer]:0 Status: Team counts [60] = 30(US) vs 30(RU), with 0 unassigned

 

I may be missing a setting to perform at a end of the round scramble?

Are you running an Official mode server?

 

If not, I need to see all your Scrambler settings. Use the gen 4 command in Show In Log and paste the results in a reply to this post.

 

EDIT: @Mavy is probably right, the server was probably full, but lets see your settings anyway.

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

Originally Posted by jking54*:

 

I'd also like to know what are good values for "Scramble By" and "Determine Strong Players By", I've been using RoundScore and RoundSPM respectively with reasonable success but still not quite where I want to be for ticket differences.

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

Originally Posted by PapaCharlie9*:

 

Awesome stuff, Papa!

 

I've just installed 1.0.7.0 on our 64 Slots Conquest Large game-server.

 

1. Regarding procon.protected.plugins.setVariable "MULTIbalancer" "4 - Scrambler|Delay Seconds"

I'd like to get it optimized in such a way, so that it'll scramble right after end-of-round animation + 45 seconds of idling in the scoreboard/awards screen have passed.

 

Does anyone have a good value for it?

 

 

2. The fact that Battlefield 4's R7 Docs state that vars.autoBalance has to be enabled on Ranked game-servers (Normal, Hardcore and Infantry) doesn't pose a problem for MULTIbalancer?

 

 

Regards,

At Debug Level 3 or higher, you'll get logging in plugin.log of a line that looks like this:

 

Code:

[08:26:39] [MULTIbalancer]:3 Between round seconds = 72, average of 68 rounds = 71.2
This is to help you choose the scrambling delay. The average time between round over and start of next round is 71.2 seconds for my server for my particular map rotation. You need to allow 15 to 20 seconds for Scrambler to do its work, so usually something between 50 and 60 seconds works best. I'm using 55 for my map rotation. Your rotation may vary.

 

EDIT: Correction, Scrambler needs 10-15 seconds to do its work, not 15-20.

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

Originally Posted by jking54*:

 

At Debug Level 3 or higher, you'll get logging in plugin.log of a line that looks like this:

 

Code:

[08:26:39] [MULTIbalancer]:3 Between round seconds = 72, average of 68 rounds = 71.2
This is to help you choose the scrambling delay. The average time between round over and start of next round is 71.2 seconds for my server for my particular map rotation. You need to allow 15 to 20 seconds for Scrambler to do its work, so usually something between 50 and 60 seconds works best. I'm using 55 for my map rotation. Your rotation may vary.
How about for a 24/7 server, such as Golrud?
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

How about for a 24/7 server, such as Golrud?

The point is, you have to run your rotation and let the logging do the averaging. I can't tell you off the top of my head, it's something that has to be measured. That said, in general, you'll end up with something between 50 and 60 seconds.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Sorry*:

 

My guess is that the error is related to this: showthread....to-handle-this*

Are you running an Official mode server?

 

If not, I need to see all your Scrambler settings. Use the gen 4 command in Show In Log and paste the results in a reply to this post.

 

EDIT: @Mavy is probably right, the server was probably full, but lets see your settings anyway.

I am not running in official mode. I bumped the scrambler delay seconds from 30 to 40, I didn't know about that limitation if the server is full. It worked both rounds I watched after that, and that error didn't re-appear. Donation on the way, appreciate the plugin!
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Damien720*:

 

...this almost killed my server, i fixed by moveing people my self

 

25] [MULTIbalancer]:0 Status: Team counts [27] = 16(US) vs 11(RU), with 1 unassigned

[23:56:19 25] [MULTIbalancer]:0 Status: Team difference = 5 ... autobalance will activate as soon as possible!

[23:56:19 90] [MULTIbalancer]:4 Player left: Totengeist

[23:56:24 74] [MULTIbalancer]:4 New player: PittyCent, assigned to Defending team by game server

[23:56:27 09] [MULTIbalancer]:4 Player left: AsianNeko

[23:56:36 29] [MULTIbalancer]:4 Player left: stonedscotty95

[23:56:46 69] [MULTIbalancer]:4 Player left: EpothosII

[23:56:49 71] [MULTIbalancer]:4 Update waiting for PassAFist1 to be assigned a team

[23:56:49 71] [MULTIbalancer]:0 +------------------------------------------------+

[23:56:49 71] [MULTIbalancer]:0 Status: Map = Golmud Railway, mode = Rush, stage = 1, time in round = 00:00:42, tickets = 74/65533(73)

[23:56:49 72] [MULTIbalancer]:0 Status: Ticket difference = 1, ticket ratio percentage is 101%

[23:56:49 73] [MULTIbalancer]:0 Status: Autobalance is active (12 secs), phase = Early, population = High, speed = Adaptive, unstack when ticket ratio >= 205%

[23:56:49 73] [MULTIbalancer]:0 Status: Team counts [24] = 16(US) vs 8(RU), with 1 unassigned

[23:56:49 73] [MULTIbalancer]:0 Status: Team difference = 8

[23:57:09 30] [MULTIbalancer]:4 Player left: MrAndo14

[23:57:14 06] [MULTIbalancer]:4 Player left: Luno7even

[23:57:20 08] [MULTIbalancer]:4 Update waiting for PassAFist1 to be assigned a team

[23:57:20 08] [MULTIbalancer]:0 +------------------------------------------------+

[23:57:20 08] [MULTIbalancer]:0 Status: Map = Golmud Railway, mode = Rush, stage = 1, time in round = 00:01:13, tickets = 72/65528(68)

[23:57:20 08] [MULTIbalancer]:0 Status: Ticket difference = 4, ticket ratio percentage is 106%

[23:57:20 08] [MULTIbalancer]:0 Status: Autobalance is active (43 secs), phase = Early, population = Medium, speed = Adaptive, unstack when ticket ratio >= 205%

[23:57:20 09] [MULTIbalancer]:0 Status: Team counts [22] = 16(US) vs 6(RU), with 1 unassigned

[23:57:20 10] [MULTIbalancer]:0 Status: Team difference = 10

[23:57:50 51] [MULTIbalancer]:4 Update waiting for PassAFist1 to be assigned a team

[23:57:50 51] [MULTIbalancer]:0 +------------------------------------------------+

[23:57:50 52] [MULTIbalancer]:0 Status: Map = Golmud Railway, mode = Rush, stage = 1, time in round = 00:01:43, tickets = 75/65525(65)

[23:57:50 54] [MULTIbalancer]:0 Status: Ticket difference = 10, ticket ratio percentage is 115%

[23:57:50 54] [MULTIbalancer]:0 Status: Autobalance is active (73 secs), phase = Early, population = Medium, speed = Adaptive, unstack when ticket ratio >= 205%

[23:57:50 54] [MULTIbalancer]:0 Status: Team counts [22] = 16(US) vs 6(RU), with 1 unassigned

[23:57:50 54] [MULTIbalancer]:0 Status: Team difference = 10

[23:57:52 90] [MULTIbalancer]:4 Player left: LegendaryCheez

Round end

 

[MULTIbalancer]:2 FINAL STATUS FOR PREVIOUS ROUND:

[00:08:04 06] [MULTIbalancer]:0 Status: Map = Golmud Railway, mode = Rush, stage = 3, time in round = 00:11:57, tickets = 75/65407(37)

[00:08:04 06] [MULTIbalancer]:0 Status: Ticket difference = 38, ticket ratio percentage is 203%

[00:08:04 06] [MULTIbalancer]:0 Status: Autobalance is not active, phase = Early, population = High, speed = Adaptive, unstack when ticket ratio >= 280%

[00:08:04 07] [MULTIbalancer]:0 Status: 1/16 raged, 0 reassigned, 1 balanced, 0 unstacked, 3 unswitched, 17 excluded, 50 exempted, 0 failed; of 130 TOTAL

[00:08:04 07] [MULTIbalancer]:0 Status: Team counts [25] = 12(US) vs 13(RU), with 4 unassigned

[00:08:04 07] [MULTIbalancer]:0 Status: Team difference = 1

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

Originally Posted by LumPenPacK*:

 

One of the most essential plugins to run a server. Gameplay experience on the server has already been improved now.

Works like a charm and I couldn't find any bugs with BF4 so far.

 

Thanks again PapaCharlie9 !

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

Originally Posted by OscarMike*:

 

thanks for the nice update PC9.

 

i wonder for the rank dispersal, final rank for BF4 is 100 ? at least that is what i heard.

Would make sense as I heard that max rank in BF4 is about 8 million points. BF3 had around 24.5 million points. Not confirmed though.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

...this almost killed my server, i fixed by moveing people my self

 

any help would be great

If one team quits faster than players die on the big team, that's going to happen. Also, if you are using Slow balance speed and/or Retain style, that could happen, because you told the plugin to minimize balancing moves.

 

What settings are you using? Use the gen command in Show In Log and copy/paste into a reply. See here:

myrcon.net/...multibalancer-30-mar-2015-bfhl#entry33581

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

Originally Posted by PapaCharlie9*:

 

thanks for the nice update PC9.

 

i wonder for the rank dispersal, final rank for BF4 is 100 ? at least that is what i heard.

Not sure, but there are some 60+ players I'd like to split up already. :smile:
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by LumPenPacK*:

 

I used "delay" command and what I've got is this:

 

[MULTIbalancer]:0 [show In Log] Recommended scrambler delay, based on 43 rounds, is 208 seconds

208 seconds? Not sure whether this is correct or not.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Damien720*:

 

If one team quits faster than players die on the big team, that's going to happen. Also, if you are using Slow balance speed and/or Retain style, that could happen, because you told the plugin to minimize balancing moves.

 

What settings are you using? Use the gen command in Show In Log and copy/paste into a reply. See here:

myrcon.net/...multibalancer-30-mar-2015-bfhl#entry33581

[17:43:58 59] [MULTIbalancer]:0 [show In Log] Command: gen r

[17:43:58 59] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Max Players: 32

[17:43:58 59] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Check Team Stacking After First Minutes: 5

[17:43:58 60] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Max Unstacking Swaps Per Round: 25

[17:43:58 60] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Number Of Swaps Per Group: 2

[17:43:58 60] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Delay Seconds Between Swap Groups: 600

[17:43:58 60] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Max Unstacking Ticket Difference: 40

[17:43:58 60] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Determine Strong Players By: RoundScore

[17:43:58 62] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Percent Of Top Of Team Is Strong: 50

[17:43:58 62] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Only Move Weak Players: True

[17:43:58 62] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Disperse Evenly By Rank >=: 0

[17:43:58 63] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Enable Disperse Evenly List: False

[17:43:58 63] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Definition Of High Population For Players >=: 24

[17:43:58 63] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Definition Of Low Population For Players

[17:43:58 63] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Definition Of Early Phase As Tickets From Start: 25

[17:43:58 63] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Definition Of Late Phase As Tickets From End: 25

[17:43:58 64] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Enable Scrambler: False

[17:43:58 64] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Stage 1 Ticket Percentage To Unstack Adjustment: 5

[17:43:58 64] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Stage 2 Ticket Percentage To Unstack Adjustment: 30

[17:43:58 64] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Stage 3 Ticket Percentage To Unstack Adjustment: 80

[17:43:58 64] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Stage 4 And 5 Ticket Percentage To Unstack Adjustment: -120

[17:43:58 64] [MULTIbalancer]:0 [show In Log] 8 - Settings for Rush|Rush: Seconds To Check For New Stage: 10

and

 

[17:45:46 70] [17:45:46 70] [MULTIbalancer]:0 [show In Log] Command: gen cl

[17:45:46 70] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Players: 32

[17:45:46 70] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Check Team Stacking After First Minutes: 5

[17:45:46 70] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Unstacking Swaps Per Round: 4

[17:45:46 71] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Number Of Swaps Per Group: 2

[17:45:46 71] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Delay Seconds Between Swap Groups: 100

[17:45:46 71] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Max Unstacking Ticket Difference: 400

[17:45:46 71] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Determine Strong Players By: RoundSPM

[17:45:46 71] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Percent Of Top Of Team Is Strong: 50

[17:45:46 72] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Only Move Weak Players: True

[17:45:46 72] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Disperse Evenly By Rank >=: 0

[17:45:46 72] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Disperse Evenly List: False

[17:45:46 72] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of High Population For Players >=: 24

[17:45:46 73] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Low Population For Players

[17:45:46 73] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Early Phase As Tickets From Start: 267

[17:45:46 73] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Definition Of Late Phase As Tickets From End: 200

[17:45:46 73] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Scrambler: False

[17:45:46 74] [MULTIbalancer]:0 [show In Log] 8 - Settings for Conquest Large|Conquest Large: Enable Metro Adjustments: False

and

 

hm cant get gen cs to run just come back gen cs

 

Attached Files:

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

Originally Posted by Adama42*:

 

Hi all,

 

I am trying to understand for sure what the words "unstack" and "balance" mean in the context of MultiBalancer. It is not 100% clear from the documentation, and doing a Ctrl-F for "balance" in this thread is not exactly illuminating.

 

I *think* what they mean is:

 

Unstack: While a round is in progress, swap good players from the winning team with bad players on the losing team, so as to try to shrink the current ticket gap.

 

Balance: While a round is in progress, but the teams are different *sizes*, move players from the larger team to the smaller team to get them to be the same size.

 

Scramble: Between rounds, mix up the teams to try to make them more even going into the next round.

 

Can someone please confirm this? Thanks!

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

Originally Posted by Blitz*:

 

Hi all,

 

I am trying to understand for sure what the words "unstack" and "balance" mean in the context of MultiBalancer. It is not 100% clear from the documentation, and doing a Ctrl-F for "balance" in this thread is not exactly illuminating.

 

I *think* what they mean is:

 

Unstack: While a round is in progress, swap good players from the winning team with bad players on the losing team, so as to try to shrink the current ticket gap.

 

Balance: While a round is in progress, but the teams are different *sizes*, move players from the larger team to the smaller team to get them to be the same size.

 

Scramble: Between rounds, mix up the teams to try to make them more even going into the next round.

 

Can someone please confirm this? Thanks!

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

Originally Posted by anditfeels*:

 

Guys you have made a great job! Thank you for that!

I hope it will not be a problem for you to answer my questions.

1. Is this possible to collect players of one kind (team or clan) into one team and squad automatically? All my teammates have "TEAM_" sign before the nickname (it's not in clan-tag, it's in origin_id) so could this kind of players be placed into one team and squad? I think the plugin can do that, but can you tell how to do it?

2. What if the squad contain 4 members of my team and the 5th player is a public player, could the plugin move out of the squad this public player and move into squad a member of my team automatically? It is probably possible, but I don't know how.

3. However to forbid to the balancer any others movements like in 4th question.

4. How to balance all players on the server while the map changing by kdr?

Might these questions will looks stupid for you, but the truth is I can't make the necessary changes in the plugin by myself, however if I will try, then it will not be only 4 questions.

Sorry guys, hope you will find some time to answer me.

* 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.