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Originally Posted by d4s_boese*:

 

The Plugin have a problem with xvotemap. I install both but nothing to see in Procon Client. I delete teamspeaksync ans votemap are in Procon. I dosent have logs für more infos.

 

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Originally Posted by Imisnew2*:

 

The Plugin have a problem with xvotemap. I install both but nothing to see in Procon Client. I delete teamspeaksync ans votemap are in Procon. I dosent have logs für more infos.

 

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Teamspeak sync is not able to affect other plugins. Make sure you have the proper settings for Teamspeak sync setup in Procon (see link a couple posts above).

 

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Originally Posted by tonnic*:

 

It links back to a specific post.

 

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I saw that it is saying don't run in sandbox, but I thought some plugins required it to be in sandbox? Off the top of my head, metabans does and I think some other ones do too... does this mean that I need 2 procon layers? 1 with sandbox and 1 without?
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Originally Posted by Imisnew2*:

 

I saw that it is saying don't run in sandbox, but I thought some plugins required it to be in sandbox? Off the top of my head, metabans does and I think some other ones do too... does this mean that I need 2 procon layers? 1 with sandbox and 1 without?

No, you can run the plugin in a sandbox, but you needed to add an exception for the plugin in procon if it is running in a sandbox. See that post to see how.

 

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Originally Posted by Jaythegreat1*:

 

No, the plugin doesn't support a "drop-off" channel. That defaults to the staging channel... although if you're up for mode code-munging, you could also set this to whatever you want fairly simply:

 

Under "public void checkClientForRemove(MasterClient client)" (around line 2482):

Code:

public void checkClientForRemove(MasterClient client)
        {
            // Do not proceed if the client is in the game server or not in teamspeak.
            if (client.HasGmClient || !client.HasTsClient)
                return;

            // Used for debug print.
            Int32 channelId = client.TsClient.medChannelId.Value;

            // Only attempt to remove the client if they are not in the whitelist.
            if (!mClientWhitelist.Contains(client.TsClient.medDatabaseId.Value))
            {
                // I don't know if this can ever happen, but might as well be safe.
                // Don't move players from pickup channels to the staging channel.
                foreach (TeamspeakChannel tsChannel in mPickupChannels)
                    if (tsChannel.tsId == client.TsClient.medChannelId) {
                        debugWrite(dbgSwapping, "[Swapping] - Remove Client - Skipping Client ({0}) because he/she is in Ch.{1}.", client.TsClient.tsName, client.TsClient.medChannelId);
                        return;
                    }

                // Move the client to the staging channel.
                if (client.TsClient.medChannelId != mStagingChannel.tsId)
                {
                    sendTeamspeakQuery(TeamspeakQuery.buildClientMoveQuery(client.TsClient.tsId.Value, mStagingChannel.tsId.Value));
                    if (!performResponseHandling(Queries.CheckRemove)) return;
                    client.TsClient.medChannelId = mStagingChannel.tsId;
                    debugWrite(dbgSwapping, "[Swapping] - Remove Client - Client ({0}) from Ch.{1} to Ch.{2}.", client.TsClient.tsName, channelId, client.TsClient.medChannelId);

                    // Delete the channel if the remove option is enabled.
                    if (chnRemoveOnEmpty)
                        removeChannels();
                }
            }
        }
You'll want to change:

Code:

sendTeamspeakQuery(TeamspeakQuery.buildClientMoveQuery(client.TsClient.tsId.Value, mStagingChannel.tsId.Value));
if (!performResponseHandling(Queries.CheckRemove)) return;
client.TsClient.medChannelId = mStagingChannel.tsId;
To:

Code:

sendTeamspeakQuery(TeamspeakQuery.buildClientMoveQuery(client.TsClient.tsId.Value, SOME_CHANNEL_ID_HERE));
if (!performResponseHandling(Queries.CheckRemove)) return;
client.TsClient.medChannelId = SOME_CHANNEL_ID_HERE;
This might be a little confusing as a channel's ID is not visible in Teamspeak. However, you can turn on NETWORK debugging and wait for a "[DataSent] channellist" command and see the following "[DataReceived]" response, then find your channel. The channel id will be the value for "cid=".
I attempted this last night, but it kept moving players back and forth between channels. I'll try it again since it was pretty late :P
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Originally Posted by Imisnew2*:

 

I attempted this last night, but it kept moving players back and forth between channels. I'll try it again since it was pretty late :P

I'm looking at it on my phone, but it looks as though you might need to do a little more than I previously suggested.

 

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Originally Posted by Imisnew2*:

 

I'm looking at it on my phone, but it looks as though you might need to do a little more than I previously suggested.

 

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Basically, you want to decide which channels you don't want to move people from above this line:

 

Code:

// Move the client to the staging channel.
if (client.TsClient.medChannelId != mStagingChannel.tsId)
Right now, it excludes the staging channel and pickup channels. FYI, if you specify a "drop-off" channel, then people may get moved out of the channel and not back in if they quit and rejoin, or if there's a blip in the game server and their IP is lost for a second.

 

Personally, I think it's more trouble than it's worth :sad:

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Originally Posted by Pvtjohntowle*:

 

Is there anyone who could help me set this up on my procon via TeamViewer ? I am lost and not clear on what has to be done. It appears a bit more complicated but it is a plugin I would want to have...

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Originally Posted by almaxkiller*:

 

Is there anyone who could help me set this up on my procon via TeamViewer ? I am lost and not clear on what has to be done. It appears a bit more complicated but it is a plugin I would want to have...

If no one is able to help you tonight, I can help you tomorrow evening. Look for me on my TS - ts3.nsaclan.com tomorrow 11/6 after 4PM CST or contact me on my forums NSAClan.com I go under the same name - almaxkiller.
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Originally Posted by npggefvert*:

 

  • Well, first off make sure you didn't add the ip to the BLACKLIST :ohmy:
  • Make sure that you specify EXACTLY the ip you're using (e.g. if you connect to "localhost", then "localhost" has to be whitelisted instead of 127.0.0.1).
  • Double check that the IP of your procon layer/instance is what you think it is (this is what usually causes most problems).
Definitely added to the whitelist - the layer is running on another server with it's own external IP, so I have that in there (I did add the localhost IP as well at the suggestion of another forum), and I can see the requests coming from the remote machine on that IP before it gets banned.

 

When it is banned, I can even telnet from the Procon Layer machine to the TS server and it's response indicates I am banned.

 

The strange thing is on the TS Server (3.0.9) the whitelist and blacklist files were not there to begin with, and there is also no ini or log file... It was just the standard download from TS - the same exact executable from the same zip code on my sandbox testing machine does create these files, so I am wondering if it is a permissions issue on the machine itself, and that is why these files were never created when first running the TS server, and why the whitelist is not being obeyed now.

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Originally Posted by Jaythegreat1*:

 

I'll look at it more in depth later. I'm pretty tired right now.

Sounds good, if you need to work with me on our TS, let me know. About the only other issue it doesn't seem to be picking up certain people from the pickup channels. Could be because in-game name doesn't match TS name?
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Originally Posted by Destruktor*:

 

The Plugin have a problem with xvotemap. I install both but nothing to see in Procon Client. I delete teamspeaksync ans votemap are in Procon. I dosent have logs für more infos.

 

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I've got the same problem! I had xvotemap running vor two days, installed teamspeaksync and both plugins didn't show up in PRoCon! I deleted teamspeaksync, and votemap ist working again!

 

Our GSP is gamed!de and i don't have acces to logs!

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Originally Posted by fluffytuff*:

 

I'm confused about a few things setting this up.

 

So far, I've done everything except whitelist the ProCon server for TS3. If I get things to work, I'll contact my GSP (Hypernia) and get it done. My confusion is with the channels. Currently, I have a Main Channel for Battlefield 4, and a Team 1, Team 2, Staging Channel, and Pickup Channel as subchannels under it. What is supposed to happen? Everyone is supposed to go into the pickup channel, and then once the game launches, it moves them to one of the other channels?

 

Also, I did the Server Query Login, but where do I give it permission to do these tasks? When I activate the plugin through ProCon, I get no errors, but nothing happens.

 

Can somebody give me a heads up on what might be wrong or how this plugin works? Thanks!

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Originally Posted by fluffytuff*:

 

This is our setup:

WNvUBF3.png

The plugin will look for the team channels underneath the staging channel.

I made the staging channel, also the pickup channel.

In the settings it look like this:

nvDoWMy.png

GL!

Did you have to create the channels yourself? Or does the plugin create them for you?
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Originally Posted by Imisnew2*:

 

Did you have to create the channels yourself? Or does the plugin create them for you?

The only thing that has to exist before turning on the plugin is the staging channel. See the plugin details page for a description of the settings.

 

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