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ProconRulz - take admin action on triggers, e.g. weapon limit


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Originally Posted by Cain*:

 

Thank you !!

 

I think I followed his CG rulez, with the exception of the last line, I'm not clear what this does or how it works? What is the "5" for/do?

 

On Kill;Weapon M2CG;PlayerCount 5;Log >>> %pt% [%p%] with kit %k% %h%killed %vt% [%v%] with %w% on %r% range (kill #%c%)

===

 

I wonder if there is any way to differentiate between a player spamming the Gustov just to kill other players, and one using it to kill tanks and vehicles? the first being annoying, the second being strategic. :smile:

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Originally Posted by HelloKitty*:

 

...my previously posted rulesets have some errors, Do NOT count on them.

 

@Cain 1) Dont think it is possible with RULZ yet. (It needs to compare 2 events which is not implemented I think)

Weapon Limiter v3.7 ->> www.phogue.net/forumvb/showth...limiter-v0.4.2* SniperRifle;count>3But you need the additional RULZ to prevent rifle pick ups.

 

You can tell all players how many snipers there are everytime a sniper spawns:

Code:

On Spawn;Damage SniperRifle;Say >>> [%p%] spawned as sniper nr.%tc% in the %pt% team
2) not sure if that is possible with RULZ yet but maybe this ->> www.phogue.net/forumvb/showth...0-25-July-2010* helps

 

 

 

The following rules are for v 32n.3 ONLY - you should back up your old rules and update the Plugin - it is worth it!

 

3) for CG spamming use:

Code:

### Limit CG spam ###

#Player kills with CG AND triggers this rule 27 times AND make 27 kills within 10 minutes ACTION Announce public in chat AND kicks player
On Kill;Weapon M2CG;PlayerCount 27;Rate 27 600;Say >>> %p% has %c% CG kills and is kicked for wanting more.;Kick Spamming with CG

#Player kills with CG AND triggers this rule 25 times AND make 25 kills within 10 minutes ACTION Announce private Yell AND kills player
On Kill;Weapon M2CG;PlayerCount 25;Rate 25 600;PlayerYell Do not spam CG on infantry! You will be kicked!;kill

#Player kills with CG AND triggers this rule 20 times AND make 20 kills within 10 minutes ACTION Announce private Yell
On Kill;Weapon M2CG;PlayerCount 20;Rate 20 600;PlayerYell You had enough kills! Stopp CG spamming!
This ruleset will Yellwarn a player on 20th - 24th CG kill. It will kill him on 25th and 26th CG kill. On 27th CG kill he gets kicked. ALL kills have to be done within 10 minutes (600 seconds).

 

I could Not test it, cause my servers are already empty but am pretty sure they will work. I used the same structure for a sniper-kpm-ratio-limit.

 

If you want to track how many kills are made with CG: use this ruleset:

Code:

### Log CG spam ###

#Player kills with CG AND Player triggered this rule 10 times ACTION Log to serverchat (logs kills for searching limitvalues)
On Kill;Weapon M2CG;PlayerCount 10;Log ^2>>> [%p%] %h%killed [%v%] with %w% on %r%m range (kill #%c%)
On Kill;Weapon M2CG;Not PlayerCount 1;Log ^2>>> [%p%] %h%killed [%v%] with %w% on %r%m range (kill #%c%)
This writes the 1st CG Kill per player ONLY into ProCon chatlog and continues counting the from 10th upwards. With the timedifference between 1st and last kill you can figure out a suitable timeintervall.

 

It is difficult: If I am lucky I can kill up to 6 infantryguys with CG spamming one by one within 2 minutes. Sometimes you kill 2 with one rocket. - But If I only kill vehicles and kill a chopper with 6 guys inside I have same ratio ....

Maybe one needs even different settings for different maps, which is technicaly no problem yet.

 

...and in case of the question comes: NO IT IS NOT POSSIBLE TO DETECT IF A VIHICLE WAS KILLED OR INFANTRY !!!

 

 

@ all: the following rulesets are tested and working:

for BC2 general

Code:

### Color codes ###
#^1 = red color in Procon Chat Log
#^2 = green color in Procon Chat Log

##### Limit SniperRifles #####
##############################

### Limit snipers when small teams ###

#Player spawned with SniperRifle AND his team has 4 or less players AND Player triggered this rule 3 times ACTION Announce public in chat AND kicks player
On Spawn;Teamsize 4;Damage SniperRifle;PlayerCount 3;Say >>> %p% spamms sniper limit %c% times and is kicked!;Kick Spamming the sniper limit

#Player spawned with SniperRifle AND his team has 4 or less players AND Player triggered this rule 2 times ACTION Announce private Yell AND kills player
On Spawn;Teamsize 4;Damage SniperRifle;PlayerCount 2;PlayerYell Stop spamming sniper limit!;Kill

#Player spawned with SniperRifle AND his team has 4 or less players AND Player triggers this rule 1st time ACTION Announce public in chat  AND kills player 
On Spawn;Teamsize 4;Damage SniperRifle;Say >>> %p% was killed for spawning with sniperrifle while team < 5 players.;Kill


### Limit max snipers Spawn ###

#Player spawned with SniperRifle AND his team incl. him has more than 4 SniperRifles AND Player triggered this rule 3 times ACTION Announce public in chat AND kicks player (for spawning as 5th sniper 3rd time)
On Spawn;Damage SniperRifle 4;PlayerCount 3;Say >>> %p% spamms sniper limit %c% times and is kicked!;Kick Spamming the sniper limit

#Player spawned with SniperRifle AND his team incl. him has more than 4 SniperRifles AND Player triggered this rule 2 times ACTION Announce private Yell AND kills player (for spawning as 5th sniper 2nd time)
On Spawn;Damage SniperRifle 4;PlayerCount 2;PlayerYell Stop spamming sniper limit!;Kill

#Player spawned with SniperRifle AND his team incl. him has more than 4 SniperRifles AND Player triggers this rule 1st time ACTION Announce public in chat AND kills player (for spawning as 5th sniper 1st time)
On Spawn;Damage SniperRifle 4;Say >>> %p% was killed for spawning with sniperrifle while team has already 4.;Kill


### Limit max snipers Kills ### (prevents Sniper pickup / WeaponLimiter workaround)

#Player kills with SniperRifle AND didn't spawn as Recon AND his team incl. him has more than 4 SniperRifles AND Player triggered this rule 3 times ACTION Announce public in chat AND kicks player (for spawning as 5th sniper 3rd time)
On Kill;Damage SniperRifle;Not Kit Recon;TeamDamage SniperRifle 4;PlayerCount 3;Say >>> %p% spamms sniper limit %c% times and is kicked!;Kick Spamming the sniper limit

#Player kills with SniperRifle AND didn't spawn as Recon AND his team incl. him has more than 4 SniperRifles AND Player triggered this rule 2 times ACTION Announce private Yell AND kills player (for killing as 5th sniper 2nd time)
On Kill;Damage SniperRifle;Not Kit Recon;TeamDamage SniperRifle 4;PlayerCount 2;PlayerYell Stop spamming sniper limit!;Kill

#Player kills with SniperRifle AND his team incl. him has more than 4 SniperRifles AND Player triggers this rule 1st time ACTION Announce public in chat AND kills player (for spawning as 5th sniper 1st time
On Kill;Damage SniperRifle;Not Kit Recon;TeamDamage SniperRifle 4;Say >>> %p% was killed for picking up sniperrifle while team has already 4.;Kill


### Limit sniper to  minimum killratio 7 per 15 mins ### (reserve limited sniper slots to skilled snipers)

#Player kills with SniperRifle AND spawned as Recon AND triggered this rule 7 times AND make less then 7 kills within 15 minutes ACTION Announce public in chat AND kicks player
On Kill;Damage SniperRifle;Kit Recon;PlayerCount 7;Not Rate 7 900;Playercount 2;Say >>> %p% spamms sniperfails 3rd time and is kicked!;Kick spamming sniperfails

#Player kills with SniperRifle AND spawned as Recon AND triggered this rule 5 times AND make less then 5 kills within 9 minutes ACTION Announce public in chat AND kills player
On Kill;Damage SniperRifle;Kit Recon;PlayerCount 5;Not Rate 5 540;Say >>> %p% was killed for poor KpM with sniper rifle;Kill

#Player kills with SniperRifle AND spawned as Recon AND triggers this rule 3 times AND make less then 3 kills within 5 minutes ACTION Announce private Yell
On Kill;Damage SniperRifle;Kit Recon;PlayerCount 3;Not Rate 3 300;PlayerYell Be effective sniper or change weapon!;Log ^2>>> %p% warned for failing as sniper


##### Vehicle Limits #####
##########################

### Limit Tanks when small teams ###

#Player kills with tank AND his team has 4 or less players AND Player triggered this rule 4 times ACTION Announce public in chat AND kicks player
On Kill;Teamsize 4;Damage VehicleHeavy;PlayerCount 4;Say >>> %p% spamms tank limit %c% times and is kicked.;Kick Spamming the tank limit

#Player kills with tank AND his team has 4 or less players AND Player triggered this rule 3 times ACTION Announce private Yell AND kills player
On Kill;Teamsize 4;Damage VehicleHeavy;PlayerCount 3;PlayerYell Stop spamming tank limit!;Kill

#Any Player kills with tank AND his team has 4 or less players AND this rule has not been triggered yet ACTION Announce public Yell
On Kill;Teamsize 4;Damage VehicleHeavy;Not ServerCount 1;Yell No tank kills while team < 5 players!

#Player kills with tank AND his team has 4 or less players AND Player triggered this rule 2 times ACTION Announce public in chat AND kills player
On Kill;Teamsize 4;Damage VehicleHeavy;Say >>> %p% was killed for tankkill while team < 5 players.;Kill


### Limit chopper when small teams ###

#Player kills with chopper AND his team has 4 or less players AND Player triggered this rule 4 times ACTION Announce public in chat AND kicks player
On Kill;Teamsize 4;Damage VehicleAir;PlayerCount 4;Say >>> %p% spamms chopper limit %c% times and is kicked.;Kick Spamming the chopper limit

#Player kills with chopper AND his team has 4 or less players AND Player triggered this rule 3 times ACTION Announce private Yell AND kills player
On Kill;Teamsize 4;Damage VehicleAir;PlayerCount 3;PlayerYell Stop spamming chopper limit!;Kill

#Any Player kills with chopper AND his team has 4 or less players AND this rule has not been triggered yet ACTION Announce public Yell
On Kill;Teamsize 4;Damage VehicleAir;Not ServerCount 1;Yell No chopper kills while team < 5 players!

#Player kills with chopper AND his team has 4 or less players AND Player triggered this rule 2 times ACTION Announce public in chat AND kills player
On Kill;Teamsize 4;Damage VehicleAir;Say >>> %p% was killed for chopperkill while team < 5 players.;Kill


### Limit tankkill ratio ### (prevent vehicle camping)

#Player kills with tank AND triggers this rule 27 times AND make 27 kills within 10 minutes ACTION Announce public in chat AND kicks player
On Kill;Damage VehicleHeavy;PlayerCount 27;Rate 27 600;Say >>> %p% has %c% tankkills and is kicked for wanting more.;Kick Spamming with tank

#Player kills with tank AND triggers this rule 25 times AND make 25 kills within 10 minutes ACTION Announce private Yell AND kills player
On Kill;Damage VehicleHeavy;PlayerCount 25;Rate 25 600;PlayerYell Do not use tank anymore! You will be kicked!;kill

#Player kills with tank AND triggers this rule 20 times AND make 20 kills within 10 minutes ACTION Announce private Yell
On Kill;Damage VehicleHeavy;PlayerCount 20;Rate 20 600;PlayerYell You had enough kills! Leave tank to someone else!

#Player kills with tank AND Player triggered this rule 5 times ACTION Log to serverchat (logs kills for searching limitvalues)
On Kill;Damage VehicleHeavy;PlayerCount 5;Log ^2>>> %pt% [%p%] with kit %k% %h%killed %vt% [%v%] with %w% on %r% range (kill #%c%)


### Limit chopperkill ratio ### (avoid overpowered pilots)

#Player kills with chopper AND triggers this rule 27 times AND make 27 kills within 10 minutes ACTION Announce public in chat AND kicks player
On Kill;Damage VehicleAir;PlayerCount 27;Rate 27 600;Say >>> %p% has %c% chopperkills and is kicked for wanting more.;Kick Spamming with chopper

#Player kills with chopper AND triggers this rule 25 times AND make 25 kills within 10 minutes ACTION Announce private Yell AND kills player
On Kill;Damage VehicleAir;PlayerCount 25;Rate 25 600;PlayerYell Do not use chopper anymore! You will be kicked!;kill

#Player kills with chopper AND triggers this rule 20 times AND make 20 kills within 10 minutes ACTION Announce private Yell
On Kill;Damage VehicleAir;PlayerCount 20;Rate 20 600;PlayerYell You had enough kills! Leave chopper to someone else!

#Player kills with chopper AND Player triggered this rule 5 times ACTION Log to serverchat (logs kills for searching limitvalues)
On Kill;Damage VehicleAir;PlayerCount 5;Log ^2>>> %pt% [%p%] with kit %k% %h%killed %vt% [%v%] with %w% on %r% range (kill #%c%)


### chat serverinfo ###

#Announce admin joining in chat
On Join;Admin;Say >>> Admin %p% joining

#Player chats "forum" AND no admin is online ACTION Announce public Yell
On Say;Text forum;Not Admins;Yell comment and complain at www.oldguys.eu

#Player chats "admin" AND no admin is online ACTION Announce public in chat (refering to "ProCon Email Notifier")
On Say;Text admin;Not Admins;Say >>> No admin ingame. Use " !report [playername]" to notify admin via email
On Say;Text hack;Not Admins;Say >>> Don' t blame others. Use " !report [playername]" to notify admin via email

#Player chats "ts" or "teamspeak" ACTION Announce public in chat
On Say;Text ts;Say >>> OG Teamspeak 3 server is ts.oldguys.eu:9988 PW: "oldguys"
On Say;Text teamspeak;Say >>> OG Teamspeak 3 server is ts.oldguys.eu:9988 PW: "oldguys"


### Log kills ###

#Player kills with any weapon AND has 20 kills within 5 minutes ACTION Log to serverchat
On Kill;Rate 20 300;Log ^2>>> %pt% [%p%] with kit %k% %h%kills %vt% [%v%] with %w% on %r%m range (kill #%c%)

#Log SniperRifle kills
On Kill;Damage SniperRifle;Kit Recon;Log ^2>>> %p% kills %c% times with a sniper rifle

#Player kills with any weapon AND range is higher than 150 meter ACTION Log to serverchat
On Kill;Range 200;Log ^2>>> %pt% [%p%] with kit %k% %h%kills %vt% [%v%] with %w% on %r%m range (kill #%c%)


### Log Serverinfo ###

#Log Map (green text)
On Round;Log ^2>>> Map %m% %mm% loaded (smaller team has %n% players)

#Log protected players joining
On Join;Protected;Log ^2>>> protected player %p% joined

#Log playerleave
On Leave;Log ^1>>> %p% just left the server
for BC2 vanilla:

Code:

##### Weapon Limits #####
#########################

### Limit CG spam ###

#Player kills with CG AND triggers this rule 27 times AND make 27 kills within 10 minutes ACTION Announce public in chat AND kicks player
On Kill;Weapon M2CG;PlayerCount 27;Rate 27 600;Say >>> %p% has %c% CG kills and is kicked for wanting more.;Kick Spamming with CG

#Player kills with CG AND triggers this rule 25 times AND make 25 kills within 10 minutes ACTION Announce private Yell AND kills player
On Kill;Weapon M2CG;PlayerCount 25;Rate 25 600;PlayerYell Do not spam CG on infantry! You will be kicked!;kill

#Player kills with CG AND triggers this rule 20 times AND make 20 kills within 10 minutes ACTION Announce private Yell
On Kill;Weapon M2CG;PlayerCount 20;Rate 20 600;PlayerYell You had enough kills! Stopp CG spamming!


### Limit 40mm Grenade spam ###

#Player kills with 40mm Grenade AND triggers this rule 27 times AND make 27 kills within 10 minutes ACTION Announce public in chat AND kicks player
On Kill;Weapon 40mmgl;PlayerCount 27;Rate 27 600;Say >>> %p% has %c% 40mm Grenade kills and is kicked for wanting more.;Kick Spamming with 40mm Grenade

#Player kills with 40mm Grenade AND triggers this rule 25 times AND make 25 kills within 10 minutes ACTION Announce private Yell AND kills player
On Kill;Weapon 40mmgl;PlayerCount 25;Rate 25 600;PlayerYell Do not spam 40mm Grenade! You will be kicked!;kill

#Player kills with 40mm Grenade AND triggers this rule 20 times AND make 20 kills within 10 minutes ACTION Announce private Yell
On Kill;Weapon 40mmgl;PlayerCount 20;Rate 20 600;PlayerYell You had enough kills! Stopp 40mm Grenade spamming!


##### Logging #####
####################################

### Log CG spam ###

#Player kills with CG AND Player triggered this rule 20 times ACTION Log to serverchat (logs kills for searching limitvalues)
On Kill;Weapon M2CG;PlayerCount 20;Log ^2>>> %pt% [%p%] with kit %k% %h%killed %vt% [%v%] with %w% on %r%m range (kill #%c%)

#Player kills with CG AND Player triggered this rule 10 times ACTION Log to serverchat (logs kills for searching limitvalues)
On Kill;Weapon M2CG;PlayerCount 10;Log ^2>>> %pt% [%p%] with kit %k% %h%killed %vt% [%v%] with %w% on %r% rangem (kill #%c%)


### Log 40mm Grenade spam ###

#Player kills with 40mm Grenade AND Player triggered this rule 10 times ACTION Log to serverchat (logs kills for searching limitvalues)
On Kill;Weapon 40mmgl;PlayerCount 10;Log ^2>>> %pt% [%p%] with kit %k% %h%killed %vt% [%v%] with %w% on %r%m range (kill #%c%)
for BC2 Vietnam:

Code:

##### Weapon Limits #####
#########################
### Limit Grenade Launcher spam ###

#Player kills with Grenade Launcher AND triggers this rule 27 times AND make 27 kills within 10 minutes ACTION Announce public in chat AND kicks player
On Kill;Weapon M79V;PlayerCount 27;Rate 27 600;Say >>> %p% has %c% Grenade Launcher kills and is kicked for wanting more.;Kick Spamming with Grenade Launcher

#Player kills with Grenade Launcher AND triggers this rule 25 times AND make 25 kills within 10 minutes ACTION Announce private Yell AND kills player
On Kill;Weapon M79V;PlayerCount 25;Rate 25 600;PlayerYell Do not spam Grenade Launcher! You will be kicked!;kill

#Player kills with Grenade Launcher AND triggers this rule 20 times AND make 20 kills within 10 minutes ACTION Announce private Yell
On Kill;Weapon M79V;PlayerCount 20;Rate 20 600;PlayerYell You had enough kills! Stopp Grenade Launcher spamming!


##### Logging #####
####################################

### Log Grenade Launcher spam ###

#Player kills with Grenade Launcher AND Player triggered this rule 10 times ACTION Log to serverchat (logs kills for searching limitvalues)
On Kill;Weapon M79V;PlayerCount 10;Log ^2>>> %pt% [%p%] with kit %k% %h%killed %vt% [%v%] with %w% on %r%m range (kill #%c%)
@bambam: Love this plugin more and more. One question:

I want to limit grenade usage on a Vietnam map:

Code:

### Grenade Limit on map ###

#Anounce public in chat player was kicked for breaking grenade limit
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;Team Attack;TeamCount 53; Say >>> %p% was kicked for breaking grenade limit;Kick breaking grenade limit
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;TeamDefend;TeamCount 53; Say >>> %p% was kicked for breaking grenade limit;Kick breaking grenade limit

#Anounce public in chat player was killed for breaking grenade limit
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;Team Attack;TeamCount 51; Say >>> %p% was killed for breaking grenade limit
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;TeamDefend;TeamCount 51; Say >>> %p% was killed for breaking grenade limit

#Anounce public Yell team runs out of grenadekills
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;Team Attack;TeamCount 45; Yell %pt% has %tc% grenadekills out of 50!
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;TeamDefend;TeamCount 45; Yell %pt% has %tc% grenadekills out of 50!

#Anounce public in chat team has X grenadekills left
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;Team Attack;TeamCount 26; Say >>> %pt% has %tc% grenadekills out of 50!
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;TeamDefend;TeamCount 26; Say >>> %pt% has %tc% grenadekills out of 50!

#Anounce public Yell team has 25 grenadekills left
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;Team Attack;TeamCount 25; Yell %pt% has %tc% grenadekills out of 50!
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;TeamDefend;TeamCount 25; Yell %pt% has %tc% grenadekills out of 50!

# Announce public Yell grenade limit on 1st grenade kill
On Kill;Map Vantage Point;MapMode Rush;Weapon HANDGRENADE;Not ServerCount 1;Yell Only 50 grenade kills per team on this map!
... but I dont know the correct code for vietnam grenades and mapnames .... how can I find them?

 

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Originally Posted by Cain*:

 

Wow, thank you HK!! your rules for this plugin are very cool and creative!!

 

I'm still learning this, and I appreciate the help!

 

Hopefully BamBam can implement a way to protect the folks who have been snipers/recon the entire round.

 

Thanks guys!

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Originally Posted by stuckmoto*:

 

@HelloKitty -

ALL kills have to be done within 10 minutes (600 seconds).

I thought the time count,the # was in milliseconds. ie. 5000 is the default time to kill a player which equaled 5 seconds?
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Originally Posted by Die_SOCKE*:

 

i like this Plugin :ohmy:

 

we have some guys they do Heli action when no admin is watching.

if i will set a rule at Vietnam or Vanilla. counting the Huey rocket kills or blackhawk minigun or Apache.

We told them , 40 kills and then they must stop... Preventing they play servers empty at night.

how can i set a rule? by name; by Guid

thx

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Originally Posted by stuckmoto*:

 

# Limit Vehiclekills

On Kill;Damage VehicleAir;Rate 40 1200;Say %p% no more chopper kills for you!;Kill

On Kill;Damage VehicleAir;Rate 38 1200;Say %p% you will get punished if you dont leave the chopper!

On Kill;Damage VehicleAir;Rate 36 1200;Say %p% Let someone else get the chopper!

 

~used from HelloKitty's rulz~

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Originally Posted by HelloKitty*:

 

@HelloKitty -

I thought the time count,the # was in milliseconds. ie. 5000 is the default time to kill a player which equaled 5 seconds?

In your ProconRulz Plugin Settings there is "Delay before kill" (not sure since which version) - that is given in milleseconds where 5000 = 5 seconds. In earlier versions of the Rulz Plugin that "Delay before kill" was not in the settings and had to be set in each single rule going with a "kill" action like ";kill 5000". This is not needed by the actual version.

 

For the "Rate" condition with "N ruletriggers in M time" the time is given in seconds so 300 = 5 minutes.

 

 

i like this Plugin :ohmy:

 

we have some guys they do Heli action when no admin is watching.

if i will set a rule at Vietnam or Vanilla. counting the Huey rocket kills or blackhawk minigun or Apache.

We told them , 40 kills and then they must stop... Preventing they play servers empty at night.

how can i set a rule? by name; by Guid

thx

All choppers in vanilla and vietnam do the same "Damage" type: "Damage VehicleAir"

You can either limit the chopperuse by "amount of kills" per single player:

Code:

On Kill;Damage VehicleAir;PlayerCount 40;Say %p% no more chopper kills for you!;Kill
On Kill;Damage VehicleAir;PlayerCount 38;Say %p% you will get punished if you dont leave the chopper!
On Kill;Damage VehicleAir;PlayerCount 36;Say %p% Let someone else get the chopper!
or by whole team:

Code:

On Kill;Damage VehicleAir;TeamCount 40;Say %p% no more chopper kills for you!;Kill
On Kill;Damage VehicleAir;TeamCount 38;Say %p% you will get punished if you dont leave the chopper!
On Kill;Damage VehicleAir;TeamCount 36;Say %p% Let someone else get the chopper!
...or by "kill rate per time" (20 minutes here):

Code:

On Kill;Damage VehicleAir;Rate 40 1200;Say %p% no more chopper kills for you!;Kill
On Kill;Damage VehicleAir;Rate 38 1200;Say %p% you will get punished if you dont leave the chopper!
On Kill;Damage VehicleAir;Rate 36 1200;Say %p% Let someone else get the chopper!
You can also combine "Count" and "Rate":

Code:

On Kill;Damage VehicleAir;PlayerCount 25;Rate 25 600;Say %p% no more chopper kills for you!;Kill
...means the 25th kill and higher is punished as lang as it happens within 10 minutes. 20 kills in 10 minutes are ok.

 

 

If you want these rules only active while no admin around, include "Not Admins"

Code:

On Kill;Not Admins;Damage VehicleAir;Rate 40 1200;Say %p% no more chopper kills for you!;Kill
If you want to allow the Huey Miniguns but not the rockets, you need single rules for every choppergun:

Code:

On Kill;Not Admins;Weapon ah64#rocketpod right;Rate 40 1200;Say %p% no more chopper kills for you!;Kill
..
.
On Kill;Not Admins;Weapon mi28#rocketpod right;Rate 40 1200;Say %p% no more chopper kills for you!;Kill
..
.
On Kill;Not Admins;Weapon mi28#tow;Rate 40 1200;Say %p% no more chopper kills for you!;Kill
..
.
unfortunately bambam has only the vanilla weaponcodes in the descrioption, so I can't tell you a rule for only huey rocketpods. Hope he provides them soon. Those in the Procon *.def files are not always correct.

 

... If you find your suitable rulesets, please post them here so we can benefit of them. The more I can copy-paste, the less time spoil on typing

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Originally Posted by bambam*:

 

hello folks - I'm just back from another few days away and catching up.

 

 

These rulz look in pretty good shape - a sniper rule that sets a *minimum* kill rate for snipers was an interesting idea (HelloKitty thinking out of the box). A couple of points:

 

1) to *reserve* an item (e.g. Recon) so once selected inside a limit that player should be able to re-spawn with the same item without losing it, you should use the latest version (32n.3) and the 'player reserves item until respawn' option in the plugin settings. E.g. if you have a 2-sniper limit the idea is Player 1 gets Recon, Player 2 gets Recon, and Player 3 selects Recon but gets auto-killed, and if Player 1 or Player 2 are dead when the next Recon spawns that player will still be auto-killed leaving the slots available for Players 1 and 2, until they re-spawn as something else or leave which makes their slot available to others. Prior versions of ProconRulz had a 'window of opportunity' during which a new player could 'steal' a reserved slot so the option although implemented had a loophole.

 

2) I need to avoid a potential misunderstanding about the counts in ProconRulz (and WeaponLimiter). My earlier comments have been copied into the ProconRulz FAQ here:

phogue.net/procon/wiki/index...._version_32.3F*

 

The %tc% substitution variable is the cumulative count of the number of times this rule has been triggered by any member of the current players team, and can be tested with the TeamCount condition. E.g. you could easily put up a message when some team has reached 10 knife kills (On Kill;Weapon knv-1;TeamCount 9;Say 10 knife kills to team %pt%). It is not in any way related to (for example) the current number of spawned snipers, even if the rule contains a "Kit Recon" condition (it will contain the cumulative number of times members of this team have triggered that rule)

 

You can put a limit on a "Kit" condition (and similarly "Weapon" "Damage" and "Spec") e.g. "Kit Recon 2" and that condition will check the count of the number of currently alive (or reserved) Recon slots. This is identical to "Kit Recon;TeamKit Recon 2". BUT that count of currently spawned Recon's is NOT available as a subsitutution variable, and is NOT equivalent to %tc%, which is (to repeat) the cumulative number of times this player's teammates have triggered this rule. In practice this just means you can't have a "You are team sniper #2" kind of message with the count in it.

 

FYI ProconRulz "Kit Recon 2" is intentially functionally identical to WeaponLimiter's "Recon;Count>2", including the 'reserve slots' functionality. ProconRulz was written to replace WeaponLimiter on our (OFc) server and that was the starting point for what we wanted.

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Originally Posted by stuckmoto*:

 

In your ProconRulz Plugin Settings there is "Delay before kill" (not sure since which version) - that is given in milleseconds where 5000 = 5 seconds. In earlier versions of the Rulz Plugin that "Delay before kill" was not in the settings and had to be set in each single rule going with a "kill" action like ";kill 5000". This is not needed by the actual version.

For the "Rate" condition with "N ruletriggers in M time" the time is given in seconds so 300 = 5 minutes.

 

Ahhhh.....now I got it! Takes a while to sink in - lol

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Originally Posted by bambam*:

 

ok ho's - I'll put the Vietnam weapon codes on the wiki tomorrow morning and see how it looks. The 'delay before kill' is the default in milliseconds but you can still override that in the 'Kill' action. I leave the default at 5000 but still have some rules that kill the perp almost immediately (Kill 500) to get the message across, e.g. after a defib teamkill. 'Rate' uses seconds - confusing a bit - but the useful time range is more in seconds for Rate.

 

So "Kill milliseconds" and "Rate count seconds".

 

Bambam

 

Edit: Vietnam weapons added to the Wiki (kits, damage keys, specializations same as for BFBC2):

 

phogue.net/procon/wiki/index....onRulz_-_32n.3*

 

These weapon name/keys are provided by Procon - ProconRulz dynamically loads whatever keys Procon says are right for the current game. The existence of a key does not necessarily mean a player could ever load that weapon/spec within the actual game. Info in the wiki is actually cut/paste out of the 'details' tab provided in the ProconRulz plugin - this time I just switched out BFBC2 server to Vietnam mode to get the additional data.

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Originally Posted by Rapidorg*:

 

@ Bambam:

 

I was on vacation so I hadn't had a chance to reply but the setup we have is; we run procon on an hosted server with multiple layers. We put proconrulz in that layer and we can acces is trough a standalone on the admins pc.

 

Havnt got an update since I returned from holiday so this reply might gets an update

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Originally Posted by bambam*:

 

hey rapidorg - it's not clear to me whether your ProconRulz plugin is installed on the top-level hosted Procon that connects directly to your game server, or on a satellite PC that is connecting to the top-level Procon's layer server. It's your terminology "we put Proconrulz in that layer" that I don't get.

 

We have all plugins only on the top-level Procon and I *have* seen the layer server hang in the past (although in our case Procon and ProconRulz is unaffected) and when that happens I can't connect from a downstream Procon running on my laptop (which isn't running any local plugins). My fix is to stop and restart the layer server on the top-level Procon (so I have to be back on the Windows GUI of the top-level Procon) and at that point I can connect downstream again. The layer server hanging doesn't seem to be related to any particular plugin (including ProconRulz) in my case.

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Originally Posted by stuckmoto*:

 

hey rapidorg - it's not clear to me whether your ProconRulz plugin is installed on the top-level hosted Procon that connects directly to your game server, or on a satellite PC that is connecting to the top-level Procon's layer server. It's your terminology "we put Proconrulz in that layer" that I don't get.

 

We have all plugins only on the top-level Procon and I *have* seen the layer server hang in the past (although in our case Procon and ProconRulz is unaffected) and when that happens I can't connect from a downstream Procon running on my laptop (which isn't running any local plugins). My fix is to stop and restart the layer server on the top-level Procon (so I have to be back on the Windows GUI of the top-level Procon) and at that point I can connect downstream again. The layer server hanging doesn't seem to be related to any particular plugin (including ProconRulz) in my case.

We get the occasional hang also...but a restart on the layer fixes it :smile:
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Originally Posted by bambam*:

 

FYI since the new version (32) we've been testing a 'welcome message' and it works like a charm:

 

On Spawn;PlayerOnce;PlayerSay %p% welcome to OFc. Chat rulz for our rules, ts for teamspeak info

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Originally Posted by HelloKitty*:

 

Thx for the info update on vietnam. But I am still missing the handgrenade code in vietnam.

"On Kill;Weapon HG-2;Log ^1 >>> grenade kill" gives me an error: "SKIPPING RULE: Bad "Weapon" clause in your rule "On Kill;Weapon HG-2;Log >>> grenade kill" ".

Also tried HG-2V - :sad: Cant even find it in the procon .def files. Is it missing?

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Originally Posted by bambam*:

 

lol yeah the Vietnam weapons def looks a bit sparse and Procon doesn't recognise any nades in vietnam... try edit BFBC2.VIETNAM.def adding the row:

 

procon.protected.weapons.add None "HG-2" Auxiliary Explosive

 

That'll probably work, unless the weapon key for nades is different. To find the weapon key, kill yourself with a nade with the rule

 

On Suicide;Log %p% suicided with weapon key [%wk%], description [%w%]

 

Although I've never tested what happens to %wk% and %w% when the weapon doesn't exist in Procon. Also you can check the 'log events' checkbox at the bottom of the Procon console window and see what comes up there when a nade kill or suicide happens. If the weapon key *is* different, then you will need a new entry in the Localization file as well.

 

Errors in the Procon weapons def file can be reported in the 'general' forum and they usually get picked up and fixed - a month ago someone spotted the Apache wasn't included. Most people don't bother with the updates though, they are here:

 

http://procon.codeplex.com/SourceCon...ist/changesets

 

Bambam

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Originally Posted by RedOne1*:

 

hey rapidorg - it's not clear to me whether your ProconRulz plugin is installed on the top-level hosted Procon that connects directly to your game server, or on a satellite PC that is connecting to the top-level Procon's layer server. It's your terminology "we put Proconrulz in that layer" that I don't get.

 

We have all plugins only on the top-level Procon and I *have* seen the layer server hang in the past (although in our case Procon and ProconRulz is unaffected) and when that happens I can't connect from a downstream Procon running on my laptop (which isn't running any local plugins). My fix is to stop and restart the layer server on the top-level Procon (so I have to be back on the Windows GUI of the top-level Procon) and at that point I can connect downstream again. The layer server hanging doesn't seem to be related to any particular plugin (including ProconRulz) in my case.

Hi BamBam,

 

I am a serveradmin to in the same clan as Rapidorg.

 

The plugin is installed on the top-level hosted procon. The last week that Rapidorg was away I turned off proconrules and the problem was solved. No more "hanging" of procon. Before when procon "hanged" once a day I had to stop the services and restart it. A simple restart was not enough.

 

We shall install the new version soon and we hope that it solves the problem because we like the plugin :smile: Thanks for that.

 

Thank you also for the reply.

 

Regards Rene aka RedOne1

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Originally Posted by stuckmoto*:

 

OK so - on our HC server we have a team killing rule =

# TEAMKILLS

On Teamkill;PlayerCount 4;Not Admins;Say %p% kicked for multiple team kills;Kick 500

On Teamkill;Say %p% Teamkill #%c% [ %v%] with %w%

Last night we had intentional TKers that hit the rulz and appeared to be kicked after 4.

So then I see the guy rejoins and see his TK count going up e.g. #5,#6,#7. I went to the FAQ and saw this =

"The rates for a given player are reset at round end when they are no longer on the server. This means if they leave and re-join, their rates will continue. If they leave, the round changes, and they re-join, then the rates will have re-set."

Is this why the guy rejoined and saw his count continue?

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Originally Posted by HelloKitty*:

 

No. You don't have a "Rate" condition in your rules. But the FAQ also says: "... PlayerCounts RESET at round end ..." - So if a player is kicked for teamkilling 4 or more times (no matter in time intervall) AND rejoins before the round is over, he will keep his previous "counts". If he rejoins on the next round, his counts start on 0 again.

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Originally Posted by stuckmoto*:

 

OK thanks for the help :smile:

I guess I need to add a rule for consecutive kicks...or will he be kicked on the 8th,12th,etc TK?

 

~edit~ so tonight I had two guys get to TK #6 and then they were kicked...what gives?

This is the "server side" TK limit. I thought the rule I have would kick them on the 4th?

Is it because it's "PlayerCount" not just "count"?

####### TEAMKILLS

On Teamkill;PlayerCount 4;Not Admins;Say %p% kicked for multiple team kills;Kick 500

On Teamkill;Say %p% Teamkill #%c% [ %v%] with %w%

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Originally Posted by Cain*:

 

Is there a way to kick or ban if a player reached a pre-determined K/D Ration in a very short period of time? A real hacker not a sniper sitting in the corner of the map?

 

Thx !!

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Originally Posted by bambam*:

 

hey stuckmoto interesting problem...

 

First thing to point out is "PlayerCount N" means PlayerCount is BIGGER than N so the top rule is actually targetting a TK count of 5, not 4.

 

Secondly it's possible for the player to get another TK before the 'Kick" action takes effect if the player does two TK's in quick succession (easy with a single nade), which would make count 6.

 

Are you clear "Not Admins" means no admins were online? This condition should not be confused with "Not Admin" which means this player is not an admin...

 

It's not clear how your 'Not Admins' condition is affecting the first TK rule.. - was this a period with no admins online, i.e. you are purely referring to the chat log? If it helps, here are our join/leave rulz that make players joining with/without admins online absolutely clear in the logs:

 

# JOIN/LEAVE rulz

On Join;Admin;Yell Admin %p% joining

On Join;Admins;Protected;Log protected player %p% joined (Admins online)

On Join;Protected;Log protected player %p% joined (No admins online)

On Join;Admins;Not Protected;Log %p% joined (not protected, admins online)

On Join;Log %p% joined (not protected and no admins online)

 

On Leave;Log %p% just left the server

 

those rulz leave messages in the log typically such as "[21:54:45] ProconRulz: CucPro joined (not protected, admins online)"

 

PlayerCount is just a new name for the Count condition, i.e. they are IDENTICAL conditions. "PlayerCount N" will succeed when the number of times a given player has triggered this rule is MORE THAN N. ('Count' can still be used (meaning PlayerCount), but the PlayerCount name is clearer now ProconRulz also has TeamCount and ServerCount)

 

Your first TK rule will kick players when that rule count is GREATER than 4, i.e. on their 5th TK. It is easy and common for players to get to TK #6, 7 or even 8 IF they manage to multiple TK as they go over the limit, e.g. they kill with C4 or a rocket and TK several players at the same time. Usually ProconRulz actually triggers multiple 'Kick' actions and the later ones try and kick a player who's already been kicked but that doesn't matter.

 

On your first post re TK's had an admin joined after the guy had been kicked? Note that with your rulz a player will *not* be kicked for TK's if any admin is online, because the Kick rule has a "Not Admins" condition.

 

If you attach or cut-and-paste the chat log for the *extended* period that a player did 6+ TK's, I'd be interested to see it. Without our funky join rulz though it's tricky to check the 'Not Admins' condition.

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Originally Posted by bambam*:

 

@Cain - yeah it is, although the technique in ProconRulz is to check the kill *rate* not a high K/D ratio in a short time (it amounts to a similar thing). The subtelty is in choosing a good count and trust me you will *not* get this right first time so you have to use a 'Log' rule (Log %p% suspected hacker) NOT a Kill rule at first.

 

E.g. if you think 6 headshots in 10 seconds is a sure sign of a hacker, you could have a rule:

 

"On Kill;Headshot;Rate 6 10;Log %p% suspected hacker"

 

If that seems to work (i.e. not flag up false positives) then you can change the action to "Ban %p% suspected hacking, appeal at www.funkyclan.com"

 

We have quite a comprehensive set of these rulz on our server, and they work quite well, but I will not publicise the rates in case hackers modify their behaviour.

 

Apart from headshots, you have to be careful of high kill rates by innocent use of certain weapons, e.g. a "Not Damage Explosive" is a good condition to use on some general kill-rate checkers.

 

CheaterAlert and Metabans are much more comprehensively designed plugins specifically designed to trap hackers.

 

Bambam

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Originally Posted by stuckmoto*:

 

@bambam - I hang my head in shame....

I totally missed the s in "Not Admins". I just pulled the admin part out

because I want it to kick ANYONE that hits 5.

Sorry for being a idiot :sad:

 

On a side note - can you please break down the "Target" player condition and how to use it.

Does the user have to have "ingame" admin if the rule were created to kick a player?

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Originally Posted by HelloKitty*:

 

On Say;Admin;Text xkill;TargetPlayer;PlayerSay did you mean %t% (xyes/xno)_;TargetAction Kill; - the "target" player is only assigned if the player that issues the command "xkill PLAYERNAME" has Kick-permissions in Procons account settings.

 

On Say;Text xyes;TargetConfirm; - this confirms the target if ANY player responds with "xyes"

On Say;Text xno;TargetCancel; - according above...

 

The "Admin" condition is TRUE if the player issueing the command has kick-permissions in Procons account settings.

 

I took this example out of the FAQ and am wondering what happens if:

... a Admin issues a kick command: "xkill PLAYERNAME" and a common player (Not and admin) responds with "xyes" ? Is the confirmation rule also requiring a "Admin" condition ...?

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Originally Posted by HelloKitty*:

 

Is there a way to kick or ban if a player reached a pre-determined K/D Ration in a very short period of time? A real hacker not a sniper sitting in the corner of the map?

 

Thx !!

as bambam said it is possible. But be assured that you will also kick a lot of innocent high-skillers too! I know a few professionals that regulary play on our servers and they easy beat the K/Ds of some proofed cheaters. Try the "Cheater Alert" Plugin instead. But having a few rules that LOG or notify ingame admins generaly on high "kill rates" is indeed usefull. Once a high killrate is detected, an alerted admin can quickcheck the guy's stats (cheat-o-meter is my fav) and kick him manually if suspected.
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Originally Posted by bambam*:

 

Re the TargetPlayer/TargetAction/TargetConfirm stuff, assuming you've looked at the 'details' info:

 

The basic idea is

 

1) a 'TargetPlayer' condition is used to extract a playername from say text

 

2) after the TargetPlayer condition succeeds, the rest of the rule will have that playername in %t%, and it's expected there will be one or more "TargetAction" actions that will be paused until a "TargetConfirm" action is triggered by the same player.

 

3) Some other rule will be used to trigger a "TargetConfirm" action.

 

These conditions/actions means you *could* implement in-game admin with ProconRulz, although Procon has a good in-game admin plugin already, installed by default (so this ProconRulz capability isn't essential, but who knows).

 

E.g. to show how it works (without actually kicking anyone)

 

On Say;Text xboo;TargetPlayer;Say %p% said xboo at %t%;TargetAction PlayerSay %p% said xboo YOU

On Say;Text xbooyes;TargetConfirm

 

Then if player "Pebbles" says "xboo bam",

 

* the "On Say;Text xboo..." rule will fire

* ProconRulz will say "Pebbles said xboo at [OFc] bambam" and

* PAUSE an action "PlayerSay Pebbles said xboo YOU" to be applied to player [OFc] bambam (the TargetPlayer)

 

Pebbles now has to get the TargetConfirm action to execute in the second rule, and can do this by saying "xbooyes"

 

So now Pebbles has executed the TargetConfirm, and has paused TargetActions, they will now be executed ON THE TARGET (i.e. [OFc] bambam)

 

So [OFc] bambam will now see a PlayerSay of "Pebbles said xboo YOU".

 

With those hints you can look at the info HelloKitty posted and maybe understand it (E.g. the PlayerSay Did you mean %t%_)

 

A "TargetConfirm" will only confirm a TargetAction BY THE SAME PLAYER

 

Bambam

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