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ProconRulz V44j1 - weapon limits and other event-triggered admin actions


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Originally Posted by CoMPaHoLiC*:

 

Thanks Comp, I've added few more words, can these rules ever be too long?

I don't think we'll ever (even with regular expressions) create something that will cover everything, and they (the winers) will keep creating more using 1337-speak and intended word failures ... Thanks for the addition though :smile:
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Originally Posted by Clay52*:

 

I don't think we'll ever (even with regular expressions) create something that will cover everything, and they (the winers) will keep creating more using 1337-speak and intended word failures ... Thanks for the addition though :smile:

Sadly so true and yw, anytime :smile:
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Originally Posted by ty_ger07*:

 

Is there a way to log a map change?

 

The Map function seems to want a sting input. Can there be a function such as CurrentMap which will state the current map? Or maybe there is a way to make the already available Map function do the same?

 

I want something like this:

 

On Round;Log %m% loaded

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Originally Posted by CoMPaHoLiC*:

 

The documentation includes the events that are triggered for this ... I have a custom RCON tool running in the background (mainly for logging ALL information to txt-files on our web server) that also each rounds sets the server back to maxplayers, it does this by triggering on the '"server.onRoundOver"' event ... the same one is used by micovery's Insane Balancer to trigger the rebalancing of people, maybe BamBam can link this event?

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Originally Posted by ty_ger07*:

 

For anyone interested, here are my 'Rulz'. Remember that these are for squad rush servers which have a bit of different dynamic than other game modes and no vehicles.

 

Code:

# First Kills Announcer
On Kill;TeamFirst;Say %p%: first %pt% kill against %v%.
On Kill;Weapon Weapons/Knife/Knife,Melee;ServerFirst;Say %p%: first knife against %v%.
On Kill;Headshot;ServerFirst;Say %p%: first headshot against %v%.
# .
# Headshot Number Announcer
On Kill;Headshot;Incr %headnumberincr%;Incr %headshotnumber%;If %headnumberincr% == 10;Set %headnumberincr% 0;Say %p%: %headshotnumber% headshots this round.
# .
# Knife Number Announcer
On Kill;Weapon Weapons/Knife/Knife,Melee;Incr %knifenumberincr%;Incr %knifenumber%;If %knifenumberincr% == 2;Set %knifenumberincr% 0;Say %p%: %knifenumber% knife kills this round.
# .
# Suicide Announcer
On Suicide;Incr %suicidenumberincr%;Incr %suicidenumber%;If %suicidenumberincr% == 2;Set %suicidenumberincr% 0;Say %p%: %suicidenumber% suicides this round. LOL!
On Suicide;Damage Explosive,ProjectileExplosive;Say %p%: %w% suicide. LOL!
# .
# Unreal Tournament Kill Streak Announcer by ty_ger07
On TeamKill;If %server_streak[%v%]% >= 5;Say %p% (teamkill) ended %v%'s %server_streak[%v%]%-kill streak.
On Suicide;If %server_streak[%p%]% >= 5;Say %p% suicide ended %p%'s %server_streak[%p%]%-kill streak.
On Kill;If %server_streak[%v%]% >= 5;Say %p% ended %v%'s %server_streak[%v%]%-kill streak.
On Kill;Set %server_streak[%v%]% 0
On TeamKill;Set %server_streak[%v%]% 0
On Suicide;Set %server_streak[%v%]% 0
On Kill;If %server_streak[%p%]% == 0;Set %killincr% 0
On Kill;Incr %killincr%;Incr %server_streak[%p%]%;
On Kill;If %killincr% == 30;Set %killincr% 25;Say GodLike! %p%: %server_streak[%p%]%-kill streak.
On Kill;If %server_streak[%p%]% == 25;Say GodLike! %p%: 25-kill streak.
On Kill;If %server_streak[%p%]% == 20;Say Unstoppable! %p%: 20-kill streak.
On Kill;If %server_streak[%p%]% == 15;Say Dominating! %p%: 15-kill streak.
On Kill;If %server_streak[%p%]% == 10;Say Rampage! %p%: 10-kill streak.
On Kill;If %server_streak[%p%]% == 5;Say Killing Spree! %p%: 5-kill streak.
# .
# Headshot Streak Announcer
On Kill;Not Headshot;Not Weapon Weapons/Knife/Knife,Melee;If %headshotstreak% >= 5;Say %p%: %headshotstreak% headshots streak is over.
On Kill;Not Headshot;Not Weapon Weapons/Knife/Knife,Melee;Set %headincr% 0;Set %headshotstreak% 0
On Kill;Headshot;Incr %headincr%;Incr %headshotstreak%;If %headincr% == 5;Set %headincr% 0;Say %p%: %headshotstreak% headshot streak!
# .
# DAO-12 Rule
On Kill;Weapon DAO-12;PlayerCount 9;Say %p%: killed for too many DAO-12 kills.;Log           %p% killed %v% with %w%.;Kill
On Kill;Weapon DAO-12;PlayerCount 7;PlayerSay %p%: Warning! 10 DAO-12 kills per round. #%c%
# .
# USAS-12 Rule
On Kill;Weapon USAS-12;PlayerCount 9;Say %p%: killed for too many USAS-12 kills.;Log           %p% killed %v% with %w%.;Kill
On Kill;Weapon USAS-12;PlayerCount 7;PlayerSay %p%: Warning! 10 USAS-12 kills per round. #%c%
# .
# Rocket Rule
On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 1;Say %p%: killed for %w% in Operation Metro.;Log           %p% killed %v% with %w%.;Kill
On Kill;Map Subway;Damage ProjectileExplosive;PlayerSay %p%: no %w% in Operation Metro.
On Kill;Damage ProjectileExplosive;PlayerCount 4;Say %p%: killed for too many %w% kills.;Log           %p% killed %v% with %w%.;Kill
On Kill;Damage ProjectileExplosive;PlayerCount 2;PlayerSay %p%: Warning! 5 rocket / grenade launcher kills per round. #%c%
# .
# Claymore Rule
On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 4;Say %p%: killed for too many %w% kills.;Log           %p% killed %v% with %w%.;Kill
On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 2;PlayerSay %p%: Warning! 5 claymore kills per round. #%c%
# .
# Mortar Rule
On Kill;Weapon Death;PlayerCount 4;Say %p%: killed for too many mortars.;Log           %p% killed %v% with %w%.;Kill
On Kill;Weapon Death;PlayerCount 2;PlayerSay %p%: Warning! 5 mortar kills per round. #%c%
# .
# Team Kill Rule
On TeamKill;PlayerCount 4;Say %p%: kicked for too many team kills!;Log           %p% killed %v% with %w%.;Kick Too Many Team Kills
On TeamKill;PlayerCount 2;Say %p%: killed for too many team kills!;Log           %p% killed %v% with %w%.;Kill
On TeamKill;PlayerSay %p%: watch your fire! #%c%
# .
# Cheater Detector
On Kill;Damage Melee;Rate 8 30;Say %p%: banned - kill rate;Log           %p% killed %v% with %w%.;Ban %p% Auto-banned - Knife
On Kill;Weapon Death;Rate 10 30;Say %p%: banned - nuke;Log           %p% killed %v% with %w%.;Ban %p% Auto-banned - Nuke
On Kill;If %server_streak[%p%]% >= 25;Say %p%: banned - kill quantity;Log           %p% killed %v% with %w%.;Ban %p% Auto-banned - Kill Streak
On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 20 50;Say %p%: banned - kill rate;Log           %p% killed %v% with %w%.;Ban %p% Auto-banned - Kill Rate 1
On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 40 200;Say %p%: banned - kill rate;Log           %p% killed %v% with %w%.;Ban %p% Auto-banned - Kill Rate 2
On Kill;If %headshotstreak% >= 15;Say %p%: banned - aimbot;Log           %p% killed %v% with %w%.;Ban %p% Auto-banned - Aimbot 1
On Kill;Headshot;Rate 6 15;Say %p%: banned - aimbot;Log           %p% killed %v% with %w%.;Ban %p% Auto-banned - Aimbot 2
On Kill;Headshot;Rate 8 25;Say %p%: banned - aimbot;Log           %p% killed %v% with %w%.;Ban %p% Auto-banned - Aimbot 3
# .
# Language Warnings
On Say;Text shit,fuck,bitch,asshole,pussy,douche;PlayerCount 4;Say %p%: kicked for excessive bad language. #%c%;Kick Excessive bad language.
On Say;Text shit,fuck,bitch,asshole,pussy,douche;PlayerCount 3;Say %p%: killed for excessive bad language. #%c%;Kill
On Say;Text shit,fuck,bitch,asshole,pussy,douche;PlayerCount 1;PlayerSay %p%: watch your language! #%c%
On Say;Text nigger,spick,fag,cunt,twat;PlayerCount 2;Say %p%: kicked for bad language. #%c%;Kick Bad Language
On Say;Text nigger,spick,fag,cunt,twat;Say %p%: killed for bad language. #%c%;Kill
# .
# Poor Sport Warnings
On Say;Text pwn,pwned,powned,owned,noob,n00b,nobb,retard,tard,idiot,moron;PlayerSay %p%: don't be a poor sport!
# .
# Complaint Warnings
On Say;Text irnv;PlayerSay %p%: this server allows IRNV scopes.
On Say;Text !punish;PlayerSay %p%: this server punishes players automatically.
On Say;Text rpg,smaw,m320;PlayerSay %p%: this server automatically limits the number of RPG/SMAW/M320 kills.
On Say;Text mortar;PlayerSay %p%: this server automatically limits the number of mortar kills.
On Say;Text usas;PlayerSay %p%: this server automatically limits the number of USAS-12 kills.
On Say;Text DAO;PlayerSay %p%: this server automatically limits the number of DAO-12 kills.
# .
# Accusation Warnings
On Say;Text cheat,hack,hax,aimbot;PlayerSay %p%: submit a player complaint at www.TheTacTeam.com.
# .
# Recruitment Information
On Say;Text recruit;Say %p%: we are recruiting at www.TheTacTeam.com.
# .
# Admin Information
On Say;Text admin;PlayerSay %p%: an admin will see your request and act upon it when available.
On Say;Text AFK;PlayerSay %p%: AFK players are removed from the server automatically after 5 minutes.
On Say;Text even;Text teams;PlayerSay %p%: teams are ballanced automatically.
On Say;Text join;Text squad;PlayerSay %p%: players are moved to squads automatically after their first death.
# .
# Log Kills / Deaths
On TeamKill;Log           %p% team killed %v% with %w%.
On Kill;Log           %p% killed %v% with %w%.
On Suicide;Log           %p% suicided with %w%.
On Kill;If %headshotstreak% >= 3;Log                %p% %headshotstreak% HEADSHOT STREAK.
On Kill;If %server_streak[%p%]% >= 3;Log                %p% %server_streak[%p%]% KILL STREAK.
# .
# Log player Join / Leave
On Join;Log     %p% joined the server.
On Leave; Log     %p% left the server.
# .
# Round Logging
On Round;Log                %m% loaded.
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Originally Posted by Clay52*:

 

awesome set! I see you have 2 cheat detector rules, 6-15 and 8-25, why two? I know I had my aimbot rule set for 6-15, but too many guys who spam LMGs get picked up, so I changed it to 7-15. I too also have a NUKE rule and a melee hack rule in place, good stuff!

 

On your admin info rule, regarding the rule portion:

 

Code:

On Say;Text join&squad;Say %p%, players are moved to squads automatically after their first death.
, are you using Squad Enforcer by chance? If so, what settings? I'm using InsaneBalancer and Squad Enforcer.
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Originally Posted by ty_ger07*:

 

awesome set! I see you have 2 cheat detector rules, 6-15 and 8-25, why two? I know I had my aimbot rule set for 6-15, but too many guys who spam LMGs get picked up, so I changed it to 7-15. I too also have a NUKE rule and a melee hack rule in place, good stuff!

I used two rules so that one would trigger at a rapid short increase and the other would trigger at a more gradual increase. This is for a squad rush server so, it is harder to get a higher rate because there are less players available to shoot at.

 

On your admin info rule, regarding the rule portion:

 

Code:

On Say;Text join&squad;Say %p%, players are moved to squads automatically after their first death.
, are you using Squad Enforcer by chance? If so, what settings? I'm using InsaneBalancer and Squad Enforcer.
I'm using squad enforcer. The settings are pretty generic.
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Originally Posted by Clay52*:

 

I used two rules so that one would trigger at a rapid short increase and the other would trigger at a more gradual increase. This is for a squad rush server so, it is harder to get a higher rate because there are less players available to shoot at.

 

 

 

I'm using squad enforcer. The settings are pretty generic.

rgr that, all makes sense, well done.
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Originally Posted by ty_ger07*:

 

Ok, so here is my Killstreak Announcer rule again:

 

Code:

# Kill Streak Announcer
On Round;Set %streak% 0
On Join;Set %streak% 0
On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over. 
On Spawn;Set %streak% 0
On Kill;Incr %streak%;If %streak% >= 15;Say %p%: %streak% KILL STREAK! Excellent!
On Kill;If %streak% == 10;Say %p%: %streak% KILL STREAK! Wow!
On Kill;If %streak% == 5;PlayerSay %p%: %streak% KILL STREAK!
Question 1

 

What if I wanted to automatically increment how often it announced the kill streak? Currently, when the player reaches a 15 kill streak, it announces the 15th kill and every kill after that. If a player was doing well as a helicopter gunner (for instance), it may get annoying to see the 15 kill announcement, the 16 kill announcement, the 17 kill announcement, etc.

 

Is there a way to automatically increment the kill streak announcement to 5 kill intervals for an infinate number of kills without having to manually create each instance as a rule?

 

Something like this maybe?

 

 

Code:

# Kill Streak Announcer
On Round;Set %killincr% 0
On Round;Set %streak% 0
On Join;Set %killincr% 0
On Join;Set %streak% 0
On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over. 
On Spawn;Set %streak% 0
On Spawn;Set %killincr% 0
On Kill;Incr %killincr%
On Kill;Incr %streak%;If %killincr% == 5;Say %p%: %streak% KILL STREAK!;Set %killincr% 0
Would that work?

 

I think my logic is sound, but I don't know if the If function supports more than one action.

 

Specifically, I don't know if the bolded part in the following line will happen:

 

On Kill;Incr %streak%;If %killincr% == 5;Say %p%: %streak% KILL STREAK!;Set %killincr% 0

 

 

 

Question 2

 

Can you nest the Set commands together with commas like this?

 

Code:

# Kill Streak Announcer
On Round;Set %killincr% 0,%streak% 0
On Join;Set %killincr% 0,%streak% 0
On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over. 
On Spawn;Set %streak% 0,%killincr% 0
On Kill;Incr %killincr%
On Kill;Incr %streak%;If %killincr% == 5;Say %p%: %streak% KILL STREAK!;Set %killincr% 0
Specifically:

 

On Join;Set %killincr% 0,%streak% 0

 

OR:

 

On Join;Set %killincr% 0,Set %streak% 0

 

OR with Semi colons:

 

On Join;Set %killincr% 0;Set %streak% 0

 

Question 3

 

Can the If function be moved to a new line and start with the If statement, or does it have to come after a trigger?

 

Like this:

 

Code:

# Kill Streak Announcer
On Round;Set %killincr% 0,%streak% 0
On Join;Set %killincr% 0,%streak% 0
On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over. 
On Spawn;Set %streak% 0,%killincr% 0
On Kill;Incr %killincr%,%streak%
If %killincr% == 5;Say %p%: %streak% KILL STREAK!;Set %killincr% 0
Question 4

 

Finally, adding to Question 1 with including these later questions, if I can't add the Set at the end of the If statement, if I can start with an If statement, will this work?

 

Code:

# Kill Streak Announcer
On Round;Set %killincr% 0,%streak% 0
On Join;Set %killincr% 0,%streak% 0
On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over. 
On Spawn;Set %streak% 0,%killincr% 0
On Kill;Incr %killincr%,%streak%
If %killincr% == 5;Say %p%: %streak% KILL STREAK!
If %killincr% == 5;Set %killincr% 0
Thanks!
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Originally Posted by Clay52*:

 

10 headshots in 60 seconds works great for catching hackers ONLY!

 

We caught this cheat tonight, http://battlelog.battlefield.com/bf3...ats/348942535/

 

On Kill;Headshot;Rate 10 60;Ban %p% Aimbot banned by 420-uk.com;

112 hours and Colonel 59, yeah I'd say that's a good bet. 10/60 is probably a bit low however, reason being, LMG guys especially so on Metro for instance often get many HS in a row so you'd need to adjust for that with that particular map. However on open air maps, it may be sufficient. On my Metro map, I had started with 5/15 but was quickly inadvertently banning some who were LMG spamming at choke points so I adjusted for 7/15 which seems to work well.
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Originally Posted by CoMPaHoLiC*:

 

rgr that, all makes sense, well done.

I'm using both - but with the 'patch5' as indicated in one of the last posts of today, that seems to work fine with (unauth) battle log checking ... now looking what it does to balancing, hopefully better balancing as some people were complaining after my post yesterday (aint that always what happens :smile:)
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Originally Posted by coco777*:

 

112 hours and Colonel 59, yeah I'd say that's a good bet. 10/60 is probably a bit low however, reason being, LMG guys especially so on Metro for instance often get many HS in a row so you'd need to adjust for that with that particular map. However on open air maps, it may be sufficient. On my Metro map, I had started with 5/15 but was quickly inadvertently banning some who were LMG spamming at choke points so I adjusted for 7/15 which seems to work well.

I did do 5/15 but as you said it was occasionally banning legit players, so I've run the 10/60 rule for 48 hours now, and he^ is still the only player(hacker) to be banned. We check the banlist several times every day, so if any legit players fall foul of the rule, we will unban them usually within a few hours.
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Originally Posted by bambam*:

 

I'm enjoying New Year's at the moment, so won't read the posts as much as usual, but a couple of quick points about the ProconRulz processing logic:

 

All rulz are processed in a fairly simple way:

 

The data from the current event (e.g. a player spawn, or a kill, or a round change...) is tested against each rule in turn.

 

a. [does the trigger apply to the current event] (e.g. a kill event on the game server will only trigger On Kill rulz)

b. [does EACH of the conditions in the rule succeed]

c. [if a. and b. both work, then execute all of the actions in the rule]

d. [if the rule contained a Kill/Kick/Ban action, then don't process any other rulz for the current event] (can be overridden with End or Continue)

 

So a question from Clay52 earlier, similar to:

 

Q. Whats wrong with this rule "On Kill;Weapon SMAW;Weapon RPG-7;Log something happened"

 

A. It is NOT possible for both the "Weapon SMAW" and "Weapon RPG-7" conditions to both fire on a single event.

 

If it helps, think of the ";" character between the conditions as meaning "AND", and read the rule carefully using that word.

 

If instead you have a rule "On Kill;Weapon SMAW,RPG-7;Log something happened" you have something that IS possible, because there is a SINGLE "Weapon" condition, with multiple ALTERNATIVE keys separated by commas. "Weapon SMAW,RPG-7" is the same as saying "Weapon SMAW [OR] RPG-7".

 

OK, this isn't really that complex... but you do need to be 100% clear that ProconRulz is reading triggers, conditions and actions separated by ";" characters.

 

%xyz% rules variables are per player

 

I saw in an earlier post a rule "On Round;Set %streak% 0".

 

That is wrong for two reasons:

 

(1) All variables are reset to 0 on round start anyway.

 

(2) %streak% is a per-player variable (as is any variable name you make up that doesn't begin server_, team? or squad_). If you try and Set your %streak% variable at round start, there is no player name associated with the 'Round start' event. If you really wanted to you could set the %streak% variable for any player using "On Spawn;PlayerFirst;Set %streak% 77".

 

If you want a 'global' variable with a value accessible in all rulz (obviously not for a player's killing spree) then you should begin the variable name with "%server_". You can do this in "On Round" rulz.

 

Can you set multiple variables in a single condition ?

 

No. What, you want to avoid writing 'Set ' out again? "Set %varname% " is treated as a 'condition' which always succeeds. If you want to set three variables, just use "Set %var1% 77;Set %var2% 88;Set %var3% 99".

 

As mentioned before, ProconRulz rule processing is using a SIMPLE sequence of steps for a rule where the trigger matches the current event - just 'test' the next condition and if it succeeds test the next one, until either a condition fails (in which case ProconRulz quits the current rule and moves on to the next one) or all the conditions succeed and ProconRulz does the actions.

 

Minor point on PBBan message

 

It's been pointed out "PBBan xyz" actually results in a Punkbuster ban message of "n xyz".

 

Apologies: I have a minor bug in the code - PBBan is mostly a copy of the existing code for "Ban", and ProconRulz is picking out the PBBan message from the wrong position in the action (i.e. the position it *would* be in a "Ban" action, 5 characters from the start of the complete action...). This isn't fatal, it just means PBBan messages will have "n " stuck in front of your PBBan message. I'll fix this in a minor update within a day or two.

 

ty_ger

Is there a way to log a map change?

 

The Map function seems to want a sting input. Can there be a function such as CurrentMap which will state the current map? Or maybe there is a way to make the already available Map function do the same?

 

I want something like this:

 

On Round;Log %m% loaded

The rule will work exactly as you wrote it. %mm% for Map Mode is also available. You only need a "Map ..." or "MapMode..." condition if you want to TEST for a particular map or mode.
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Originally Posted by ty_ger07*:

 

Thank you!

 

So does this look correct for auto-incrementing a message to 5 number intervals?

 

Code:

# Kill Streak Announcer
On Spawn;PlayerFirst;Set %killincr% 0;Set %streak% 0
On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over.;Set %streak% 0;Set %killincr% 0
On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 5;Say %p%: %streak% KILL STREAK!;Set %killincr% 0
Well, I tested it, and it appears to work for the most part, but with errors.

 

For some reason, it executes this command in a weird order:

 

On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over.;Set %streak% 0;Set %killincr% 0

 

It executes it in this order:

 

On Spawn -> If %streak% >= 5 -> Set %streak% 0 -> Set %killincr% 0 -> Say %p%: 0 KILL STREAK is over.

 

Since it is setting %streak% to 0 before it says the message, everyone's reported streak is 0. So I changed it to this and it appears to be working well:

 

Code:

# Kill Streak Announcer
On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over.
On Spawn;Set %streak% 0;Set %killincr% 0
On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 5;PlayerSay %p%: %streak% KILL STREAK!;Set %killincr% 0
I removed the On Spawn;PlayerFirst;Set %killincr% 0;Set %streak% 0 because you said the values are set to 0 anyways by default when a player joins the server or a new round starts.

 

EDIT:

 

I wonder if I could use this order to solve my initial error.

Code:

# Kill Streak Announcer
On Spawn;Set %killincr% 0;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over.;Set %streak% 0
On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 5;PlayerSay %p%: %streak% KILL STREAK!;Set %killincr% 0
Maybe the If statement is programmed to do at least one action from the trigger event before completing the If statement.

 

(I haven't tested this yet)

 

It works fine as it is before this Edit though, so I guess it makes no difference and there is no need to try to remove one line of code.

 

EDIT 2:

 

If the above code in the previous edit would work, how about this for using a server? variable?

 

Code:

# Kill Streak Announcer
# .
# Set %server_announceincrement% to your desired announcement interval before using this code.
# .
On Round;Set %server_announceincrement% ENTER_A_NUmBER_HERE
On Spawn;Set %killincr% 0;If %streak% >= %server_announceincrement%;Say %p%: %streak% KILL STREAK is over.;Set %streak% 0
On Kill;Incr %killincr%;Incr %streak%;If %killincr% == %server_announceincrement%;PlayerSay %p%: %streak% KILL STREAK!;Set %killincr% 0
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Originally Posted by Clay52*:

 

I did do 5/15 but as you said it was occasionally banning legit players, so I've run the 10/60 rule for 48 hours now, and he^ is still the only player(hacker) to be banned. We check the banlist several times every day, so if any legit players fall foul of the rule, we will unban them usually within a few hours.

coco, do you achieve better results with it being across a longer period, i.e. 10-60 vs say 5-30? I would think that a shorter period would be best...
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Originally Posted by bambam*:

 

ty_ger FYI all processing in ProconRulz is Trigger-Conditions-Actions, and Set|Incr|Decr|If are all processed at the same time as conditions, i.e. before all the actions - order of conditions in a rule is important, but putting conditions AFTER actions will still have them executed BEFORE the actions.

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Originally Posted by coco777*:

 

coco, do you achieve better results with it being across a longer period, i.e. 10-60 vs say 5-30? I would think that a shorter period would be best...

I think their is more chance of a legit player getting 5 headshots in 15 seconds than 10 in 60 seconds, and at the moment it seems the results are backing that up.
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Originally Posted by ty_ger07*:

 

ty_ger FYI all processing in ProconRulz is Trigger-Conditions-Actions, and Set|Incr|Decr|If are all processed at the same time as conditions, i.e. before all the actions - order of conditions in a rule is important, but putting conditions AFTER actions will still have them executed BEFORE the actions.

Here is my code again which is working well:

 

Code:

# Kill Streak Announcer
On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over.
On Spawn;Set %streak% 0;Set %killincr% 0
On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 5;PlayerSay %p%: %streak% KILL STREAK!;Set %killincr% 0
Using your explaination, this is the more appropriate structure of the last line, correct?

 

On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 5;Set %killincr% 0;PlayerSay %p%: %streak% KILL STREAK!

 

So, everything before ('to the left of') the If condition still occurs every time the trigger 'fires' even if the result of the If condition is false, but everything after the If condition and all resulting actions only occur if the If condition is true.

 

Correct?

 

In other words, conditions to the right of the If condition do not occur unless the result of the If condition is true even if the trigger is true.

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Originally Posted by bambam*:

 

ty_ger

So, everything before ('to the left of') the If condition still occurs every time the trigger 'fires' even if the result of the If condition is false, but everything after the If condition and all resulting actions only occur if the If condition is true.

Yup, 100% correct. Somehow that looks more complicated than I intended... I guess it would be simpler to say that principle is correct for EVERY condition, e.g. if you have a "Map Subway" condition in the middle of a rule somewhere, but you're currently on a different map, then the conditions before that one might succeed but the ones after (in the same rule) won't even be looked at by ProconRulz. "If %variable% == value" is no different.

 

So your code is 100% correct, but putting the Set %killincr% after the PlayerSay is misleading really, as it will be executed before actions (because 'Set' is treated as a condition). You end up with:

# Kill Streak Announcer

On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over.

On Spawn;Set %streak% 0;Set %killincr% 0

On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 5;Set %killincr% 0;PlayerSay %p%: %streak% KILL STREAK!

 

You *can* execute 'Set' statements *after* actions by taking advantage of the fact that ProconRulz can move on to the next rule in a sequence for a given trigger - this is exactly what you've done with your 'On Spawn' rulz.

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Originally Posted by coco777*:

 

Is it possible to 'Run next round' when the ticket difference (BF3 conquest mode) between the teams reaches a certain figure.

 

For example, both teams start with 1000 tickets, but after 10 minutes team Russia get the upperhand and take all the flags, the score is 900 Russians against 600 USA and the rest of the battle is a boring rapefest around the American base, 600 tickets is approx 15-20 minutes game time.

 

If we could set a 'Run next round' Rcon command if the ticket difference reaches 400 points, with a 'yell' to everyone that the round is about to end and a new round start, it would make things a lot better and more enjoyable for everyone.

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Originally Posted by joshfroh*:

 

i somewhat understand it.. ive gotten many other rules to work.. but these two i just can't figure out? can someone help me here.. send me a pm or just reply back here..

 

the issue is..

 

On TeamKill;say %p% - THAT'S A FRIENDLY, STUPID!

On TeamKill;PlayerCount 3;kill

 

is that not the correct way to do that? i tried the continue command.. but theres no instructions on where to place it.

the "say" command works.. until someone gets 3 tks.. then it stops.. but doesn't kill ? i dont understand.

 

second:

 

On Kill;Damage VehicleHeavy;Say No tanks on this map;Kill

 

_____? supposed to kill someone using a tank. and display the say command.. but doesn't do anything EVER. ive tried every variation i could think of..

 

the example placed on PROCON it self.. was wrong and did not work. i took out the more complex part and it still wont simply kill them.

 

someone let me know please.. =]

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Originally Posted by ty_ger07*:

 

i somewhat understand it.. ive gotten many other rules to work.. but these two i just can't figure out? can someone help me here.. send me a pm or just reply back here..

 

the issue is..

 

On TeamKill;say %p% - THAT'S A FRIENDLY, STUPID!

On TeamKill;PlayerCount 3;kill

 

is that not the correct way to do that? i tried the continue command.. but theres no instructions on where to place it.

the "say" command works.. until someone gets 3 tks.. then it stops.. but doesn't kill ? i dont understand.

 

second:

 

On Kill;Damage VehicleHeavy;Say No tanks on this map;Kill

 

_____? supposed to kill someone using a tank. and display the say command.. but doesn't do anything EVER. ive tried every variation i could think of..

 

the example placed on PROCON it self.. was wrong and did not work. i took out the more complex part and it still wont simply kill them.

 

someone let me know please.. =]

What version of the plugin are you using?

 

The correct order for the first question is:

 

Code:

On TeamKill;PlayerCount 3;Kill
On TeamKill;say %p% - THAT'S A FRIENDLY, STUPID!
You want the higher count rule first. Really, with the latest version of the plugin, it should still work in the other order since the first rule doesn't have a ';Kill' , ';Kick' , ';Ban' , or ';End' action at the end. But, the proper order is how I wrote it.

 

The rules go in order from top to bottom and if one rule is satisfied completely for the event, the other rules are not executed. As I said, with this newest version, your order should have worked but it would spam the chat box twice unnecessarily. ... Makes me think you are using an older version of the plugin.

 

For your second question, as already explained (read the limitations in the first post of this thread), you cannot restrict vehicles in BF3. VehicleXXXX rules don't work since BF3 does not report vehicle kills the same way as BC2 did. Vehicle kills are reported as Weapon Death.

 

You could use this rule:

 

Code:

On Kill;Weapon Death;Say No vehicle or mortar kills allowed.;Kill
That rule punish all vehicle kills and mortar kills. That's as good as you can do so far as far as restricting vehicles in BF3.
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Originally Posted by joshfroh*:

 

im using 1.5.1

 

for the teamkill one. ive tried almost everything, i tried adding it to the first rule but it still didn't work. i understand the order, i only had it like that. becuase it wouldn't do neither. until the third TK. but still wouldn't KILL.

 

im going to try those though..

 

and i thought the limitations were for r10 or something

 

 

 

 

NEVERMIND.. ITS OLD AS HELL.. THE CRAPPY ONE PROCON PUTS ON THERE AS A JOKE. I SEE ALL THE RULES ARE MISSING FROM THIS VERSION LOL... THANKS THOUGH.

 

 

 

but wait now the one that said 1.5.1 sais 34a.1__?

 

the one i downloaded and i on My pc in procon folder is 37e.3

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Originally Posted by apocalypsedan*:

 

Proconrules.txtHi all I wounder if someone can help me

I am trying to use some rules I found in this thread but when I add them and run the plugin I am getting a lot of errors

 

 

 

Code:

[11:40:44 58] ProconRulz SKIPPING RULE: Bad "Weapon" clause in your rule "On Kill;Weapon Weapons/Knife/Knife,Melee;ServerFirst;Say %p% got FIRST KNIFE against %v%." 
[11:40:44 58] ProconRulz SKIPPING RULE: Bad "Weapon" clause in your rule "On Kill;Weapon Weapons/Knife/Knife,Melee;PlayerCount 2;Say %p%: %c% KNIFE kills this round." 
[11:40:44 60] ProconRulz: Unrecognised rule On Spawn;If %streak% >= 5;Say %p%: %streak% KILL STREAK is over.
[11:40:44 60] ProconRulz: Unrecognised rule On Spawn;Set %streak% 0;Set %killincr% 0
[11:40:44 60] ProconRulz: Unrecognised rule On Kill;Incr %killincr%;Incr %streak%;If %killincr% == 5;PlayerSay %p%: %streak% KILL STREAK!;Set %killincr% 0
[11:40:44 60] ProconRulz: Unrecognised rule On Kill;Not Headshot;If %headshotstreak% >= 5;Say %p%: %headshotstreak% HEADSHOT STREAK is over.
[11:40:44 60] ProconRulz: Unrecognised rule On Kill;Not Headshot;Set %headincr% 0;Set %headshotstreak% 0
[11:40:44 60] ProconRulz: Unrecognised rule On Kill;Headshot;Incr %headincr%;Incr %headshotstreak%;If %headincr% == 5;PlayerSay %p%: %headshotstreak% HEADSHOT STREAK!;Set %headincr% 0
[11:40:44 60] ProconRulz SKIPPING RULE: Bad "Weapon" clause in your rule "On Kill;Weapon SCAR-H;PlayerCount 5;Log %p% banned for SCAR-H;Ban %p% SCAR-H use" 
[11:40:44 60] ProconRulz SKIPPING RULE: Bad "Weapon" clause in your rule "On Kill;Weapon SCAR-H;PlayerCount 3;Log %p% kicked for SCAR-H;Kick %p% SCAR-H use" 
[11:40:44 60] ProconRulz SKIPPING RULE: Bad "Weapon" clause in your rule "On Kill;Weapon SCAR-H;PlayerSay %p% NO SCAR-H;Kill 100" 
[11:40:44 60] ProconRulz SKIPPING RULE: Bad "Weapon" clause in your rule "On Kill;Weapon Death;Rate 10 30;Say %p% banned - nuke;Ban %p% Auto-banned - Nuke" 
[11:40:44 60] ProconRulz: Unrecognised rule On Kill;If %headshotstreak% >= 15;Say %p% banned - aimbot;Ban %p% Auto-banned - Aimbot
[11:40:44 60] ProconRulz: Unrecognised rule On Kill;If %headshotstreak% >= 3;Log           %p% %headshotstreak% HEADSHOT STREAK.
[11:40:44 60] ProconRulz: Unrecognised rule On Kill;If %streak% >= 3;Log           %p% %streak% KILL STREAK.
[11:40:44 60] ProconRulz: 50 rules loaded
Ok after some editing I now have this reading coming out on my procon log is this normal and is it working with out error ?

 

Code:

[15:09:34 74] ProconRulz: 57 rules loaded
[15:09:38 92] ProconRulz: recoverable exception in check_condition
[15:09:38 92] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
[15:09:38 99] ProconRulz: recoverable exception in check_condition
[15:09:38 99] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
[15:09:39 52] ProconRulz: recoverable exception in check_condition
[15:09:39 52] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
[15:09:43 85] ProconRulz: recoverable exception in check_condition
[15:09:43 85] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
[15:09:43 95] ProconRulz: recoverable exception in check_condition
[15:09:43 95] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
[15:09:44 39] ProconRulz: recoverable exception in check_condition
[15:09:44 39] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
[15:09:50 45] ProconRulz: recoverable exception in check_condition
[15:09:50 45] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
[15:09:51 92] ProconRulz: recoverable exception in check_condition
[15:09:51 92] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
[15:09:55 25] ProconRulz: recoverable exception in check_condition
[15:09:55 25] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.
   at PRoConEvents.ProconRulz.check_condition(ParsedRule rule, ConditionClass c, Int32 player_team_id, String player_name, Inventory inv, Kill k, String msg, Dictionary`2& keywords)
I have added my rules as a txt at the bottom of my post

 

Attached Files:

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Originally Posted by qduda*:

 

[...]

If instead you have a rule "On Kill;Weapon SMAW,RPG-7;Log something happened" you have something that IS possible, because there is a SINGLE "Weapon" condition, with multiple ALTERNATIVE keys separated by commas. "Weapon SMAW,RPG-7" is the same as saying "Weapon SMAW [OR] RPG-7".

[...]

Code:
On Kill; Weapon RPG-7,SMAW; Say >> %p% has %c% %w% kills.
leads to =>

 

Code:

ProconRulz SKIPPING RULE: Bad "Weapon" clause in your rule "On Kill; Weapon RPG-7,SMAW; Say >> %p% has %c% %w% kills."
Two rules for every weapon is working, but than you can't (_) have shared counter.
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Originally Posted by LUSOS*:

 

hi everyone first of all happy new year to everyone

 

ive been looking at this post for a wile noe and have used alot of the info from this forum... would someone be kind enough

to check my setting ... im not getting errors but would be nice to know its right

many thanks

 

# Warning for RPG/tube use on Subway on first kill in this round

On Kill;Map Subway;ServerFirst;Say Please DO NOT use RPG/SMAW in Metro, there are no vehicles here!

#Info-Messages

On Kill;Weapon Weapons/Knife/Knife;say %p% MADE %v% HIS BITCH !!!

On Kill;Weapon Melee;say %p% MADE %v% HIS BITCH !!!

On Kill;Weapon Repair&Tool;Say %v%'s MARSHMALLOWS WERE TOASTED BY %p%

On Kill;ServerFirst;Say FIRST BLOOD !!! for %pt% by %p%, killing %v% with %w%

# Swearing

On Say; Set %server_badword% 0

Text wanker,fuck,fucker,gay,homo,idiot,cunt,moron;Incr %words%;Set %server_badword% 1

If %words% > 2;Set %words% 0; Say %p% kicked for swearing and/or disrespecting players;Kick %p% Being disrespectfull

If %server_badword% == 1;Say %p% watch your language!!!

# Detect spawn/baserape texts

On Say;Not Admins;Text spawnrap,baserap;Say state name of offender so our admins can look through log!;Log baserape complaint!

# Hacking

On Say;Text hack,cheat;Say Are you sure you are being respectful %p% it might be skill! Who is doing it_;Log moaning alert

# Sniper Limits

On Kill;Damage SniperRifle;Count 7;Kick %p% ignoring sniper limit

On Kill;Damage SniperRifle;Count 5;Say %p% sniper limit;Kill 100

On Kill;Damage SniperRifle;Count 3;Say %p% sniper limit warning #%c%

# Noobtube, warn at 3 with a kill, kick at 5 for overly using it - when killing 3 in 30 seconds, kill as a warning

On Kill;Weapon M320;Count 4;Kick %p% enough is enough;Log %p% kicked for noobtubing

On Kill;Weapon M320;Count 3;Kill;Say that's enough tubing %p% - switch weapons;Log %p% warned for noobtubing

On Kill;Weapon M320;Rate 2 30;Kill;Say that's enough tubing %p% - switch weapons;Log %p% warned for noobtubing

# No RPG/SMAW

On Say;Text RPG,SMAW;Say No RPG/SMAW against infantry, only on vehicles

# Bazaar anti-RPG usage enforcement (since there is 1 tank, 3 kills in 30 seconds should be sufficient) - No usage on Metro

On Kill;Map Bazaar;Weapon RPG-7,SMAW;Count 9;Kick %p% enough is enough;Log %p% kicked for RPG or SMAW abuse

On Kill;Map Bazaar;Weapon RPG-7,SMAW;Rate 3 30;Kick %p% enough is enough;Log %p% kicked for RPG or SMAW abuse

On Kill;Map Bazaar;Weapon RPG-7,SMAW;Count 1;Kill;Say No RPG or SMAW on infantry

On Kill;Map Metro;Weapon RPG-7,SMAW;Count 2;Kick %p% enough is enough;Log %p% kicked for RPG or SMAW abuse

On Kill;Map Metro;Weapon RPG-7,SMAW;Count 1;Kill;Say No RPG or SMAW on infantry

# Teamkill

On TeamKill;PlayerCount 4;Say %p% kicked for 5 teamkills;Kick excessive teamkills

On TeamKill;PlayerFirst;PlayerSay %p% warning: server has teamkill protection (you teamkilled %v% with %w%);Kill 100

On TeamKill;Kill 100

On Suicide;Say %p% kills himself.

# Admincheck - let's people see if someone is admin and if they are online

On Say;Text amadmin,=admin;Admin;Say Yes %p% you are admin;Log Admincheck on %p%

On Say;Text amadmin,=admin;Not Admin;Say Alas, %p% you are no admin here;Log Admincheck on %p%

On Say;Text adminonline;Admins;Say Yes %p%, admins online and in-game;Log Admin online-check from %p%

On Say;Text adminonline;Not Admins;Say Our admins are always watching %p%;Log Admin online-check from %p%

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Originally Posted by bambam*:

 

apocalypsedan, qduda I think it is most likely you're trying to use BF3 weapons or new rule formats with an old version of ProconRulz. The latest version is downloadable from the first post in this thread. Confirm when you've updated and if you have new questions then ask on here.

 

LUSOS those rulz look ok. "Text xyz" succeeds if the string "xyz" appears ANYWHERE in the say text of the player (maybe I should provide a "Word" condition that would pick out just the whole word) so this means "Text xyxer,xyz" actually has some redundancy in it (no point is having "xyzer" if you also check for "xyz"), but it'll still work... Maybe more importantly I would be cautious about "Weapon SMAW;PlayerCount X;Kill" rulz being only one PlayerCount away from a "...PlayerCount X+1;Kick" rule because ProjectileExplosive weapons can cause multiple kills with a single rocket. So a player can move from being killed to kicked by a single rocket - this doesn't have the graduated disciplining you intend. My suggestion is make the kill/kick actions for explosive kills at least 2 PlayerCount test values apart.

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