Jump to content

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


ColColonCleaner

Recommended Posts

Originally Posted by C-4-N*:

 

If it was this easy with the %teamscore% i already had made those rules :biggrin:,butttttt...

 

the main problem is %teamscore% isnt realy accurate. It is getting updated every 30 seconds, so it is off by the real ingame score. I already have tryed several things with %teamscore% but the game is ended before you can trigger something like On Kill;If %teamscore% == 1;Say blabadiebla

 

I already have asked bambam if it is posible to implement a trigger like ServerLast, or On RoundEnd! Then we could make end of round stats like BC2 used to have!!

I see that , it dont send results ^^

 

multi balancer detect end of round, so it s possible on BF4 to detect the real end , and send our goodies :biggrin:

 

FINAL STATUS FOR PREVIOUS ROUND

[11:57:46 90] [MULTIbalancer]:0 Status: Map = Siege of Shanghai, mode = Conquest Large, time in round = 00:08:32, tickets = 0/213

[11:57:46 90] [MULTIbalancer]:0 Status: Ticket difference = 213, ticket ratio percentage is 5000%

[11:57:46 90] [MULTIbalancer]:0 Status: 0/11 raged, 0 reassigned, 0 balanced, 0 unstacked, 1 unswitched, 0 excluded, 0 exempted, 0 failed; of 171 TOTAL

[11:57:46 90] [MULTIbalancer]:0 Status: Team counts [62] = 31(US) vs 31(RU), with 1 unassigned

@AerOx there is ever some answer for your ask , and some of you needs are not hard with some investing. you only have to read manual, and watch "detail" of proconrulz in plugin tab in procon,if you realy can't find everythings ask here, with more details of what you want.

 

Mortar can't be forbid without forbid all vehicles kills.it s damage death

All rpg and tubes are ;damage ProjectileExplosive (don't know for airbust )

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 It could be that the author is no longer active.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

Originally Posted by Ralphvd*:

 

Thanks it is so much work for you guys, i will sure donate in the future!

I see a new version of procon rulz is online! Very nice. It is working correctly with BF4.
But i want to limit DMR aswell. So max x sniper/DMR. How do i set this up_
Thank you!

##################################################
#sniper limit by tarreltje V2.2 - tweaked by Bambam
# Slot is reserved by SniperRifle kill
# Slot is lost by non-SniperRifle/Handgun kill
# Max # snipers is set in %server_sniperlimit% var
####################################################

# DEBUG
On Kill;Log %p% killed %v% with %d% %wk%
On Spawn;Log %p% spawned on %ptk%

# SET THE MAX # OF SNIPERS HERE:
On Kill;ServerFirst;Set %server_sniperlimit% 2
On Say;ServerFirst;Set %server_sniperlimit% 2

# SNIPER LOG MESSAGES
On Spawn;If %server_sl_sniper[%p%]% == 1;Log Sniper %pt% %p% re-spawned. %server_sl_total[%ptk%]% snipers on team %ptk%
On Kill;If %server_sl_sniper[%v%]% == 1;Log Sniper %vtk% %v% killed. %server_sl_total[%vtk%]% snipers on team %vtk%

# SNIPER KILL CHECKS either over limit (so kill), existing sniper (do nothing), new sniper (reserve slot)
On Kill;Damage SniperRifle;
    If %server_sl_total[%ptk%]% >= %server_sniperlimit%;if %server_sl_sniper[%p%]% == 0;TeamSay %p% killed by SNIPER LIMIT for %pt%;Log Sniper Limit max %server_sniperlimit% snipers each team !!! (now Kill %p%);Kill
    If %server_sl_sniper[%p%]% == 1;Log %ptk% %p% still a sniper, %server_sl_total[%ptk%]% snipers on team %ptk%
    If %server_sl_sniper[%p%]% == 0;Incr %server_sl_total[%ptk%]%;Set %server_sl_sniper[%p%]% 1;Set %server_sl_x% %server_sl_total[%ptk%]%;Set %server_sl_snipername[%ptk%][%server_sl_x%]% %p%;PlayerSay %p% has SNIPER slot on %pt% %server_sl_total[%ptk%]%/%server_sniperlimit%;Log %ptk% %p% is new sniper, %server_sl_total[%ptk%]%/%server_sniperlimit% snipers on team %ptk%

# SNIPER KILL CHECKS either over limit (so kill), existing sniper (do nothing), new sniper (reserve slot)
On Kill;Weapon U_Scout;Not Damage SniperRifle;
    If %server_sl_total[%ptk%]% >= %server_sniperlimit%;if %server_sl_sniper[%p%]% == 0;TeamSay %p% killed by SNIPER LIMIT for %pt%;Log Sniper Limit max %server_sniperlimit% snipers each team !!! (now Kill %p%);Kill
    If %server_sl_sniper[%p%]% == 1;Log %ptk% %p% still a sniper, %server_sl_total[%ptk%]% snipers on team %ptk%
    If %server_sl_sniper[%p%]% == 0;Incr %server_sl_total[%ptk%]%;Set %server_sl_sniper[%p%]% 1;Set %server_sl_x% %server_sl_total[%ptk%]%;Set %server_sl_snipername[%ptk%][%server_sl_x%]% %p%;PlayerSay %p% has SNIPER slot on %pt% %server_sl_total[%ptk%]%/%server_sniperlimit%;Log %ptk% %p% is new sniper, %server_sl_total[%ptk%]%/%server_sniperlimit% snipers on team %ptk%

# FREE UP SNIPER SLOT IF SNIPER HAS NON-SNIPER KILL OR SNIPER LEAVES    
On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Weapon U_Scout;Not Weapon Melee;If %server_sl_sniper[%p%]% == 1;Set %server_sl_sniper[%p%]% 0;Decr %server_sl_total[%ptk%]%;Say %p% gave up SNIPER slot on %pt%;Log Ex-sniper %p% used %d% %wk%, %server_sl_total[%ptk%]% snipers on team %ptk%
On Leave;If %server_sl_sniper[%p%]% == 1;Set %server_sl_sniper[%p%]% 0;Decr %server_sl_total[%ptk%]%;TeamSay %p% gave up SNIPER slot on %pt% (left server);Log Sniper %pt% %p% left server. %server_sl_total[%ptk%]% snipers on team %ptk%

# !snipers / !sniperx INFO MESSAGES
On Say;Text !snipers;
    PlayerSay Sniper limit: Reserve slot with sniper kill, lose it with non-sniper/handgun kill.
    If %server_sl_total[%ptk%]% == 0;PlayerSay %pt% 0/%server_sniperlimit% SNIPERS on team %pt%
    If %server_sl_total[%ptk%]% > 0;PlayerSay %pt% SNIPER[1/%server_sniperlimit%] is %server_sl_snipername[%ptk%][1]%
    If %server_sl_total[%ptk%]% > 1;PlayerSay %pt% SNIPER[2/%server_sniperlimit%] is %server_sl_snipername[%ptk%][2]%
    If %server_sl_total[%ptk%]% > 2;PlayerSay %pt% SNIPER[3/%server_sniperlimit%] is %server_sl_snipername[%ptk%][3]%
    If %server_sl_total[%ptk%]% > 3;PlayerSay %pt% SNIPER[4/%server_sniperlimit%] is %server_sl_snipername[%ptk%][4]%
    If %server_sl_total[%ptk%]% > 4;PlayerSay %pt% SNIPER[5/%server_sniperlimit%] is %server_sl_snipername[%ptk%][5]%

On Say;Text !sniperx;
    PlayerSay 

2nd i got a problem with SQDM. You got 4 teams. Is it limited to 2 per squad? Or 2 per faction? If you !sniperx it is not showing per squad how many snipers are in use. Maybe this is in need of a bit tweaking?

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

Originally Posted by AerOx*:

 

hello again, i gonna do one last try, i realy need help whit this, can some one show me exampel codes were to find em and were to find the wepon codes? im not having fun spending my game in procon to kick all the time, i wanna block sniper,dmrs,mortar and airburst tube. i dont know how to to this i dont understand the manuals

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

Originally Posted by C-4-N*:

 

hello again, i gonna do one last try, i realy need help whit this, can some one show me exampel codes were to find em and were to find the wepon codes? im not having fun spending my game in procon to kick all the time, i wanna block sniper,dmrs,mortar and airburst tube. i dont know how to to this i dont understand the manuals

i answer to you

 

myrcon.net/...proconrulz-v44j1-weapon-limits-and-other-event-triggered-admin-actions#entry13106

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

Originally Posted by lordicon*:

 

I tried using this and it seems that it don't work right for BF4. It has a problem with Weapons/Knife/Knife, Defib, and Repair&Tool, Just thought I would speak up.

 

Example 15. Knife/Defib/Repair Tool Kill YELL Announcer

This plugin will put a Yell message on the screen each knife or other melee weaon kill

Code:

On Kill;Weapon Weapons/Knife/Knife;Yell %p% slit the throat of %v% !!!
On Kill;Weapon Melee;Yell %p% grabbed and stabbed %v% !!!
On Kill;Weapon Defib;Yell %p% zapped %v% with the Defib !!!
On Kill;Weapon Repair&Tool;Yell %p% killed %v% with the Repair Tool !!!
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by C-4-N*:

 

I tried using this and it seems that it don't work right for BF4. It has a problem with Weapons/Knife/Knife, Defib, and Repair&Tool, Just thought I would speak up.

 

Example 15. Knife/Defib/Repair Tool Kill YELL Announcer

This plugin will put a Yell message on the screen each knife or other melee weaon kill

Code:

On Kill;Weapon Weapons/Knife/Knife;Yell %p% slit the throat of %v% !!!
On Kill;Weapon Melee;Yell %p% grabbed and stabbed %v% !!!
On Kill;Weapon Defib;Yell %p% zapped %v% with the Defib !!!
On Kill;Weapon Repair&Tool;Yell %p% killed %v% with the Repair Tool !!!
Hi lordicon , Yell fonction do not work yet in BF4, here's my code for BF4

change " say " as you want it :smile:

 

On Kill;Weapon U_Defib;say ...[%p%] is playing doctor with [%v%]... > Defib Kill !

On Kill;Weapon U_Repairtool;say ...[%p%] Has Toasted [%v%]... > Repair Tool Kill ! !

On Kill;Weapon Melee;say ...[%p%] Cut [%v%]... > Knife Kill !

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

Originally Posted by lordicon*:

 

Hi lordicon , Yell fonction do not work yet in BF4, here's my code for BF4

change " say " as you want it :smile:

 

On Kill;Weapon U_Defib;say ...[%p%] is playing doctor with [%v%]... > Defib Kill !

On Kill;Weapon U_Repairtool;say ...[%p%] Has Toasted [%v%]... > Repair Tool Kill ! !

On Kill;Weapon Melee;say ...[%p%] Cut [%v%]... > Knife Kill !

What it was doing is giving me and error for defib and repair tool I already fixed this issue I was just letting Dev know so he can fix his code on first post :smile:
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by PapaCharlie9*:

 

According to this R12 information:

 

showthread....ll=1#post86641*

 

It is not possible to do !forgive or automatic apologies for team-kills and have a server be Hardcore in Battlelog rather than Custom. If the server is Hardcore, you have to set vars.teamKillKickForBan to 3 to 10, you can't set it to 0. That means that once enough kicks have happened, regardless of forgives, the player will be banned. The same is true for team-kill count for kicks. Plus, according to that post, the counts do not reset at end of round, so 2 team-kills in round 1 and 2 team-kills in round 2 will result in a kick, if vars.teamKillCountForKick is set to 4.

 

TL;DR: no matter how many times a player is forgiven, they will still get kicked/banned from the server eventually.

 

We all need someone to do the following experiment with the ProconRulz for !punish/!forgive on R12:

 

1) Insure the server is configured Hardcore or at least has these settings if Custom:

 

vars.friendlyFire true

vars.teamKillValueForKick 4

vars.teamKillCountForKick 4

vars.teamKillKickForBan 3

 

 

2) Two friends join on the same team. Go in some isolated corner. Player A should be Assault with defib paddles. Repeat the following 16 times:

 

a) Player A team-kills player B

 

B) Player B immediately !forgives player A

 

c) Player A defibs player B

 

d) repeat -- if player A is kicked, rejoin on the same team

 

If after 4 repetitions player A is kicked, we know that forgive is not working.

 

If after 16 repetitions player A is banned, we know that R12 won't support !forgive.

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

Originally Posted by DHGreenday*:

 

I have got running the new proconrulz sniper limiter which is absolutely great! Just one small thing I would love to see changed and that is to allow the handgun for the sniper kit so that he doesn't lose a slot if he kills using the handgun. If it cannot be kit specific then I don't mind all handguns being exempt as I know that most players would use their primary weapon to kill in other kits anyway.

 

Can anyone figure that out for me?

 

Thanks in advance.

 

Its fantastic to see proconrulz out for bf4. Thanks for your time and effort!

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

Originally Posted by tarreltje*:

 

I have got running the new proconrulz sniper limiter which is absolutely great! Just one small thing I would love to see changed and that is to allow the handgun for the sniper kit so that he doesn't lose a slot if he kills using the handgun. If it cannot be kit specific then I don't mind all handguns being exempt as I know that most players would use their primary weapon to kill in other kits anyway.

 

Can anyone figure that out for me?

 

Thanks in advance.

 

Its fantastic to see proconrulz out for bf4. Thanks for your time and effort!

When a player is a sniper , with the latest rules, he is allowed to make kills with a handgun and also melee attacks!!
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by tarreltje*:

 

hello again, i gonna do one last try, i realy need help whit this, can some one show me exampel codes were to find em and were to find the wepon codes? im not having fun spending my game in procon to kick all the time, i wanna block sniper,dmrs,mortar and airburst tube. i dont know how to to this i dont understand the manuals

http://www.forsterlewis.com/proconrulz.pdf
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by tarreltje*:

 

hello

 

Plugin is awesome!! we'll donate some cash for it :biggrin:

 

but where .txt files should be ? cuz it doesn't load. We use procon layer on linux debian

- Txt files go in the same map as the proconrulz map

- Be sure that you add all txt files into the section of proconrulz: Rulz .txt filenames

If you havent add any of them , they wont be loaded

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

Originally Posted by tarreltje*:

 

I feel weird replying to my own post. Besides the above question does this work for BF4?

Code:

On Spawn;Log [%pt%] ^2%p%^0 spawned with [%kk%], [%wk%], [%speck%]
On Spawn;Damage Weapon U_C4;PlayerSay %p% No C4 Explosive Allowed! you will not spawn with that item on!;Kill 100
Reason I am asking is I keep getting No Kits for the players when they spawn in.
BF3 and BF4 doesnt give us any kit information, so we are not able to make rules on spawn for kits. Everything needs to be made out of On Kill
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by tarreltje*:

 

i want ZERO!!! they only killing everything its noit funny

On Kill;Damage SniperRifle;PlayerCount 5;Ban %p% no sniper weapons

On Kill;Damage SniperRifle;PlayerCount 3;Kick %p% no sniper weapons

On Kill;Damage SniperRifle;PlayerSay %p% no Sniper Weapons;Kill 100

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

Originally Posted by Tangox*:

 

In proconrulz_sniperlimit there is this Line...............

 

On Kill;ServerFirst;Set %server_sniperlimit% 3

On Say;ServerFirst;Set %server_sniperlimit% 3

 

mean this i have to change the Number 3 to 1 if i want only 1 sniper each team_!

 

Its not working if i change this to

 

On Kill;ServerFirst;Set %server_sniperlimit% 1

On Say;ServerFirst;Set %server_sniperlimit% 1

 

Other Players can join as Sniper

 

I want only 1 Sniper for 1 Team how to setup this_!

 

Regards

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

Originally Posted by ixnorp*:

 

i cant seem to figure out whats wrong? whats with the error_?

 

 

#####SteyrAug#####

On Kill;Weapon U_SteyrAug_M320_HE;

PlayerCount 1;TempBan 500;Say %p% Ban for Killing with AUG M320 HE;Log %p% banned for AUG M320 HE

PlayerCount 0;kill;PlayerSay %p% No AUG M320 HE,

 

 

[04:57:55 62] ProconRulz: Exception occurred parsing your rules

[04:57:55 62] ProconRulz: Rule was ""

[04:57:55 62] ProconRulz: Part that failed was "PlayerCount 0:kill"

[04:57:55 62] ProconRulz: System.FormatException: Input string was not in a correct format.

at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)

at PRoConEvents.ProconRulz.parse_count(ParsedRule& parsed_rule, String[] fragments, Boolean negated)

at PRoConEvents.ProconRulz.parse_part(ParsedRule& parsed_rule, String part, Boolean target_action)

[04:57:55 62] ProconRulz: 141 rules loaded

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

Originally Posted by Quaid*:

 

################################################## ###

##### BEST 3 PLAYERS ##### by tarreltje & bambam

# reports after top player 10 kills,

# then each time leader changes

################################################## ###

 

On Kill;Incr %m_kills%;

# + Log %p% with %m_kills% kills;Set %server_m_report% 1;Set %server_m_report_reason% ".Log."

 

On Kill;If %m_kills% > %server_m_kills[1]%

If %m_kills% > 10;If %p% != %server_m_player[1]%;Set %server_m_report% 1;Set %server_m_report_reason% "New #1"

If %p% == %server_m_player[2]%;Set %server_m_kills[2]% %server_m_kills[1]%;Set %server_m_player[2]% %server_m_player[1]%;Set %server_m_player[1]% %p%;Set %server_m_kills[1]% %m_kills%

If %p% != %server_m_player[1]%;If %p% != %server_m_player[2];Set %server_m_kills[3]% %server_m_kills[2]%;Set %server_m_player[3]% %server_m_player[2]%;Set %server_m_kills[2]% %server_m_kills[1]%;Set %server_m_player[2]% %server_m_player[1]%;

Set %server_m_player[1]% %p%;Set %server_m_kills[1]% %m_kills%;

 

On Kill;If %m_kills% > %server_m_kills[2]%;If %m_kills%

If %p% != %server_m_player[2]%;Set %server_m_kills[3]% %server_m_kills[2]%;Set %server_m_player[3]% %server_m_player[2]%

Set %server_m_player[2]% %p%

Set %server_m_kills[2]% %m_kills%;

 

On Kill;If %m_kills% > %server_m_kills[3]%;If %m_kills%

 

On Kill;Incr %server_m_killcount%;If %server_m_killcount% > 70;Set %server_m_report% 1;Set %server_m_report_reason% "------"

 

####### Output report if server_m_report has been set

On Kill;If %server_m_report% == 1;

Say ----%server_m_report_reason%-------- Most kills by -----------------

Say [1st] %server_m_player[1]% %server_m_kills[1]%, [2nd] %server_m_player[2]% %server_m_kills[2]%, [3rd] %server_m_player[3]% %server_m_kills[3]%

Set %server_m_report% 0;Set %server_m_killcount% 0

# End of Round stats by BamBam and Tarreltje

On Spawn;ServerFirst;Set %server_msg_threshold% 900;Set %server_message_now% 0;log server_msg_threshold == 900

 

# KILLS TO TRACK FOR STATS

On Kill;

Incr %m_kills%

Headshot;Incr %m_head%

Weapon Weapons/Knife/Knife,Melee;Incr %m_knife%

 

# COUNTING KILLS

On Kill;

If %m_kills% > %server_kills%;Set %server_kills% %m_kills%;Set %server_m_kills_player% %p%;Log Most kills %server_m_kills_player% %m_kills%

If %m_head% > %server_head%;Set %server_head% %m_head%;Set %server_m_head_player% %p%;Log Most Headshots %server_m_head_player% %m_head%

If %m_knife% > %server_knife%;Set %server_knife% %m_knife%;Set %server_m_knife_player% %p%;Log Most knife %server_m_knife_player% %m_knife%

 

# TRIGGER INFO FOR OUTPUT STATS

On Kill;If %team_score%

On Kill;If %server_msg_now% == 1;

If %team_score% > 0;Set %server_msg_threshold% 0

If %team_score% > 100;Set %server_msg_threshold% 100

If %team_score% > 200;Set %server_msg_threshold% 200

If %team_score% > 300;Set %server_msg_threshold% 300

If %team_score% > 400;Set %server_msg_threshold% 400

If %team_score% > 500;Set %server_msg_threshold% 500

If %team_score% > 600;Set %server_msg_threshold% 600

If %team_score% > 700;Set %server_msg_threshold% 700

If %team_score% > 800;Set %server_msg_threshold% 800

If %team_score% > 900;Set %server_msg_threshold% 900

 

# OUTPUT MESSAGE

On Kill;If %server_msg_now% == 1

If %server_m_kills_player% != 0;Say -= Most KILLS >>> %server_m_kills_player% >>> %server_m_kills[%server_m_kills_player%]% kills

If %server_m_head_player% != 0;Say -= Most HEADSHOTS >>> %server_m_head_player% >>> %server_m_head[%server_m_head_player%]% kills

If %server_m_knife_player% != 0;Say -= Most KNIFES %server_m_knife_player% >>> %server_m_knife[%server_m_knife_player%]% kills

Set %server_msg_now% 0

Both don´t work for me correct. It counts kills AND own deaths for display.

i.e. Player X: 10 Kills 5 Deaths = displayed as 15 kills

 

What´s wrong?

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

Originally Posted by C-4-N*:

 

i cant seem to figure out whats wrong? whats with the error_?

 

 

#####SteyrAug#####

On Kill;Weapon U_SteyrAug_M320_HE;

PlayerCount 1;TempBan 500;Say %p% Ban for Killing with AUG M320 HE;Log %p% banned for AUG M320 HE

PlayerCount 0;kill;PlayerSay %p% No AUG M320 HE,

 

 

[04:57:55 62] ProconRulz: Exception occurred parsing your rules

[04:57:55 62] ProconRulz: Rule was ""

[04:57:55 62] ProconRulz: Part that failed was "PlayerCount 0:kill"

[04:57:55 62] ProconRulz: System.FormatException: Input string was not in a correct format.

at System.Number.StringToNumber(String str, NumberStyles options, NumberBuffer& number, NumberFormatInfo info, Boolean parseDecimal)

at System.Number.ParseInt32(String s, NumberStyles style, NumberFormatInfo info)

at PRoConEvents.ProconRulz.parse_count(ParsedRule& parsed_rule, String[] fragments, Boolean negated)

at PRoConEvents.ProconRulz.parse_part(ParsedRule& parsed_rule, String part, Boolean target_action)

[04:57:55 62] ProconRulz: 141 rules loaded

Hi ixnorp

1st of all : if you want forbid ALL M320_HE , you don't need to get all weapons, with multiple lines i mean, you can use this line

 

On kill;if %wk% contains M320_HE;kill

 

but it's better to use permanent count registred with a variable like : "Incr %ini_M320HE_%p%%"

by exemple (here a full code you can use , with same punish you want for all m320HE) :

 

On Kill;if %wk% contains M320_HE;Incr %ini_M320HE_%p%%

On Kill;

if %ini_M320HE_%p%% > 1;Say %p% Ban for Killing with %w%;Log %p% banned for %w%;TempBan 500;set %ini_M320HE_%p%% 0

if %ini_M320HE_%p%% == 1;PlayerSay %p% No %w%;kill

 

To only correct your last code ! try that (you don't need write playercount 0)

 

#####SteyrAug#####

On Kill;Weapon U_SteyrAug_M320_HE;

PlayerCount 1;Say %p% Ban for Killing with AUG M320 HE;Log %p% banned for AUG M320 HE;TempBan 500

PlayerSay %p% No AUG M320 HE;kill

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • Our picks

    • Game Server Hosting:

      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

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

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

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

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


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



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

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



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

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

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



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


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


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




      Procon Layer will be $2 USD per month.


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


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


      Each layer will automatically restart if Procon crashes. 


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


      Custom plugins can be installed by submitting a support ticket.




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


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





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

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

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

       
      • 9 replies
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.