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


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Originally Posted by mimimimi*:

 

alot, ill report the exact amount, ah there they are

 

kill/min 2,098446

 

but even more, need to dig the log file

 

 

Kill/Death 22/9 2,444444

Kill/Death 55/29 1,896552

 

ok it seams 6

 

 

Code:

On Say;Text !kd;TargetPlayer;Set %server_kd[%t%].1% %server_kills[%t%]%/%server_deaths[%t%]%;PlayerSay | %t% |   Kill/Death  %server_kills[%t%]%/%server_deaths[%t%]%  %server_kd[%t%].1%
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Originally Posted by ty_ger07*:

 

alot, ill report the exact amount, ah there they are

 

kill/min 2,098446

 

but even more, need to dig the log file

 

 

Kill/Death 22/9 2,444444

Kill/Death 55/29 1,896552

 

ok it seams 6

It shows commas instead of decimal points? Maybe the rounding quits working somewhere in the localalisation process of converting back and forth between decimal and comma notation.
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Originally Posted by mimimimi*:

 

It shows commas instead of decimal points? Maybe the rounding quits working somewhere in the localalisation process of converting back and forth between decimal and comma notation.

yes it shows exactly that, what i can do?
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Originally Posted by ty_ger07*:

 

yes it shows exactly that, what i can do?

Umm..

 

It looks like an issue with this plugin's C# code.

 

Some of this plugin's code:

Code:

...
// ok so it IS a 'rounding var'
                    // so check if the result has a '.' in it...
                    int result_index = result.LastIndexOf('.');
                    if (result_index >= 0)
                    {
                        // so now we're looking at "Set %x.2% 1.23456"
                        try
                        {
...
I think you either need to figure out how to convert your localisation to decimal point number notation or have someone customize/fix the plugin code.

 

It might be as simple as changing to this "int result_index = result.LastIndexOf(',');" in the plugin code; but I don't know because I don't really know C#.

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Originally Posted by mimimimi*:

 

by localisation you mean my operating system? i do not know in the end who is giving me results with comma, or by what it really depends, what i have to change to get decimal point notation?

 

but just to know at this point, it depends on who types the !kd the result with comma or point?

 

 

localisation of the bf4 server?

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Originally Posted by ty_ger07*:

 

by localisation you mean my operating system? i do not know in the end who is giving me results with comma, or by what it really depends, what i have to change to get decimal point notation?

I don't know. If I knew, I would tell you.

 

Maybe the language selected in Procon. Maybe the language and keyboard settings of Windows. Maybe a .NET framework setting. I don't know.

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Originally Posted by LjMjollnir*:

 

That would be a problem with the plugin itself... there is a way to get a specialized localization output within that code which BamBam hasnt used.. altho my total lack of sleep and having to get my daughter off to school i cant actually remember what it is at the moment..

 

Probably changing that line to just use ,'s would work for that dude.. but there is a better way around it

 

and it would be the localization of the actual machine running the procon service.. so if its running from a local machine quite easy to change.. but if its hosted someplace else and you only have access to the procon folders might be a bit harder to fix and modifying the proconrulz code might be the only way.

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Originally Posted by mimimimi*:

 

That would be a problem with the plugin itself... there is a way to get a specialized localization output within that code which BamBam hasnt used.. altho my total lack of sleep and having to get my daughter off to school i cant actually remember what it is at the moment..

how s that?

 

Probably changing that line to just use ,'s would work for that dude.. but there is a better way around it

tryed no luck :sad:

 

and it would be the localization of the actual machine running the procon service.. so if its running from a local machine quite easy to change.. but if its hosted someplace else and you only have access to the procon folders might be a bit harder to fix and modifying the proconrulz code might be the only way.

its on a layer, what localization should i ask my gameserver provider to set the machine?
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Originally Posted by ty_ger07*:

 

It seems that BamBam's plugin is missing 'Format(System.Globalization.CultureInfo.GetCultur eInfo("en-US")...' to keep the formatting the way his plugin expects or a conversion with 'Convert.ToDecimal("xxxx", new CultureInfo("en-US"))' prior to processing it. Someone with C# knowledge would be able to recommend -- much better than me -- where a little adjustment is needed.

 

 

My uneducated guess is that you can hack it yourself by changing these lines starting on line 1022 of ProconRulz.cs.

Code:

// see if this var has a 'rounding' attribute, e.g. %xxx.2%
int var_index = var_name.LastIndexOf('.');
if (var_index > 0)
{
	// ok so it IS a 'rounding var'
	// so check if the result has a ',' in it...
	int result_index = result.LastIndexOf(',');
	if (result_index >= 0)
	{
		// so now we're looking at "Set %x.2% 1,23456"
		try
		{
			// decimals is the number in the var name after the ','
			int decimals = Int32.Parse(var_name.Substring(var_index + 1, var_name.Length - var_index - 2));
			// add/subtract 0.005 (or similar) so truncate = rounding
			double result_float = double.Parse(result);
			double adjust = 0.5 / Math.Pow(10, decimals); // here is rounding adjust value
			if (result_float >= 0)
			{
				result_float = result_float + adjust;
			}
			else
			{
				result_float = result_float - adjust;
			}
			result = result_float.ToString();

			result_index = result.LastIndexOf(','); // did ',' move _
			if (decimals == 0)
			{
				// for %x.0% remove the ',' as well as the decimal digits...
				result = result.Substring(0, result_index);
			}
			else
			{
				// here's where we update 1,23456 to 1,23
				result = result.Substring(0, result_index + decimals + 1);
				// an exception could occur above if the string is too short, so result is unchanged
			}
		}
		catch
		{
		}
	}
}
Remember that you have to save the file, stop the layer server, upload the modified ProconRulz.cs file to the layer server via FTP, and restart the layer server for the changes to take effect.

 

Maybe it will work for you. Maybe it won't. I am not sure.

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Originally Posted by LjMjollnir*:

 

If you guys havent done it by tomorrow ill have a look at it myself.. but yeah Ty_ger your on the right track.. just woken up from a nap myself now 8).. but now i have to pick the kids up.. the joys of the stay at home dad.. i think i have the day off tomorrow so i should get a chance to look at it then "should".....

 

actually just been told i dont have tomorrow off... sigh... and my grandma is bout to die

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Originally Posted by AmcieK*:

 

Hi .

 

Have a question it is possible to add exception to rule . Exatcly i have a this :

 

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 4;Log %p% banned for No explosives;TempBan 3600 %p% No %w% 1h tempBan

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 3;Log %p% banned for No explosives;TempBan 300 %p% No %w% 5 min tempBan

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 1;Log %p% kicked for No explosives;Kick %p% No %w%

On Kill;Damage Explosive,ProjectileExplosive;Yell %p% NO %w% ! NEXT KILL IS KICK ;Kill 100

And it is possible to add claymore to exception ? Or i must write rule for all weapon separately
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Originally Posted by LjMjollnir*:

 

Hi .

Have a question it is possible to add exception to rule . Exatcly i have a this :

And it is possible to add claymore to exception ? Or i must write rule for all weapon separately

On Kill;Not %wk% contains "claymore";Damage Explosive,ProjectileExplosive;PlayerCount 4;Log %p% banned for No explosives;TempBan 3600

 

add the green bit to all your lines and it should be fine

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Originally Posted by mimimimi*:

 

It seems that BamBam's plugin is missing 'Format(System.Globalization.CultureInfo.GetCultur eInfo("en-US")...' to keep the formatting the way his plugin expects or a conversion with 'Convert.ToDecimal("xxxx", new CultureInfo("en-US"))' prior to processing it. Someone with C# knowledge would be able to recommend -- much better than me -- where a little adjustment is needed.

 

 

My uneducated guess is that you can hack it yourself by changing these lines starting on line 1022 of ProconRulz.cs.

Code:

// see if this var has a 'rounding' attribute, e.g. %xxx.2%
int var_index = var_name.LastIndexOf('.');
if (var_index > 0)
{
	// ok so it IS a 'rounding var'
	// so check if the result has a ',' in it...
	int result_index = result.LastIndexOf(',');
	if (result_index >= 0)
	{
		// so now we're looking at "Set %x.2% 1,23456"
		try
		{
			// decimals is the number in the var name after the ','
			int decimals = Int32.Parse(var_name.Substring(var_index + 1, var_name.Length - var_index - 2));
			// add/subtract 0.005 (or similar) so truncate = rounding
			double result_float = double.Parse(result);
			double adjust = 0.5 / Math.Pow(10, decimals); // here is rounding adjust value
			if (result_float >= 0)
			{
				result_float = result_float + adjust;
			}
			else
			{
				result_float = result_float - adjust;
			}
			result = result_float.ToString();

			result_index = result.LastIndexOf(','); // did ',' move _
			if (decimals == 0)
			{
				// for %x.0% remove the ',' as well as the decimal digits...
				result = result.Substring(0, result_index);
			}
			else
			{
				// here's where we update 1,23456 to 1,23
				result = result.Substring(0, result_index + decimals + 1);
				// an exception could occur above if the string is too short, so result is unchanged
			}
		}
		catch
		{
		}
	}
}
Remember that you have to save the file, stop the layer server, upload the modified ProconRulz.cs file to the layer server via FTP, and restart the layer server for the changes to take effect.

 

Maybe it will work for you. Maybe it won't. I am not sure.

yeah is working now, i had to stop the layer server, i didn't know that :smile:

nice !!

 

 

what about this:

 

i am mimimi in game and i type

 

 

!hello

 

server respond

 

Hello mimimi

 

 

but if i type

 

!hello playername

 

it respond

 

Hello playername

 

 

this is for a rule, that i want to give some stats to the players without everytime players have to type their name if they want their own stats, i can t find any else function, and don t know how to bypass that

 

 

can i salvage something from this rule_?

 

Code:

On Say;Text !votekick;
    Set %server_votesneeded% 3
    Set %server_votetarget% none;TargetPlayer;Set %server_votetarget% %t%;If %voting[%server_votetarget%]% == 0;Set %server_voteflag% 1
    If %server_votetarget% != none;If %voting[%server_votetarget%]% == 1;PlayerSay Your vote to kick %server_votetarget% is already registered (%server_votekicks[%server_votetarget%]%/%server_votesneeded%)
    If %server_votetarget% == none;PlayerSay Votekick playername not found. Just type ANY UNIQUE part of the name
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Originally Posted by m4gnet*:

 

yeah is working now, i had to stop the layer server, i didn't know that :smile:

nice !!

 

 

what about this:

 

i am mimimi in game and i type

 

 

!hello

 

server respond

 

Hello mimimi

 

 

but if i type

 

!hello playername

 

it respond

 

Hello playername

 

 

this is for a rule, that i want to give some stats to the players without everytime players have to type their name if they want their own stats, i can t find any else function, and don t know how to bypass that

 

 

can i salvage something from this rule_?

 

Code:

On Say;Text !votekick;
    Set %server_votesneeded% 3
    Set %server_votetarget% none;TargetPlayer;Set %server_votetarget% %t%;If %voting[%server_votetarget%]% == 0;Set %server_voteflag% 1
    If %server_votetarget% != none;If %voting[%server_votetarget%]% == 1;PlayerSay Your vote to kick %server_votetarget% is already registered (%server_votekicks[%server_votetarget%]%/%server_votesneeded%)
    If %server_votetarget% == none;PlayerSay Votekick playername not found. Just type ANY UNIQUE part of the name
Hi mimimimi

It's easy to do. It all depends on what information about himself should get the player.

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Originally Posted by mimimimi*:

 

Hi mimimimi

It's easy to do. It all depends on what information about himself should get the player.

Code:
#KILL/DEATH RATIO------------------!kd
On Kill;Incr %server_kills[%p%]%;Incr %server_deaths[%v%]%
On Say;Text !kd;TargetPlayer
+	Set %server_kd[%t%].1% %server_kills[%t%]%/%server_deaths[%t%]%;
	Say | %t% |   Kill/Death  %server_kills[%t%]%/%server_deaths[%t%]%  (%server_kd[%t%].1%)


#KILL/SPAWN RATIO------------------!ks
On Kill;Incr %server_skills[%p%]%
On Spawn;Incr %server_sdeaths[%p%]%
On Spawn;PlayerFirst;Decr %server_sdeaths[%p%]%
On Say;Text !ks;TargetPlayer
+	Set %server_kds[%t%].1% %server_skills[%t%]%/%server_sdeaths[%t%]%;
	Say | %t% |   Kill/Spawn  %server_skills[%t%]%/%server_sdeaths[%t%]%  (%server_kds[%t%].1%)


#KILL/TIME RATIO-------------------!kr
# RECORD FIRST SPAWN TIME THIS ROUND IN SECONDS
On Spawn;PlayerFirst;Set %server_killratespawntime[%p%]% %seconds%
# RECORD NUMBER OF KILLS EACH KILL
On Kill;Incr %server_killratekills[%p%]%
# FIGURE OUT TARGETPLAYER KILL/MINUTE BASED ON CURRENT TIME, FIRST SPAWN TIME, AND KILLS
On Say;Text !kr;TargetPlayer
+	Set %server_killrateseconds[%t%]% %seconds%-%server_killratespawntime[%t%]%
+	Set %server_killrateminutes[%t%].0% %server_killrateseconds[%t%]%/60
+	Set %server_killrate[%t%].1% %server_killratekills[%t%]%/%server_killrateminutes[%t%].0%;
	Say | %t% |   Kill/Min  %server_killratekills[%t%]%/%server_killrateminutes[%t%].0%  (%server_killrate[%t%].1%)




#ALL THE ABOVE-------------------!stats
On Say;Text !stats;TargetPlayer
+	Set %server_kd[%t%].1% %server_kills[%t%]%/%server_deaths[%t%]%
+	Set %server_kds[%t%].1% %server_skills[%t%]%/%server_sdeaths[%t%]%
+	Set %server_killrateseconds[%t%]% %seconds%-%server_killratespawntime[%t%]%
+	Set %server_killrateminutes[%t%].0% %server_killrateseconds[%t%]%/60
+	Set %server_killrate[%t%].1% %server_killratekills[%t%]%/%server_killrateminutes[%t%].0%;
	PlayerSay ------------- %t% --------------
	PlayerSay %server_kills[%t%]%/%server_deaths[%t%]%      Kill/Death        %server_kd[%t%].1%
	PlayerSay %server_skills[%t%]%/%server_sdeaths[%t%]%      Kill/Spawn        %server_kds[%t%].1%
	PlayerSay %server_killratekills[%t%]%/%server_killrateminutes[%t%].0%      Kill/Minute       %server_killrate[%t%].1%
dont look at the formatting, not tested yet, did only to make it easier to look at the rules
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Originally Posted by AmcieK*:

 

On Kill;Not %wk% contains "claymore";Damage Explosive,ProjectileExplosive;PlayerCount 4;Log %p% banned for No explosives;TempBan 3600

 

add the green bit to all your lines and it should be fine

[20:27:55 26] ProconRulz SKIPPING RULE: Bad "Not" clause in your rule ""

[20:27:55 26] ProconRulz SKIPPING RULE: Bad "Not" clause in your rule ""

[20:27:55 26] ProconRulz SKIPPING RULE: Bad "Not" clause in your rule ""

[20:27:55 26] ProconRulz SKIPPING RULE: Bad "Not" clause in your rule ""

And not working :/
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Originally Posted by mimimimi*:

 

a quick question

 

i have really to do this ?

 

Code:

On Join;If %p% == trew
On Join;If %p% == rwerw
On Join;If %p% == rewrwe
On Join;If %p% == erw
On Join;If %p% == ukjy
On Join;If %p% == kyukuy
On Join;If %p% == kykiu
On Join;If %p% == plpu
to do this?

 

 

Code:

On Join;If %p% == trew,erldsf,era,fasfa,jlkjl,falskdj,jlfkasdjl,fakdf
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Originally Posted by LjMjollnir*:

 

Odd... ill check on that one..

 

you should be able to use

Not Weapon U_Claymore,U_Claymore_Recon

 

i guess Not doesnt work with Contains... i thought it did oh well 8(

 

/edit never mind.. i forgot the If

 

Not If %wk% contains "claymore"

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Originally Posted by LjMjollnir*:

 

a quick question

 

i have really to do this ?

 

Code:

On Join;If %p% == trew
On Join;If %p% == rwerw
On Join;If %p% == rewrwe
On Join;If %p% == erw
On Join;If %p% == ukjy
On Join;If %p% == kyukuy
On Join;If %p% == kykiu
On Join;If %p% == plpu
to do this?

 

 

Code:

On Join;If %p% == trew,erldsf,era,fasfa,jlkjl,falskdj,jlfkasdjl,fakdf
Code:
On Init;Set %server_playerwelcome% "trew,erldsf,era,fasfa,jlkjl,falskdj,jlfkasdjl,fakdf"
On join;if %server_playerwelcome% contains %p%;Say Hi %p% you are on the 'special' list
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Originally Posted by LjMjollnir*:

 

What should I use as the weaponcode for the bow?

I want to setup a bow only server.

Sadly i forgot to write the code down last night.. once one of my users pops back on today who has the bow i'll grab it and post it in the correct post :ohmy: (which is showthread....4.def+download* btw)
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Originally Posted by Fonta*:

 

It gives unknown global.Weapons.dlshtr in the events.

Just don't know how to use it in proconrulez.

 

On Kill;Not global.Weapons.dlshtr;PlayerCount 5;Log %p% Banned for not using the Phantom bow;Ban %p% !! Not using the Phantom bow. Bye!

On Kill;Not global.Weapons.dlshtr;PlayerCount 3;Log %p% Kicked for not using the Phantom bow!;Kick %p% Phantom Bow Only!

On Kill;Not global.Weapons.dlshtr;Say %p%: Killed by admin - Phantom Bow Only!!;PlayerYell %p% Use the Phantom Bow!;Kill 100

Isn't working
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Originally Posted by LjMjollnir*:

 

Try adding the line

 

Code:

procon.protected.weapons.add None "global.Weapons.dlshtr" Primary Carbine
in the BF4.def

not sure if that will work.. ive been told by the guys last night it was a Carbine for some odd reason.

 

/edit

also i just looked at your rule.. you missed something

 

Code:

On Kill;Not Weapon global.Weapons.dlshtr;PlayerCount 5;Log %p% Banned for not using the Phantom bow;Ban %p% !! Not using the Phantom bow. Bye!
On Kill;Not Weapon global.Weapons.dlshtr;PlayerCount 3;Log %p% Kicked for not using the Phantom bow!;Kick %p% Phantom Bow Only!
On Kill;Not Weapon global.Weapons.dlshtr;Say %p%: Killed by admin - Phantom Bow Only!!;PlayerYell %p% Use the Phantom Bow!;Kill 100
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Originally Posted by LjMjollnir*:

 

Yeah i thought might be a problem.. btw did you check my edit ont he previous page.. you missed "weapon" in your rules

 

there is a special plugin that gives you correct weapon codes for things that then need to be added.. it should be in the other post (showthread....4.def+download*)

 

MissingStuffcollector :ohmy:

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Originally Posted by Fonta*:

 

I'll try that plugin.

Also added "Weapon" in the rules.

 

EDIT:

It's giving me this:

[23:47:37 27] [Missing Stuff Collector] Didn't contain dlSHTR

 

EDIT 2:

Got it to work! :biggrin:

 

added the following to bf4.def:

procon.protected.weapons.add None "dlSHTR" Primary Carbine

and used these rules:

On Kill;Not Weapon dlSHTR;PlayerCount 5;Log %p% Banned for not using the Phantom bow;Ban %p% !! Not using the Phantom bow. Bye!

On Kill;Not Weapon dlSHTR;PlayerCount 3;Log %p% Kicked for not using the Phantom bow!;Kick %p% Phantom Bow Only!

On Kill;Not Weapon dlSHTR;Say %p%: Killed by admin - Phantom Bow Only!!;PlayerYell %p% Use the Phantom Bow!;Kill 100

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Originally Posted by mimimimi*:

 

Code:

On Say;Text hello;
Set %playername% none;TargetPlayer; Set %playername% %t%
If %playername% != none;PlayerSay hello %t%
If %playername% == none;PlayerSay hello %p%
how to make it say:

 

no player found!

 

right now it says:

 

hello %p%

 

if it does not find any %t%

 

 

 

i want it to be very specific, if %t% is found return %t%, if no %playername% is typed (blank) return %p%, if a wrong %playername% is typed return "no player found!"

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Originally Posted by mimimimi*:

 

ok i did it, the only thing i am missing is the "player not found!" stuff

 

anyone can help me?

 

 

 

 

Code:

##STATS##

#KILL/DEATH RATIO------------------!kd

On Kill;Incr %server_kills[%p%]%;Incr %server_deaths[%v%]%
On Say;Text !kd;
Set %command% none;TargetPlayer;Set %command% %t%;
Set %server_kd[%t%].1% %server_kills[%t%]%/%server_deaths[%t%]%;
Set %server_kd[%p%].1% %server_kills[%p%]%/%server_deaths[%p%]%
If %command% != none;Say | %t% | Kill/Death  %server_kills[%t%]%/%server_deaths[%t%]%  (%server_kd[%t%].1%)
If %command% == none;Say | %p% | Kill/Death  %server_kills[%p%]%/%server_deaths[%p%]%  (%server_kd[%p%].1%)


#KILL/SPAWN RATIO------------------!ks

On Kill;Incr %server_skills[%p%]%
On Spawn;Incr %server_sdeaths[%p%]%
On Spawn;PlayerFirst;Decr %server_sdeaths[%p%]%
On Say;Text !ks;
Set %command% none;TargetPlayer;Set %command% %t%;
Set %server_kds[%t%].1% %server_skills[%t%]%/%server_sdeaths[%t%]%;
Set %server_kds[%p%].1% %server_skills[%p%]%/%server_sdeaths[%p%]%
If %command% != none;Say | %t% |   Kill/Spawn  %server_skills[%t%]%/%server_sdeaths[%t%]%  (%server_kds[%t%].1%)
If %command% == none;Say | %p% |   Kill/Spawn  %server_skills[%p%]%/%server_sdeaths[%p%]%  (%server_kds[%p%].1%)



#KILL/TIME RATIO--------by  ty_ger07-----------!kr

On Spawn;PlayerFirst;Set %server_killratespawntime[%p%]% %seconds%
On Kill;Incr %server_killratekills[%p%]%
On Say;Text !kr;
Set %command% none;TargetPlayer;Set %command% %t%;
Set %server_killrateseconds[%t%]% %seconds%-%server_killratespawntime[%t%]%;
Set %server_killrateminutes[%t%].0% %server_killrateseconds[%t%]%/60;
Set %server_killrate[%t%].1% %server_killratekills[%t%]%/%server_killrateminutes[%t%].0%;
Set %server_killrateseconds[%p%]% %seconds%-%server_killratespawntime[%p%]%;
Set %server_killrateminutes[%p%].0% %server_killrateseconds[%p%]%/60;
Set %server_killrate[%p%].1% %server_killratekills[%p%]%/%server_killrateminutes[%p%].0%
If %command% != none;Say | %t% |  Kill/Min  %server_killratekills[%t%]%/%server_killrateminutes[%t%].0%  (%server_killrate[%t%].1%)
If %command% == none;Say | %p% |  Kill/Min  %server_killratekills[%p%]%/%server_killrateminutes[%p%].0%  (%server_killrate[%p%].1%)



#ALL THE ABOVE-------------------!stats

On Say;Text !stats;
Set %command% none;TargetPlayer;Set %command% %t%;
Set %server_kd[%t%].1% %server_kills[%t%]%/%server_deaths[%t%]%;
Set %server_kds[%t%].1% %server_skills[%t%]%/%server_sdeaths[%t%]%;
Set %server_killrateseconds[%t%]% %seconds%-%server_killratespawntime[%t%]%;
Set %server_killrateminutes[%t%].0% %server_killrateseconds[%t%]%/60;
Set %server_killrate[%t%].1% %server_killratekills[%t%]%/%server_killrateminutes[%t%].0%;
Set %server_kd[%p%].1% %server_kills[%p%]%/%server_deaths[%p%]%;
Set %server_kds[%p%].1% %server_skills[%p%]%/%server_sdeaths[%p%]%;
Set %server_killrateseconds[%p%]% %seconds%-%server_killratespawntime[%p%]%;
Set %server_killrateminutes[%p%].0% %server_killrateseconds[%p%]%/60;
Set %server_killrate[%p%].1% %server_killratekills[%p%]%/%server_killrateminutes[%p%].0%;
If %command% != none;PlayerSay ------------- %t% --------------
If %command% != none;PlayerSay %server_kills[%t%]%/%server_deaths[%t%]%      Kill/Death          %server_kd[%t%].1%
If %command% != none;PlayerSay %server_skills[%t%]%/%server_sdeaths[%t%]%      Kill/Spawn        %server_kds[%t%].1%
If %command% != none;PlayerSay %server_killratekills[%t%]%/%server_killrateminutes[%t%].0%      Kill/Minute         %server_killrate[%t%].1%
If %command% == none;PlayerSay ------------- %p% --------------
If %command% == none;PlayerSay %server_kills[%p%]%/%server_deaths[%p%]%      Kill/Death          %server_kd[%p%].1%
If %command% == none;PlayerSay %server_skills[%p%]%/%server_sdeaths[%p%]%      Kill/Spawn        %server_kds[%p%].1%
If %command% == none;PlayerSay %server_killratekills[%p%]%/%server_killrateminutes[%p%].0%      Kill/Minute         %server_killrate[%p%].1%
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  • 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.
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    • 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
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