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


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Originally Posted by bambam*:

 

HI,

 

v44 introduced the new feature of reading rules from external files.

Unfortunately the author did not anticipate people trying this on Linux.

The following patch fixes that - @bambam: please apply

That is freakin great. I'm a linux user but not for proconrulz... I will apply this patch and update ProconRulz immediately.

 

thanks.

Bambam

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Originally Posted by bambam*:

 

V44f.1 available for download from 1st post in this thread

 

* Support for Linux procon servers for external .txt rulz files (credit FritzE)

* Updated SNIPER LIMIT (!snipers, !sniperx, !setsniper) rulz with additional !setsniper command (admins only) so admins can allocate sniper slots to any player. Usage "!setsniper ", e.g. "!setsniper bam". Command uses ProconRulz TargetPlayer condition that will match ANY SINGLE PLAYER that contains the substring (e.g. bambam_ofc). If the command finds NO player with that substring, or if it finds MULTIPLE players, then command does nothing. This is a better matching technique that anything else, trust me...

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Originally Posted by LjMjollnir*:

 

Sorry for editting this post (LjMjollnir feel free to strip this) but there's bugs in these rulz relating to the use of 'server vars' versus 'player vars', particularly in the initial On Round rule:

 

On Round;Set %kl% 2;Set %tb% 4;Set %pb% 6;Set %tbt% 600

 

These should probably be %server_kl%, %server_tb% etc. Because later on On kill; If... %pb%;.. is referring to a *per-player* variable called %pb%, and On Round doesn't have those. It's a complicated topic but see docs.

 

Bambam

Ahh thanks for that.. i did notice some strange things happening when i finally got around to testing the script.. ill change it.. not that half of that is needed any more..

 

with the procon 1.4.1.3 update its easy to see DMR's as a weapon group pretty much means i can get rid of most of that extra rule stuff anyway.. tho it was interesting to learn that stuff :ohmy: i may have a use for it yet 8)

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Originally Posted by RazorliteX*:

 

Hi all,

 

this is probably an easy question to answer but I've got a searing headache today so can't see it. My question is:

 

 

Is it possible to reset spawn count between maps so I can display a message to players when they spawn for the first time on a certain map.

 

To give it some context

 

On Spawn;map MP_Prison;PlayerOnce;PlayerSay Blah!

 

This will work file but once the map rotation eventually hits the same map - any player who has never left between the two points will not receive the message. This is required because there are certain rules being enforced depending on the map in use.

 

Actually I don't suppose

 

replacing

On Spawn;map MP_Prison;PlayerOnce;PlayerSay Blah!

 

with

On Spawn;PlayerOnce;map MP_Prison;PlayerSay Blah!

 

will make a difference?

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Originally Posted by bambam*:

 

wats the best anti cheat rules and sniper limit please? the sniper limit included with the latest version had some issues

LOL this fails just about every reasonable test of free open-source software support...

 

which version are you talking about and what issues?

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Originally Posted by bambam*:

 

Hi all,

 

this is probably an easy question to answer but I've got a searing headache today so can't see it. My question is:

 

 

Is it possible to reset spawn count between maps so I can display a message to players when they spawn for the first time on a certain map.

 

To give it some context

 

On Spawn;map MP_Prison;PlayerOnce;PlayerSay Blah!

 

This will work file but once the map rotation eventually hits the same map - any player who has never left between the two points will not receive the message. This is required because there are certain rules being enforced depending on the map in use.

 

Actually I don't suppose

 

replacing

On Spawn;map MP_Prison;PlayerOnce;PlayerSay Blah!

 

with

On Spawn;PlayerOnce;map MP_Prison;PlayerSay Blah!

 

will make a difference?

Relax you're ALMOST fine with the rulz as above. Just use "PlayerFirst" instead of "PlayerOnce", that does exactly what you want. It will succeed the first time each player spawns each round...
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Originally Posted by bambam*:

 

id like to ban mortar weapon M224 mortar from my server is taht possible? to trigger a kick on death damage.

First thing to check is what weapon key is provided from the server when a player is killed with the M224 mortar. You do that by enabling logging of the console in Procon, and searching for an OnKill event that you *know* was caused by a mortar. Also you can browse through Procon/Configs/BF4.def in case you recognise it in there.

 

I'm guessing the mortar in BF4 is bundled in with ALL vehicle kills and reported as a weapon called "Death", just like BF3.

 

So you're a bit fucked because you CANNOT distinguish between vehicle kills and mortar kills - this isn't a ProconRulz limitation, it's a fundamental fuckup of the BF4 server kill events for vehicles (and mortar). All you can do is:

 

On Kill;Weapon Death;Say No mortar or vehicle kills (%p% will be slayed);Kill

 

And that rule will auto-slay every player that kills with the mortar OR a vehicle. So as with Metro, this would work on a non-vehicle map like Hurt Locker (credit [OFc] Para), but not maps with tanks, choppers or boats.

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Originally Posted by LjMjollnir*:

 

Mr BamBam just wondering is there a limit on how many rules you can make?

now ive made pretty much separate files for each set of weapon rules..

The guy paying for the server im writing the scripts for doesnt want to use procon and edit the rules file list to change them.. so im planning on making a rather large script to enable disable the use of just about any combination of weapons in game (will start with just weapon groups to begin with and see if he is happy with that..)

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Originally Posted by tonnic*:

 

Mr BamBam just wondering is there a limit on how many rules you can make?

now ive made pretty much separate files for each set of weapon rules..

The guy paying for the server im writing the scripts for doesnt want to use procon and edit the rules file list to change them.. so im planning on making a rather large script to enable disable the use of just about any combination of weapons in game (will start with just weapon groups to begin with and see if he is happy with that..)

Why don't you just use procon and put in there instead? Is bambam going to disable the rules in procon?

 

Please excuse the brevity/spelling of this post, as it was sent via Tapatalk on my smart phone.

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Originally Posted by bambam*:

 

Mr BamBam just wondering is there a limit on how many rules you can make?

now ive made pretty much separate files for each set of weapon rules..

The guy paying for the server im writing the scripts for doesnt want to use procon and edit the rules file list to change them.. so im planning on making a rather large script to enable disable the use of just about any combination of weapons in game (will start with just weapon groups to begin with and see if he is happy with that..)

There isn't a set limit to the number of rulz you can have in external files.

 

If you're developing rulz, the best way is get your *own* instance of Procon and connect it to mr guy-paying-for-the-server's with that as a 'layer server' (i.e. a kind of proxy for the server rcon messages). Just start up, connect, and stop your local instance of Procon+ProconRulz while you're developing/testing your rulz. Use lots of 'Log' actions to see what your rulz are actually doing, and turn on your local Procon logging of the plugin console to a file. A develop/debug cycle for rulz on a single file on a server will be too inflexible to make much real progress - even a one-page rulz file can have quite complex logic in it because it can do a hell of a lot more than the same number of lines of, say, C# code.

 

Remember a broken rule such as On Spawn;Kill will empty your server very quickly.

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Originally Posted by RazorliteX*:

 

Relax you're ALMOST fine with the rulz as above. Just use "PlayerFirst" instead of "PlayerOnce", that does exactly what you want. It will succeed the first time each player spawns each round...

Has anyone told you how awesome you are?

 

Thanks :biggrin:

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Originally Posted by LjMjollnir*:

 

Why don't you just use procon and put in there instead? Is bambam going to disable the rules in procon?

.

nvm i think i worked out what you are saying.. and nooo.. i cant just use the rules section.. im already sitting at 176 rules.. could easily go over 600 once im done :P just needed to know if there was an upper limit using rules in .txt files.

 

My aim is to be able to dis/enable every weapon in game with commands.. have an auto generated rules listing of what is allowed and possible automatic server name changing.

 

Possible map management aswell (i have some base stuff set out already) being able to set server vars with ingame commands just some premade stuff.. our server doesnt like the killcam and allows minimap in hc etc :ohmy:..

 

we run some pretty funky stuff at times.. Pistol and knife only Rush games are quite interesting but some maps you require vehicles so i have it turn them on for those (Paracel Storm, Hainan resort need for the first set but none of the others)

 

i have some very big plans as per why i was asking on the limit :P

 

If you're developing rulz, the best way is get your *own* instance of Procon and connect it to mr guy-paying-for-the-server's with that as a 'layer server' (i.e. a kind of proxy for the server rcon messages). Just start up, connect, and stop your local instance of Procon+ProconRulz while you're developing/testing your rulz.

This is exactly what i am already doing and even better i own the procon layer server itself as well :ohmy: (its my living room TV server box that never gets shut down :ohmy: my development machine is also running Procon for easy testing

 

i had a question about adding strings.. but i worked out the issue.. im thinking like a C++/C# programmer too much :P

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Originally Posted by LjMjollnir*:

 

Is there even a way to monitor when a flash is thrown and damage occurs to slay them? What I have now doesn't appear to work at all.

Not for damage i believe... on kills yeah for sure

On Kill;Weapon U_Flashbang;Kill 100;PlayerSay you have killed with a flashbang and now you die!!!

 

from my understanding we dont get information on players being damaged.. so there is no event trigger for On Damage for example.. i could be wrong. if there was a Trigger for On Damage then yep for sure you could check for flashbang damage then.. but sadly i dont think that will ever happen now... can still hope tho right :ohmy:

 

since there is a On Kill its easy to find out if the last bit of damage was from a Flashbang but yep as far as i know thats the only way to check

 

on another note you can Check for Damage type Impact for M320 FB but not on the grenade type.. i assume thats a bug.

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Originally Posted by jong7007*:

 

I need Help This is what i got error

[21:41:06 53] In-Game Admin Enabled!

[21:41:06 98] Spambot Enabled!

[21:41:07 00] ProconRulz: plugin enabled, version 44f.1

[21:41:07 01] ProconRulz: loading 3 rulz

[21:41:07 06] ProconRulz: 3 rules loaded

[21:41:07 17] ProconRulz: loading 3 rulz

[21:41:07 17] ProconRulz: 3 rules loaded

[21:41:07 18] ProconRulz: Loading rulz from .txt files in Plugins\BF4\

[21:41:07 18] ProconRulz: Skipping Plugins\BF4\# Cheater Detector by ty_ger07 NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\On Kill;Damage Melee;Rate 8 30;Say %p%: banned - kill rate;Ban %p% Auto-banned - hacking status 5 NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\On Kill;Weapon Death;Rate 10 30;Say %p%: banned - nuke;Ban %p% Auto-banned - hacking status 6 NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 20 50;Say %p%: banned - kill rate 1;Ban %p% Auto-banned - hacking status 1 NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 40 200;Say %p%: banned - kill rate;Ban %p% Auto-banned - hacking status 2 NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\On Kill;Headshot;Rate 6 15;Say %p%: banned - aimbot;Ban %p% Auto-banned - hacking status 3 NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\On Kill;Headshot;Rate 8 25;Say %p%: banned - aimbot;Ban %p% Auto-banned - hacking status 4 NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\# no C4 NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\On Kill;Weapon C4;PlayerCount 1;Kick NOT FOUND

[21:41:07 19] ProconRulz: Skipping Plugins\BF4\On Kill;Weapon C4;Say %p%, %w% Not Permitted;Kill 100 NOT FOUND

[21:41:07 19] ProconRulz: loading 3 rulz

[21:41:07 19] ProconRulz: 3 rules loaded

 

and proconRulz is not working what do i need do? plz help out

 

fixed problem thx LjMjollnir

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Originally Posted by LjMjollnir*:

 

jong7007...

 

it looks like you have tried to put Rules directly into the rulz .txt files box.. thats not where they go :ohmy: try the box above that one its just called Rules

 

the rulez .txt filenames is just a list of files that proconrulz can load rules information from.. so instead of coping the contents of the .txt into that box you just put the file in the plugins/bf4 folder and then in the proconrulz rulz .txt filenames you put the name of the file in there.

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Originally Posted by wdfstryfe*:

 

Not for damage i believe... on kills yeah for sure

On Kill;Weapon U_Flashbang;Kill 100;PlayerSay you have killed with a flashbang and now you die!!!

 

from my understanding we dont get information on players being damaged.. so there is no event trigger for On Damage for example.. i could be wrong. if there was a Trigger for On Damage then yep for sure you could check for flashbang damage then.. but sadly i dont think that will ever happen now... can still hope tho right :ohmy:

 

since there is a On Kill its easy to find out if the last bit of damage was from a Flashbang but yep as far as i know thats the only way to check

 

on another note you can Check for Damage type Impact for M320 FB but not on the grenade type.. i assume thats a bug.

That's what I was afraid of.. Now if there was a way to make people drop them that would be nice.. Like on equip force the player to drop the item?
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Originally Posted by LjMjollnir*:

 

That's what I was afraid of.. Now if there was a way to make people drop them that would be nice.. Like on equip force the player to drop the item?

from what ive read of these forums we lost the ability to check Kit details on spawn since Bf3.. doesnt exist in Bf4 either and as such there would be no way to stop people using them as such.. unless you sit and monitor the server constantly and ban people that use them.. eventually they will stop :ohmy: or you'd have no players left.
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Originally Posted by LjMjollnir*:

 

Heres the newest version of my weapon control script.. pretty much untested of right now.. but should work i think :ohmy:

 

has an inbuilt help for admins just type !whelp for information

also make sure you log into the server and type !setlimits to set the kick and ban limiter up otherwise it will just kick players straight away if they break a rule (it will also nag about not being setup to everyone that Spawns every time 8P)

 

Code:

Script removed by LjMjollnir
Edited a couple of bugs in the code.. has now also been tested (Pistol, Smg, Melee, Pexplosive)
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Originally Posted by Gunslinger1973*:

 

Heres the newest version of my weapon control script.. pretty much untested of right now.. but should work i think :ohmy:

 

has an inbuilt help for admins just type !whelp for information

also make sure you log into the server and type !setlimits to set the kick and ban limiter up otherwise it will just kick players straight away if they break a rule (it will also nag about not being setup to everyone that Spawns every time 8P)

 

Edited a couple of bugs in the code.. has now also been tested (Pistol, Smg, Melee, Pexplosive)

Hi LjMjollnir

Are you sure the Script (or Procon or Dice) nows the difference between DMRs and SniperRifles. I got this script running (found in this forum somewhere) and it will not keep players from using DMR. Did you test it?

 

Code:

On Kill;Not Damage SniperRifle;Not Damage Handgun;PlayerCount 5;Log %p%banned (snipers / pistols only);Ban %p% snipers only
On Kill;Not Damage SniperRifle;Not Damage Handgun;PlayerCount 3;Log %p% kicked (snipers / pistols only);Kick %p% snipers only
On Kill;Not Damage SniperRifle;Not Damage Handgun;PlayerSay %p% snipers/pistols only;Kill 100
BTW... is it possible to set the ServerName and others vars.xxx via ProconRulz?

 

Regards

Gunslinger1973

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Originally Posted by bambam*:

 

Hi LjMjollnir

Are you sure the Script (or Procon or Dice) nows the difference between DMRs and SniperRifles. I got this script running (found in this forum somewhere) and it will not keep players from using DMR. Did you test it?

Good point - the latest update to Procon splits bolt-action sniper rifles and semi-automatic designated marksman rifles into two separate damage types (SniperRifle and DMR respectively). So any test for "Damage SniperRifle" will only succeed for the bolt-action rifles. I wonder if I should create sniper+dmr limit rulz?

 

BTW... is it possible to set the ServerName and others vars.xxx via ProconRulz?

Use the "Exec" action with whatever the admin command needs to be as per:

 

showthread....om-Server-Name*

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Originally Posted by LjMjollnir*:

 

I havent actually tested DMR's but i assume it works.. make sure you are using the latest version of Procon (1.4.1.3) it added new definitions for DMRs they are no longer classified as SniperRifle for the damage type.. that being said if that doesnt work for you.. you can use the Weapon key and make seperate rules for each one :ohmy:

 

i did and if you check back a couple of pages (page 322) you will see the script... it does have an error in it which BamBam commented on you'l just need to patch it up.. simple quick fix.. just need to change the %kl% %tb% %pb% %tbt% to %server_kl% %server_tb% etc... i actually went with %ini_limit_tb% with the new script so i didnt need to set them each round since it will read them from an ini file makes it a bit easier

 

On Kill;Damage DMR;PlayerSay stoping using DMRs !!!! should work :ohmy: you can adapt that to your needs im sure

 

and yes you can change the Servername via a rule :ohmy:

 

my original weapon scripts had a !rename built in so if i enabled one i could just type !rename and the name would be changed to suit.. however since im using the new one i havent setup an auto way (yet)..

 

i do use this handy rule thoCode:

On Say;Admin;Text !name;Exec vars.serverName %targettext%;PlayerSay Server name changed to %targettext%
changes the server name to anything you have after the !name

eg.

!name my server is the best server ever

Server name changed to my server is the best server ever

 

and you dont need to restart the server for the name to take effect.. its instant

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Originally Posted by cannonfodder*:

 

Hello all,

 

I have searched the forum but didn´t a topic that matched to my problem. So i´m sorry if there´s a topic which fixes it and i have wrote a double thread now.

 

So the followin problem i´ve got:

 

===========================================

## Warning Rule

On Say;Admin;Text @warn;TargetPlayer;if %insult_warn%t%% = 2;Set %insult_warn%t%% = 0;Say %t% has been banned for breaking rule: bad language.;TargetAction Ban Bad Language

On Say;Admin;Text @warn;TargetPlayer;if %insult_warn%t%% = 1;incr %insult_warn%t%%;Say %t% watch your language 2nd warning.

On Say;Admin;Text @warn;TargetPlayer;if %insult_warn%t%% = 0;incr %insult_warn%t%%;Say %t% watch your language 1st warning.

##On Say;Admin;Text @warn;TargetPlayer;Say %t% watch your language 1st warning.

 

===========================================

 

So, if iam IN-Game the rules run fine, but if i use procon and the procon-chat. The rules are not applied. How can this be solved, because i don´t want to loging everytime to warn a player and i like to have an easy way to warn a player for breaking a rule.

 

best regards

 

cannonfodder.

 

P.S. Sorry for double Post but didn´t find the button to delete the thread from Plugin/Enhacements...

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Originally Posted by Gunslinger1973*:

 

[quote=

changes the server name to anything you have after the !name

eg.

!name my server is the best server ever

Server name changed to my server is the best server ever

and you dont need to restart the server for the name to take effect.. its instant

 

thanks - that did it... exactly what I wanted... I'm experimenting now with the vars.Gamemodecounter - I presume it will only be valid when round has changed.

 

EDIT: does not work - have to write it into a variable and then use it with the "On Round"

 

Code:

On Say;Admin;Text !ticketprozent;Exec vars.gameModeCounter %targettext%;PlayerSay Ticket-Prozent gesetzt auf %targettext% (valid in next Round)
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Originally Posted by bambam*:

 

Hello all,

 

I have searched the forum but didn´t a topic that matched to my problem. So i´m sorry if there´s a topic which fixes it and i have wrote a double thread now.

 

So the followin problem i´ve got:

 

===========================================

## Warning Rule

On Say;Admin;Text @warn;TargetPlayer;if %insult_warn%t%% = 2;Set %insult_warn%t%% = 0;Say %t% has been banned for breaking rule: bad language.;TargetAction Ban Bad Language

On Say;Admin;Text @warn;TargetPlayer;if %insult_warn%t%% = 1;incr %insult_warn%t%%;Say %t% watch your language 2nd warning.

On Say;Admin;Text @warn;TargetPlayer;if %insult_warn%t%% = 0;incr %insult_warn%t%%;Say %t% watch your language 1st warning.

##On Say;Admin;Text @warn;TargetPlayer;Say %t% watch your language 1st warning.

 

===========================================

 

So, if iam IN-Game the rules run fine, but if i use procon and the procon-chat. The rules are not applied. How can this be solved, because i don´t want to loging everytime to warn a player and i like to have an easy way to warn a player for breaking a rule.

 

best regards

 

cannonfodder.

 

P.S. Sorry for double Post but didn´t find the button to delete the thread from Plugin/Enhacements...

Chat you type in the Procon console doesn't trigger the same events as when in game, so it's a bit tricky. If it helps I have a 'debug' workaround in procon chat to treat the chat as 'normal'. Type:

 

prdebug xsay

 

e.g.

 

prdebug xsay @warn fred

 

then "@warn fred" will be treated as 'normal chat' by proconrulz.

 

It's a bit of a handful but it's a necessary workaround. The special treatment of chat that comes from the server (as in admin chat into the procon chat window) prevents bad rulz making ProconRulz get stuck in an infinite loop for example if someone wrote !rules output that contained the string !rules which immediately triggered the same rulz again... in 5000+ posts you're the first person that's asked for this.

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      procon.private.options.BlockRssFeedNews False



       
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    • 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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