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


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Originally Posted by L2Devlier*:

 

What is Sayl? Check your syntax spellings.

 

Is Weapon Weapons/Knife/Knife a valid object in BF4? Did you try removing it and test?

 

I need a command line fixed that announces when someone is killed with a knife on my BF4 server. When I load the rules:

 

On Kill;Weapon Melee;Say %p% Got The Dog Tags And HUMILIATED %v% WELL DONE

On Kill;Weapon Weapons/Knife/Knife;Sayl %p% carved he`s name in %v% with a Blunt knife

 

It doesnt recognize the rule. Could anyone possibly assist me? Also if you could add more command lines with custom messages, that would be great

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Originally Posted by tonnic*:

 

Is there a way to reload the rules files without restarting procon? I thought that disabling and then re-enabling the plugin would re-read the files, but it doesn't... only way that it reads the changes is if I restart procon.

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Originally Posted by tarreltje*:

 

Is there a way to reload the rules files without restarting procon? I thought that disabling and then re-enabling the plugin would re-read the files, but it doesn't... only way that it reads the changes is if I restart procon.

This is a bug, i discovert it a time ago, dont know iff bambam has looked into it already!! I personaly use proconrulz without the txt files, i want to make adjustments on the fly !
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Originally Posted by LjMjollnir*:

 

This is a bug, i discovert it a time ago, dont know iff bambam has looked into it already!! I personaly use proconrulz without the txt files, i want to make adjustments on the fly !

Rather annoying bug at that... i find just changing a single line in the Rules.txt to something different...

so mine reads

 

Common.txt

Ultimate.txt

Melee.txt

ssdfhalksdfhkj3245r1234dsf

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Originally Posted by bambam*:

 

Is there a way to reload the rules files without restarting procon? I thought that disabling and then re-enabling the plugin would re-read the files, but it doesn't... only way that it reads the changes is if I restart procon.

Lol this isn't something I noticed - I'm sure I can tweak that in another release. Don't you just click the 'reload plugins' link? I always seem to be reloading plugins or editting rules or the .txt list so the rules reload then.

 

Anyhoo, I'm sure I can improve this & an 'enable' will reload all .txt files.

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Originally Posted by lordicon*:

 

Is there a way to reload the rules files without restarting procon? I thought that disabling and then re-enabling the plugin would re-read the files, but it doesn't... only way that it reads the changes is if I restart procon.

My rules are in a .txt file under Rulz .txt filenames. All I have to do is take the .txt file name out hit enter so it loads nothing then put the file name back in and hit enter and it reloads all the new rules just fine....
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Originally Posted by MorpheusX(AUT)*:

 

Lol this isn't something I noticed - I'm sure I can tweak that in another release. Don't you just click the 'reload plugins' link? I always seem to be reloading plugins or editting rules or the .txt list so the rules reload then.

 

Anyhoo, I'm sure I can improve this & an 'enable' will reload all .txt files.

There's no "reload plugins" link when connecting to a Procon layer.

Furthermore, Procon can't recompile plugins if more than one connection was opened (even if the second one already got closed).

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Originally Posted by vikingvirus*:

 

did you upload all those txt files into your bf4 procon folder yet?

 

It has to be together with proconrulz.cs

yes i uploaded txt files into plugins folder together with proconrulz.cs

 

and i accepted EA rules.

 

but they still wont work. please help

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Originally Posted by tarreltje*:

 

Lol this isn't something I noticed - I'm sure I can tweak that in another release. Don't you just click the 'reload plugins' link? I always seem to be reloading plugins or editting rules or the .txt list so the rules reload then.

 

Anyhoo, I'm sure I can improve this & an 'enable' will reload all .txt files.

Its the same thing i had like a few weeks ago, kill anouncing.txt . Even when i removed it from the to load txt, dis/enable proconrulz, the rulz kept working, a forced restart of procon was needed, to remove the rules.

 

I still think you should make it like insane limits. An option like enable new rul set Yes/No. If yes, you get a new section for some rulz. This way admins dont have to put their txt files onto their ftp server, and can handle everything in procon it selves!!

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Originally Posted by LjMjollnir*:

 

I still think you should make it like insane limits. An option like enable new rul set Yes/No. If yes, you get a new section for some rulz. This way admins dont have to put their txt files onto their ftp server, and can handle everything in procon it selves!!

It would be a nice option.. however some of my Rules.txt files are rather large :ohmy: my Gunmaster script itself is 3k in size :ohmy:.. addins line by line would be painful.. that being said this kind of setting 'could' allow ingame control of rules settings.. something i actually asked for awhile back :ohmy:

 

Code:

On Say;Admin;Text !gunmaster
   if %targettext% == 0;Say Gunmaster disabled;DisableRuleSection 2
   if %targettext% == 1;Say Gunmaster enabled;EnableRuleSection 2
something like that would be ideal for my server setup :ohmy:
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Originally Posted by bambam*:

 

There's no "reload plugins" link when connecting to a Procon layer.

Furthermore, Procon can't recompile plugins if more than one connection was opened (even if the second one already got closed).

thanks for this... having the rulz .txt files reload on a 'disable'/'enable' really will be a one-line fix so now I understand the issue that layer-server users have I'll zap that into the code in small update.

 

I actually have *all* my rulz .txt files listed in the plugin settings (I have loads of different variants for testing, often with Log statements replacing Kills/Bans), and I turn files on and off by removing/adding an 'x' to the end of the file name (e.g. rules.txt becomes rules.txtx). ProconRulz is quite happy to skip files it doesn't find.

 

I'll take a look at the Insane Limits plugin settings method for multiple rulz sets as I'm sure that's an improvement for users that can't easily manage server-side files.

 

Meanwhile I'm in the middle of a major internal change to ProconRulz which makes all builtin variables (like the weapon each player last killed with) available continuously rather than temporarily within each rule - at the moment a variable like %w% only applies within a single On Kill rule, and this change makes them all available as %server_w[]%. It doesn't sound important but it's a useful generalization we can build upon moving forward if I implement rulz that can iterate through all players. And it's time to open the presents with the kids. Happy Xmas.

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Originally Posted by bambam*:

 

chnaged EA rules to yes still not working...some help please

* turn trace rulz off - that won't help with this issue and it generates a huge amount of debug data so you don't want it on during busy server periods.

 

* turn on PluginConsole logging in the Procon Tools->Settings

 

* cause the rulz .txt files to reload, e.g. by editting the plugin setting 'rulz .txt filenames' (or reloading plugins, or restarting Procon)

 

* then you should see in the PluginConsole log a sequence of info messages as the .txt files were loaded (along the lines of 'Loading rulz from proconrulz_rules.txt').

 

That should give you a few clues, like does the plugin console log say 'file not found', or anything else...

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Originally Posted by tarreltje*:

 

thanks for this... having the rulz .txt files reload on a 'disable'/'enable' really will be a one-line fix so now I understand the issue that layer-server users have I'll zap that into the code in small update.

 

I actually have *all* my rulz .txt files listed in the plugin settings (I have loads of different variants for testing, often with Log statements replacing Kills/Bans), and I turn files on and off by removing/adding an 'x' to the end of the file name (e.g. rules.txt becomes rules.txtx). ProconRulz is quite happy to skip files it doesn't find.

 

I'll take a look at the Insane Limits plugin settings method for multiple rulz sets as I'm sure that's an improvement for users that can't easily manage server-side files.

 

Meanwhile I'm in the middle of a major internal change to ProconRulz which makes all builtin variables (like the weapon each player last killed with) available continuously rather than temporarily within each rule - at the moment a variable like %w% only applies within a single On Kill rule, and this change makes them all available as %server_w[]%. It doesn't sound important but it's a useful generalization we can build upon moving forward if I implement rulz that can iterate through all players. And it's time to open the presents with the kids. Happy Xmas.

Sounds good!!! :biggrin: Merry X-mas to you Bambam and the rest!
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Originally Posted by vikingvirus*:

 

* turn trace rulz off - that won't help with this issue and it generates a huge amount of debug data so you don't want it on during busy server periods.

 

* turn on PluginConsole logging in the Procon Tools->Settings

 

* cause the rulz .txt files to reload, e.g. by editting the plugin setting 'rulz .txt filenames' (or reloading plugins, or restarting Procon)

 

* then you should see in the PluginConsole log a sequence of info messages as the .txt files were loaded (along the lines of 'Loading rulz from proconrulz_rules.txt').

 

That should give you a few clues, like does the plugin console log say 'file not found', or anything else...

all it says is:

plugin enabled version 44g.3

loading 3 rulz

3 rules loaded

 

but it doesnt say which ones it loaded?

 

but i have 7 .txt files in there to load not 3?

 

ok i changed one of the .txt filenames and then it came up files "not found" all the files i added there.

 

abcdefg.jpg

 

all the "not found" files are in the correct folder.

 

heres a pic. i opened a few on the files too in case it helped!

iuerhgerg.jpg

 

 

getting this sorted and working would be a great christmas present XD!

Thanks

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Originally Posted by ixnorp*:

 

all it says is:

plugin enabled version 44g.3

loading 3 rulz

3 rules loaded

 

but it doesnt say which ones it loaded?

 

but i have 7 .txt files in there to load not 3?

 

ok i changed one of the .txt filenames and then it came up files "not found" all the files i added there.

 

abcdefg.jpg

 

all the "not found" files are in the correct folder.

 

heres a pic. i opened a few on the files too in case it helped!

iuerhgerg.jpg

 

 

getting this sorted and working would be a great christmas present XD!

Thanks

:huh: you gotta upload those files to the procon host you rent from, into the bf4 folder together with proconrulz.cs.
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Originally Posted by Hawk1e*:

 

Guys, I've just updated proconrulz to 44j1 and now I get two error messages for bad "if" statements, when this worked previously...anyone know what I need to change?

 

Here's the code I'm using....

 

 

 

# 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;Damage DMR;

If %server_sl_total[%ptk%]% >= %server_sniperlimit%;if %server_sl_sniper[%p%]% == 0;PlayerSay -;PlayerSay - %p% killed by SNIPER LIMIT max %server_sniperlimit%;PlayerSay -;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 -;PlayerSay - YOU HAVE A SNIPER SLOT !!! %server_sl_total[%ptk%]%/%server_sniperlimit%;PlayerSay -;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 DMR;Not Damage Handgun;Not Damage None;Not Damage Melee;Not Damage ProjectileExplosive;Not Damage Explosive;Not Damage Nonlethal;Not Damage Impact;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 -;TeamSay - %p% gave up his SNIPER slot !!!;TeamSay -;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: %server_sl_total[%ptk%]%/%server_sniperlimit%. Reserve slot with sniper kill, lose it with non-sniper/handgun kill.

If %server_sl_total[%ptk%]% == 0;PlayerSay 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]%

 

On Say;Text !sniperx;

PlayerSay SNIPERS: Team 1: %server_sl_total[1]%/%server_sniperlimit%, Team 2: %server_sl_total[2]%/%server_sniperlimit%

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Originally Posted by zerokool69*:

 

Hi there again, i got bored with always had to confirm if i wanted to use !kill command, so i added Example 10. Easy in-game admin

 

On Say;Admin;Text !kill;TargetPlayer;Say Player %t% killed;TargetAction Kill 100

On Say;Admin;Text !kick;TargetPlayer;Say Player %t% kicked;TargetAction Kick Kicked by Admin

 

To see if it worked i tried to kill my self, but i still had to confirm.

Dont this line work on bf4?

 

thanks in advance and merry x-mas to u all :smile:

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Originally Posted by tarreltje*:

 

Hi there again, i got bored with always had to confirm if i wanted to use !kill command, so i added Example 10. Easy in-game admin

 

On Say;Admin;Text !kill;TargetPlayer;Say Player %t% killed;TargetAction Kill 100

On Say;Admin;Text !kick;TargetPlayer;Say Player %t% kicked;TargetAction Kick Kicked by Admin

 

To see if it worked i tried to kill my self, but i still had to confirm.

Dont this line work on bf4?

 

thanks in advance and merry x-mas to u all :smile:

turn of other admin plugins, then it should work
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Originally Posted by tarreltje*:

 

Guys, I've just updated proconrulz to 44j1 and now I get two error messages for bad "if" statements, when this worked previously...anyone know what I need to change?

 

Here's the code I'm using....

 

 

 

# 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;Damage DMR;

If %server_sl_total[%ptk%]% >= %server_sniperlimit%;if %server_sl_sniper[%p%]% == 0;PlayerSay -;PlayerSay - %p% killed by SNIPER LIMIT max %server_sniperlimit%;PlayerSay -;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 -;PlayerSay - YOU HAVE A SNIPER SLOT !!! %server_sl_total[%ptk%]%/%server_sniperlimit%;PlayerSay -;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 DMR;Not Damage Handgun;Not Damage None;Not Damage Melee;Not Damage ProjectileExplosive;Not Damage Explosive;Not Damage Nonlethal;Not Damage Impact;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 -;TeamSay - %p% gave up his SNIPER slot !!!;TeamSay -;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: %server_sl_total[%ptk%]%/%server_sniperlimit%. Reserve slot with sniper kill, lose it with non-sniper/handgun kill.

If %server_sl_total[%ptk%]% == 0;PlayerSay 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]%

 

On Say;Text !sniperx;

PlayerSay SNIPERS: Team 1: %server_sl_total[1]%/%server_sniperlimit%, Team 2: %server_sl_total[2]%/%server_sniperlimit%

I also have updated, and using my sniperrules without any problems. while i couldnt find anything wrong in your rulz, maby you have some sort of typo?

 

Maby remove some parts of the sniperlimit rulz, and reload the rules to see in wich part the problem lies

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Originally Posted by Hawk1e*:

 

I also have updated, and using my sniperrules without any problems. while i couldnt find anything wrong in your rulz, maby you have some sort of typo?

 

Maby remove some parts of the sniperlimit rulz, and reload the rules to see in wich part the problem lies

Thanks for the quick response, I sorted it....the problem was with a different ruleset being loaded from a txt file. *facepalm*
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Originally Posted by bambam*:

 

Hi there again, i got bored with always had to confirm if i wanted to use !kill command, so i added Example 10. Easy in-game admin

 

On Say;Admin;Text !kill;TargetPlayer;Say Player %t% killed;TargetAction Kill 100

On Say;Admin;Text !kick;TargetPlayer;Say Player %t% kicked;TargetAction Kick Kicked by Admin

 

To see if it worked i tried to kill my self, but i still had to confirm.

Dont this line work on bf4?

 

thanks in advance and merry x-mas to u all :smile:

agree with tarreltje. Also if you test on yourself you might not die if you are admin.
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Originally Posted by bambam*:

 

all it says is:

plugin enabled version 44g.3

loading 3 rulz

3 rules loaded

 

but it doesnt say which ones it loaded?

 

but i have 7 .txt files in there to load not 3?

 

ok i changed one of the .txt filenames and then it came up files "not found" all the files i added there.

 

abcdefg.jpg

 

all the "not found" files are in the correct folder.

 

heres a pic. i opened a few on the files too in case it helped!

iuerhgerg.jpg

 

 

getting this sorted and working would be a great christmas present XD!

Thanks

The screens you provided are really helpful. The windows folder you have the rulz .txt files in does NOT look like it is the correct folder beneath the folder containing your actual procon.exe that is running (two clues - first the base folder name is New Folder(4) which doesn't sound likely to contain your procon.exe, second the Plugins\BF4 folder show does not contain the ProconRulz.cs so it cannot possibly be the folder your procon.exe is currently using for plugins (you could delete proconrulz.dll in that folder to tidy up - that exists because proconrulz.cs WAS in that folder and you ran procon locally so it compiled the proconrulz plugin.)

 

I added a small feature to the 44j1 version of ProconRulz I uploaded yesterday to help you a bit (you can't be the only proconrulz noob with this problem). The rulz 'NOT FOUND' message will now tell you the full path procon is looking in such as C:\Users\bambam\Documents\procon_1.1.4\Plugins\BF4 \procinrulz_rules.txt

You just need to make sure your files are in that folder (and currently they are not).

Also, to repeat, as you are connecting to a 'layer server', THAT is where your procon is actually running and your desktop executable is just acting as a 'slave' displaying the user interface, so your rulz .txt files have to be where the procon on the LAYER SERVER expects to find them, not your desktop.

 

If uploading the rulz .txt files to the layer server is for some reason a pain in the ass (wtf_) then you can fall back to cutting-and-pasting the rulz directly into the ProconRulz plugin 'Rules' setting.

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Originally Posted by tarreltje*:

 

I think it isnt realy a problem for people to upload the txt files, but its to much work to go to your ftp client ect and upload them, while adding rules in proconrulz itself is much easyer!

 

I stopped using the txt files, because of what i wrote above. For me its much easyer to adjust and add rulz just into my local proconrulz instead of logging in to my friends server true windows. I just use proconrulz the oldschool way :cool:, what for me is working fine.

 

I still hope and like you said, will take a look at insane limits. The only thing i like from insane limits is, that you have seperate sections for the limits (rulz), you also can enable/disable. This way you can add and remove limits(rulz) on the fly!!

 

Something like this:

 

Game: BF4

Delay before kill: 5000

Yell seconds: 5

EA rules .. :Yes

Protect these..: Admins

Trace Rulz: No

- Add new Rulz:

 

Rulz 1:

Enable: Yes

Rulz code:

---------------

On kil:...

On spawn...

Log ..

Log..

 

Rulz 2:

Enable: No

Rulz code:

---------------

On kil:...

On spawn...

Log ..

Log..

 

Rulz 3:

Enable: Yes

Rulz code:

---------------

On kil:...

On spawn...

Log ..

Log..

 

This is making it so much easyer for admins to add and adjust the rules, without teh hazzle of login to your ftp

 

Dont know what other people think of this idea?

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Originally Posted by LjMjollnir*:

 

tarreltje.

 

I like that :ohmy: tho i do love being able to use .txt files aswell.. so maybe if the first line is a filename it would load the .txt file.. if not it would process the rules int hat section normally.

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Originally Posted by Mandizzy*:

 

Anyone knows if it's possible to use something like this? The document is very old and doesn't have all the info.

 

On Kill;If %wk% contains U_Grenade_RGO,U_M34,V40,M320_LVG,M320_HE,U_M67;Log %p% used explosives

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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.
      • 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
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