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


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Originally Posted by CptDirty*:

 

Ok Last thing I wanted to do is post on this thread but after 4+hrs of trying to figure this out my hands are up and I'm screaming help!

 

Need: limited explosives of all variations (m320,MX25,RPG,C4,GRENADES,etc...)

Warn on 1st, warn on 2nd, warn on 3rd, Kill on 4th, kick on 5th.

 

This is what I have so far :

 

# Team Kill Notification Rules

On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

On TeamKill;PlayerSay %p%: watch your fire! It's your TK #%c%, 5 tks and you're kicked!

On Kill; Damage Explosive,ProjectileExplosive; PlayerSay (%p%)This is your 1st warning, no explosives!

On Kill; Damage Explosive,ProjectileExplosive; Count 1; PlayerSay (%p%) 2nd warning, no explosives!!

On Kill; Damage Explosive,ProjectileExplosive; Count 2; PlayerSay (%p%) 3rd warning, no explosives!!!

On Kill; Damage Explosive,ProjectileExplosive; Count 3; PlayerSay Killing (%p%) for using explosives; Kill 100

On Kill; Damage Explosive,ProjectileExplosive; Count 4; Say Kicking (%p%) for using explosives; Kick

Warnings all work in order but kill/kick doesn't (Message displayed but no action happens)
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Originally Posted by ixnorp*:

 

Ok Last thing I wanted to do is post on this thread but after 4+hrs of trying to figure this out my hands are up and I'm screaming help!

 

Need: limited explosives of all variations (m320,MX25,RPG,C4,GRENADES,etc...)

Warn on 1st, warn on 2nd, warn on 3rd, Kill on 4th, kick on 5th.

 

This is what I have so far :

 

 

Warnings all work in order but kill/kick doesn't (Message displayed but no action happens)
# Team Kill Notification Rules

On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

On TeamKill;PlayerSay %p%: watch your fire! It's your TK #%c%, 5 tks and you're kicked!

On Kill; Damage Explosive,ProjectileExplosive; PlayerSay (%p%)This is your 1st warning, no explosives!

On Kill; Damage Explosive,ProjectileExplosive; Count 1; PlayerSay (%p%) 2nd warning, no explosives!!

On Kill; Damage Explosive,ProjectileExplosive; Count 2; PlayerSay (%p%) 3rd warning, no explosives!!!

On Kill; Damage Explosive,ProjectileExplosive; Count 3; PlayerSay Killing (%p%) for using explosives; Kill 100

On Kill; Damage Explosive,ProjectileExplosive; Count 4; Say Kicking (%p%) for using explosives; Kick

 

On kill;damage.......;kick

On kill;damage......;kill

No space after ;

See if it works

 

 

Sent from my iPhone using Tapatalk

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Originally Posted by LjMjollnir*:

 

Does ProconRulZ need a update for the Second Assault maps? %m% returns 0 on the new maps.

 

Edit: bf4.def is updated but %m% still returns 0.

actually i believe its Procon that needs the update.. it doesnt understand the new maps itself :ohmy:

and procon is what sends information to Proconrulz.. i could be wrong but yeah im fairly sure its Procon that needs the update first..

 

My personal map manager script that runs from within Proconrulz handles the new maps very easy so far

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Originally Posted by MorpheusX(AUT)*:

 

actually i believe its Procon that needs the update.. it doesnt understand the new maps itself :ohmy:

and procon is what sends information to Proconrulz.. i could be wrong but yeah im fairly sure its Procon that needs the update first..

 

My personal map manager script that runs from within Proconrulz handles the new maps very easy so far

Procon already contains updates for the latest maps.
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Originally Posted by CptDirty*:

 

On kill;damage.......;kick

On kill;damage......;kill

No space after ;

See if it works

Nope, killing working fine but it doesn't kick on 5th violation. Also each warning repeats it self (1st , 1st&2nd, 1st&2nd&third , 1st&2nd&third&fouth[kill])

 

I now have it changed to:

 

# Team Kill Notification Rules

On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

On TeamKill;PlayerSay %p%: watch your fire! It's your TK #%c%, 5 tks and you're kicked!

On Kill;Damage Explosive,ProjectileExplosive;PlayerSay (%p%)This is your 1st warning, no explosives!

On Kill;Damage Explosive,ProjectileExplosive;Count 1;PlayerSay (%p%) 2nd warning, no explosives!!

On Kill;Damage Explosive,ProjectileExplosive;Count 2;PlayerSay Killing (%p%) for using explosives!!!Last Warning before kick

+Kill 100

On Kill;Damage Explosive,ProjectileExplosive;Count 3;Say Kicking (%p%) for using explosives;Kick

+Kick NO EXPLOSIVES

Where 1st and 2nd are warning, third is a kill and fourth is a kick. No matter what I do I can't get the kick to work (it keeps on killing the player with the last warning before kick message)

 

WTFFFFFFFFFFF

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Originally Posted by sapper41k*:

 

[22:03:02 66] ProconRulz: recoverable exception in process_part (ProconRulz will continue...)

[22:03:02 66] ProconRulz: process_part rule.unparsed_rule = [On Kill;Map Prison;Weapon U_AEK971_M320_SHG;PlayerSay %p% no explosive weapons! you will be kicked then banned if you continue!;Kick %p% explosive weapon useage]

[22:03:02 66] ProconRulz: process_part player_name = [mgremont]

[22:03:02 67] ProconRulz: process_part p.part_type = Map

[22:03:02 67] ProconRulz: process_part k.Killer.SoldierName = [mgremont]

[22:03:02 67] ProconRulz: System.NullReferenceException: Object reference not set to an instance of an object.

at PRoConEvents.ProconRulz.process_part(ParsedRule rule, PartClass p, String player_name, Kill k, String msg, Dictionary`2& keywords)

 

with new maps my rules doesnt work,when I try add Metro in this rules it doesnt work too untill procon update BF4.def file, after that my rules works fine but just 1 round on Metro,then broken,and messeges in plugin console like this...what I do wrong_) also if I remove Metro from rules and left only Prison map still broken rules...just trying without Map restriction,seems working fine,so how can I make rules only for Metro&Prison for now?

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Originally Posted by ixnorp*:

 

# Team Kill Notification Rules

On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

On TeamKill;PlayerSay %p%: watch your fire! It's your TK #%c%, 5 tks and you're kicked!

On Kill;Damage Explosive,ProjectileExplosive;PlayerSay (%p%)This is your 1st warning, no explosives!

On Kill;Damage Explosive,ProjectileExplosive;Count 1;PlayerSay (%p%) 2nd warning, no explosives!!

On Kill;Damage Explosive,ProjectileExplosive;Count 2;PlayerSay Killing (%p%) for using explosives!!!Last Warning before kick

+Kill 100

On Kill;Damage Explosive,ProjectileExplosive;Count 3;Say Kicking (%p%) for using explosives;Kick

+ kick NO EXPLOSIVES

On Kill;Damage Explosive,ProjectileExplosive;Count 2;PlayerSay Killing (%p%) for using explosives!!!Last Warning before kick;Kill 100

 

On Kill;Damage Explosive,ProjectileExplosive;Count 3;Say Kicking (%p%) for using explosives;Kick NO EXPLOSIVES

 

Remove the + and it should work? I can't explain why, I skipped that part of documentation haha.

 

But I don't think u need a + for these simple rules

 

 

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Originally Posted by LjMjollnir*:

 

Procon already contains updates for the latest maps.

Hmm odd then last night when SA was released and i worked out the map names to add them to my map list when ever swapping to a SA map Procon would show nothing for the map name it also would not show a game mode i was running Conquest small/Rush and Domination

 

the map list showed

Code:

#     Gametype   Map name    Filename         Rounds
#1                            XP0_Caspian       1
#2                            XP0_Firestorm     1
#3                            XP0_Metro          1
#4                            XP0_Oman          1
Thismornings update which included a bf4.def file has fixed it.. but last night when i posted that post there was no such update.. i checked for updates several times hoping Procon had the maps so i could add them easily.. i ended up finding the map names by checking my own personal hard drive and using the folder names

 

Code:

If %server_tt% == "xp2";Exec maplist.add MP_007 %ini_map_mode% %server_rounds%
   If %server_tt% == "xp2";Exec maplist.add MP_012_Firestorm %ini_map_mode% %server_rounds%
   If %server_tt% == "xp2";Exec maplist.add MP_Subway %ini_map_mode% %server_rounds%
   If %server_tt% == "xp2";Exec maplist.add XP1_002_Oman %ini_map_mode% %server_rounds%
^^ small cut out of my map manager code showing the map names i used to get them on the maplist.
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Originally Posted by CptDirty*:

 

So this is the EXACT same code I have written down:

 

# Team Kill Notification Rules

On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

On TeamKill;PlayerSay %p%: watch your fire! It's your TK #%c%, 5 tks and you're kicked!

On Kill;Damage Explosive,ProjectileExplosive;PlayerSay (%p%)This is your 1st warning, no explosives!

On Kill;Damage Explosive,ProjectileExplosive;Count 1;PlayerSay (%p%) 2nd warning, no explosives!!

On Kill;Damage Explosive,ProjectileExplosive;Count 2;PlayerSay (%p%) 3rd warning, no explosives!!!

On Kill;Damage Explosive,ProjectileExplosive;Count 3;PlayerSay Killing (%p%) for using explosives;Kill 100

On Kill;Damage Explosive,ProjectileExplosive;Count 4;Say Kicking (%p%) for using explosives;Kick

I'm getting the warnings (although they repeat one another as the player progresses through each violation) and the kill but at the last violation when normally the player should get kicked, it keeps on killing and displaying the 4th message.

 

Guys I really need help with this, it make absolutely no sense.

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Originally Posted by ixnorp*:

 

Has there been any head way on detecting when someone was throwing a flash? I would love to get rid of the flashers.

Unless he gets killed by it. No way to detect.

 

So this is the EXACT same code I have written down:

 

 

 

I'm getting the warnings (although they repeat one another as the player progresses through each violation) and the kill but at the last violation when normally the player should get kicked, it keeps on killing and displaying the 4th message.

 

Guys I really need help with this, it make absolutely no sense.

# Team Kill Notification Rules

On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

On TeamKill;PlayerSay %p%: watch your fire! It's your TK #%c%, 5 tks and you're kicked!

On Kill;Damage Explosive,ProjectileExplosive;PlayerSay (%p%)This is your 1st warning, no explosives!

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 1;PlayerSay (%p%) 2nd warning, no explosives!!

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 2;PlayerSay (%p%) 3rd warning, no explosives!!!

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 3;PlayerSay Killing (%p%) for using explosives;Kill 100

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 4;Say Kicking (%p%) for using explosives;Kick

 

__?

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Originally Posted by Anim0L*:

 

# BY COLONELSEVEN

# INFORMATION ON FIRST SPAWN

On Spawn;Map XP0_Metro;PlayerFirst;PlayerSay ::: METRO 2014: EXPLOSIVES ARE NOT ALLOWED;PlayerSay ::: METRO 2014: EXPLOSIVES ARE NOT ALLOWED;PlayerSay ::: METRO 2014: EXPLOSIVES ARE NOT ALLOWED;PlayerYell ::: METRO 2014: EXPLOSIVES ARE NOT ALLOWED

 

# KILL AND KICK RULES

On Kill;Map XP0_Metro;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;PlayerCount 3;Log ::: ^1%p% ^0was BANNED for using a ^1%w%;Say ::: BANNED: %p% for using a %w%;TempBan 1800 %p%, No Explosives (30m ban)! You used a %w%.

On Kill;Map XP0_Metro;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;PlayerCount 2;Log ::: ^1%p% ^0was KICKED for using a ^1%w%;Say ::: KICKED: %p% for using a %w%;Kick %p%, No Explosives on Metro 2014! You used a %w%.

On Kill;Map XP0_Metro;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;PlayerCount 1;Log ::: ^1%p% ^0has ^2%c%/2 ^0offenses (^1%w%^0);Set %warnyell% 2;Say ::: WARNING: %p%, warning %c%/2 for using a %w%;PlayerSay ::: WARNING: %p%, warning %c%/2 for using a %w%;Kill 100

On Kill;Map XP0_Metro;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;Log ::: ^1%p% ^0has ^2%c%/2 ^0offenses (^1%w%^0);Set %warnyell% 1;Say ::: WARNING: %p%, warning %c%/2 for using a %w%;PlayerSay ::: WARNING: %p%, warning %c%/2 for using a %w%;Kill 100

 

# WARNING YELL ON SPAWN

On Spawn;Map XP0_Metro;If %warnyell% == 2;Log ::: METRO 2014 warning yell^2 2/2 ^0given to ^1%p%;PlayerYell %p%, you've 2/2 offenses! NEXT WILL BE A KICK;Set %warnyell% 0

On Spawn;Map XP0_Metro;If %warnyell% == 1;Log ::: METRO 2014 warning yell^2 1/2 ^0given to ^1%p%;PlayerYell %p%, you've 1/2 offenses! No explosives!;Set %warnyell% 0

 

 

i like this rule but how do i make it so there is only one warrning ad then the kick i tryed and then the rule did not work

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Originally Posted by wdfstryfe*:

 

Unless he gets killed by it. No way to detect.

 

 

 

# Team Kill Notification Rules

On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

On TeamKill;PlayerSay %p%: watch your fire! It's your TK #%c%, 5 tks and you're kicked!

On Kill;Damage Explosive,ProjectileExplosive;PlayerSay (%p%)This is your 1st warning, no explosives!

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 1;PlayerSay (%p%) 2nd warning, no explosives!!

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 2;PlayerSay (%p%) 3rd warning, no explosives!!!

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 3;PlayerSay Killing (%p%) for using explosives;Kill 100

On Kill;Damage Explosive,ProjectileExplosive;PlayerCount 4;Say Kicking (%p%) for using explosives;Kick

 

__?

That's what I was afraid of.. Of course I got players saying "Oh this server can do it!" Feel like I'm fighting a no win battle with people arguing over this.
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Originally Posted by CptDirty*:

 

So I just changed my code to this :

 

 

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

# Team Kill Notification Rules

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

On TeamKill;Say %p% teamkilled %v% (teamkill #%c%)

On TeamKill;PlayerSay %p%: watch your fire! It's your TK #%c%, 5 TK's and you're kicked!

 

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

# Limited Explosive Rule

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

On Kill;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;PlayerSay (%p%)This is your 1st warning, no explosives!

On Kill;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;PlayerCount 1;PlayerSay (%p%) 2nd warning, no explosives!!

On Kill;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;PlayerCount 2;PlayerSay (%p%) 3rd warning, no explosives!!!

On Kill;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;PlayerCount 3;PlayerSay Killing (%p%) for using explosives;PlayerYell %p% LAST WARNING BEFORE KICK;Kill 100

On Kill;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive;PlayerCount 4;Say Kicking (%p%) for using explosives;Kick

 

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

# On First Spawn Notification

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

On Spawn;PlayerFirst;PlayerYell Welcome %p%. 5 Violations = Kick

And the same thing happens, warnings repeat themselves, killing occurs on 4th violation but it keeps on killing the person instead of kicking him on 5th.
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Originally Posted by ixnorp*:

 

So I just changed my code to this :

 

 

 

 

And the same thing happens, warnings repeat themselves, killing occurs on 4th violation but it keeps on killing the person instead of kicking him on 5th.

Try reversing your rules order? So it will check your kick rule 1st. (read it somewhere before in this thread) If this doesn't work, i don't what else. :tongue:

 

On Kill;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive

PlayerCount 4;Say Kicking (%p%) for using explosives;Kick

PlayerCount 3;Say Killing (%p%) for using explosives;PlayerYell %p% LAST WARNING BEFORE KICK;Kill 100

PlayerCount 2;PlayerSay (%p%) 3rd warning, no explosives!!!

PlayerCount 1;PlayerSay (%p%) 2nd warning, no explosives!!

PlayerSay (%p%)This is your 1st warning, no explosives!

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Originally Posted by CptDirty*:

 

Try reversing your rules order? So it will check your kick rule 1st. (read it somewhere before in this thread) If this doesn't work, i don't what else. :tongue:

 

On Kill;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive

PlayerCount 4;Say Kicking (%p%) for using explosives;Kick

PlayerCount 3;Say Killing (%p%) for using explosives;PlayerYell %p% LAST WARNING BEFORE KICK;Kill 100

PlayerCount 2;PlayerSay (%p%) 3rd warning, no explosives!!!

PlayerCount 1;PlayerSay (%p%) 2nd warning, no explosives!!

PlayerSay (%p%)This is your 1st warning, no explosives!

This works fine! warnings on the first 3, kill on fourth, kick on fifth.

 

PROBLEM IS

 

the warnings come up in the opposite order. Tried reversing it but it wouldn't kick on fifth, it just kept on killing

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Originally Posted by LjMjollnir*:

 

This works fine! warnings on the first 3, kill on fourth, kick on fifth.

 

PROBLEM IS

 

the warnings come up in the opposite order. Tried reversing it but it wouldn't kick on fifth, it just kept on killing

remember you can use %c% for the count

 

Code:

On Kill;Not Weapon U_Flashbang;Damage Explosive,ProjectileExplosive
   If %c% >= 5;Say Kicking (%p%) for using explosives;Kick
   If %c% == 4;Say Killing (%p%) for using explosives;PlayerYell %p% LAST WARNING BEFORE KICK;Kill 100
   If %c% <= 3 3;PlayerSay %c%/3 warnings, no explosives!!!
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Originally Posted by me1*:

 

Hello!

I have a question, i want to setup a knife only rule in ProconRulz, can i use this command and did it works in BF4?

 

On Kill;Not Damage Melee;Say %p% was KICKED for using a %w% ;Kick %p% Melee only! You used a %w%.

 

Did the Player see the text "Player was kicked for using a ... before he would be kicked? (that would be nice) and did the player see the message "melee only u use a ..." after he is kicked ?

 

Thank you for your answer and help!

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Originally Posted by ixnorp*:

 

Try reversing your rules order? So it will check your kick rule 1st. (read it somewhere before in this thread) If this doesn't work, i don't what else. :tongue:

 

 

 

This works fine! warnings on the first 3, kill on fourth, kick on fifth.

 

PROBLEM IS

 

the warnings come up in the opposite order. Tried reversing it but it wouldn't kick on fifth, it just kept on killing

Remove the PlayerYell? Just random guess. It shouldn't just stopped at playercount 3. It should work.

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Originally Posted by ixnorp*:

 

Hello!

I have a question, i want to setup a knife only rule in ProconRulz, can i use this command and did it works in BF4?

 

On Kill;Not Damage Melee;Say %p% was KICKED for using a %w% ;Kick %p% Melee only! You used a %w%.

 

Did the Player see the text "Player was kicked for using a ... before he would be kicked? (that would be nice) and did the player see the message "melee only u use a ..." after he is kicked ?

 

Thank you for your answer and help!

He can only see your kicked reason %p% Melee only! You used a %w%.

 

Yes you can see the %p% was KICKED for using a %w% in your chat box.

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Originally Posted by BloodBoy*:

 

Hey,

I got a snipers/pistols server and used "Example 3. For a sniper/pistol server (usage of other weapons is suicidal, kick on 4th kill, ban on 6th kill):" rules for the server. For some reason, im keep on getting kicked for using the new sniper rifle, Gol Magnum, is there a command or something to fix this problem

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Originally Posted by tarreltje*:

 

Hey,

I got a snipers/pistols server and used "Example 3. For a sniper/pistol server (usage of other weapons is suicidal, kick on 4th kill, ban on 6th kill):" rules for the server. For some reason, im keep on getting kicked for using the new sniper rifle, Gol Magnum, is there a command or something to fix this problem

I think your bf4.def isnt updated or either the weapon isnt added yet to the bf4.def
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Originally Posted by Steiner-dek*:

 

I need help. I want a no explosive Server Setup. I would like to ban all explosive grenades, C4, Claymore, M320, RPG's and the airburst. When you want to be infringing once killed and warned the two times you will be kicked. Who can create a setup or ir so where can I find such a setup? Sorry for my English, it is bad

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Originally Posted by me1*:

 

Hello !

I use a Procon rule for knife kills, but it does not work at my server, can someone look, if there is a mistake in the rule ?

 

It is for Battlefield 4.

 

On Kill;Weapon Melee;Incr %knifenumberincr%;Incr %knifenumber%;If %knifenumberincr% == 3;Set %knifenumberincr% 0;Say %p%: %knifenumber% knife kills this round.

 

What is wrong with this rule and why doesnt it work ?

 

Thank you for your help.

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Originally Posted by leyeti*:

 

Hello folks.

I'm wondering if a rule, that announce how mny time someone has been killed in a raw,

The annoucune will only start if you have been kill at least 3 time in a raw.

eg : leyeti has been killed 6 time in a raw, he should learn to kill.

Did some search in the forum, but not relevant solution.

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      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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