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


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Originally Posted by Hodor*:

 

Created some rule on death message to victim:

Code:

On Kill;TargetPlayer %v%;TargetAction PlayerYell test message
Got an error:

Code:

[15:55:35 94] ProconRulz: recoverable exception in process_part (ProconRulz will continue...)
[15:55:35 94] ProconRulz: process_part rule.unparsed_rule = [On Kill;TargetPlayer %v%;TargetAction PlayerYell test message]
[15:55:35 94] ProconRulz: process_part player_name = [Matvei_from_UA]
[15:55:35 94] ProconRulz: process_part p.part_type = TargetPlayer
[15:55:35 94] ProconRulz: process_part k.Killer.SoldierName = [Matvei_from_UA]
[15:55:35 94] ProconRulz: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (System.Collections.Generic.TKey key) <0x4139f660 + 0x0005b> in <filename unknown>:0 
  at PRoConEvents.ProconRulz.process_part (PRoConEvents.ParsedRule rule, PRoConEvents.PartClass p, System.String player_name, PRoCon.Core.Kill k, System.String msg, System.Collections.Generic.Dictionary`2& keywords) <0x413a13f0 + 0x01baa> in <filename unknown>:0
Any helps?
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Originally Posted by BuRockK*:

 

Created some rule on death message to victim:

Code:

On Kill;TargetPlayer %v%;TargetAction PlayerYell test message
Got an error:

Code:

[15:55:35 94] ProconRulz: recoverable exception in process_part (ProconRulz will continue...)
[15:55:35 94] ProconRulz: process_part rule.unparsed_rule = [On Kill;TargetPlayer %v%;TargetAction PlayerYell test message]
[15:55:35 94] ProconRulz: process_part player_name = [Matvei_from_UA]
[15:55:35 94] ProconRulz: process_part p.part_type = TargetPlayer
[15:55:35 94] ProconRulz: process_part k.Killer.SoldierName = [Matvei_from_UA]
[15:55:35 94] ProconRulz: System.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary.
  at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (System.Collections.Generic.TKey key) <0x4139f660 + 0x0005b> in <filename unknown>:0 
  at PRoConEvents.ProconRulz.process_part (PRoConEvents.ParsedRule rule, PRoConEvents.PartClass p, System.String player_name, PRoCon.Core.Kill k, System.String msg, System.Collections.Generic.Dictionary`2& keywords) <0x413a13f0 + 0x01baa> in <filename unknown>:0
Any helps?
try this:

 

On Kill;TargetPlayer %v%;PlayerYell test message

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Originally Posted by Hodor*:

 

Hey guys, i make this code and faced with the problem... When a player gets kills for assistance - kills dont appear in my rule:

Code:

On Kill;Incr %ini_roundplayerstats_%p%[kills]%

On Say;Text /kills;TargetPlayer
	PlayerSay ::: Player: %t%
	PlayerSay ::: Kills: %ini_roundplayerstats_%t%[kills]%
In Scoreboard (TAB key in-game) he has 20 kills but in my rule /kills [player_name] he has 17 kills because of 3 assistance kills... Is it possible somehow fix? :mad::huh:

 

Maybe it is possible somehow execute a command "Exec" to take data from Procon Events? :huh:

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Originally Posted by BuRockK*:

 

Hey guys, i make this code and faced with the problem... When a player gets kills for assistance - kills dont appear in my rule:

Code:

On Kill;Incr %ini_roundplayerstats_%p%[kills]%

On Say;Text /kills;TargetPlayer
	PlayerSay ::: Player: %t%
	PlayerSay ::: Kills: %ini_roundplayerstats_%t%[kills]%
In Scoreboard (TAB key in-game) he has 20 kills but in my rule /kills [player_name] he has 17 kills because of 3 assistance kills... Is it possible somehow fix? :mad::huh:

 

Maybe it is possible somehow execute a command "Exec" to take data from Procon Events? :huh:

if you go in "rules" but pressed "Ok" to back out and not use "esc" or "X" button, some scripts such as that gets reloaded, resetting those vars. so that might be it
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Originally Posted by Hodor*:

 

interesting way. you should also fix "log" command too. its not outputing

if you go in "rules" but pressed "Ok" to back out and not use "esc" or "X" button, some scripts such as that gets reloaded, resetting those vars. so that might be it

What are you talking about?
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Originally Posted by ty_ger07*:

 

Hey guys, i make this code and faced with the problem... When a player gets kills for assistance - kills dont appear in my rule:

Code:

On Kill;Incr %ini_roundplayerstats_%p%[kills]%

On Say;Text /kills;TargetPlayer
	PlayerSay ::: Player: %t%
	PlayerSay ::: Kills: %ini_roundplayerstats_%t%[kills]%
In Scoreboard (TAB key in-game) he has 20 kills but in my rule /kills [player_name] he has 17 kills because of 3 assistance kills... Is it possible somehow fix? :mad::huh:

 

Maybe it is possible somehow execute a command "Exec" to take data from Procon Events? :huh:

"Assist counts as kill" in the game is not tracked by Procon. There is no way for Procon to know that an assist counted as a kill. Procon only knows actual kills. Sorry, I don't know of any way to fix that without using a more sophisticated plugin connected to Battlelog.
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Originally Posted by Hodor*:

 

"Assist counts as kill" in the game is not tracked by Procon. There is no way for Procon to know that an assist counted as a kill. Procon only knows actual kills. Sorry, I don't know of any way to fix that without using a more sophisticated plugin connected to Battlelog.

PROCON:

8238x3EHYjZaAO.jpg

 

IN-GAME:

Battlefield 4 11.24.2016 - 00.46.06.01.jpg

 

I made these screenshots at one time.. You can see that player _Maxweeeeeeeeell have 3 assist kills but procon shows the correct data... Where did procon take them? BTW your web-stat page have shows correct data too..

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Originally Posted by ty_ger07*:

 

I BELIEVE that the Procon scoreboard works this way:

 

Procon asks for an updated player list from the game server with players' name, IP, GUIDs, kills, deaths, score, and so forth at least once ever 30 seconds. Let's say that Procon gets data that PlayerA has 23 kills. Then, Procon monitors a live stream of kills and death information and adds PlayerA "kills" to those 23 kills. After 15 seconds, let's say that Procon detected 2 kills by PlayerA and added up that PlayerA now has 25 kills. After 30 seconds, Procon gets an updated player list from the game server saying that PlayerA actually has 27 kills. Procon assumes that its calculation was wrong and changes the 25 kills to 27 kills in the player list/scoreboard.

 

XpKiller's plugin counts the player kills in its scoreboard the same way using the same information from a player list which is updated at least every 30 seconds. That is why my stats page appears to also be correct most of the time (depending on the time each one synced within that 30 second window).

 

But, ProconRulz is not programmed to get scoreboard information in the plugin. Proconrulz is just counting the number of detected kills and does not have any kill or death count correction built in.

 

Your code:

Code:

On Kill;Incr %ini_roundplayerstats_%p%[kills]%
Your rule is only counting every time a player gets a kill in the live kill feed. It doesn't count when the game server tells Procon that the kill count is wrong. ProconRulz would need some sort of kill count or kill feed correction code to count "Kill counts as assist" kills properly.

 

Also, ProconRulz has issues counting revives properly. A player who was revived is still considered dead according to ProconRulz. That means that ProconRulz counts a 1 kill for when a player is knocked down. When a player is revived, ProconRulz still considers them dead 1 time. When they are killed again and not revived, the game server now says that they have 1 death, but ProconRulz says that they now have 2 deaths.

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Originally Posted by Hodor*:

 

I BELIEVE that the Procon scoreboard works this way:

 

Procon asks for an updated player list from the game server with players' name, IP, GUIDs, kills, deaths, score, and so forth at least once ever 30 seconds. Let's say that Procon gets data that PlayerA has 23 kills. Then, Procon monitors a live stream of kills and death information and adds PlayerA "kills" to those 23 kills. After 15 seconds, let's say that Procon detected 2 kills by PlayerA and added up that PlayerA now has 25 kills. After 30 seconds, Procon gets an updated player list from the game server saying that PlayerA actually has 27 kills. Procon assumes that its calculation was wrong and changes the 25 kills to 27 kills in the player list/scoreboard.

 

XpKiller's plugin counts the player kills in its scoreboard the same way using the same information from a player list which is updated at least every 30 seconds. That is why my stats page appears to also be correct most of the time (depending on the time each one synced within that 30 second window).

 

But, ProconRulz is not programmed to get scoreboard information in the plugin. Proconrulz is just counting the number of detected kills and does not have any kill or death count correction built in.

 

Your code:

Code:

On Kill;Incr %ini_roundplayerstats_%p%[kills]%
Your rule is only counting every time a player gets a kill in the live kill feed. It doesn't count when the game server tells Procon that the kill count is wrong. ProconRulz would need some sort of kill count or kill feed correction code to count "Kill counts as assist" kills properly.

 

Also, ProconRulz has issues counting revives properly. A player who was revived is still considered dead according to ProconRulz. That means that ProconRulz counts a 1 kill for when a player is knocked down. When a player is revived, ProconRulz still considers them dead 1 time. When they are killed again and not revived, the game server now says that they have 1 death, but ProconRulz says that they now have 2 deaths.

Maybe it is possible somehow execute a command "Exec" to take data from Procon Events? Or maybe someone able to modify proconrulz.cs and able to add %playerKills% %playerDeaths% %playerHeadshots% which will be synchronized with player list from the game server_!

Procon asks for an updated player list from the game server with players' name, IP, GUIDs, kills, deaths, score, and so forth at least once ever 30 seconds

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  • 2 weeks later...

Originally Posted by spatieman*:

 

ok, i made some custom on spawn messages based on the current map mode.

but for some reason alpha and bravo squad messages are not showing.

only charlie and delta squad messages.

getting bit frustrated here, so i could need some help here.

what did i do wrong ?

 

Code:

# SQUAD DEATHMATCH on spawn spam
on spawn;mapmode squaddeathmatch;if %pt% contains alpha;playeryell 4 alpha squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains bravo;playeryell 4 bravo squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains charlie;playeryell 4 charlie squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains delta;playeryell 4 delta squad ready to kick some ass
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Originally Posted by BuRockK*:

 

ok, i made some custom on spawn messages based on the current map mode.

but for some reason alpha and bravo squad messages are not showing.

only charlie and delta squad messages.

getting bit frustrated here, so i could need some help here.

what did i do wrong ?

 

Code:

# SQUAD DEATHMATCH on spawn spam
on spawn;mapmode squaddeathmatch;if %pt% contains alpha;playeryell 4 alpha squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains bravo;playeryell 4 bravo squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains charlie;playeryell 4 charlie squad ready to kick some ass
on spawn;mapmode squaddeathmatch;if %pt% contains delta;playeryell 4 delta squad ready to kick some ass
try this:

 

Code:

# SQUAD DEATHMATCH on spawn spam
on Spawn;MapMode SquadDeathMatch0;if %pt% contains alpha;SquadYell 4 alpha squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch0;if %pt% contains bravo;SquadYell 4 bravo squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch0;if %pt% contains charlie;SquadYell 4 charlie squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch0;if %pt% contains delta;SquadYell 4 delta squad ready to kick some ass
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Originally Posted by spatieman*:

 

try this:

 

Code:

# SQUAD DEATHMATCH on spawn spam
on Spawn;MapMode SquadDeathMatch0;if %pt% contains alpha;SquadYell 4 alpha squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch0;if %pt% contains bravo;SquadYell 4 bravo squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch0;if %pt% contains charlie;SquadYell 4 charlie squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch0;if %pt% contains delta;SquadYell 4 delta squad ready to kick some ass
Nop, still same isue.

weard..

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Originally Posted by BuRockK*:

 

Works !!,well, works..

alpha yes, bravo no, say's alpha squad ready..

but we come closer

Sorry for delay, this should work. tested:

 

Code:

# SQUAD DEATHMATCH on spawn spam
on Spawn;MapMode SquadDeathMatch;if %ps% contains alpha;SquadYell 4 alpha squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch;if %ps% contains bravo;SquadYell 4 bravo squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch;if %ps% contains charlie;SquadYell 4 charlie squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch;if %ps% contains delta;SquadYell 4 delta squad ready to kick some ass
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Originally Posted by spatieman*:

 

Sorry for delay, this should work. tested:

 

Code:

# SQUAD DEATHMATCH on spawn spam
on Spawn;MapMode SquadDeathMatch;if %ps% contains alpha;SquadYell 4 alpha squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch;if %ps% contains bravo;SquadYell 4 bravo squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch;if %ps% contains charlie;SquadYell 4 charlie squad ready to kick some ass
on Spawn;MapMode SquadDeathMatch;if %ps% contains delta;SquadYell 4 delta squad ready to kick some ass
Ah.

Yes.

that works..

but.

i think we had a comunication mismatch xD

the squad spam works.

but as you know,

squad deathmatch has 4 teams.

alpha team, bravo team, charlie team ,delta team

THAT chat is bugging me.

not the squad chat it self ^^

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Originally Posted by BuRockK*:

 

Ah.

Yes.

that works..

but.

i think we had a comunication mismatch xD

the squad spam works.

but as you know,

squad deathmatch has 4 teams.

alpha team, bravo team, charlie team ,delta team

THAT chat is bugging me.

not the squad chat it self ^^

That also works. When a player spawns it says player's squad is ready the way it should. Or did you not wanted that msg on every spawn?
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Originally Posted by spatieman*:

 

That also works. When a player spawns it says player's squad is ready the way it should. Or did you not wanted that msg on every spawn?

Yes, but only in the team squad (ABC or D) ,not the squads in the team.

and that is why i find it weard that only C and D team squad (not the squads in the squads) works.

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Originally Posted by llB00Nll*:

 

Hello All,

 

I was reading through all the documentation of this plugin and have came up with some code that will hopefully limit the number of kills in both the LAV's and Tank's on Siege of Shanghai. We currently already have a attack helo kill limit that works well since its really only used for farming kills. I have been getting requests to try a vehicle kill limit ontop of the helo limit.

 

I am wondering if someone can proof read the code and let me know if it looks good before I upload it. Im hoping the code will allow 40 kills with the tank plus another 40 kills with the Lav's for a total of 80 vehicle kills.

 

### TANK LIMIT ###

On Kill; Damage VehicleHeavy

PlayerCount 41;Say %p% was TEMP-BANNED for 1 hour for more than 40 Tank kills per round.;TempBan 3600 %p% for more than 40 tank kills per round. Read the rules!

PlayerCount 40;Say %p% was KILLED for more than 40 Tank kills per round - MORE TANK KILLS = 1 HOUR BAN;Kill 100

PlayerCount 39;Say %p% was KILLED for more than 40 Tank kills per round;Kill 100

PlayerCount 38;PlayerYell WARNING %p% only 40 Tank kills per round!; PlayerSay TANK KILL LIMIT: %p% only 40 kills per round!

PlayerCount 37;PlayerYell WARNING %p% only 40 Tank kills per round!; PlayerSay TANK KILL LIMIT: %p% only 40 kills per round!

PlayerCount 36;PlayerYell WARNING %p% only 40 Tank kills per round!; PlayerSay TANK KILL LIMIT: %p% only 40 kills per round!

 

### LAV LIMIT ###

On Kill; Damage VehicleLight

PlayerCount 41;Say %p% was TEMP-BANNED for 1 hour for more than 40 LAV kills per round.;TempBan 3600 %p% for more than 40 tank kills per round. Read the rules!

PlayerCount 40;Say %p% was KILLED for more than 40 Tank kills per round - MORE LAV KILLS = 1 HOUR BAN;Kill 100

PlayerCount 39;Say %p% was KILLED for more than 40 Tank kills per round;Kill 100

PlayerCount 38;PlayerYell WARNING %p% only 40 Tank kills per round!; PlayerSay TANK KILL LIMIT: %p% only 40 kills per round!

PlayerCount 37;PlayerYell WARNING %p% only 40 Tank kills per round!; PlayerSay TANK KILL LIMIT: %p% only 40 kills per round!

PlayerCount 36;PlayerYell WARNING %p% only 40 Tank kills per round!; PlayerSay TANK KILL LIMIT: %p% only 40 kills per round!

Now im also curious if I can leave the 3 sets of vehicle kill codes on the same text file or do they have to be in seperate ones and uploaded.

 

Thanks.

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Originally Posted by BuRockK*:

 

Yes, but only in the team squad (ABC or D) ,not the squads in the team.

and that is why i find it weard that only C and D team squad (not the squads in the squads) works.

Yes, SquadYell command only yells at the players Squad. If you want the whole team of the player to see it change SquadYell to TeamYell
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Originally Posted by BuRockK*:

 

Hello All,

 

I was reading through all the documentation of this plugin and have came up with some code that will hopefully limit the number of kills in both the LAV's and Tank's on Siege of Shanghai. We currently already have a attack helo kill limit that works well since its really only used for farming kills. I have been getting requests to try a vehicle kill limit ontop of the helo limit.

 

I am wondering if someone can proof read the code and let me know if it looks good before I upload it. Im hoping the code will allow 40 kills with the tank plus another 40 kills with the Lav's for a total of 80 vehicle kills.

 

 

 

Now im also curious if I can leave the 3 sets of vehicle kill codes on the same text file or do they have to be in seperate ones and uploaded.

 

Thanks.

In ProconRulz, VehicleLight can refer to other vehicles in game like artilery truck, infantry vehicle and/or anti-air vehicle. So it will count those vehicles as one.

 

I needed something similar, and had a help for it. But i use Insane Limits because you can use vehicle names there to put limit on specific ones.

 

Check this post:

myrcon.net/...insane-limits-mobile-anti-air-and-aa-mine-limit#entry49281

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Originally Posted by llB00Nll*:

 

In ProconRulz, VehicleLight can refer to other vehicles in game like artilery truck, infantry vehicle and/or anti-air vehicle. So it will count those vehicles as one.

 

I needed something similar, and had a help for it. But i use Insane Limits because you can use vehicle names there to put limit on specific ones.

 

Check this post:

myrcon.net/...insane-limits-mobile-anti-air-and-aa-mine-limit#entry49281

Thanks for the response - The code is for a 24/7 Seige of Shanghai server so im not concerned about it affecting other maps with vehicles that fall under those damage groups. So I plan on sticking with procon rules for the code so thats why I wanted to have the code proof read first. Does the code look good to you all under the same text file ?

 

Thanks

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Originally Posted by ty_ger07*:

 

Also please note that there is a DICE BF4 server bug which often randomly tells procon that a vehicle kill was "death" rather than providing the correct vehicle kill information. That being the case, it is easily likely that a player could have 60 vehicle kills and only 20 of them are counted properly by your rule.

 

If you want an accurate count of vehicle kills per round, you will need to use a plugin such as Insane Limits which can get the accurate kill information from Battlelog.

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Originally Posted by BuRockK*:

 

Your ProconRulz code looks good although i havent tested it. Like i said with that code, you will have limit where MBT have a kill limit where other vehicles have their own "shared" limit. Which means if a player gets 20 kills with an infantry fighting vehicle and another 20 kill with Anti-Air Vehicle, they wont be able to use any "light weight" ground vehicles for kills again for that round. (except for roadkills).

 

Like ty_ger07 said, it will also not be an accurate count because of DICE bug.

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Originally Posted by Hodor*:

 

Hello All,

 

I was reading through all the documentation of this plugin and have came up with some code that will hopefully limit the number of kills in both the LAV's and Tank's on Siege of Shanghai. We currently already have a attack helo kill limit that works well since its really only used for farming kills. I have been getting requests to try a vehicle kill limit ontop of the helo limit.

 

I am wondering if someone can proof read the code and let me know if it looks good before I upload it. Im hoping the code will allow 40 kills with the tank plus another 40 kills with the Lav's for a total of 80 vehicle kills.

 

 

 

Now im also curious if I can leave the 3 sets of vehicle kill codes on the same text file or do they have to be in seperate ones and uploaded.

 

Thanks.

I had some problem with PlayerCount so I went the other way, try this:

Code:

###Delete counts on roundover
On RoundOver;Set %ini_vehiclerule% 0

On Kill;Damage VehicleHeavy;Incr %ini_vehiclerule_heavy[%p%]%
	If %ini_vehiclerule_heavy[%p%]% == 1;Say blabla;Yell blabla;Kill 1

On Kill;Damage VehicleLight;Incr %ini_vehiclerule_light[%p%]%
	If %ini_vehiclerule_light[%p%]% == 1;Say blabla;Yell blabla;Kill 1
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Originally Posted by llB00Nll*:

 

I had some problem with PlayerCount so I went the other way, try this:

Code:

###Delete counts on roundover
On RoundOver;Set %ini_vehiclerule% 0

On Kill;Damage VehicleHeavy;Incr %ini_vehiclerule_heavy[%p%]%
	If %ini_vehiclerule_heavy[%p%]% == 1;Say blabla;Yell blabla;Kill 1

On Kill;Damage VehicleLight;Incr %ini_vehiclerule_light[%p%]%
	If %ini_vehiclerule_light[%p%]% == 1;Say blabla;Yell blabla;Kill 1
Thanks for the input fellas , I will head over to the Insane Limits thread and try build the code from there.
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Originally Posted by Hodor*:

 

Hey guys i need a help. I have a message in Russian language to 9 countries who speak Russian language. So this code doesnt work in one line, but I do not want to use it in a few line because it will increase many times over my rules:

 

Not working:

Code:

On Say;Text /qa;If %pcountrykey% == ru;If %pcountrykey% == by;If %pcountrykey% == kz;If %pcountrykey% == tj;If %pcountrykey% == kg;If %pcountrykey% == ab;If %pcountrykey% == os;If %pcountrykey% == md;If %pcountrykey% == ua;PlayerSay ??????, ??? ???? ?????????!
Working:

Code:

On Say;Text /qa;
	If %pcountrykey% == ru;PlayerSay ??????, ??? ???? ?????????!
	If %pcountrykey% == by;PlayerSay ??????, ??? ???? ?????????!
	If %pcountrykey% == kz;PlayerSay ??????, ??? ???? ?????????!
	If %pcountrykey% == tj;PlayerSay ??????, ??? ???? ?????????!
	If %pcountrykey% == kg;PlayerSay ??????, ??? ???? ?????????!
	If %pcountrykey% == ab;PlayerSay ??????, ??? ???? ?????????!
	If %pcountrykey% == os;PlayerSay ??????, ??? ???? ?????????!
	If %pcountrykey% == md;PlayerSay ??????, ??? ???? ?????????!
	If %pcountrykey% == ua;PlayerSay ??????, ??? ???? ?????????!
Anyone know how to do in one line? :huh:
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      • 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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