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


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Originally Posted by tarreltje*:

 

Hey guys, since there is no pluging regarding excessive camping, people should punish the campers by them selves.

 

Normaly if a person is camping we either kick or ban then if they dont listen if we warn them, but this is kinda harsh to players.

 

So what i was thinking of is that admins kill the player if they camp and lets say, after 3 manual admin kills, the player is kicked/banned automated by a sort of plugin.

 

Is this already doable? I know with procon rulz you can make a rule that it can count kills, and then kick or ban, but then the kills are made by proconrulz..

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Originally Posted by marc1080*:

 

Where can I get the newest BF3.def file?

 

 

bambam, you made my day ! I just had to update BF3.def on ProCon layer server. This was the reason. Now it works... :ohmy:

 

Thanks for solving this.

 

Cheers

Niggoh

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Originally Posted by Fry*:

 

BAMBAM thx for answering the other question.

 

I found some cheat protection in this forumthread and i was wondering if just can cut and paste it into my rulez.

 

# CHEAT DETECTION

On Kill;Damage Melee;Rate 8 30;Say %p%: banned - kill rate;Ban %p% Auto-banned - hacking status 5

On Kill;Weapon Death;Rate 10 30;Say %p%: banned - nuke;Ban %p% Auto-banned - hacking status 6

On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 20 50;Say %p%: banned - kill rate 1;Ban %p% Auto-banned - hacking status 1

On Kill;Not Damage Explosive;Not Damage ProjectileExplosive;Rate 40 200;Say %p%: banned - kill rate;Ban %p% Auto-banned - hacking status 2

On Kill;Headshot;Rate 6 15;Say %p%: banned - aimbot;Ban %p% Auto-banned - hacking status 3

On Kill;Headshot;Rate 8 25;Say %p%: banned - aimbot;Ban %p% Auto-banned - hacking status 4

 

This will kick cheater who are killing 8 people within 30 seconds? and bans them automaticly? But whats the Hacking status?

Weapon DEATH_?

I figure the last part the AIMBOT thing, logic.... But the rest?

 

DO you have maybe a short discription what it does and if i just can put it to my other rulez without having problems. So my little brain also knows what it does.

 

Thx BamBam

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Originally Posted by bambam*:

 

workin' my way back up this list...

Raistlin thanks for the server name but I can't find it in Battlelog... could you provide a link to the battlelog page for your server? thanks...

 

dartpsycho

how and where i have to put it or install it again?

skipping your post hoping someone else helps you out

 

Fry

But whats the Hacking status?

Weapon DEATH_?

I figure the last part the AIMBOT thing, logic.... But the rest?

 

DO you have maybe a short discription what it does and if i just can put it to my other rulez without having problems. So my little brain also knows what it does.

sure Fry just cut and paste those anti-cheater rulz into your rulz list in ProconRulz, either at the top or the bottom - easier if you don't mix them with other rulz just to be readable. 'hacking status' is just text that appears in the ban 'reason' and in your logs and ban list, so you can reference back to which rule actually banned them in case you need to know that. I.e. l33th4x0r gets banned on your server, but it's actually your brother and you know he's not hacking, so you can look at the ban entry which might say the ban reason was "Auto-banned - hacking status 3" so you can explain he must have done 6 headshots in 15 seconds and triggered the ban...

 

Weapon Death is any vehicle kill in BF3 currently. (or the mortar) so you see the limit is 10 kills in 30 seconds.

 

You can adjust any of these rates if you think you know better - it's more of an art than a science.

 

Marc1080

Where can I gat the newest BF3.def file?

In the Procon application click "Tools" .. "Check for Updates" and Procon will download an update with the latest BF3.def file.

 

Henkenator

I checked it out L96 info returned by server:

Ale236 killed THE_END_88 with L96 (weapon key[L96], damage[No damage key])

 

So there seems to be no damage key for the L96 thats why its not treated by the Rulz in the right way.

I also tried:

On Kill; Weapon L96A,L96; Say L96 is allowed

But in Plugin return screen it states:

Warning, weapon L96A1 not found in procon

Warning, weapon L96 not found in procon

Same goes for QB88 by the way, but that gives no problems

 

Any other ideas? Or Work arrounds? Settings in bf3.def are correct

no you don't have the correct bf3.def. I think you're looking at BF3.def on a downstream procon client that is actually connecting to a layer server, but you should be looking at the BF3.def ON THE LAYER SERVER procon instance, and this is out of date and does not have an entry for the L96. Note that ProconRulz is compensating for this by ALLOWING you to use the L96 key on the assumption that you know what you are doing (although it gives a warning) so "Weapon L96" conditions will still work even though the entry is missing from Procon, but Procon provides the "Damage" info (by reading it from bf3.def) so ProconRulz cannot know L96 = Damage SniperRifle unless you fix the bf3.def. So you have two solutions:

 

1) update your bf3.def

 

OR

 

2) add an additional rule to check specifically for "Weapon L96" as you know that weapon will drop through a "Damage SniperRifle" condition...

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Originally Posted by sebelec*:

 

hi, our server use this plugin and it's juste amazing. Can you add our server ine the firts post in section "server use proconrulez"

 

http://battlelog.battlefield.com/bf3...UEST-INFANTRY/

http://battlelog.battlefield.com/bf3...-B2K-CONQUEST/

 

Thanks !

 

www.last-warriors.fr

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Originally Posted by bambam*:

 

Bertsinbad re the "Exec" action, this is general-purpose to allow rcon commands to be sent to the game server from within a rule, the same as you could manually from the Procon console. E.g. "mapList.runNextRound".

 

BF3 admin commands are listed in the BF3 Server Documentation - a good set of links is provided here:

 

http://www.pbbans.com/forums/bf3-ser...n-t147746.html

 

The commands are listed in the "BF3 PC Server Remote Administration Protocon.pdf" document.

 

You'll see it's a pretty comprehensive list and "Exec" makes ProconRulz more powerful than most users realize.

 

ProconRulz action format is basically "Exec " and if needed you can embed %..% substitution variables as needed.

 

Note that BF3 also has vars.XXX commands which set server-side variables, and this is how much of the behaviour of BF3 can be dynamically controlled. E.g. it is 'vars' that control whether vehicles are enabled or not.

 

A couple of pointers that fundamentally affect the usefulness of all this with ProconRulz:

 

1) For *some* commands (e.g. I think vars.vehicleSpawnAllowed) the change only takes effect ON ROUND CHANGE, so don't assume everything you do will have an immediate effect.

 

2) Procon doesn't provide a mechanism where plugins can receive the RESULT of commands being executed (except in small number of cases e.g. a nextLevel command causes the map to change which triggers the "On Round" event...). Crucially this means you can't use a vars command without an argument and just query the value of that variable e.g. "vars.vehicleSpawnAllowed" on it's own will cause an rcon message to arrive in the console with the value of that particular setting, but you can't see it in ProconRulz, so you can set server-side variables but not read them.

 

Here's a list of the commands:

Command Description

login.plainText Attempt to login to game server with password

login.hashed Retrieves the salt, used in the hashed password login process

login.hashed Sends a hashed password to the server, in an attempt to log in

serverinfo Query for brief server info

admin.help Report which commands the server knows about

logout Logout from game server

quit Disconnect from server

version Reports game server type, and build ID

listPlayers Return list of a group of players on the server, without GUIDs

admin.eventsEnabled Set whether or not the server will send events to the current connection

admin.password [password] Set the admin password for the server

admin.say Send a chat message to a group of players

admin.kickPlayer Kick player from server

admin.listPlayers Return list of a group of players on the server

admin.movePlayer Move a player to another team and squad

admin.killPlayer Kill a player without scoring effects

punkBuster.isActive Returns whether or not PunkBuster currently is active

punkBuster.activate Attempt to activate PunkBuster if it is not currently running

punkBuster.pb_sv_command Send a raw PunkBuster command to the PunkBuster server

gameadmin.load Load list of game admins from file

gameadmin.save Save list of game admins to file

gameadmin.add Add player to list of game admins

gameadmin.remove Remove player from list of game admins

gameadmin.list Return list of game admins

banList.load Load list of banned players/IPs/GUIDs from file

banList.save Save list of banned players/IPs/GUIDs to file

banList.add Add player/IP/GUID to ban list for a certain amount of time

banList.remove Remove player/IP/GUID from ban list

banList.clear Clears ban list

banList.list [startIndex] Return part of the list of banned players/IPs/GUIDs

reservedSlotsList.load Load list of reserved soldier names from file

reservedSlotsList.save Save list of reserved soldier names to file

reservedSlotsList.add Add to list of players who can use the reserved slots

reservedSlotsList.remove Remove from list of players who can use the reserved slots

reservedSlotsList.clear Clear reserved slots list

reservedSlotsList.list Retrieve list of players who can utilize the reserved slots

mapList.load Load list of maps from disk

mapList.save Save list of maps to disk

mapList.add Insert map at specified offset in map list

mapList.remove Remove specified map from map list

mapList.clear Clear map list

mapList.list Returns entire map list

mapList.setNextMapIndex Set which map to switch to at end of current round

mapList.getMapIndices Get indices for current & next map

mapList.getRounds Get current round and number of rounds

mapList.endRound End current round, declaring the specified team as winners

mapList.runNextRound Abort current round and move on to next

mapList.restartRound Restart current round

mapList.availableMaps Currently broken!

vars.ranked Change the server between ranked/unranked mode

vars.serverName [name] Set the server name

vars.gamePassword [password] Set the game password for the server

vars.autoBalance [enabled] Set if the server should autobalance

vars.roundStartPlayerCount [numPlayers] Set minimum numbers of players to go from preround to in-round

vars.roundRestartPlayerCount [numPlayers] Set minimum numbers of players to go from in-round to preround

vars.serverMessage TODO: document

vars.killRotation TODO: document

vars.friendlyFire [enabled] Set if the server should allow team damage

vars.maxPlayers [nr of players] Set desired maximum number of players

vars.bannerUrl TODO: document

vars.serverDescription [description] TODO: document

vars.killCam [enabled] Set if killcam is enabled

vars.miniMap [enabled] Set if minimap is enabled

vars.hud [enabled] Set if HUD is enabled

vars.crossHair [enabled] Set if crosshair for all weapons is enabled

vars.3dSpotting [enabled] Set if spotted targets are visible in the 3d-world

vars.miniMapSpotting [enabled] Set if spotted targets are visible on the minimap

vars.nameTag [enabled] Set if nametags should be displayed

vars.3pCam [enabled] Set if allowing to toggle to third person vehicle cameras

vars.regenerateHealth [enabled] Set if health regeneration should be active

vars.teamKillCountForKick [count] Set number of teamkills allowed during a round

vars.teamKillValueForKick [count] Set max kill-value allowed for a player before he/she is kicked

vars.teamKillValueIncrease [count] Set kill-value increase for a teamkill

vars.teamKillValueDecreasePerSecond [count] Set kill-value decrease per second

vars.teamKillKickForBan [count] Set number of team-kill kicks that will lead to permaban

vars.idleTimeout [time] Set idle timeout

vars.idleBanRounds [enabled] Set how many rounds idle timeout should ban (if at all)

vars.vehicleSpawnAllowed [enabled] Set whether vehicles should spawn in-game

vars.vehicleSpawnDelay [modifier: percent] Set vehicle spawn delay scale factor

vars.soldierHealth [modifier: percent] Set soldier max health scale factor

vars.playerRespawnTime [modifier: percent] Set player respawn time scale factor

vars.playerManDownTime [modifier: percent] Set player man-down time scale factor

vars.bulletDamage [modifier: percent] Set bullet damage scale factor

vars.gameModeCounter [modifier: integer] Set scale factor for number of tickets to end round

vars.onlySquadLeaderSpawn [enabled] Set if players can only spawn on their squad leader

vars.unlockMode [mode] Set weapons & gadgets to be available on an unranked server

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Originally Posted by Schlumpy*:

 

Hi Guys!

 

I need help with this plugin.

 

I want to ban RPG and SMAW from Metro Rush on my server the guys which make damage with this two weapons should get killed, I also want that only 30% of the ppl on my server can be Recon because i hate it if there are 12 player on one side but 10 of them are sniping...

 

Can u tell me the code which i need to put in the plugin.

 

TY for ur help!

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Originally Posted by tarreltje*:

 

@Bambam

 

I have read your pdf for some info.. im trying to create some rules that announces the tickets that is needed for the round to end, depending on the player count. Im using adaptive ticket count plugin but, its always guessing for people how much tickets its needed.

 

I was thinking like:

round start-> player count = 2 -> say Teams need 20 kills to win the round!!

round start-> player count = 6 -> say Teams need 50 kills to win the round!!

 

as far as i know i cant use the PlayerCount N, because this is for the player only right_. Als the On Round, isnt the same as round start..

 

trying to figure it out but its not working!

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Originally Posted by LR_dev*:

 

I couldn find an answer to my issue while reading through the thread or documentation.

 

We have a Wake Island server and have forbidden to steal the other teams jets and attack choppers. Is it possible to make a procon rulz for this?

 

So when an US-player kills a RU-player with an RU-chopper (the havoc) can he be killed/kicked?

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Originally Posted by maximal1981*:

 

@Bambam

 

I have read your pdf for some info.. im trying to create some rules that announces the tickets that is needed for the round to end, depending on the player count. Im using adaptive ticket count plugin but, its always guessing for people how much tickets its needed.

 

I was thinking like:

round start-> player count = 2 -> say Teams need 20 kills to win the round!!

round start-> player count = 6 -> say Teams need 50 kills to win the round!!

 

as far as i know i cant use the PlayerCount N, because this is for the player only right_. Als the On Round, isnt the same as round start..

 

trying to figure it out but its not working!

Do you know that tickets also go down with diferent flag-size and 1 point do away on spawn, not by kill? but it can look like this, if you let it away:

 

#2 players - 20 tickets

On Kill;ServerFirst;Teamsize 1;Say Teams need 20 kills to win the round!!

#6 players - 50 tickets

On Kill;ServerFirst;Teamsize 3;Say Teams need 50 kills to win the round!!

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Originally Posted by maximal1981*:

 

hi, i'm using "Unreal Tournament Kill Streak Announcer by ty_ger07"

 

is possible to use this plugin only when the server is playing Team deathmatch maps?

On Kill;MapMode *xyz*;......

 

*xyz* = you have to play with the word, because I don't know what proconrulez look. like: Team Deathmatch, Deathmatch, TD, ....

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Originally Posted by maximal1981*:

 

Hi Guys!

 

I need help with this plugin.

 

I want to ban RPG and SMAW from Metro Rush on my server the guys which make damage with this two weapons should get killed, I also want that only 30% of the ppl on my server can be Recon because i hate it if there are 12 player on one side but 10 of them are sniping...

 

Can u tell me the code which i need to put in the plugin.

 

TY for ur help!

Recon: I don't know.

 

Rockets:

 

# No RPG/SMAW on Rush

On Kill;Map Subway;MapMode Rush;Weapon RPG-7,SMAW;PlayerCount 2;Kick %p% enough is enough;Say %p% kicked for No RPG or SMAW on infantry (killed %v%)

On Kill;Map Subway;MapMode Rush;Weapon RPG-7,SMAW;PlayerCount 1;Kill;PlayerSay %p% No RPG or SMAW on infantry (killed %v%)

 

and this if you want:

 

# Warning for RPG/tube use on Subway on first kill in this round

On Kill;Map Subway;MapMode Rush;ServerFirst;Say Please DO NOT use RPG/SMAW in Metro, there are no vehicles here!

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Originally Posted by tarreltje*:

 

Do you know that tickets also go down with diferent flag-size and 1 point do away on spawn, not by kill? but it can look like this, if you let it away:

 

#2 players - 20 tickets

On Kill;ServerFirst;Teamsize 1;Say Teams need 20 kills to win the round!!

#6 players - 50 tickets

On Kill;ServerFirst;Teamsize 3;Say Teams need 50 kills to win the round!!

Its for my TDM server, so we dont have flags but i will try this rules out, never thought about the teamsize!
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Originally Posted by maximal1981*:

 

Its for my TDM server, so we dont have flags but i will try this rules out, never thought about the teamsize!

 

Only have to look at some sort delay for the Say command, so that it shown like 10seconds after the round is started

I don't know a delay-option, now you have a message on first kill, or you use a plugin like spambot, with it you can post the massage every x seconds
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Originally Posted by Schlumpy*:

 

Recon: I don't know.

 

Rockets:

 

# No RPG/SMAW on Rush

On Kill;Map Subway;MapMode Rush;Weapon RPG-7,SMAW;PlayerCount 2;Kick %p% enough is enough;Say %p% kicked for No RPG or SMAW on infantry (killed %v%)

On Kill;Map Subway;MapMode Rush;Weapon RPG-7,SMAW;PlayerCount 1;Kill;PlayerSay %p% No RPG or SMAW on infantry (killed %v%)

 

and this if you want:

 

# Warning for RPG/tube use on Subway on first kill in this round

On Kill;Map Subway;MapMode Rush;ServerFirst;Say Please DO NOT use RPG/SMAW in Metro, there are no vehicles here!

First i wanna thank you for ur help!

 

Second: So if 1 guy just make damage with RPG/SMAW he will get killed or only if he kill somebody with SMAW/RPG because i need the code if he only dmg one guy with RPG or SMAW...

 

TY again

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Originally Posted by maximal1981*:

 

First i wanna thank you for ur help!

 

Second: So if 1 guy just make damage with RPG/SMAW he will get killed or only if he kill somebody with SMAW/RPG because i need the code if he only dmg one guy with RPG or SMAW...

 

TY again

my knowledge there is no possibility to look for damage, only for kill
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Originally Posted by Schlumpy*:

 

my knowledge there is no possibility to look for damage, only for kill

Mhhh okey but what does that mean "On Kill;Damage Shotgun;PlayerCount 5;Log %p% banned for Shotgun;Ban %p% shotgun use" it looks like if u make dmg with shotgun to ban these player or ?
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Originally Posted by maximal1981*:

 

Mhhh okey but what does that mean "On Kill;Damage Shotgun;PlayerCount 5;Log %p% banned for Shotgun;Ban %p% shotgun use" it looks like if u make dmg with shotgun to ban these player or ?

on kill = action = when people will be killed

damage shotgun = with what

count x = x times

than ---> log & ban

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Originally Posted by tarreltje*:

 

Mmm

 

# 16 players 100 tickets

On Kill;ServerFirst;Teamsize 8;Say First blood to %p% ---- Teams need 100 kills to WIN!!

# 14 players 90 tickets

On Kill;ServerFirst;Teamsize 7;Say First blood to %p% ---- Teams need 90 kills to WIN!!

# 12 players 80 tickets

On Kill;ServerFirst;Teamsize 6;Say First blood to %p% ---- Teams need 80 kills to WIN!!

# 10 players 70 tickets

On Kill;ServerFirst;Teamsize 5;Say First blood to %p% ---- Teams need 70 kills to WIN!!

# 8 players 60 tickets

On Kill;ServerFirst;Teamsize 4;Say First blood to %p% ---- Teams need 60 kills to WIN!!

# 6 players 50 tickets

On Kill;ServerFirst;Teamsize 3;Say First blood to %p% ---- Teams need 50 kills to WIN!!

# 4 players 40 tickets

On Kill;ServerFirst;Teamsize 2;Say First blood to %p% ---- Teams need 40 kills to WIN!!

# 2 players 20 tickets

On Kill;ServerFirst;Teamsize 1;Say First blood to %p% ---- Teams need 20 kills to WIN!!

 

If there is a firstkill, procon shows all the rules.. seems like he doesnt look at the teamsize

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Originally Posted by ty_ger07*:

 

Mmm

 

# 16 players 100 tickets

On Kill;ServerFirst;Teamsize 8;Say First blood to %p% ---- Teams need 100 kills to WIN!!

# 14 players 90 tickets

On Kill;ServerFirst;Teamsize 7;Say First blood to %p% ---- Teams need 90 kills to WIN!!

# 12 players 80 tickets

On Kill;ServerFirst;Teamsize 6;Say First blood to %p% ---- Teams need 80 kills to WIN!!

# 10 players 70 tickets

On Kill;ServerFirst;Teamsize 5;Say First blood to %p% ---- Teams need 70 kills to WIN!!

# 8 players 60 tickets

On Kill;ServerFirst;Teamsize 4;Say First blood to %p% ---- Teams need 60 kills to WIN!!

# 6 players 50 tickets

On Kill;ServerFirst;Teamsize 3;Say First blood to %p% ---- Teams need 50 kills to WIN!!

# 4 players 40 tickets

On Kill;ServerFirst;Teamsize 2;Say First blood to %p% ---- Teams need 40 kills to WIN!!

# 2 players 20 tickets

On Kill;ServerFirst;Teamsize 1;Say First blood to %p% ---- Teams need 20 kills to WIN!!

 

If there is a firstkill, procon shows all the rules.. seems like he doesnt look at the teamsize

The Teamsize command is true for N OR FEWER players on the team. That means, if there is one player on the team, Teamsize 8, Teamsize 7, Teamsize 6, Teamsize 5, Teamsize 4, Teamsize 3, Teamsize 2, and Teamsize 1 are all true and all of the messages will be displayed.

 

You could revers the order to make it count up so that it counts in order and place an ;End at the end of the commands to make it stop when the first true rule fires.

 

Code:

# 2 players 20 tickets
On Kill;ServerFirst;Teamsize 1;Say First blood to %p% ---- Teams need 20 kills to WIN!!;End
# 4 players 40 tickets
On Kill;ServerFirst;Teamsize 2;Say First blood to %p% ---- Teams need 40 kills to WIN!!;End
# 6 players 50 tickets
On Kill;ServerFirst;Teamsize 3;Say First blood to %p% ---- Teams need 50 kills to WIN!!;End
# 8 players 60 tickets
On Kill;ServerFirst;Teamsize 4;Say First blood to %p% ---- Teams need 60 kills to WIN!!;End
# 10 players 70 tickets
On Kill;ServerFirst;Teamsize 5;Say First blood to %p% ---- Teams need 70 kills to WIN!!;End
# 12 players 80 tickets
On Kill;ServerFirst;Teamsize 6;Say First blood to %p% ---- Teams need 80 kills to WIN!!;End
# 14 players 90 tickets
On Kill;ServerFirst;Teamsize 7;Say First blood to %p% ---- Teams need 90 kills to WIN!!;End
# 16 players 100 tickets
On Kill;ServerFirst;Teamsize 8;Say First blood to %p% ---- Teams need 100 kills to WIN!!;End
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Originally Posted by tarreltje*:

 

The Teamsize command is true for N OR FEWER players on the team. That means, if there is one player on the team, Teamsize 8, Teamsize 7, Teamsize 6, Teamsize 5, Teamsize 4, Teamsize 3, Teamsize 2, and Teamsize 1 are all true and all of the messages will be displayed.

 

You could revers the order to make it count up so that it counts in order and place an ;End at the end of the commands to make it stop when the first true rule fires.

 

Code:

# 2 players 20 tickets
On Kill;ServerFirst;Teamsize 1;Say First blood to %p% ---- Teams need 20 kills to WIN!!;End
# 4 players 40 tickets
On Kill;ServerFirst;Teamsize 2;Say First blood to %p% ---- Teams need 40 kills to WIN!!;End
# 6 players 50 tickets
On Kill;ServerFirst;Teamsize 3;Say First blood to %p% ---- Teams need 50 kills to WIN!!;End
# 8 players 60 tickets
On Kill;ServerFirst;Teamsize 4;Say First blood to %p% ---- Teams need 60 kills to WIN!!;End
# 10 players 70 tickets
On Kill;ServerFirst;Teamsize 5;Say First blood to %p% ---- Teams need 70 kills to WIN!!;End
# 12 players 80 tickets
On Kill;ServerFirst;Teamsize 6;Say First blood to %p% ---- Teams need 80 kills to WIN!!;End
# 14 players 90 tickets
On Kill;ServerFirst;Teamsize 7;Say First blood to %p% ---- Teams need 90 kills to WIN!!;End
# 16 players 100 tickets
On Kill;ServerFirst;Teamsize 8;Say First blood to %p% ---- Teams need 100 kills to WIN!!;End
... :smile: can i kiss you !!
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Originally Posted by tarreltje*:

 

cancel that kiss!! seems like procon gets ressetted after the first rule. every time if i make a kill i get the next rule so:

 

1st kill ->> First blood to %p% ---- Teams need 20 kills to WIN!!

 

then when second kill is made --> First blood to %p% ---- Teams need 40 kills to WIN!!

 

either way, or counting up or counting down, proconrulz will give at any kill a message

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Originally Posted by Schlumpy*:

 

Hey Guys!

 

I want that only 30% of the ppl on my server can be Recon because i hate it if there are 12 player on one side but 10 of them are sniping...

 

Can u tell me the code which i need to put in the plugin.

 

TY for ur help!

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Originally Posted by Flanker*:

 

I was just wondering, had a search, but found nothing.. Can ProconRulz track users scores..?

 

I was thinking about a similar thing to the killstreak announcer but based on the players score. is this possible ?

 

Thanks...

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      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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