Jump to content

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


ColColonCleaner

Recommended Posts

Originally Posted by bambam*:

 

I've written an update to ProconRulz (39a) which includes Say, Yell, PlayerSay, PlayerYell, SquadSay, SquadYell, TeamSay and TeamYell. Useful now BF3 actually supports the Yell command... I'll post it up later today on the 1st page in this thread.

 

Hey,bambam

 

If a player wants to yell, he can do that. But what if yell to his own team or squad, Can ProconRulz get a player's team and squad information? Then when the player yell, he can yell to certain group.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

I'd like to see how to set this one up too please. If not the dart, than the next best thing. (Banning the M26)

 

Thanks

As mentioned you cannot block just the Dart 'accessory' - BF3 doesn't provide this information. To block the weapon:

 

On Kill;Weapon M26Mass;PlayerCount 5;Log %p% banned for %w%;Ban %p% %w% use

On Kill;Weapon M26Mass;PlayerCount 3;Log %p% kicked for %w%;Kick %p% %w% use

On Kill;Weapon M26Mass;PlayerSay %w% is forbidden on this server;Kill 200;

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

NEWS 16-Apr-2012: Download updated to version 39a.4.

 

Full set of Say/Yell actions provided for BF3 now that BF3 R20 supports those. I.e. Say, PlayerSay, SquadSay, TeamSay, Yell, PlayerYell, SquadYell, TeamYell.

 

Also 'player country' substitution variables added %pcountry%, %pcountrykey%, %vcountry%, %vcountrykey% for player and victim country (e.g. Germany) and country 'key' (e.g. DE) respectively,

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

Some example rules:

No Recon players on 'attackers' team in Rush

 

Team Attack;Kit Recon;Say >>%p%

 

Is this supposed to work?

It depends on the game being played. Yes it works in BFBC2. No it doesn't work in BF3.

 

Most games provide the player 'loadout' at spawn time, so plugins have the opportunity to provide a bit of control then. BF3 doesn't do this, but it does provide the weapon used for a kill so you have possibilities there. E.g.

 

On Kill;Team Attack;Damage SniperRifle;PlayerSay %p% no snipers on attacking side;Yell %p% slayed for sniper use;Kill 200

 

This rule will auto-slay any player if they kill with any weapon that does 'Damage SniperRifle'.

 

Not perfect, but it's the most you can do with BF3.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by cjffly*:

 

I've written an update to ProconRulz (39a) which includes Say, Yell, PlayerSay, PlayerYell, SquadSay, SquadYell, TeamSay and TeamYell. Useful now BF3 actually supports the Yell command... I'll post it up later today on the 1st page in this thread.

Great News!

 

Thanks bambam

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Eurphuct*:

 

Copied from Example 1 in the first post of this thread:

 

On Kill;Weapon Siaga20k;PlayerCount 5;Log %p% banned for Saiga;Ban %p% Saiga shotgun use

On Kill;Weapon Siaga20k;PlayerCount 3;Log %p% kicked for Saiga;Kick %p% Saiga shotgun use

On Kill;Weapon Siaga20k;PlayerSay %p% no Saiga shotgun;Kill 100

 

This kills/kicks/bans. If you want warn (x1)/kill(x2)/kick for USAS-12 or jackhammer you would tweak this to:

 

On Kill;Weapon USAS-12,jackhammer;PlayerCount 3;Log %p% kicked for %w%;Kick %p% %w% use

On Kill;Weapon USAS-12,jackhammer;PlayerCount 1;Log %p% killed for %w% use;Kill 200

On Kill;Weapon USAS-12,jackhammer;PlayerSay %p% no %w%;Say %p% no %w% use !!

 

PlayerCount X means "more than X", so PlayerCount 1 will fire on the SECOND offence.

 

ProjectileExplosive rulz look ok - I guess that's what you mean for M320.

 

Claymore rule is the same as USAS-12, just adjust the numbers and use the Claymore weapon key (see plugin details)

much appreciated.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Waterboyeee*:

 

Is there a way to make this warn first, then kill for subsequent violations?

 

# Grenade Spam Control

On Kill;Damage Explosive;Rate 3 60;Say %p% excessive nade spam;Kill

 

Also, I am curious if there is any way to make a rule to log all admin actions (say, kill, tban, ban)

 

Am I on the right track? Or no?

 

#On Say;Admin;Text xkill;TargetPlayer;Log Admin Action

#On Say;Admin;Text xkick;TargetPlayer;Log Admin Action

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

Is there a way to make this warn first, then kill for subsequent violations?

 

# Grenade Spam Control

On Kill;Damage Explosive;Rate 3 60;Say %p% excessive nade spam;Kill

 

Is there a way to make this warn first, then kill for subsequent violations?

On Kill;Damage Explosive,ProjectileExplosive;Rate 3 60;PlayerCount 4;Log %p% kicked for excessive nade spam;Kick kicked for excessive nade spam

On Kill;Damage Explosive,ProjectileExplosive;Rate 3 60;PlayerCount 2;PlayerSay %p% reduce your nade use!!!!;Kill 200

On Kill;Damage Explosive,ProjectileExplosive;Rate 3 60;PlayerSay %p% reduce your nade use!!!! (warning %c%/2)

With Explosive and ProjectileExplosive don't use PlayerCount 0,1,2 for warn/kill/kick - space the actions out more e.g. as here 0,2,4 ( = warn x2, then kill x2, then kick) because explosives commonly kill multiple players in one hit. I added ProjectileExplosive (rockets, m320) in case you want that - if not just delete the ",ProjectileExplosive".

 

Also, I am curious if there is any way to make a rule to log all admin actions (say, kill, tban, ban)

 

Am I on the right track? Or no?

 

#On Say;Admin;Text xkill;TargetPlayer;Log Admin Action

#On Say;Admin;Text xkick;TargetPlayer;Log Admin Action

yeah, you're on the right track. Also use %p% to log the player that did the action, and %t% for the target player, in the same rule that actually does the action, e.g.

 

On Say;Admin;Text xkill;TargetPlayer;Kill 200;Log Admin %p% xkilled player %t%

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Waterboyeee*:

 

BamBam, I've been on this site for a bit now but from what I've seen, you stand out in my mind as one of the most patient, and helpful people on this website. I put off using your mod for a while since I did not need some of the more intrusive codes, but that was a mistake on my part. Thank you for the hard work and the clear explanations. A donation will be sent in the morning.

 

Edit... On admin, I assume the proper logs would include xkill, xtban, and xban, appropriately, in order to log kills, temp bans and bans? I do this just to make monitoring admins easier. Like this?

 

On testing this, not even the xkill is logging for some reason. I don't know if it matters but I commented out most of the stock rules that came with the plugin, not sure if they are dependent on them somehow or not.

 

Admin Logging

On Say;Admin;Text say;Log Admin %p%

On Say;Admin;Text xkill;TargetPlayer;Kill 200;Log Admin %p% xkilled player %t%

On Say;Admin;Text kick;TargetPlayer;Kick 200;Log Admin %p% xkicked player %t%

On Say;Admin;Text tban;TargetPlayer;Tban 200;Log Admin %p% xtbanned player %t%

On Say;Admin;Text ban;TargetPlayer;Ban 200;Log Admin %p% xbanned player %t%

 

Also, thanks for cleaning up the explosive spam rule. I had an issue with it earlier due to people getting multi kills. I really just want to tone down general spam in a non invasive manner. Do you feel 3 60 is a fair balance, in your experience?

 

Edit2- Do you think this would be a bit too risky to add?

 

# Aimbot detection

On Kill;Headshot;Rate 6 15;Log Aimbot Hacker [%p%];Ban %p% aimbot

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Panther*:

 

Can somebody tell me a code for m26 to stop it?

 

Killing 2 times.

Kicking the 3rd time

 

Edit: Found it -.-.

 

Edit2: M26 attached to the weapon count as weaponkills and not as m26kills. trolllololol -.-

Not the plugins fault, but i thought i'll let you know.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Aneurysm*:

 

Hi, I'm trying to use the exec command with ProconRulz to be able to deactivate/activate some plugins directly in-game, but with no success, here my sample rule:

 

To disable the plugin xVotemap

Code:

On Say;Admin;Text !vmoff;exec procon.plugin.enable xVotemap False
and to enable it

Code:

On Say;Admin;Text !vmon;exec procon.plugin.enable xVotemap True
So typing !vmon and !vmoff into the chat windows of the game I can control that plugin on/off state.

 

into the Procon chat tab i can see:

Code:

ProconRulz: Executed command [procon.protected.send,procon.plugin.enable,xVotemap,False]
But it doesn't seems to work... is it my fault or something else?

Thanx for help.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

BamBam, I've been on this site for a bit now but from what I've seen, you stand out in my mind as one of the most patient, and helpful people on this website.

Look, we both know this is just sweet-talk trying to get me to do more of that depraved stuff you like and I'm still sore from last time so the answer is NO. After last time you didn't write, you never phoned, not even a post card. God you're so predictable.

 

...not even the xkill is logging for some reason..

#Admin Logging

On Say;Admin;Text say;Log Admin %p%

On Say;Admin;Text xkill;TargetPlayer;Kill 200;Log Admin %p% xkilled player %t%

On Say;Admin;Text kick;TargetPlayer;Kick 200;Log Admin %p% xkicked player %t%

On Say;Admin;Text tban;TargetPlayer;Tban 200;Log Admin %p% xtbanned player %t%

On Say;Admin;Text ban;TargetPlayer;Ban 200;Log Admin %p% xbanned player %t%

Eh? Looks ok to me (I'm assuming you included the red '#' to comment out the heading)

'Log' writes to the CHAT window, and that ends up in the chat log assuming you have chat logging enabled in Procon options.

To really check it, put the xkill rule at the TOP of your rulz.

Maybe the 'targetplayer' is failing to match a player (use any substring in any case)

Maybe put a rule after the xkill rule that spots a targetplayer miss..

 

On Say;Admin;Text xkill;TargetPlayer;Kill 200;Log %p% xkilled %t%

On Say;Admin;Text xkill;Log No targetplayer found for %p% with %text%

 

Also, thanks for cleaning up the explosive spam rule. I had an issue with it earlier due to people getting multi kills. I really just want to tone down general spam in a non invasive manner. Do you feel 3 60 is a fair balance, in your experience?

I'd use a slightly higher number, e.g, 4 because of the multi-kills.

 

Edit2- Do you think this would be a bit too risky to add?

 

# Aimbot detection

On Kill;Headshot;Rate 6 15;Log Aimbot Hacker [%p%];Ban %p% aimbot

Ahha there's a whole secret world of what the rulz should be to detect hackers and the quick answer is there's no definitive solution - the good news is you can watch your logs and unban anyone nailed by mistake - the interweb is a big place so the downside risk to your server isn't huge if you get some rulz that mostly work, You learn pretty quick (look in your logs for aimbot) if you've seriously bogged up the rule. You cannot expect to have a 100% guarantee not to ban someone unfairly.

 

Basic tips are that you can use weapon exclude conditions in your anti-hacker rulz (like "Not Damage ProjectileExplosive;Not Weapon Death") that will radically reduce the number of false positives. When you have multiple anti-hacker rulz, put the word HACK in the log entry for all of them, and it makes it easy to find them in the log.

 

There is a known knife hack for BF3, and you can nerf this by doing a knife/melee kill rate check.

 

In a nutshell, you're on the right lines, the rates you're thinking of are reasonable, we are actually better off by NOT publishing a defined set of anti-hack rulz because that would establish a pattern hackers would aim to defeat, and nerfing the worst kind of blatant twat hacker who sprays from spawn with a machine gun is actually quite easy.

 

I recommend metabans.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

Hi, I'm trying to use the exec command with ProconRulz to be able to deactivate/activate some plugins directly in-game, but with no success, here my sample rule:

 

To disable the plugin xVotemap

Code:

On Say;Admin;Text !vmoff;exec procon.plugin.enable xVotemap False
and to enable it

Code:

On Say;Admin;Text !vmon;exec procon.plugin.enable xVotemap True
So typing !vmon and !vmoff into the chat windows of the game I can control that plugin on/off state.

 

into the Procon chat tab i can see:

Code:

ProconRulz: Executed command [procon.protected.send,procon.plugin.enable,xVotemap,False]
But it doesn't seems to work... is it my fault or something else?

Thanx for help.

Eeek - I started writing a complicated reply and I've worked out you've got a major misunderstanding:

 

The ProconRulz Exec command is to send commands to the game server, not internally to the Procon admin tool

 

E.g. you could sent the command 'admin.restartMap' to restart the map - search the interweb for "bf3 console commands" and you'll find the list.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Aneurysm*:

 

Eeek - I started writing a complicated reply and I've worked out you've got a major misunderstanding:

 

The ProconRulz Exec command is to send commands to the game server, not internally to the Procon admin tool

 

E.g. you could sent the command 'admin.restartMap' to restart the map - search the interweb for "bf3 console commands" and you'll find the list.

Thanks for your fast reply... so there's no way to do what I need? because if I copy and paste the command "procon.plugin.enable xVotemap False" into the procon console tab it works good, I tought that the "exec" send commands to the procon console.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by YouPilA*:

 

As mentioned you cannot block just the Dart 'accessory' - BF3 doesn't provide this information. To block the weapon:

 

On Kill;Weapon M26Mass;PlayerCount 5;Log %p% banned for %w%;Ban %p% %w% use

On Kill;Weapon M26Mass;PlayerCount 3;Log %p% kicked for %w%;Kick %p% %w% use

On Kill;Weapon M26Mass;PlayerSay %w% is forbidden on this server;Kill 200;

Does it work for you?

on my procon i does not

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Repoman*:

 

I want to modify this rule so that it kills player on first kill and than will kick on their 2nd kill if still under 10 players

Code:

On Kill;Weapon Death;Teamsize 4;
PlayerCount 5;Yell %p% kicked for vehicle kills;Kick kicked for vehicle kills with small teams
PlayerCount 3;Yell %p% slayed for vehicle kill 5 vs 5 needed first %c%/5;Kill 100
Yell %p% - no vehicle kills until 5 vs 5 (#%c%/5)
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

Thanks for your fast reply... so there's no way to do what I need? because if I copy and paste the command "procon.plugin.enable xVotemap False" into the procon console tab it works good, I tought that the "exec" send commands to the procon console.

I'll see what I can do but I get "UnknownCommand" returned in the Procon console when I type that command (or any other procon command, e.g. "procon.protected.pluginconsole.write abc"). Any ideas?
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Waterboyeee*:

 

Look, we both know this is just sweet-talk trying to get me to do more of that depraved stuff you like and I'm still sore from last time so the answer is NO. After last time you didn't write, you never phoned, not even a post card. God you're so predictable.

LOL, I actually edited in all the questions the morning after, haha. I tried what you said but so far putting this combination at the top of my rulez isn't coming up with anything being logged. Additionally, I am getting an error.

 

 

 

# Admin Logging

On Say;Admin;Text say;Log Admin %p%

On Say;Admin;Text xkill;TargetPlayer;Kill 200;Log Admin %p% xkilled player %t%

On Say;Admin;Text kick;TargetPlayer;Kick 200;Log Admin %p% xkicked player %t%

On Say;Admin;Text tban;TargetPlayer;Tban 200;Log Admin %p% xtbanned player %t%

On Say;Admin;Text ban;TargetPlayer;Ban 200;Log Admin %p% xbanned player %t%

 

error:

 

 

ProconRulz: Unrecognised rule On Say;Admin;Text tban;TargetPlayer;Tban 200;Log Admin %p% xtbanned player %t%

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Aneurysm*:

 

I'll see what I can do but I get "UnknownCommand" returned in the Procon console when I type that command (or any other procon command, e.g. "procon.protected.pluginconsole.write abc"). Any ideas?

Hi bambam, you have to type:

 

procon.plugin.enable xVotemap False

 

And that plugin is disabled (set to True to enable it)

(of course the plugin xVotemap must be installed, or any other, eg: procon.plugin.enable CInGameAdmin false)

If you could implement that into your great plugin it will be a nice feature to manage the plugin directly in-game!

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

I am getting an error.

 

 

 

# Admin Logging

On Say;Admin;Text say;Log Admin %p%

On Say;Admin;Text xkill;TargetPlayer;Kill 200;Log Admin %p% xkilled player %t%

On Say;Admin;Text kick;TargetPlayer;Kick 200;Log Admin %p% xkicked player %t%

On Say;Admin;Text tban;TargetPlayer;Tban 200;Log Admin %p% xtbanned player %t%

On Say;Admin;Text ban;TargetPlayer;Ban 200;Log Admin %p% xbanned player %t%

 

error:

 

 

ProconRulz: Unrecognised rule On Say;Admin;Text tban;TargetPlayer;Tban 200;Log Admin %p% xtbanned player %t%

That's simple - the action should be TempBan

 

Can we keep it simple - try the rule:

 

On Say;Admin;Text xkill;Log Admin %p% said [%text%];TargetPlayer;Kill 200;Log Admin %p% xkilled player %t%

 

Then pick a player who is NOT a procon admin on your server (or turn off the admin protect setting to None in the ProconRulz plugin settings) and type "xkill " e.g. if you wanted to kill me you could type "xkill bam".

 

Maybe you've been trying to kill an admin and you have protection on (the default)?

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by bambam*:

 

Hi bambam, you have to type:

 

procon.plugin.enable xVotemap False

 

And that plugin is disabled (set to True to enable it)

(of course the plugin xVotemap must be installed, or any other, eg: procon.plugin.enable CInGameAdmin false)

If you could implement that into your great plugin it will be a nice feature to manage the plugin directly in-game!

Yeah I did exactly that (with another plugin name) but my console echos "UnknownCommand". I've just never typed in procon commands directly into the procon console tab before so I don't know if I'm missing something... ? I also tried another command "procon.protected.pluginconsole.write abc" and got the same UnknownCommand. Any ideas now?

 

** edit ** update - something I don't get yet ... the command works in a *client* procon connecting to a layer server, affecting the plugins on the *layer server*, but the command doesn't work locally on the layer server. WTF ?

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Aneurysm*:

 

Yeah I did exactly that (with another plugin name) but my console echos "UnknownCommand". I've just never typed in procon commands directly into the procon console tab before so I don't know if I'm missing something... ? I also tried another command "procon.protected.pluginconsole.write abc" and got the same UnknownCommand. Any ideas now?

 

** edit ** update - something I don't get yet ... the command works in a *client* procon connecting to a layer server, affecting the plugins on the *layer server*, but the command doesn't work locally on the layer server. WTF ?

My tests are done by connecting with my client procon to a procon remote layer, now I connected directly to the BF3 server bypassing the remote procon layer and of course I am in your same situation (same errors)... maybe because the direct connection is "the layer" and it doesn't like that commands into the console while the procon connection to a procon remote layer send correctly that commands because it's needed to manage it?

 

... maybe we should ask to the developer?

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by pharbehind*:

 

Turns out, this and other limiter plugins will be unable to limit the M26 Mass appropriately. I did some testing:

 

The key for getting the added damage effects of the M26 Mass is using it with the underslung rail. When you kill someone with the M26 Mass with the underslung rail, the kill will register in procon as a kill with the rifle and NOT the M26. If you use the M26 Mass freehand without the underslung rail, the limiter/check will work, however, that case is different and doesn't create such a huge damage increase.

* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Maniac*:

 

I can not limit the snipers, that would be 5 snipers in the US Army and 5 snipers in the Russian army. Please tell me what to fix here:

 

# Sniper limit by tarreltje V2

 

# Set the max snipers per team here

On Round; Set% server_sniperlimit% 2

 

# Sniper limit rulz

On Spawn; if% beingsniper% == 1; Decr% beingsniper%; Decr% team_recontotal%; log we have% team_recontotal% snipers on team% pt%

On Spawn; Set% beingsniper% 0

 

On kill; Damage sniperRifle;

if% team_recontotal% == 2; if% beingsniper% == 0; Say Sniper Limit max 2 snipers each team!!!; Kill

if% beingsniper% == 1; End; log% p% is still a sniper,% team_recontotal% snipers on team% pt%

incr% team_recontotal%; set% beingsniper% 1; log% p% is a sniper,% team_recontotal% snipers on team% pt%

On kill; Not Damage sniperRifle; if% beingsniper% == 1; decr% beingsniper%; decr% team_recontotal%; log% p% is no sniper anymore,% team_recontotal% snipers on team% pt%

On Leave; if% beingsniper% == 1; Decr% team_recontotal%

* Restored post. It could be that the author is no longer active.
Link to comment

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.




  • 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
×
×
  • Create New...

Important Information

Please review our Terms of Use and Privacy Policy. We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.