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


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Originally Posted by bambam*:

 

People that are using the varible %pcountrykey%, the country key has to be uncapped, so:

 

nl

dk

pl

 

ect, not NL,DK,DE it wont work then!

Thanks tarreltje - good stuff - as with many things ProconRulz I spend quite a lot of time in the software development but I don't have the time to find many details of how does BF3 actually behave when it sends the data.

 

I'll update the docs and actually make the comparisons case-insensitive e.g. as in "If A == B;". I already do that a lot in ProconRulz e.g. a "Text ABC" condition is already case-insensitive and would actually also match "abc" - playernames are matched case-insensitive also so e.g. you can implement a rule "On Say;Text !kill;TargetPlayer;TargetAction kill" and "!Kill bam" and "!kill Bam" would both work already.

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Originally Posted by bambam*:

 

Welp, since installing the latest patch, it isn't doing it anymore and it works perfectly. Thanks for all the help again, you are the man :smile:

awesome

 

I was going to ask the developer of InsandBalancer if there was a way to yell on someones screen when they were balanced. I don't know why, but apparently nobody has ever heard of autobalance and they resort to all kinds of admin abuse when they get autobalanced. Is there a way to make a line to where when someone gets autobalanced, it displays a YELL on their screen telling them that they have been autobalanced?

From within ProconRulz you *could* detect when someone changes team (untested rulz below)

 

On Spawn;PlayerFirst;Set %pteam% %pt%

On Spawn;If %pt% != %pteam%;Yell %p% moved from %pteam% into %pt% (team-balance_)!!;Set %pteam% %pt%;

 

What the (untested) rulz do above is store the player's current team in a per-player variable called %pteam%, and if they spawn with a team NOT equal to their current %pteam% then Yell that they moved (and update their %pteam%). Did I mention these rulz are untested?

 

*But* I don't know of a way of knowing that the team change was CAUSED by a team balancer - to have that you'd really want to modify the team balancer to do the Yelling, not bolt on ProconRulz to do it. Note that the Yell has to come when the player next spawns otherwise he won't see it.

 

The rulz above you could use PlayerYell instead of Yell.

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Originally Posted by bambam*:

 

So I changed to this but am not getting the desired effect:

 

We want to allow any rifle..semi or bolt, allow any handgun, frag grenades and melee.

 

On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Weapon Melee;Not Damage Explosive;PlayerCount 5;Log %p% banned (sniper / pistols only);Ban %p% snipers only

On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Weapon Melee;Not Damage Explosive;PlayerCount 3;Log %p% kicked (sniper / pistols only);Kick %p% snipers only

On Kill;Not Damage SniperRifle:Not Damage Handgun;Not Weapon Melee;Not Damage Explosive;Yell %p% RIFLES, PISTOLS,KNIVES & NADES ONLY PLEASE ;Kill 100

 

I just tested it and the sks resulted in rules kill, all the handguns did the same as did the melee but the frag exception worked fine.

Is that a 'colon' in your Kill rule ?
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Originally Posted by axRhino*:

 

Is that a 'colon' in your Kill rule ?

Cursed colon...yes thanks but one issue remains.

 

If we do the knife kill from behind it doesnt kill the knifer but it we swipe from the front it will kill the swiper as well.

 

How is BF3 differentiating these two types of kills?

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Originally Posted by ty_ger07*:

 

Cursed colon...yes thanks but one issue remains.

 

If we do the knife kill from behind it doesnt kill the knifer but it we swipe from the front it will kill the swiper as well.

 

How is BF3 differentiating these two types of kills?

Weapon Melee is the kills from behind where the dog tags are grabbed. A slash kill from the front where no dog tags are grabbed is Weapon Weapons/Knife/Knife.

 

So, if you wanted to add the slash knife kill as allowed, you could do this:

 

On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Weapon Melee;Not Weapon Weapons/Knife/Knife;Not Damage Explosive;PlayerCount 5;Log %p% banned (sniper / pistols only);Ban %p% snipers only

On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Weapon Melee;Not Weapon Weapons/Knife/Knife;Not Damage Explosive;PlayerCount 3;Log %p% kicked (sniper / pistols only);Kick %p% snipers only

On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Weapon Melee;Not Weapon Weapons/Knife/Knife;Not Damage Explosive;Yell %p% RIFLES, PISTOLS,KNIVES & NADES ONLY PLEASE ;Kill 100

 

Otherwise, you could just include both weapons as Damage Melee since they share the same damage key. Adding Damange Melee has the drawback of allowing Repair Tool kills since the repair tool is also Damage Melee. If you don't mind allowing repair tool kills, you could use this set of rules:

 

On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Damage Melee;Not Damage Explosive;PlayerCount 5;Log %p% banned (sniper / pistols only);Ban %p% snipers only

On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Damage Melee;Not Damage Explosive;PlayerCount 3;Log %p% kicked (sniper / pistols only);Kick %p% snipers only

On Kill;Not Damage SniperRifle;Not Damage Handgun;Not Damage Melee;Not Damage Explosive;Yell %p% RIFLES, PISTOLS,KNIVES & NADES ONLY PLEASE ;Kill 100

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Originally Posted by Repoman*:

 

I am trying to have it so that the vehicles on Bazarr don't respawn after destroyed. When I use these rules it works, but when it switches to a different map like Peak or border that same things happens. The vehicles won't re spawn are being destroyed, which is what I don't want to happen in this case.

 

Code:

On Round;Map MP_001;Exec vars.vehicleSpawnDelay 10000
On Round;Map MP_013;Exec vars.vehicleSpawnDelay 100
On Round;Map MP_007;Exec vars.vehicleSpawnDelay 100
Our map rotation is as follows

 

Metro 1 Round

Bazarr 1 Round

Peak 1 Round

Metro 1 Round

Bazarr 1 Round

Border 1 Round

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Originally Posted by gabipaci*:

 

_?

Hi!

 

We have mixed gamemode, CQ and TDM.

How to can i make rules for all TDM maps ONLY (NO RPG/SMAW) like this:

 

On Kill;Map Subway;Weapon SMAW;PlayerCount 3;Yell %p% banned for rocket on Metro;Log %p% banned for rockets on Metro;Ban %p% Metro rockets

On Kill;Map Subway;Weapon SMAW;PlayerCount 2;Yell %p% kicked for rocket on Metro;Log %p% kicked for rockets on Metro;Kick %p% Metro rockets

On Kill;Map Subway;Weapon SMAW;PlayerSay %p% no rockets on Metro;Kill 100

 

 

Thanks, Gabor

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Originally Posted by Aneurysm*:

 

Rulz looks good to me.

 

 

 

You don't use 'account priviledges' to make ProconRulz work - plugins are all 'super-user's to Procon and when ProconRulz executes a command there's no 'user' involved. So in this case you're relying on the 'Admin' condition in ProconRulz to make sure walk-ins can't run your '!poff' command.

 

You can also use the 'Protected' condition which is similar to 'Admin' bu it checks the playername whitelist ProconRulz settings. (There's a 'clan' whitelist setting but this only works with BFBC2 until DICE delivers clan info for BF3)

Sorry bambam, but it doesn't work, I get no errors but also plugin are still enabled, I am connecting to a procon remote layer and not directly to the bf3 server. Any hint?
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Originally Posted by Repoman*:

 

I am trying to have it so that the vehicles on Bazarr don't respawn after destroyed. When I use these rules it works, but when it switches to a different map like Peak or border that same things happens. The vehicles won't re spawn are being destroyed, which is what I don't want to happen in this case.

 

Code:

On Round;Map MP_001;Exec vars.vehicleSpawnDelay 10000
On Round;Map MP_013;Exec vars.vehicleSpawnDelay 100
On Round;Map MP_007;Exec vars.vehicleSpawnDelay 100
Our map rotation is as follows

 

Metro 1 Round

Bazarr 1 Round

Peak 1 Round

Metro 1 Round

Bazarr 1 Round

Border 1 Round

Bump!!!
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Originally Posted by bambam*:

 

Bump!!!

it's hard to follow when the rulz are mp_001 etc but your map rotation uses map names - which is which?

 

this is more a question about what does BF3 do given those commands than ProconRulz - what happens if you just type those commands into the console at the start of each round?

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Originally Posted by Repoman*:

 

it's hard to follow when the rulz are mp_001 etc but your map rotation uses map names - which is which?

 

this is more a question about what does BF3 do given those commands than ProconRulz - what happens if you just type those commands into the console at the start of each round?

Metro 1 Round (Subway)

Bazarr 1 Round (MP_001)

Peak 1 Round (MP_013)

Metro 1 Round (Subway)

Bazarr 1 Round (MP_001)

Border 1 Round (MP_007)

 

So should I have it like this maybe? We don't want to have use console because sometimes there is an admin around.

 

Code:

On Round;Map Subway;Exec vars.vehicleSpawnDelay 10000
On Round;Map MP_001;Exec vars.vehicleSpawnDelay 10000
On Round;Map MP_013;Exec vars.vehicleSpawnDelay 100
On Round;Map Subway;Exec vars.vehicleSpawnDelay 10000
On Round;Map MP_001;Exec vars.vehicleSpawnDelay 100
On Round;Map MP_007;Exec vars.vehicleSpawnDelay 100
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Originally Posted by samtris*:

 

Hello

I try to configure some details but i've some troubles :

 

I want NO sniper in teamdeathmatch, with kill when spawn , i try this but it doesn't work :

 

On Spawn; MapMode SquadDeathMatch0; Damage ProjectileExplosive; Say %p% no sniper on TDM; Kill

On Spawn; MapMode TeamDeathMatch0; Damage ProjectileExplosive; Say %p% no sniper on TDM; Kill

 

- i want to kick player with HIGH Ping , example 150 ping, is-this correct ?

OnSpawn;Ping ";Say %p% too high ping sorry;kick

 

-I want to kick player with score per minuter higher than 500 , i don't find, how can i do....

 

OnSpawn; _______________? ";Say %p% too high S/M cheater suspected;kick

 

 

others trouble

-how can i confirm the kick of anyone , for example XX : i do !kick XX , the computer ask do you really want to kick XX _, but after i don't succeed to confirm this decision..... WHICH command must i type ?

- I put this line : On Kill;ServerFirst;yell first kill by %p%, which killed %v% with %w%

it's work but it's very to speed , we can't read easier , it's appear 1-2 s only.

 

Thank for anyone could help me.

 

PS : sorry for my "bad" english....

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Originally Posted by ty_ger07*:

 

I want NO sniper in teamdeathmatch, with kill when spawn

Not possible. Rcon doesn't tell PRoCon what kits players spawn with. In BC2 it works, but not in BF3. You can only punish a certain weapon class as On Kill after a player has killed with that weapon or weapon class.

 

i want to kick player with HIGH Ping

Again, not possible with BF3. Ping only works for BC2. BF3 doesn't transmit the player's ping over Rcon to PRoCon.

 

Obviously you have not read the first post in this thread since you asked these first two questions. I suggest that you read the first post.

 

want to kick player with score per minuter higher than 500

You would have to use a plugin like Insane Limits which crawls the player's stats from Battelog. Score and Minute are not variables which are available to the PRoConRulz plugin.

 

I will let someone else answer your other questions since I don't know the answers off the top of my head.

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Originally Posted by samtris*:

 

thanks you very much for ur answers

 

for example if i want to kill for sniper , i put :

On kill; MapMode SquadDeathMatch0; Damage ProjectileExplosive; Say %p% no sniper on TDM; Kill

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Originally Posted by ty_ger07*:

 

thanks you very much for ur answers

 

for example if i want to kill for sniper , i put :

On kill; MapMode SquadDeathMatch0; Damage ProjectileExplosive; Say %p% no sniper on TDM; Kill

No. That would Kill someone who killed with a rocket in squad deathmatch. You said that you want to kill for sniper in team deathmatch

 

On kill;MapMode TeamDeathMatch0;Damage SniperRifle;Say %p% no sniper on TDM;Kill

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Originally Posted by krov7*:

 

I can't run ProconRulz because it lags too much. There's a lot of unnecessary if;then scans whenever a player dies to determine whether or not to take an action or display a message. I would really like to make use of it's !rules and other small features, but unfortunately that plugin is very resource intensive.

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Originally Posted by bambam*:

 

I can't run ProconRulz because it lags too much. There's a lot of unnecessary if;then scans whenever a player dies to determine whether or not to take an action or display a message. I would really like to make use of it's !rules and other small features, but unfortunately that plugin is very resource intensive.

Nice guess, but ProconRulz is written to be extremely lightweight. Even with >100 rulz, the cpu use is too small to measure, at least

 

FYI you can delete any rulz you don't want, all of them if you only want the !rules message. But it won't affect your cpu use.

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Originally Posted by bambam*:

 

Metro 1 Round (Subway)

Bazarr 1 Round (MP_001)

Peak 1 Round (MP_013)

Metro 1 Round (Subway)

Bazarr 1 Round (MP_001)

Border 1 Round (MP_007)

 

So should I have it like this maybe? We don't want to have use console because sometimes there is an admin around.

 

Code:

On Round;Map Subway;Exec vars.vehicleSpawnDelay 10000
On Round;Map MP_001;Exec vars.vehicleSpawnDelay 10000
On Round;Map MP_013;Exec vars.vehicleSpawnDelay 100
On Round;Map Subway;Exec vars.vehicleSpawnDelay 10000
On Round;Map MP_001;Exec vars.vehicleSpawnDelay 100
On Round;Map MP_007;Exec vars.vehicleSpawnDelay 100
Right Repoman I have actually looked at these freakin rulz to work out what you're trying to do. The concept seems ok - are you sure BF3 looks at vars.vehicleSpawnDelay AFTER a round has started? Some BF vars take immediate effect, others are only read at 'map load' time. I know with BF3 you can't enable/disable vehicles (with whatever that variable is) DURING a round because the server only does that when the map is loaded - maybe it's the same for vehicleSpawnDelay. Note that the "On Round" trigger in ProconRulz is triggered when the BF3 server says the new round is LOADED, i.e. it would be AFTER the map load time as far as variable reading is concerned. Some vars *do* take effect dynamically during the round though, so maybe this issue is nothing to do with your problem.

 

You can TEST this by entering the vars.vehicleSpawnDelay 10000 into the CONSOLE and see if it affects the current round, as I suggested before - I don't mean do this permanently, just to see what BF3 does with the command - does it affect the current round or does it need a map load?

 

IF the vars.vehicleSpawnDelay is only read on map load, then you need to set it up BEFORE the next map loads. Because you have a known map rotation this will be easy enough to do. E.g. when Metro loads you'll be setting up the vars.vehicleSpawnDelay for the NEXT map, i.e. Bazaar. (An alternative approach would be to set the variable and immediately trigger a round restart - but that might seem odd to players).

 

But its essential you first enter the command into the CONSOLE and work out whether it affects the current map or is delayed until the next map load. Alles Klar?

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Originally Posted by Fell_BR*:

 

i feel a little lost, so much info..

 

is there a rule to kill m26 users (Dart/Mass) ? with the last patch, is it detecting underslug weapons?

 

and how do i kick players by high ping?

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Originally Posted by ty_ger07*:

 

i feel a little lost, so much info..

 

is there a rule to kill m26 users (Dart/Mass) ? with the last patch, is it detecting underslug weapons?

 

and how do i kick players by high ping?

For BF3: Not possible and not possible. Please read the first post.
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Originally Posted by samtris*:

 

Hello

I try to configure some details but i've some troubles :

- i want to kick player with HIGH Ping , example 150 ping, is-this correct ?

OnSpawn;Ping ";Say %p% too high ping sorry;kick

 

-I want to kick player with score per minuter higher than 500 , i don't find, how can i do....

 

OnSpawn; _______________? ";Say %p% too high S/M cheater suspected;kick

 

 

others trouble

-how can i confirm the kick of anyone , for example XX : i do !kick XX , the computer ask do you really want to kick XX _, but after i don't succeed to confirm this decision..... WHICH command must i type ?

- I put this line : On Kill;ServerFirst;yell first kill by %p%, which killed %v% with %w%

it's work but it's very to speed , we can't read easier , it's appear 1-2 s only.

 

Thank for anyone could help me.

 

PS : sorry for my "bad" english....

Any help for this? Plz
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Originally Posted by bambam*:

 

Hello

I try to configure some details but i've some troubles :

- i want to kick player with HIGH Ping , example 150 ping, is-this correct ?

OnSpawn;Ping ";Say %p% too high ping sorry;kick

 

-I want to kick player with score per minuter higher than 500 , i don't find, how can i do....

 

OnSpawn; _______________? ";Say %p% too high S/M cheater suspected;kick

PING data is not available in BF3. so even though ProconRulz supports it, and it'll work if a release of BF3 starts providing it, in the meantime the 'Ping' condition is BFBC2 only.

 

others trouble

-how can i confirm the kick of anyone , for example XX : i do !kick XX , the computer ask do you really want to kick XX _, but after i don't succeed to confirm this decision..... WHICH command must i type ?

this is for the In-Game Admin plugin. To confirm you type "!yes".

 

Alternatively use the following ProconRulz rule:

On Say;Admin;Text xkick;TargetPlayer;TargetAction Kick Kicked by admin;Yell %p% kicked by Admin

 

that will add an in-game command "xkick " e.g. to kick me type "xkick bam". The advantage is that the formula that matched "bam" to my playername (bambam) is simple and no confirmation is needed - the command will succeed if the matches ANY part of ONE and ONLY ONE player on the server. So to kick a player called "l33t_h4x0r" you could type "xkick h4x" - this is actually more reliable when playernames are masked with unusual characters like "|l|l|!myG0t!|l|l|" (you could type "xkick myg" and it'll work -if that hits more than one player currently on the server the command will do nothing.) More than you wanted to know, probably...

 

- I put this line : On Kill;ServerFirst;yell first kill by %p%, which killed %v% with %w%

it's work but it's very to speed , we can't read easier , it's appear 1-2 s only.

You can either (a) change the plugin setting for the number of seconds all Yell's appear for (see plugin settings in Procon) or (B) the Yell command now accepts a first parameter to adjust the number of seconds it appears for from the default, e.g. added in red to your rule below is a parameter saying display the yell for 10 seconds:

 

On Kill;ServerFirst;Yell 10 first kill by %p%, which killed %v% with %w%

Thank for anyone could help me.

You're welcome.
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Originally Posted by Repoman*:

 

Right Repoman I have actually looked at these freakin rulz to work out what you're trying to do. The concept seems ok - are you sure BF3 looks at vars.vehicleSpawnDelay AFTER a round has started? Some BF vars take immediate effect, others are only read at 'map load' time. I know with BF3 you can't enable/disable vehicles (with whatever that variable is) DURING a round because the server only does that when the map is loaded - maybe it's the same for vehicleSpawnDelay. Note that the "On Round" trigger in ProconRulz is triggered when the BF3 server says the new round is LOADED, i.e. it would be AFTER the map load time as far as variable reading is concerned. Some vars *do* take effect dynamically during the round though, so maybe this issue is nothing to do with your problem.

 

You can TEST this by entering the vars.vehicleSpawnDelay 10000 into the CONSOLE and see if it affects the current round, as I suggested before - I don't mean do this permanently, just to see what BF3 does with the command - does it affect the current round or does it need a map load?

 

IF the vars.vehicleSpawnDelay is only read on map load, then you need to set it up BEFORE the next map loads. Because you have a known map rotation this will be easy enough to do. E.g. when Metro loads you'll be setting up the vars.vehicleSpawnDelay for the NEXT map, i.e. Bazaar. (An alternative approach would be to set the variable and immediately trigger a round restart - but that might seem odd to players).

 

But its essential you first enter the command into the CONSOLE and work out whether it affects the current map or is delayed until the next map load. Alles Klar?

Hey bambam I did run it through the console and got

 

[08:44:17] vars.vehicleSpawnDelay 10000

[08:44:17] OK

 

Checked the procon tool and it automatically changed it there. So than I set it back to 100. I than loaded bazarr and typed vars.vehicleSpawnDelay 10000, after loading into Bazarr I destroyed a jeep. I waited and it respawned, I destroyed the second time and it did not respawn after that.

 

Could I use vars.vehicleSpawnAllowed false to make it much easier?

 

I hope this info can help with finally getting this to work.

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Originally Posted by bambam*:

 

Hey bambam I did run it through the console and got

 

[08:44:17] vars.vehicleSpawnDelay 10000

[08:44:17] OK

 

Checked the procon tool and it automatically changed it there. So than I set it back to 100. I than loaded bazarr and typed vars.vehicleSpawnDelay 10000, after loading into Bazarr I destroyed a jeep. I waited and it respawned, I destroyed the second time and it did not respawn after that.

 

I hope this info can help with finally getting this to work.

So far all I can say is the ProconRulz bit of it is delivering the goods. I tested these rulz:

 

##TESTING vehicleSpawnDelay

On Round;Map baz;Exec vars.vehicleSpawnDelay 10000;Say %m% spawndelay 10K

On Round;Not Map baz;Exec vars.vehicleSpawnDelay 100;Say %m% spawndelay 100

On Say;Admin;Text vsd;Exec vars.vehicleSpawnDelay %targettext%;Say spawndelay %targettext%

 

at the start of each round the var is set to 10000 (Bazaar) or 100 (other maps), and the variable can be set anytime in-game by an admin chatting "vsd 1234" where 1234 is the desired value. Checking the var in the logs and procon (as you did) confirms the var is being correctly set on the game server.

 

At this point there's no difference in what ProconRulz is doing versus human control via the console so this question seems to fundamentally come down to what do you want to do with the game server that it's not doing? I'm not going to test the actual BF3 behaviour of vehicle respawn versus the value of the var because that's really not a ProconRulz issue.

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Originally Posted by Repoman*:

 

Just tested in it and it still does the same. I loaded Bazarr and destroyed the Humvee, it didn't respawn and the 2nd destroy. Switche map to Board from the procon tool, destroyed a tank and helo and they didn't respawn.

 

Looks like it might be a lost cause :sad:

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      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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