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


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Originally Posted by donm315*:

 

ty_ger07

 

I have used this rule below:

 

With the latest version, I read yes.

 

Example:

 

On Kill;Weapon Melee;Yell 10 %p% took %v%'s dog tags!

 

The number after the Yell command is the length of time that the yell will be displayed for that one rule. Remember to pay attention to the spaces. I believe that you have to have a space after yell before the number and after the number.

 

Rule Syntax:

 

;;yell

It outs a nice big message on lower middle screen,, But the message stays there, until another "Yell" message is triggered, Then that message stays there on screen.

 

 

# Messages

On Kill;Weapon Melee;Yell 5 %p% took %v%'s dog tags!!

#.

------------

 

Also with this one:

# Metro No Rockets - M320

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 2;Yell 5 %p% Temp Ban - 3rd Warning, After Kick, No Rockets / M320 ALLOWED!;TempBan 3600 3rd Warning, After Being Kicked, No Rockets / M320 ALLOWED!

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 1;Yell 5 %p% Auto Kicked, 2nd Warning - No Rockets / M320 ALLOWED!;Kick Again, Read Server Title & Rules NO %w% Allowed on this server!

On Kill;Map Subway;Damage ProjectileExplosive;Yell 5 %p% - Auto Killed, No Rockets / M320 ALLOWED! next kill will kick!;Kill

# .

 

Jus trying to keep on lower middle screen for 5 seconds, not forever...LOL

Using Procon 1.2.0.0

 

Anyway how to correct? Thank you

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Originally Posted by ty_ger07*:

 

ty_ger07

 

I have used this rule below:

 

 

 

It outs a nice big message on lower middle screen,, But the message stays there, until another "Yell" message is triggered, Then that message stays there on screen.

 

 

# Messages

On Kill;Weapon Melee;Yell 5 %p% took %v%'s dog tags!!

#.

------------

 

Also with this one:

# Metro No Rockets - M320

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 2;Yell 5 %p% Temp Ban - 3rd Warning, After Kick, No Rockets / M320 ALLOWED!;TempBan 3600 3rd Warning, After Being Kicked, No Rockets / M320 ALLOWED!

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 1;Yell 5 %p% Auto Kicked, 2nd Warning - No Rockets / M320 ALLOWED!;Kick Again, Read Server Title & Rules NO %w% Allowed on this server!

On Kill;Map Subway;Damage ProjectileExplosive;Yell 5 %p% - Auto Killed, No Rockets / M320 ALLOWED! next kill will kick!;Kill

# .

 

Jus trying to keep on lower middle screen for 5 seconds, not forever...LOL

Using Procon 1.2.0.0

 

Anyway how to correct? Thank you

You must not be using a new version of PRoConRulz.

 

PRoConRulz had legacy support for the yell command for a long time, but it didn't work because BF3 didn't support Yell until R21. When BF3 finally got yell support, we found out that DICE had change the yell counter from milliseconds to seconds. The older versions of PRoConRulz assumed that yell duration was counted in milliseconds so it set yell duration to 5000. Well, we found out that yell duration is now counted in seconds, so your yells are staying on the screen for 5000 seconds. BamBam corrected this issue in his latest version of PRoConRulz by setting the duration from 5000 to 5. You just have to update your version to the latest version.

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Originally Posted by donm315*:

 

Thanx for the quick reply, did check Procon "to check for updates",, responded that I have the latest version 1.2.0,, but it did show it updated "some config files", and prompted me to restart Procon,, do we'll see. thank you!

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Originally Posted by evilbyte*:

 

Hi.

I'm searching for no RPG/SMAW rule like:

1/2/3 kills = only warning player how many kills left (with psay command, or with pyell)

4/5 kills = kill and warning

6 kills = kick

 

Thank you.

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Originally Posted by _ddonut_*:

 

Hi.

I'm searching for no RPG/SMAW rule like:

1/2/3 kills = only warning player how many kills left (with psay command, or with pyell)

4/5 kills = kill and warning

6 kills = kick

 

Thank you.

1/2/3 Kills

Code:

On Kill;Weapon SMAW;PlayerCount 2;PlayerYell %p% one kill left!
On Kill;Weapon SMAW;PlayerCount 1;PlayerYell %p% two kills left!
On Kill;Weapon SMAW;PlayerCount 0;PlayerYell %p% three kills left!
4/5 Kills

Code:

On Kill;Weapon SMAW;PlayerCount 4;PlayerYell %p% [YOUR WARNING]!;Kill
On Kill;Weapon SMAW;PlayerCount 3;PlayerYell %p% [YOUR WARNING]!;Kill
6 Kills

Code:

On Kill;Weapon SMAW;PlayerCount 5;Kick
For RPG-7 ---> Set "SMAW" to "RPG-7"

 

PS: I think you can set the PlayerCount like "PlayerCount 1/2/3"

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Originally Posted by Infoglot*:

 

No, it won't work as he typed it. He was giving you a general structure. Each Kill and Kick rule would have to be a separate rule and use different playercounts.

 

Example:

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerCount 2;Kick don't use vehicles or mortar in squad deathmatch

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerCount 1;Say %p% killed for using vehicle or mortar;Kill

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerYell No vehicle or mortar kills in Squad Deathmatch!

 

Since Weapon Death is also mortar, you have to warn against it too. There is no "Vehicle" weapon key in BF3, so you have to use "Weapon Death".

Thank you very much, It works!
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Originally Posted by ty_ger07*:

 

1/2/3 Kills

Code:

On Kill;Weapon SMAW;PlayerCount 2;PlayerYell %p% one kill left!
On Kill;Weapon SMAW;PlayerCount 1;PlayerYell %p% two kills left!
On Kill;Weapon SMAW;PlayerCount 0;PlayerYell %p% three kills left!
4/5 Kills

Code:

On Kill;Weapon SMAW;PlayerCount 4;PlayerYell %p% [YOUR WARNING]!;Kill
On Kill;Weapon SMAW;PlayerCount 3;PlayerYell %p% [YOUR WARNING]!;Kill
6 Kills

Code:

On Kill;Weapon SMAW;PlayerCount 5;Kick
For RPG-7 ---> Set "SMAW" to "RPG-7"

 

PS: I think you can set the PlayerCount like "PlayerCount 1/2/3"

Don't do a playeryell on a kill. A killed player won't see the yell. If you are going to kill them, then you have to use playersay for them to see it.
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Originally Posted by Dudenell*:

 

Thanx for the quick reply, did check Procon "to check for updates",, responded that I have the latest version 1.2.0,, but it did show it updated "some config files", and prompted me to restart Procon,, do we'll see. thank you!

You need to update proconrulz, it has to be done manually by stopping your procon layer and uploading the new proconrulz file to your server via ftp.
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Originally Posted by donm315*:

 

Hey ty_ger07

 

I did update some config files on Procon, have the latest version,, but middle Yell message is still showing, does not go away

 

# Messages

On Kill;Weapon Melee;Yell 5 %p% took %v%'s dog tags!!

 

What is showing up in game is:

 

5 donm315 took Petes dog tags!!

the 5 is in the message (5 seconds_)

#.

 

 

OH WAIT A MINUTE>>>>> let me see...

 

 

Edited, YOU R CORRECT, Not using latest version of Procon Rulz.... sorry

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Originally Posted by Angry_AGAIN*:

 

BamBam I tried the following and got a different result.

 

Code:

##TESTING vehicleSpawnDelay
On Round;Map baz;Exec vars.vehicleSpawnAllowed false
On Round;Not Map baz;Exec vars.vehicleSpawnAllowed false
Vehicle on Bazarr only respawned once before not respawning anymore during the map. When it switched to Border all vehicles spawned but the tanks and Mobile AA and it appeared that the respawn worked because the helos and jeeps came back at least 3 times before i had to remove the rule and restart the map to fix it.
The basic problem is that vehicle spawn is preload define. So if you disable vehicles the map count as inf only or custom, i think.

 

But maybe its easier for bambam to solve the ticketcount vars.

If he did this you can bypas a rule with the ticketcount.

Befor the round ends the %ticketcount% triggers Exec vars.vehiclespawn and after the end of the round the mapload will this apply the vars.

Imho.

 

Ps

Try to cutoff your vars.vehicle spawn in your startup to see what happend then

 

Edit:

NEXTMAP AND ROUND RESTART DONT TRIGGER NEW VARS!

You are not able to modify gameplay elements during a round.

In every case you MUST end the round to set new vars like vehicles - tickets- teambalance ectpp

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Originally Posted by powerbits*:

 

i have a question on the code:

 

 

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerCount 2;Kick don't use vehicles or mortar in squad deathmatch

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerCount 1;Say %p% killed for using vehicle or mortar;Kill

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerYell No vehicle or mortar kills in Squad Deathmatch!

 

 

 

How can i limit it to say only do this below 16 people, does the teamsize work in squad deathmatch?

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Originally Posted by bambam*:

 

i have a question on the code:

 

 

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerCount 2;Kick don't use vehicles or mortar in squad deathmatch

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerCount 1;Say %p% killed for using vehicle or mortar;Kill

On Kill;MapMode SquadDeathMatch0;Weapon Death;PlayerYell No vehicle or mortar kills in Squad Deathmatch!

 

 

 

How can i limit it to say only do this below 16 people, does the teamsize work in squad deathmatch?

Until someone gives you more specific advice, my suggestion is you add a 'Log' entry to your rulz and you can see what BF3 sends as the team size in SquadDeathMatch.

 

Teamsize of current smalled team is in %n%

Player team name is %pt% --- teams are internally numbered 1,2... and the team number (key) is in %ptk%

Player squad name is %ps% --- squads are internally numbered 1,2... and the squad number (key) is in %psk%

 

So you could add a rule *above* these rulz with just

On Kill;MapMode SquadDeath;Log [%p%, %ptk%=%pt%, %psk%=%ps%] killed %v% with %w%. (min teamsize %n%)

 

enable logging of the chat window in Procon settings (or just watch for a while in the Procon chat window) and you will see messages *something* like

 

[bambam, 1=US Army, 3=Charlie] killed pebbles with M416 (min teamsize 4)

 

from that data you'll be able to see how BF3 allocates SquadDeathMatch players to squads and teams. I suspect Alpha, Bravo, Charlie and Delta are actually treated by BF3 as TEAMS, not squads even though they have squad 'names'. You understand this point? A player might be in TEAM 3, 'Charlie', not squad 3.

 

The importance of this question is that the Teamsize condition and %n% variable *will* be available in SquadDeathMatch but you need to understand what they mean in that map mode. If I was to guess I'd expect %n% to be the size of the smallest 'squad' in TeamDeathMatch (because BF3 has really created 4 TEAMS, not squads).

 

If my guess above is correct (you should test it with the 'Log' rule unless you get a better answer on here) then you can stick TeamSize 3; in your rulz and they will only apply if ANY team (i.e. SquadDeathMatch squad) is 3 or fewer players i.e. you have less than 16 players on your server.

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Originally Posted by powerbits*:

 

Until someone gives you more specific advice, my suggestion is you add a 'Log' entry to your rulz and you can see what BF3 sends as the team size in SquadDeathMatch.

 

Teamsize of current smalled team is in %n%

Player team name is %pt% --- teams are internally numbered 1,2... and the team number (key) is in %ptk%

Player squad name is %ps% --- squads are internally numbered 1,2... and the squad number (key) is in %psk%

 

So you could add a rule *above* these rulz with just

On Kill;MapMode SquadDeath;Log [%p%, %ptk%=%pt%, %psk%=%ps%] killed %v% with %w%. (min teamsize %n%)

 

enable logging of the chat window in Procon settings (or just watch for a while in the Procon chat window) and you will see messages *something* like

 

[bambam, 1=US Army, 3=Charlie] killed pebbles with M416 (min teamsize 4)

 

from that data you'll be able to see how BF3 allocates SquadDeathMatch players to squads and teams. I suspect Alpha, Bravo, Charlie and Delta are actually treated by BF3 as TEAMS, not squads even though they have squad 'names'. You understand this point? A player might be in TEAM 3, 'Charlie', not squad 3.

 

The importance of this question is that the Teamsize condition and %n% variable *will* be available in SquadDeathMatch but you need to understand what they mean in that map mode. If I was to guess I'd expect %n% to be the size of the smallest 'squad' in TeamDeathMatch (because BF3 has really created 4 TEAMS, not squads).

 

If my guess above is correct (you should test it with the 'Log' rule unless you get a better answer on here) then you can stick TeamSize 3; in your rulz and they will only apply if ANY team (i.e. SquadDeathMatch squad) is 3 or fewer players i.e. you have less than 16 players on your server.

thanks for the reply bambam, your plugin is very inspiring

Here is some data i have from the log, like you say he treats the squad as teams

but then i have the question if i have 8 people on alpha squad (team1) us side and 8 on bravo squad (team 2) on russian side, but 0 people on charlie (team3) and delta (team4), is he still not going to say teamsize3 is valid because charlie and delta are empty?

 

the problem and my future goal is to create a autobalancer for the teams also

 

[10:46:55] ProconRulz: [Doks77, 2=Russian Army, 1=Alpha] killed Bullets-for-fee with G3A3 Battle Rifle. (min teamsize 16)

[10:46:56] ProconRulz: [ChuckyBib, 2=Russian Army, 1=Alpha] killed riKikiWisTiTi with AEK-971 Assault Rifle. (min teamsize 16)

[10:46:56] ProconRulz: [sascha13, 1=U.S Army, 1=Alpha] killed MC_W160380 with M4A1 Carbine. (min teamsize 16)

[10:46:57] ProconRulz: [AlkiNooB, 1=U.S Army, 1=Alpha] killed ChuckyBib with MG36. (min teamsize 16)

[10:46:58] ProconRulz: [Marvs777, 2=Russian Army, 1=Alpha] killed vagelis130687 with FAMAS Assault Rifle. (min teamsize 16)

[10:46:59] ProconRulz: [m0nstahhhhhh, 1=U.S Army, 1=Alpha] killed pReficks with Simonow SKS-45 Rifle. (min teamsize 16)

[10:47:00] ProconRulz: [RifleReaper, 2=Russian Army, 1=Alpha] killed m0nstahhhhhh with M320 Grenade luncher. (min teamsize 16)

[10:47:01] ProconRulz: [tankispanki, 1=U.S Army, 1=Alpha] killed leeeeniiii with Pecheneg Maschine Gun. (min teamsize 16)

[10:47:05] ProconRulz: [Hythar, 2=Russian Army, 1=Alpha] killed AlkiNooB with FAMAS Assault Rifle. (min teamsize 16)

 

[10:47:07] ProconRulz: [Prometeum, 3=No team key, 1=Alpha] killed tankispanki with M4A1 Carbine. (min teamsize 16)

 

[10:47:08] ProconRulz: [PelleAstra, 1=U.S Army, 1=Alpha] killed Kurekpl with SMAW Anti Tank weapon. (min teamsize 16)

[10:47:11] ProconRulz: [RifleReaper, 2=Russian Army, 1=Alpha] killed Prometeum with M320 Grenade luncher. (min teamsize 15)

[10:47:13] ProconRulz: [RancorNF, 1=U.S Army, 1=Alpha] killed RifleReaper with L85A2/SA80 Assault Rifle. (min teamsize 15)

[10:47:14] ProconRulz: [l2pn4b, 2=Russian Army, 1=Alpha] killed GTFR1 with M4A1 Carbine. (min teamsize 15)

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Originally Posted by bambam*:

 

New ProconRulz version 39d.1 just uploaded with new substitution variable %team_score%

 

This holds the number of tickets remaining for each team, and is updated about once every 30 seconds from the game server.

 

This is the figure displayed on the Procon 'players' tab as the score at the top of each team.

 

So if, for example, a player spawns, the number of tickets remaining for that player's team could be displayed with a rule (%pt% is the name of the player's team, e.g. US Army):

 

On Spawn;Say Tickets left for %pt% is %team_score%

 

This would display (an annoying) say-text message on each spawn e.g. Tickets left for US Army is 37.

 

This is a team variable (it begins "team_") which means by default it applies to the current player's team (that triggered the rule).

 

ProconRulz allows the value for any team to be accessed in any rule by referring to the same variable as %server_team_score[]%. Teams are numbered 1,2,... (Conquest and Rush are just 1 and 2).

 

So if you want to display the ticket count for both teams in a single rule you can do this with

 

On Spawn;Log Team 1 tickets = %server_team_score[1]%, Team 2 tickets = %server_team_score[2]%

 

This would say Team 1 tickets = 37, Team 2 tickets = 55

 

Note you still need an event to trigger the rule in the first place, and "On Spawn" probably makes sense although you could also use "On Kill". People might ask for a 'timer' event but it is not currently my intention to provide this in ProconRulz.

 

Note that %team_score% is only accurate on a ~30-second basis - the game server is updating the ticket count according to both spawns and an internal formula that counts down tickets when bases are captured by the enemy.

 

For advanced users only:

You can use your own variable within your rulz that update a ticket count (using spawns) between updates to %team_score% from the game server to refine the %team_score% figure within your rulz if you want slightly more granularity. I.e. if on a 30-second interval the %team_score% is updated to 50, and you know two players have spawned since, then you can estimate the new team score is 48. This is a better value that the 30-second-old update but until you get the next proper update from the game server you can't be sure what the exact ticket count will be.

 

Here is an (untested) example where you maintain your ticket count in a per-team variable called %team_tickets%.

 

# INITIALIZE YOUR TICKET COUNT TO WHATEVER YOUR CORRECT START FIGURE IS

On Round;Map Baz;Set %team_tickets% 250

 

# ADJUST YOUR TICKET COUNT TO %TEAM_SCORE% IF THAT IS LOWER

On Spawn;If %team_tickets% > %team_score%;Set %team_tickets% %team_score%

 

# DECREMENT YOUR %TEAM_TICKETS% WHEN SOMEONE SPAWNS

On Spawn;Decr %team_tickets%

 

# NOW IN YOUR RULZ YOU HAVE YOUR UPDATED %TEAM_TICKETS% VARIABLE TO US

On Spawn;If %team_tickets%

 

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Originally Posted by Waterboyeee*:

 

I just looked at the plugin enhancement section and I wanted to ask, does anyone have a kept up script for running pistols only? I could go through and do it but I figured that I would ask since I am sure it might be out there.

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Originally Posted by Tomgun*:

 

New ProconRulz version 39d.1 just uploaded with new substitution variable %team_score%

 

This holds the number of tickets remaining for each team, and is updated about once every 30 seconds from the game server.

 

This is the figure displayed on the Procon 'players' tab as the score at the top of each team.

 

So if, for example, a player spawns, the number of tickets remaining for that player's team could be displayed with a rule (%pt% is the name of the player's team, e.g. US Army):

 

On Spawn;Say Tickets left for %pt% is %team_score%

 

This would display (an annoying) say-text message on each spawn e.g. Tickets left for US Army is 37.

 

This is a team variable (it begins "team_") which means by default it applies to the current player's team (that triggered the rule).

 

ProconRulz allows the value for any team to be accessed in any rule by referring to the same variable as %server_team_score[]%. Teams are numbered 1,2,... (Conquest and Rush are just 1 and 2).

 

So if you want to display the ticket count for both teams in a single rule you can do this with

 

On Spawn;Log Team 1 tickets = %server_team_score[1]%, Team 2 tickets = %server_team_score[2]%

 

This would say Team 1 tickets = 37, Team 2 tickets = 55

 

Note you still need an event to trigger the rule in the first place, and "On Spawn" probably makes sense although you could also use "On Kill". People might ask for a 'timer' event but it is not currently my intention to provide this in ProconRulz.

 

Note that %team_score% is only accurate on a ~30-second basis - the game server is updating the ticket count according to both spawns and an internal formula that counts down tickets when bases are captured by the enemy.

 

For advanced users only:

You can use your own variable within your rulz that update a ticket count (using spawns) between updates to %team_score% from the game server to refine the %team_score% figure within your rulz if you want slightly more granularity. I.e. if on a 30-second interval the %team_score% is updated to 50, and you know two players have spawned since, then you can estimate the new team score is 48. This is a better value that the 30-second-old update but until you get the next proper update from the game server you can't be sure what the exact ticket count will be.

 

Here is an (untested) example where you maintain your ticket count in a per-team variable called %team_tickets%.

 

# INITIALIZE YOUR TICKET COUNT TO WHATEVER YOUR CORRECT START FIGURE IS

On Round;Map Baz;Set %team_tickets% 250

 

# ADJUST YOUR TICKET COUNT TO %TEAM_SCORE% IF THAT IS LOWER

On Spawn;If %team_tickets% > %team_score%;Set %team_tickets% %team_score%

 

# DECREMENT YOUR %TEAM_TICKETS% WHEN SOMEONE SPAWNS

On Spawn;Decr %team_tickets%

 

# NOW IN YOUR RULZ YOU HAVE YOUR UPDATED %TEAM_TICKETS% VARIABLE TO US

On Spawn;If %team_tickets%

 

so is it possible to have a yell command to the losing team "Your team is losing, pull your finger out!!" and to the winning team "Your team is winning, keep it up"

 

or something of this effect?

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Originally Posted by bambam*:

 

so is it possible to have a yell command to the losing team "Your team is losing, pull your finger out!!" and to the winning team "Your team is winning, keep it up"

 

or something of this effect?

Yes, I suppose this is the kind of capability the %team_score% variable should enable... in effect you are writing a new plugin using ProconRulz that doesn't currently exist, so you might look at the rulz and think that looks freakin' complicated, but trust me it's nothing like the five pages of C# code you'd write for an actual plugin. I've drafted some rulz below, but I haven't tested them... the idea is the 'Yell' message appears when either team reaches 20 tickets.

 

This whole idea assumes TWO teams (mainly Rush or Conquest)

On Spawn;

If %ptk% == 1;Set %other_team% 2

If %ptk% == 2;Set %other_team% 1

If %team_score%

If %server_team_score[%other_team%]% %server_team_score[%other_team%]%;TeamFirst;TeamYell Your team is winning, keep it up!!

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Originally Posted by bambam*:

 

I just looked at the plugin enhancement section and I wanted to ask, does anyone have a kept up script for running pistols only? I could go through and do it but I figured that I would ask since I am sure it might be out there.

Example 3 on the 1st page of this thread. That's sniper or pistols only. Take out the 'Not Damage SniperRifle' .
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Originally Posted by Angry_AGAIN*:

 

Note you still need an event to trigger the rule in the first place, and "On Spawn" probably makes sense although you could also use "On Kill". People might ask for a 'timer' event but it is not currently my intention to provide this in ProconRulz.

Hm okay, i was hopefully get a trigger like "ticketcount" to do something like this.

"on ticketcount == 100;execute vars.teambalance false"

 

Okay i know truebalancer can do this but there are some new idears in my mind for a ticketcounter trigger.

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Originally Posted by bambam*:

 

Hm okay, i was hopefully get a trigger like "ticketcount" to do something like this.

"on ticketcount == 100;execute vars.teambalance false"

 

Okay i know truebalancer can do this but there are some new idears in my mind for a ticketcounter trigger.

That's not quite right - there is no event coming from the game server saying "ticket count == 100". Ticket count is typically reported every 30 seconds or so in a 'ServerInfo' data packet and when you see it the first time it might be 456, and the next time it could by 444 - the game server has it's own formula for reducing the ticket count.

 

But the *main* thing that reduces the ticket count is players SPAWNING, and you *do* get player spawned events from the game server so that is the most sensible time to check the ticket count. I know it sounds counter-intuitive but that is how the battlefield servers work.

 

Minor point - you can never be sure the ticket count will ever be *exactly* 100 - the game server might update it from 105 to 95. If you want to see it in action, watch the ticket count on the player tab in Procon.

 

So believe it or not you are *better* off with a rule:

 

On Spawn;If %team_score%

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Originally Posted by Decker*:

 

Hey bambam!

 

Some iOS Procon uses were complaining about "lag" and a "sluggish performance" of the iOS Procon App on the forum lately. What I basically found out today is that all complaints came from users which were connected via a layer server and that all those people were using the ProconRulz plugin. Switching off the ProconRulz plugin actually solved their problem. But of course considering your plugins popularity it's not a real good long-term solution.

 

I think the reason for the "lag" and "sluggish performance" of the phone app is the extra amount of rcon traffic generated by your plugin which mostly seems to consist of "procon.plugin.onConsole" messages. I found that using your plugin actually increased the amount of rcon traffic about 50 times because it was sending out about 50 event packages per second (on a 32 player Operation Metro server). That amount of traffic can not so easily be handled by the phone - especially when you are connected over the 3G mobile network. Also considering my personal mobile phone payment plan: If I used iOS Procon to connect to a layer server running ProconRulz it would actually use up my 200MB/month of 3G traffic easily on one afternoon.

 

Could you explain what the "procon.plugin.onConsole" messages are used for - I can't seem to find them displayed anywhere in Procon.

 

And of course on behalf of the iOS Procon community I'd like to ask if there could be a way from your point of view to generally reduce the amout of traffic in future versions of your Plugin or maybe to give the user the option to switch over to a "mobile friendly" version with less rcon traffic?

 

Thank you very much in advance!

 

Decker.

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Originally Posted by bambam*:

 

Hey bambam!

 

Some iOS Procon uses were complaining about "lag" and a "sluggish performance" of the iOS Procon App on the forum lately. What I basically found out today is that all complaints came from users which were connected via a layer server and that all those people were using the ProconRulz plugin. Switching off the ProconRulz plugin actually solved their problem. But of course considering your plugins popularity it's not a real good long-term solution.

 

I think the reason for the "lag" and "sluggish performance" of the phone app is the extra amount of rcon traffic generated by your plugin which mostly seems to consist of "procon.plugin.onConsole" messages. I found that using your plugin actually increased the amount of rcon traffic about 50 times because it was sending out about 50 event packages per second (on a 32 player Operation Metro server). That amount of traffic can not so easily be handled by the phone - especially when you are connected over the 3G mobile network. Also considering my personal mobile phone payment plan: If I used iOS Procon to connect to a layer server running ProconRulz it would actually use up my 200MB/month of 3G traffic easily on one afternoon.

 

Could you explain what the "procon.plugin.onConsole" messages are used for - I can't seem to find them displayed anywhere in Procon.

 

And of course on behalf of the iOS Procon community I'd like to ask if there could be a way from your point of view to generally reduce the amout of traffic in future versions of your Plugin or maybe to give the user the option to switch over to a "mobile friendly" version with less rcon traffic?

 

Thank you very much in advance!

 

Decker.

I'll certainly check it out - could you confirm exactly how these 'event rates' were measured? I don't have iOS procon so I'll need to test with a Windows Procon client. My assumption would be the most reliable place to test would be to count the events in the console log but I'm not seeing anything like the data volumes you're describing and I don't know where procon.plugin.onconsole 'events' are being recorded - it's not in the console log...
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Originally Posted by Angry_AGAIN*:

 

So believe it or not you are *better* off with a rule:

On Spawn;If %team_score%

no, i belive your advice.

Basicly the ticketcount is 50% on player spawns and 50% on ticketbleed,

And with On Spawn as trigger we can add a "PlayerOnce" to avoid annoying spawm message rigt?

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Originally Posted by Decker*:

 

I'm not seeing anything like the data volumes you're describing and I don't know where procon.plugin.onconsole 'events' are being recorded - it's not in the console log...

You can see those events in Windows Procon, too. Just look at the console and make sure that the "show events" checkbox in the lower right of the screen is checked.

 

On a test server I recorded about 2500 rcon events per minute of the type "procon.plugin.onConsole" being fired once ProconRulz is activated. These 2500 events equaled to about half a megabyte of data. Without ProconRulz I had about 50-100 rcon event messages per minute on the same server.

 

I can give you logs snd maybe a test server connection if it helps - just let me know.

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Originally Posted by ty_ger07*:

 

You can see those events in Windows Procon, too. Just look at the console and make sure that the "show events" checkbox in the lower right of the screen is checked.

 

On a test server I recorded about 2500 rcon events per minute of the type "procon.plugin.onConsole" being fired once ProconRulz is activated. These 2500 events equaled to about half a megabyte of data. Without ProconRulz I had about 50-100 rcon event messages per minute on the same server.

 

I can give you logs snd maybe a test server connection if it helps - just let me know.

I don't observe what you are observing.

 

I have no procon.plugin.onConsole events in my PRoCon console with events checked. Weird idea, but maybe you have trace debugging enabled and that is the event for debugging data received. I haven't tested though.

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Originally Posted by bambam*:

 

no, i belive your advice.

Basicly the ticketcount is 50% on player spawns and 50% on ticketbleed,

And with On Spawn as trigger we can add a "PlayerOnce" to avoid annoying spawm message rigt?

If you give an example of the rulz your thinking of I can confirm where the 'PlayerOnce' type of stuff might be used...

 

I think the main idea would be "execute the vars.teambalance command once-per-round on the server" and for that you want the "ServerFirst" condition. "Once" means "only ever once no matter how many rounds there are" e.g. PlayerOnce is good for a joining welcome - each player would only see their welcome message once, and not at the start of each round. "First" is very similar but it succeeds only on the first attempt each round. PlayerFirst. ServerFirst and TeamFirst are available too and they succeed once-per-round and once-per-team-per-round. Not too confusing I hope but they're slightly different requirements.

 

I'm assuming you want to turn teambalance OFF for the last X tickets on the server (e.g. 100). So you'd have

 

On Round;Exec vars.teambalance true;Log teambalance ON

On Spawn;If %team_score%

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Originally Posted by bambam*:

 

I don't observe what you are observing.

 

I have no procon.plugin.onConsole events in my PRoCon console with events checked. Weird idea, but maybe you have trace debugging enabled and that is the event for debugging data received. I haven't tested though.

I'm in the same situation as ty_ger - by default there are no "procon.chat.onConsole" events in the Procon console log *but* if you enable "Trace Rulz" in the ProconRulz settings it will generate a *huge* number of these events which will kill a low-speed broadband connection let alone a 3G mobile - Rulz tracing is a debug facility only really suitable for use on a top-level procon writing to a log file that you can look at offline.
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Originally Posted by Decker*:

 

Here's an example of what I am talking about. This is just a random piece of a very very long log. The messages you see here are fired with an average rate of 50 messages per second - it just goes on and on forever.

 

procon.plugin.onConsole -8588654568889871358 ProconRulz: process_rule[iBooMBoX] with event Kill

procon.plugin.onConsole -8588654568889871358 ProconRulz: check_condition [iBooMBoX] Actual map Operation Metro or MP_Subway versus subway True

procon.plugin.onConsole -8588654568889861357 ProconRulz: process_parts [iBooMBoX] OK

procon.plugin.onConsole -8588654568889861357 ProconRulz: Test kill item [WEAPON M320]

procon.plugin.onConsole -8588654568889861357 ProconRulz: process_rule[iBooMBoX] in rule [On Kill;Map Subway;Weapon M320;PlayerCount 1;Log %p% kicked for M320;Kick %p% rockets on infantry] tests NEGATIVE

procon.plugin.onConsole -8588654568889861357 ProconRulz: scan_rules[iBooMBoX] [On Kill;Map Subway;Weapon M320;PlayerSay %p% NO M320! First and Last Warning!;Kill 100]

procon.plugin.onConsole -8588654568889851357 ProconRulz: process_rule[iBooMBoX] with event Kill

procon.plugin.onConsole -8588654568889851357 ProconRulz: check_condition [iBooMBoX] Actual map Operation Metro or MP_Subway versus subway True

procon.plugin.onConsole -8588654568889851357 ProconRulz: process_parts [iBooMBoX] OK

procon.plugin.onConsole -8588654568889851357 ProconRulz: Test kill item [WEAPON M320]

procon.plugin.onConsole -8588654568889841356 ProconRulz: process_rule[iBooMBoX] in rule [On Kill;Map Subway;Weapon M320;PlayerSay %p% NO M320! First and Last Warning!;Kill 100] tests NEGATIVE

procon.plugin.onConsole -8588654568889841356 ProconRulz: scan_rules[iBooMBoX] [On Kill;Map Subway;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 3;Log %p% banned for claymore;Ban %p% rockets on infantry]

procon.plugin.onConsole -8588654568889841356 ProconRulz: process_rule[iBooMBoX] with event Kill

procon.plugin.onConsole -8588654568889831356 ProconRulz: check_condition [iBooMBoX] Actual map Operation Metro or MP_Subway versus subway True

procon.plugin.onConsole -8588654568889831356 ProconRulz: process_parts [iBooMBoX] OK

procon.plugin.onConsole -8588654568889831356 ProconRulz: Test kill item [WEAPON Weapons/Gadgets/Claymore/Claymore]

procon.plugin.onConsole -8588654568889831356 ProconRulz: process_rule[iBooMBoX] in rule [On Kill;Map Subway;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 3;Log %p% banned for claymore;Ban %p% rockets on infantry] tests NEGATIVE

procon.plugin.onConsole -8588654568889821355 ProconRulz: scan_rules[iBooMBoX] [On Kill;Map Subway;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 1;Log %p% kicked for claymore;Kick %p% rockets on infantry]

procon.plugin.onConsole -8588654568889821355 ProconRulz: process_rule[iBooMBoX] with event Kill

procon.plugin.onConsole -8588654568889821355 ProconRulz: check_condition [iBooMBoX] Actual map Operation Metro or MP_Subway versus subway True

procon.plugin.onConsole -8588654568889811354 ProconRulz: process_parts [iBooMBoX] OK

procon.plugin.onConsole -8588654568889811354 ProconRulz: Test kill item [WEAPON Weapons/Gadgets/Claymore/Claymore]

procon.plugin.onConsole -8588654568889811354 ProconRulz: process_rule[iBooMBoX] in rule [On Kill;Map Subway;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 1;Log %p% kicked for claymore;Kick %p% rockets on infantry] tests NEGATIVE

procon.plugin.onConsole -8588654568889811354 ProconRulz: scan_rules[iBooMBoX] [On Kill;Map Subway;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerSay %p% NO CLAYMORE! First and Last Warning!;Kill 100]

procon.plugin.onConsole -8588654568889801354 ProconRulz: process_rule[iBooMBoX] with event Kill

procon.plugin.onConsole -8588654568889801354 ProconRulz: check_condition [iBooMBoX] Actual map Operation Metro or MP_Subway versus subway True

procon.plugin.onConsole -8588654568889801354 ProconRulz: process_parts [iBooMBoX] OK

procon.plugin.onConsole -8588654568889801354 ProconRulz: Test kill item [WEAPON Weapons/Gadgets/Claymore/Claymore]

procon.plugin.onConsole -8588654568889791353 ProconRulz: process_rule[iBooMBoX] in rule [On Kill;Map Subway;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerSay %p% NO CLAYMORE! First and Last Warning!;Kill 100] tests NEGATIVE

The server I used to examine the rcon traffic is a server belonging to one of the iOS Procon users who reported the issue. I'm not quite sure about his plugin settings. But I'm going to check with him and the other users reporting those issues to see if they maybe all activated the "Trace Rulz" switch. If that is the case they'd only have to uncheck that switch to solve the issue, right?
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Originally Posted by bambam*:

 

Here's an example of what I am talking about. This is just a random piece of a very very long log. The messages you see here are fired with an average rate of 50 messages per second - it just goes on and on forever.

 

 

The server I used to examine the rcon traffic is a server belonging to one of the iOS Procon users who reported the issue. I'm not quite sure about his plugin settings. But I'm going to check with him and the other users reporting those issues to see if they maybe all activated the "Trace Rulz" switch. If that is the case they'd only have to uncheck that switch to solve the issue, right?

LOL this is 100% a layer server with the ProconRulz setting "Trace Rulz" set to "Yes"

 

The plugin is spewing out trace data based on every step of the rulz processing process intended for diagnostic purposes, writing a log message for every condition of every rule in the processing of every server-sde event. It's only suitable for a 'top-level' instance of ProconRulz logging to a local file system, that you could analyse afterwards.

 

If like me you can interpret this diagnostic data you'd actually see it's actually f'ing clever but you *really* don't want it flowing downstream from a layer server. The default for "Trace Rulz" is "No".

Unchecking the 'Trace Rulz' switch will reduce the traffic from this layer server by a factor of 1000.

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Originally Posted by Decker*:

 

LOL this is 100% a layer server with the ProconRulz setting "Trace Rulz" set to "Yes"

 

The plugin is spewing out trace data based on every step of the rulz processing process intended for diagnostic purposes, writing a log message for every condition of every rule in the processing of every server-sde event. It's only suitable for a 'top-level' instance of ProconRulz logging to a local file system, that you could analyse afterwards.

 

If like me you can interpret this diagnostic data you'd actually see it's actually f'ing clever but you *really* don't want it flowing downstream from a layer server. The default for "Trace Rulz" is "No".

Unchecking the 'Trace Rulz' switch will reduce the traffic from this layer server by a factor of 1000.

Just the wrong setting of the "Trace Rulz" switch... great news! Easy solution!

Thank you very much BamBam and ty_ger07! :smile:

 

I'll post some info about this on the iOS forum. BamBam, it would be awesome if you considered renaming the "Trace Rulz" switch to maybe something like "Trace Rulz (debug mode)" or "Trace Rulz (use for debugging only)" or something in a future version. Maybe it'll prevent people who don't know what they are doing from switching it on. :smile:

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