Jump to content

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


ColColonCleaner

Recommended Posts

Originally Posted by tarreltje*:

 

#sniper limit by tarreltje V2.1

 

# SET THE MAX # OF SNIPERS HERE:

On Spawn;ServerFirst;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% == %server_sniperlimit%;if %_beingsniper% == 0;Say Sniper Limit max %server_sniperlimit% 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;Not Damage Handgun;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%

 

use this 1

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 It could be that the author is no longer active.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

Originally Posted by Scarab*:

 

pcpvulture

er.. no... not very close. If you want a rule that "if weapon is NOT some set of weapons" then do something, use the "Not" condition.

 

On Kill;Not Damage Shotgun;Not Damage Handgun;Not Weapon Weapons/Knife/Knife;Not Weapon Melee;Not Weapon M67

PlayerCount 3; Kick Using %w% (Shotguns, Pistols, Knife, Nades only)

PlayerCount 1; Say %p% server is Shotguns, Pistols, Knife, Nades only;Kill

Say No %w% on this server, %p% !!

Make sure the knife weapon key is correct (you have a typo). Weapon Melee is *also* the knife (different animation).

I attempted to try this rule, but it warned players for using the SPAS shotgun and warned players.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by ty_ger07*:

 

I attempted to try this rule, but it warned players for using the SPAS shotgun and warned players.

It is probably a bug in DICE's code where the SPAS-12 is not being set as Damage Shotgun and is accidentally being set as a different damage type. Someone else just reported higher up in the page that SPAS-12 is not being detected as Damage Shotgun for them either.

 

You could add Not Weapon SPAS-12 to your list of punishable weapons so that the SPAS-12 is allowed.

 

On Kill;Not Damage Shotgun;Not Weapon SPAS-12;Not Damage Handgun;Not Weapon Weapons/Knife/Knife;Not Weapon Melee;Not Weapon M67

PlayerCount 3; Kick Using %w% (Shotguns, Pistols, Knife, Nades only)

PlayerCount 1; Say %p% server is Shotguns, Pistols, Knife, Nades only;Kill

Say No %w% on this server, %p% !!

 

You will get a warning that the SPAS-12 weapon key was not found (since it hasn't been added to BF3.def in an updated version of PRoCon yet), but the code should still work.

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 It could be that the author is no longer active.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

Originally Posted by HelloKitty*:

 

I am wondering why this:

 

#########################################

# Command: warn baserape

#########################################

 

# Set Counter for "baserape" warning

On Say;Text !warnalpha;Admin;Set %tyellalphado% 1;End

On Say;Text !warnbravo;Admin;Set %tyellbravodo% 1;End

 

# fire "baserape" warning and reset counter

On Spawn;Team 0;If %tyellalphado% = 1;Set %tyellalphado% 0;TeamYell No baserape! Retreat to previous flag or expect a nuke!

On Kill;Team 0;If %tyellalphado% = 1;Set %tyellalphado% 0;TeamYell No baserape! Retreat to previous flag or expect a nuke!

On Spawn;Team 2;If %tyellbravodo% = 1;Set %tyellbravodo% 0;TeamYell No baserape! Retreat to previous flag or expect a nuke!

On Kill;Team 2;If %tyellbravodo% = 1;Set %tyellbravodo% 0;TeamYell No baserape! Retreat to previous flag or expect a nuke!

 

is not working....

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

Originally Posted by scoop*:

 

Hi, i have a question, at the moment i have this rules on my 4 servers:

 

# NO EXPLO METRO

 

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 4;Log %p% banned for rockets on Metro;Ban %p% rockets

On Kill;Map Subway;Damage ProjectileExplosive;PlayerCount 2;Log %p% kicked for rockets on Metro;Kick %p% rockets

On Kill;Map Subway;Damage ProjectileExplosive;PlayerSay %p% no rockets on Metro;Kill 100

 

# NO SHOTGUN

 

On Kill;Damage Shotgun;PlayerCount 4;Log %p% banned for shotgun;Ban %p% Shotgun

On Kill;Damage Shotgun;PlayerCount 2;Log %p% kicked for shotgun;Kick %p% Shotgun

On Kill;Damage Shotgun;PlayerSay %p% no shotgun;Kill 100

 

# M320

 

On Kill;Weapon M320;PlayerCount 4;Log %p% banned for M320;Ban %p% M320 use

On Kill;Weapon M320;PlayerCount 2;Log %p% kicked for M320;Kick %p% M320 use

On Kill;Weapon M320;PlayerSay %p% no M320;Kill 100

 

 

# NO C4

 

On Kill;Weapon Weapons/Gadgets/C4/C4;PlayerCount 4;Log %p% banned for claymore;Ban %p% claymore use

On Kill;Weapon Weapons/Gadgets/C4/C4;PlayerCount 2;Log %p% kicked for claymore;Kick %p% claymore use

On Kill;Weapon Weapons/Gadgets/C4/C4;PlayerSay %p% no claymore;Kill 100

 

# CLAYMORE

 

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 4;Log %p% banned for claymore;Ban %p% claymore use

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerCount 2;Log %p% kicked for claymore;Kick %p% claymore use

On Kill;Weapon Weapons/Gadgets/Claymore/Claymore;PlayerSay %p% no claymore;Kill 100

But he don't kick spas12 / m26 dart / m320 dart

can you help me ? thank's in advance and sorry for bad english i am french "haha"
help please
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Scarab*:

 

It is probably a bug in DICE's code where the SPAS-12 is not being set as Damage Shotgun and is accidentally being set as a different damage type. Someone else just reported higher up in the page that SPAS-12 is not being detected as Damage Shotgun for them either.

 

You could add Not Weapon SPAS-12 to your list of punishable weapons so that the SPAS-12 is allowed.

Thank You Ty_Ger, I'll try that and see if it works.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by Scarab*:

 

Question. The new ACB-90 knife is not being picked up as a knife on our shotgun pistols and knives server. I have included the following, but can't figure out how to specifically make this weapon okay to use. Seems to work for regular knife kill, but not slashing from front and taking tags. Very odd. Here's my code.

 

On Kill;Weapon ACB-90;Yell 5 %p% embarrassed %v% with a new shiny ACB-90

On Kill;Not Damage Shotgun;Not Weapon ACB-90;Not Weapon SPAS-12;Not Damage Handgun;Not Weapon Weapons/Knife/Knife;Not Weapon Melee

PlayerCount 2; Kick PlayerSay Kicked for using %w% on our Shotguns, Pistols, and Knives only server;Yell 8 %p% just exited the building until he can learn how to play by our rules!

PlayerCount 1; PlayerSay %p% You were killedThis server is for Shotguns, Pistols, and Knives only;Kill

PlayerCount 0;PlayerYell This server is for Shotguns Pistols and Knives ONLY!!!

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

Originally Posted by Scarab*:

 

Through experimentation, I had to add Not Weapon Knife_RazorBlade; to the rule.

 

It was working fine for regular stabs, but not slicing and taking tags with 2 swipes facing your victim.

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

Originally Posted by MadSniper064*:

 

First off, I just found and installed this tool last night, and as I go through the forums and mess around with it, I have to say, this is a truly awesome tools.

 

Unfortunately, I'm apparently not understanding how to get it to accept the rules I put in. I and one of our admins were attempting to test various rules, and I never could get it to do anything. For instance, I put in:

 

"On Kill;Weapon M27IAR;Say Nice shot Aardvark!"

 

but never could get it to do anything. For the record, this is being used on a BF3 server, if it helps.

 

I'm sorry to be a pain when you've probably heard this hundreds of times already, but does anyone know when vehicles will register as vehicles rather than having to use "Damage Death"?

 

Update: Like the noob I am, I left off the trailing ";", lol. My rules are working now, so I guess my only question is about the vehicles issue.

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

Originally Posted by S-hockwave*:

 

Hi @ all

 

I tryed to use the new premium-weapon names like:

MISSING: global.Weapons.knife_razorblade

{MISSING: global.Weapons.knife_razorblade}

global.Weapons.knife_razorblade

{global.Weapons.knife_razorblade}

 

But it isn't working, can u tell me what I have todo?

 

thx

Shockwave

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

Originally Posted by Networkvirus*:

 

I having problems with kill & kick in my proconrulz on my layer server, all the other rules in proconrulez work fine even other plugins installed on the layer server.

 

Example:

On Kill;Weapon M320,RPG-7,SMAW,USAS-12,M26Mass;Count 2;Say %p% was kicked for killing with %w%;Kick M320 is not allowed

On Kill;Weapon M320,RPG-7,SMAW,USAS-12,M26Mass; Count 1;Say %p% was admin slayed for killing with%w% (2 for Kick.);Kill 100

On Kill;Weapon M320,RPG-7,SMAW,USAS-12,M26Mass;Say %p% was admin slayed for killing with%w%;Kill 100

 

Say part works but kill & kick part doesn't work.

 

The rules work fine on a other proconlayer server & with my procon client.

 

Can someone help me with that?

 

Edit: I got the latest procon rulz update!

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

Originally Posted by utopiate*:

 

#sniper limit by tarreltje V2.1

 

# SET THE MAX # OF SNIPERS HERE:

On Spawn;ServerFirst;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% == %server_sniperlimit%;if %_beingsniper% == 0;Say Sniper Limit max %server_sniperlimit% 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;Not Damage Handgun;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%

 

use this 1

thx for this buddy, at first I thought it was working as the output in the chat seemed correct but it is not actually 'actioning', I'm so noob with this and just can't seem to find the issue. Any ideas? It's for a 64 slot rush server and thus 20 snipers on the attacking side really impacts on the gameplay and all regulars are crying out for it to work again. Many thanks for your time.

 

cheers

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

Originally Posted by ty_ger07*:

 

Hi @ all

 

I tryed to use the new premium-weapon names like:

MISSING: global.Weapons.knife_razorblade

{MISSING: global.Weapons.knife_razorblade}

global.Weapons.knife_razorblade

{global.Weapons.knife_razorblade}

 

But it isn't working, can u tell me what I have todo?

 

thx

Shockwave

What!?

 

The PRoConRulz plugin converts the weapon name in rule to its proper full name. You shouldn't include global.Weapons. in the weapon's name.

 

This is all you need to use:

 

Weapon knife_razorblade

 

Example:

 

On Kill;Weapon knife_razorblade;Say %p% killed %v% with %w%.

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

Originally Posted by MadSniper064*:

 

I've been using the ProconRulz to write what is essentially a shortcut system for our admins, and for the most part everything has well, but I cant figure out what is going on with our TempBan scripts. The bans, kicks and kills using essentially the same bit of code work fine, but this does nothing be send a "Confirm " to the admin. It wont actually continue on and do the temp ban. If I could get a little help, I'd really appreciate it.

 

Here are a few examples:

 

Code:

On Say;Admin;Text /tb.d.veh;TargetPlayer;PlayerSay Confirm %t%_;TargetAction TempBan 86400 NO ATTACK VEHICLES MAY BE USED UNTIL 10V10! - REQUEST AN UNBAN ON OUR FORUMS - %t% banned by %p%
Code:
On Say;Admin;Text /tb.w.veh;TargetPlayer;PlayerSay Confirm %t%_;TargetAction TempBan 592200 NO ATTACK VEHICLES MAY BE USED UNTIL 10V10! - REQUEST AN UNBAN ON OUR FORUMS - %t% banned by %p%
Code:
On Say;Admin;Text /tb.m.veh;TargetPlayer;PlayerSay Confirm %t%_;TargetAction TempBan 2368800 NO ATTACK VEHICLES MAY BE USED UNTIL 10V10! - REQUEST AN UNBAN ON OUR FORUMS - %t% banned by %p%
The first should do a temp ban for a day, and include the message the player receives as well as the banned players and the admin's name in the reason on procon's banlist. The second is the same except for the shortcut used and the time is set for a week. The same for the last except it bans for a month.

 

Thanks in advance.

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

Originally Posted by Gizmo1981*:

 

Does anyone know how to implement an Admin nuke command?

 

I'd like to be able to @nuke either team to prevent any baseraping happening and give the losing team a fighting chance.

 

Thanks.

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

Originally Posted by k4n30*:

 

Does anyone know how to implement an Admin nuke command?

 

I'd like to be able to @nuke either team to prevent any baseraping happening and give the losing team a fighting chance.

 

Thanks.

You can do this with the basic "In-Game Admin" Plugin that I'm pretty sure comes standard with procon.
* Restored post. It could be that the author is no longer active.
Link to comment

Originally Posted by donm315*:

 

Does anyone know how to implement an Admin nuke command?

 

I'd like to be able to @nuke either team to prevent any baseraping happening and give the losing team a fighting chance.

 

Thanks.

Admin must be set within Procon, "In-Game Admin" Plugin must be set and enabled, then:

 

type in game chat:

 

@nuke alpha

(for USA team)

 

or

 

@nuke bravo

(for russian team)

 

believe it is a 10 second count down timer that can be caneled with @canel

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

Originally Posted by KTwo*:

 

Can we have Procon Rulz do math operations? I would like to have round stats calculated on the fly and shown at death per player, but there is no way to say... calculate headshot ratio right now when all you need is %hs%/%kills%.

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

Originally Posted by KTwo*:

 

Also, I was trying to figure out a way to be able to easily restart the server and make it unranked/ranked for match play using ingame procon rulz. I want like... !matchon to restart the server and make it unranked. I can have the vars.ranked false in the startup.txt, but then I can't figure out a way to get it back to ranked without manually changing it in the startup file back to vars.ranked false. It seems either way the vars.ranked is read only even though the documentation says you can change it from true to false.

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

Originally Posted by k4n30*:

 

Also, I was trying to figure out a way to be able to easily restart the server and make it unranked/ranked for match play using ingame procon rulz. I want like... !matchon to restart the server and make it unranked. I can have the vars.ranked false in the startup.txt, but then I can't figure out a way to get it back to ranked without manually changing it in the startup file back to vars.ranked false. It seems either way the vars.ranked is read only even though the documentation says you can change it from true to false.

When a server starts up, it will default to being ranked. You can use vars.ranked false to make it unranked during startup. Once the server has been switched to unranked, it cannot be switched back to ranked.

 

*1 Can only go from true to false

I went and read the latest documentation (R-25) and thought holy shit, KTwo is right. I went and tried to apply it to my server and found the same thing "CommandIsReadOnly".

 

I went back and re-read it, and found it is a bit ambiguous, but it can be misread. If you think of it this way it might help (I'm paraphrasing): All servers start at ranked upon startup (vars.ranked true), if vars.ranked false is found in startup.txt it will change the server to unranked (hence the part about going from true to false). Note this can ONLY occur at STARTUP not once the server is running.

 

Therefore its not possible, it can only be changed in the startup.txt and the server restarted :sad:

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

Originally Posted by Phil_K*:

 

Hi.

 

It seems either way the vars.ranked is read only even though the documentation says you can change it from true to false.

What documentation did you look on?

vars.ranked is "ReadOnly After Startup" since R-9. It was changed to that state between R-3 (Oct. 2011) and R-9 (Nov. 2011).

 

Keep in mind the documentation does contain two related pdfs, one targets the Rcon specific topics and one is the overall admin documentation. However even R-9 rcon documentation included the following and it's still in R-25:

This command can only be used during startup. It can only be used to switch the server from ranked to unranked mode; the server can never switch back to ranked mode again.

Pretty clear I would guess. :ohmy:

 

Greets

Phil.

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

Originally Posted by Large_Pudding*:

 

Quick Question:

Apologies should similar have been asked prior. I have searched the forum / google with no luck.

 

In ProConRulz is it possible to take actions upon partial player name matches.

For example automatically kicking a player matching 'l33t' in their name ie "big_l33t_cheat"

 

I've tinkered for hours with no luck.

I presume it has to be triggered by either On Spawn / On Join but my brain is a moosh O_o

 

Thanks in advance

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

Originally Posted by ty_ger07*:

 

Can we have Procon Rulz do math operations? I would like to have round stats calculated on the fly and shown at death per player, but there is no way to say... calculate headshot ratio right now when all you need is %hs%/%kills%.

No, it cannot do math. But, you can make rules to store those values and display them in their pre-calculated state.

 

Example:

On Kill;Headshot;Incr %headshots%

On Kill;Incr %kills%

On Spawn;Incr %deaths%

On Spawn;PlayerSay Headshot / Kill: %headshots% / %kills%

On Spawn;PlayerSay Kill / Death: %kills% / %deaths%

 

It would display the raw data to the player and not an actual ratio.

 

Example of what would be displayed:

 

Headshot / Kill: 13 / 32

Kill / Death: 32 / 27

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

Originally Posted by ty_ger07*:

 

Quick Question:

Apologies should similar have been asked prior. I have searched the forum / google with no luck.

 

In ProConRulz is it possible to take actions upon partial player name matches.

For example automatically kicking a player matching 'l33t' in their name ie "big_l33t_cheat"

 

I've tinkered for hours with no luck.

I presume it has to be triggered by either On Spawn / On Join but my brain is a moosh O_o

 

Thanks in advance

It is possible with PRoConRulz, but I will let BamBam guide you since I am not that good with targetplayer and targettext.

 

But, I just wanted to say that you can do this easily on the server itself and don't even need to use PRoConRulz to do what you are wanting to do.

 

On your game server, there is a file called pbsv.cfg. If you edit that file, you will see 2/3 of the way down, there is a badname filter. Just use that.

 

Example:

; ------------------------------

; Badname List (pb_sv_badname [grace_period_secs] [disallowed text])

; ------------------------------

pb_sv_badnameempty

;pb_sv_badname 10 server // Sample

pb_sv_badname 10 f***

pb_sv_badname 10 s***

pb_sv_badname 10 c***

pb_sv_badname 10 b****

pb_sv_badname 10 p****

pb_sv_badname 10 l33t

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

Originally Posted by emilss*:

 

hi

Can you write a basic script to block specific weapons on specific maps.

I mean, to make a list of specific names of maps, as they have to type in the script as well as the names of weapons.

With this script you can type the name of the map itself, and the names of weapons that I would like a concrete block on the map.

 

For example,

map locked weapons on this map penalty for using this weapon notice for breaking the rules

 

If I am wanted to prohibit the M320 on the metro and RPG on the Seine just copy the script two times by inserting the appropriate weapons and maps:

 

Metro M320 kill been punished for using the M320

Seine RPG kill been punished for using RPG

 

 

There is be update for new maps and weapons in ProconRulz documentation ?

 

I write somethink like this:

 

 

On Kill;Map Subway;Weapon SMAW

PlayerCount 1;Kick %p% You have been kicked for use SMAW

PlayerYell %p% 30 No SMAW on this map, %p% !!;Kill 30

On Kill;Map Subway;Weapon RPG-7

PlayerCount 1;Kick %p% You have been kicked for use RPG

PlayerYell %p% 30 No SMAW on this map, %p% !!;Kill 30

I want to prohibit RPG and SMAW on metro. First kill using SMAW or RPG should kill next should kick, showing in internet browser message:You have been kicked for use SMAW (RPG).
* 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.