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Originally Posted by micovery*:

 

Ah yea... looks like all of that was reset. I set it to Sandbox, but what are the trusted addresses/ports I need to add? What should that look like?

I don't think you have to add any hosts/ports when sandbox is off.
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Originally Posted by pharbehind*:

 

Actually, it's not set to Sandbox and I'm still getting this error:

 

[16:29:06 39] [insane Limits] Extra information dumped in file InsaneLimits.dump

[16:29:06 39] [insane Limits] WARNING: unable to dump extra exception information.

[16:29:06 39] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

[16:29:06 39] [insane Limits] ERROR: unable to dump information to file

[16:29:06 39] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

 

There's nothing before it, I notice it happens as soon as I press "Accept Privacy" too. Maybe I'll try adding the plugin again?

 

edit- added the plugin again and its still occuring

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Originally Posted by micovery*:

 

Actually, it's not set to Sandbox and I'm still getting this error:

 

[16:29:06 39] [insane Limits] Extra information dumped in file InsaneLimits.dump

[16:29:06 39] [insane Limits] WARNING: unable to dump extra exception information.

[16:29:06 39] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

[16:29:06 39] [insane Limits] ERROR: unable to dump information to file

[16:29:06 39] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

 

There's nothing before it, I notice it happens as soon as I press "Accept Privacy" too. Maybe I'll try adding the plugin again?

So you are saying, "Sandbox" is disabled ... and you are still getting that error? ... Then it's a problem with permissions on the file system. You need Read+Write permission at least in:

 

/

/plugins/BF3

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Originally Posted by pharbehind*:

 

Yah, under Tools/Plugins, it's set to "run plugins with no restrictions".

 

If it was a permissions problem on my layer, when I wouldn't be able to add or remove plugins, right? Because I was able to delete insanelimits.cs, then upload it again.

 

The only thing that changed with my PRoCon layer was the game server IP that it was pointing to.

 

edit: went ahead and opened a support ticket with them to see whats up.

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Originally Posted by micovery*:

 

Yah, under Tools/Plugins, it's set to "run plugins with no restrictions".

 

If it was a permissions problem on my layer, when I wouldn't be able to add or remove plugins, right? Because I was able to delete insanelimits.cs, then upload it again.

 

The only thing that changed with my PRoCon layer was the game server IP that it was pointing to.

Changing the "sandbox" settings on your local PRoCon has no effect on the "Layer" ProCon. To change the sandbox setting on layer, you have to talk to the host.

 

 

I think the hoster gives you Read+Write permission to the /plugins/BF3 folder, but does not give you permission under / folder.

 

 

Try this ...

 

Open the plugin source, and find the function "public void DumpException(Exception e, String prefix)"

 

In there you will see something like this:

 

Code:

public void DumpException(Exception e, String prefix)
        {
            try
            {
                string class_name = this.GetType().Name;
                string path = class_name + ".dump";
Change the path to ...

 

Code:

public void DumpException(Exception e, String prefix)
        {
            try
            {
                string class_name = this.GetType().Name;
                string path = [b]"plugins/BF3/" +[/b] class_name + ".dump";
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Originally Posted by pharbehind*:

 

Did, that now the plugin doesnt appear on my Layers, Plugins tab. Possible syntax error?

edit: Whoops, my fault forgot the +, brb.

 

edit2: same thing :/

[17:03:55 92] [insane Limits] Extra information dumped in file plugins/BF3/InsaneLimits.dump

[17:03:55 92] [insane Limits] ERROR: unable to dump information to file

[17:03:55 92] [insane Limits] EXCEPTION: System.Security.SecurityException: Request for the permission of type 'System.Security.Permissions.FileIOPermission, mscorlib, Version=2.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089' failed.

 

Guess I'll wait on a response from my host.

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Originally Posted by PapaCharlie9*:

 

Any way to change this for 3 different choices. I do not really want to use this 100% for HC/SC swapping, but to change variables based on # of players.

 

We would like to do things like change things like 10 but 16" make delay 60% as well as other changes.

 

EDIT: Or would this one be easier to edit? Basically I would just like to be able to set specific variables based on # of players and not be focused solely on vehicles or hardcore but be able to set any string of VARS i would like.

Sure. For each group of settings, define the trigger count and the reset count. At the trigger count or higher, the next group of settings is executed. At or below the reset count, the previous group of settings is executed. Just make sure that the reset count of any group is greater than the trigger count for the previous group. Also make sure the difference between reset and trigger is at least 2. I use 4 below, but you can change that. The reason for the difference is so that your server doesn't bounce between one settings group and another just because your player count bounces around the trigger point, like if one guy keeps joining and getting kicked for punk buster update after a minute, over and over again.

 

For example:

 

Group 1: disable vehicles. Trigger count = 1. Reset count = not applicable, there is no previous group.

 

Group 2: enable vehicles, respawn 100%. Trigger count = 10. Reset count = 6. Check that reset count is greater than trigger count of Group 1: 6 > 1, check.

 

Group 3: enable vehicles, respawn 60%. Trigger count = 16. Reset count = 12. Check that reset count is greater than the trigger count of Group 2: 12 > 10, check.

 

This can be extended to Group 4, Group 5, etc. Just keep in mind that Group 1 and the last group need special handling, since there no previous for the first and no next for the last. The Group 2 "else if" is what all the "middle" groups should look like.

 

Coding that up is pretty straight-forward (this will not compile as written, it's just a template for you to fill in):

Code:

String kGroup = "WAX_group";
// Don't need trigger or reset for Group 1, just for Group 2, 3, ...
double trigger_group_2 = 10;
double reset_group_2 = 6;
double trigger_group_3 = 16;
double reset_group_3 = 12

int group = 0;
if (server.Data.issetInt(kGroup)) group = server.Data.getInt(kGroup);
        
if (group == 0 || (group == 2 && server.PlayerCount <= reset_group_2)) 
{
    String msg = "Your Group 1 chat message here";
    plugin.SendGlobalMessage(msg);
    plugin.PRoConChat("ADMIN > " + msg);
    plugin.ConsoleWrite("Your Group 1 console message here");
    server.Data.setInt(kGroup, 1);
    
    Your Group 1 server settings here
}
else if ( (group == 1 && server.PlayerCount >= trigger_group_2) || (group == 3 && server.PlayerCount <= reset_group_3) )
{
    String msg = "Your Group 2 chat message here";
    plugin.SendGlobalMessage(msg);
    plugin.PRoConChat("ADMIN > " + msg);
    plugin.ConsoleWrite("Your Group 2 console message here");
    server.Data.setInt(kGroup, 2);
    
    Your Group 2 server settings here
} 
else if ( (group == 2 && server.PlayerCount >= trigger_group_3) ) // last Group
{
    String msg = "Your Group 3 chat message here";
    plugin.SendGlobalMessage(msg);
    plugin.PRoConChat("ADMIN > " + msg);
    plugin.ConsoleWrite("Your Group 3 console message here");
    server.Data.setInt(kGroup, 3);
    
    Your Group 3 server settings here
}
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Originally Posted by WaxMyCarrot*:

 

Ok.. I am still a total noob at this.. does this look correct?

 

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

 

Set limit to evaluate OnInterval, set action to None

 

Set first_check to this Code:

 

Code:

String kGroup = "WAX_group";
// Don't need trigger or reset for Group 1, just for Group 2, 3, ...
double trigger_group_2 = 10;
double reset_group_2 = 6;
double trigger_group_3 = 16;
double reset_group_3 = 12

int group = 0;
if (server.Data.issetInt(kGroup)) group = server.Data.getInt(kGroup);
        
if (group == 0 || (group == 2 && server.PlayerCount <= reset_group_2)) 
{
    String msg = "Vehicles Disabled until 10 players!";
    plugin.SendGlobalMessage(msg);
    plugin.PRoConChat("ADMIN > " + msg);
    plugin.ConsoleWrite("Vehicles Disabled until 10 players!");
    server.Data.setInt(kGroup, 1);
    
    plugin.ServerCommand("vars.friendlyFire", "false");
    plugin.ServerCommand("vars.killCam", "true");
    plugin.ServerCommand("vars.nameTag", "true");
    plugin.ServerCommand("vars.regenerateHealth", "true");
    plugin.ServerCommand("vars.hud", "true");
    plugin.ServerCommand("vars.onlySquadLeaderSpawn", "false");
    plugin.ServerCommand("vars.3dSpotting", "true");
    plugin.ServerCommand("vars.3pCam", "true");
    plugin.ServerCommand("vars.idleTimeout", "0");    
    plugin.ServerCommand("vars.roundStartPlayerCount ", "1");
    plugin.ServerCommand("vars.roundRestartPlayerCount", "0");
    plugin.ServerCommand("vars.soldierHealth", "100");
    plugin.ServerCommand("vars.vehicleSpawnAllowed", "false");
    plugin.ServerCommand("vars.ServerName", "Armored Fist #2 CQ No Vehicles :: XTSQUAD.com :: B2K/Vanilla MIX");

}
else if ( (group == 1 && server.PlayerCount >= trigger_group_2) || (group == 3 && server.PlayerCount <= reset_group_3) )
{
    String msg = "Vehicles will now spawn, server is Softcore until 16 players!";
    plugin.SendGlobalMessage(msg);
    plugin.PRoConChat("ADMIN > " + msg);
    plugin.ConsoleWrite("Vehicles will now spawn, server is Softcore until 16 players!");
    server.Data.setInt(kGroup, 2);
    
    plugin.ServerCommand("vars.friendlyFire", "false");
    plugin.ServerCommand("vars.killCam", "true");
    plugin.ServerCommand("vars.nameTag", "true");
    plugin.ServerCommand("vars.regenerateHealth", "true");
    plugin.ServerCommand("vars.hud", "true");
    plugin.ServerCommand("vars.onlySquadLeaderSpawn", "false");
    plugin.ServerCommand("vars.3dSpotting", "true");
    plugin.ServerCommand("vars.3pCam", "true");
    plugin.ServerCommand("vars.idleTimeout", "0");    
    plugin.ServerCommand("vars.roundStartPlayerCount ", "8");
    plugin.ServerCommand("vars.roundRestartPlayerCount", "4");
    plugin.ServerCommand("vars.soldierHealth", "100");
    plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");
    plugin.ServerCommand("vars.vehicleSpawnDelay", "60");
    plugin.ServerCommand("vars.ServerName", "Armored Fist #2 CQ NORMAL:: XTSQUAD.com :: B2K/Vanilla MIX");

} 
else if ( (group == 2 && server.PlayerCount >= trigger_group_3) ) // last Group
{
    String msg = "Server is switching to Hardcore!";
    plugin.SendGlobalMessage(msg);
    plugin.PRoConChat("ADMIN > " + msg);
    plugin.ConsoleWrite("Server is switching to Hardcore!");
    server.Data.setInt(kGroup, 3);
    
    plugin.ServerCommand("vars.friendlyFire", "true");
    plugin.ServerCommand("vars.killCam", "false");
    plugin.ServerCommand("vars.nameTag", "false");
    plugin.ServerCommand("vars.regenerateHealth", "false");
    plugin.ServerCommand("vars.hud", "false");
    plugin.ServerCommand("vars.onlySquadLeaderSpawn", "true");
    plugin.ServerCommand("vars.3dSpotting", "false");
    plugin.ServerCommand("vars.3pCam", "false");
    plugin.ServerCommand("vars.idleTimeout", "500");
    plugin.ServerCommand("vars.roundStartPlayerCount ", "8");
    plugin.ServerCommand("vars.roundRestartPlayerCount", "4");
    plugin.ServerCommand("vars.soldierHealth", "60");
    plugin.ServerCommand("vars.vehicleSpawnAllowed", "true");
    plugin.ServerCommand("vars.vehicleSpawnDelay", "60");
    plugin.ServerCommand("vars.ServerName", "Armored Fist #2 HC CQ :: XTSQUAD.com :: B2K/Vanilla MIX");

}
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Originally Posted by Twain*:

 

This will allow you to change tickets based on next map gamemode. It will check on first kill of each round just to make sure the round have started.

Hi,

 

not sure if this is the right place to post this problem. If not please push it to the right thread.

 

i´m having a little problem with "Nextmap Gamemode Ticket Changer " example.

Maplist is Metro Rush and Conquest - 2 rounds each. Conquest 285% tickets and Rush should be 150%.

conquest is working fine with 1000 tickets (285%). first round of rush also working fine with 150% but 2nd round uses 285 tickets.

Can anybody help me with this?

 

Thanks in advance!

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Originally Posted by ProconNewbie*:

 

Hey how i can put this together?

 

( Regex.Match(server.Gamemode, "TeamDeath").Success && server.MapFileName.Equals("MP_017") )

 

and the example for a knife only server:

 

Set first_check to this Expression:

 

Code:

 

! Regex.Match(kill.Weapon, @"(Melee|Knife)", RegexOptions.IgnoreCase).Success

 

Set second_check to this Code:

 

Code:

 

double count = limit.Activations(player.Name);

 

if (count == 1)

plugin.SendGlobalMessage(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));

else if (count > 1)

plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on knife only server"));

 

return false;

 

Sorry im a coding noob. i just started to learn c++ a few month ago but i stoped to learn it.

 

Thx for your help!

 

Btw. is there a way to keep the plugins working if my procon and my pc is off? i have'nt a smartphone :/

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Originally Posted by PapaCharlie9*:

 

Multiple short replies here, scan the whole message to see if your question was addressed.

 

Ok.. I am still a total noob at this.. does this look correct?

Change OnInterval to OnIntervalServer (you are using 0.8 patch 2, right_).

 

Change the message for Group 2. Remember, sometimes you will go from Group 3 to Group 2, so vehicles will already be spawning. Make it something like: "Switching to softcore with normal vehicle spawn times". That works in either direction, from Group 1 or from Group 3.

 

hi... on ver. 8 is there a msg spam already?

Yes. Just make one limit per message and set it to OnIntervalServer with whatever repeat delay you want as the interval time, first_check Expression of ( true ), Disable second_check, and set the action to Say. So for a message that shows every 15 minutes, do OnIntervalServer with interval of 900 seconds (15x60=900) and Say action for the message.

 

If you have lots of messages, like more than 3, let me know and I'll write up a more complicated example that will only use one limit, or maybe two.

 

Is there a list of all of the country codes? I'm trying to use Welcome Based on Country and would like to add a few more, like Japan and China.

You tempt me to do a "Here, Let Me Google That For You" :smile:, but I'll be nice and just give you some links:

 

Sorted by code:

http://en.wikipedia.org/wiki/ISO_3166-1_alpha-2

 

Sorted by country name:

http://www.mathguide.de/info/tools/countrycode.html

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Originally Posted by ango*:

 

Would it be possible to add a feature to: 32. Nextmap Gamemode Ticket Changer wich changes the number of tickets depending on the players numbers? Can anyone realize that? :smile:

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Originally Posted by PapaCharlie9*:

 

Thanks, thought they were unique ProCon codes, thats why I asked.

Well, to be honest, I'm assuming the codes are ISO-3166. They come from Battlelog and all the ones I've looked up from Battlelog match ISO-3166 codes, so it's a pretty safe bet.
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Originally Posted by PapaCharlie9*:

 

Would it be possible to add a feature to: 32. Nextmap Gamemode Ticket Changer wich changes the number of tickets depending on the players numbers? Can anyone realize that? :smile:

Yes, but it won't be very accurate. This limit only looks at the number of players once and then sets the tickets for the next round. The number of players next round might be radically different than the count at the time this limit executes. This might work better OnRoundOver, but then the activation won't work. Hmm, maybe it wouldn't be necessary?

 

In any case, change all the code that looks like this:

 

Code:

(Regex.Match(server.NextGamemode, ..., RegexOptions.IgnoreCase).Success)
To code that looks like this:

 

Code:

(server.PlayerCount >= XX && server.PlayerCount < YY)
Where XX is the minimum number of players and YY is the maximum. Do this for each XX to YY range that you want. For example, if you want 1 to 15 to be 50%, 16 to 23 to be 100%, 24+ to be 200%, it would look like this:

 

Code:

if(limit.Activations() == 1)
{
    if (server.PlayerCount >= 1 && server.PlayerCount < 16)
    {
        plugin.ServerCommand("vars.gameModeCounter", "50");
    }
    else if (server.PlayerCount >= 16 && server.PlayerCount < 24)
    {
        plugin.ServerCommand("vars.gameModeCounter", "100");
    }
    else if (server.PlayerCount >= 24)
    {
        plugin.ServerCommand("vars.gameModeCounter", "200");
    }
    
    plugin.ConsoleWrite(server.PlayerCount.ToString() + " players, max tickets changed.");
}
return false;
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Originally Posted by PapaCharlie9*:

 

Hey how i can put this together?

 

( Regex.Match(server.Gamemode, "TeamDeath").Success && server.MapFileName.Equals("MP_017") )

 

and the example for a knife only server:

 

Set first_check to this Expression:

 

Code:

 

! Regex.Match(kill.Weapon, @"(Melee|Knife)", RegexOptions.IgnoreCase).Success

 

Set second_check to this Code:

 

Code:

 

double count = limit.Activations(player.Name);

 

if (count == 1)

plugin.SendGlobalMessage(plugin.R("%p_n%, this is a knife only server, do not use %w_n% again! Next time kick"));

else if (count > 1)

plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on knife only server"));

 

return false;

 

Sorry im a coding noob. i just started to learn c++ a few month ago but i stoped to learn it.

 

Thx for your help!

 

Btw. is there a way to keep the plugins working if my procon and my pc is off? i have'nt a smartphone :/

Combine the first_check conditions into one Expression using the logical and (&&) operator, like this:

 

Code:

( Regex.Match(server.Gamemode, "TeamDeath").Success && server.MapFileName.Equals("MP_017") && ! Regex.Match(kill.Weapon, @"(Melee|Knife)", RegexOptions.IgnoreCase).Success )
The second_check Code should work with what you have above.

 

The only way to keep plugins working is to have PRoCon running somewhere. Many people use a "layer host", which runs PRoCon 24x7. I doubt that anyone is using a smartphone to run PRoCon directly, so no worries. The phone stuff is more for looking at PRoCon that is running someplace else, like on a layer host.

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Originally Posted by pharbehind*:

 

I've asked earlier, but heard no response. Is it possible to create a limit that can calculate Headshots/Kill percentage and ban over a certain amount? It's usually a good measure of a hacker.

 

also: sendGlobalMessage, is there such thing as player message only yet? Or are all messages global still?

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Originally Posted by micovery*:

 

I've asked earlier, but heard no response. Is it possible to create a limit that can calculate Headshots/Kill percentage and ban over a certain amount? It's usually a good measure of a hacker.

Not at the moment, the plugin does not fetch the headshots count from battlelog. The code for doing is already in the plugin but it's disabled. That is because it depends on the per-weapon battlelog stats.

 

I was not happy with the API I designed for querying the per-weapon stats, so I decided that it'd be better to use LINQ. PRoCon does not currently support LINQ because it does not compile plugins at the .NET 3.5 level. So it's a waiting game until PRoCon devs decide to move to .NET 3.5. I asked on the devs forum, and Phogue said there was no reason why it should not support .NET 3.5 ... he added some code for the next PRoCon release that will report how many people are using .NET 3.5 ... depending on that, they'll decide whether to move or not.

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Originally Posted by Twain*:

 

Hi,

 

not sure if this is the right place to post this problem. If not please push it to the right thread.

 

i´m having a little problem with "Nextmap Gamemode Ticket Changer " example.

anyone a solution to my post/problem?

 

i´ve just copied the code in example "Next Gamemode Ticket Changer" and changed the ticket values to 285 for conquest and 150 for rush.

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Originally Posted by ango*:

 

Yes, but it won't be very accurate. This limit only looks at the number of players once and then sets the tickets for the next round. The number of players next round might be radically different than the count at the time this limit executes. This might work better OnRoundOver, but then the activation won't work. Hmm, maybe it wouldn't be necessary?

 

In any case, change all the code that looks like this:

 

Code:

(Regex.Match(server.NextGamemode, ..., RegexOptions.IgnoreCase).Success)
To code that looks like this:

 

Code:

(server.PlayerCount >= XX && server.PlayerCount < YY)
Where XX is the minimum number of players and YY is the maximum. Do this for each XX to YY range that you want. For example, if you want 1 to 15 to be 50%, 16 to 23 to be 100%, 24+ to be 200%, it would look like this:

 

Code:

if(limit.Activations() == 1)
{
    if (server.PlayerCount >= 1 && server.PlayerCount < 16)
    {
        plugin.ServerCommand("vars.gameModeCounter", "50");
    }
    else if (server.PlayerCount >= 16 && server.PlayerCount < 24)
    {
        plugin.ServerCommand("vars.gameModeCounter", "100");
    }
    else if (server.PlayerCount >= 24)
    {
        plugin.ServerCommand("vars.gameModeCounter", "200");
    }
    
    plugin.ConsoleWrite(server.PlayerCount.ToString() + " players, max tickets changed.");
}
return false;
Thx! :smile: I will use it for our maplist 0-8 players to reduce the tickets on TDM maps.

 

Should this be ok?

 

Code:

if(limit.Activations() == 1)
{
    if(Regex.Match(server.NextGamemode, "(ConquestLarge0|ConquestSmall0)", RegexOptions.IgnoreCase).Success)
    {
        plugin.ServerCommand("vars.gameModeCounter", "100");
    }
     else if(server.NextGamemode == "ConquestSmall1")
    {
        plugin.ServerCommand("vars.gameModeCounter", "100");
    }
    else if(server.NextGamemode == "RushLarge0")
    {
        plugin.ServerCommand("vars.gameModeCounter", "125");
    }
    else if(server.NextGamemode == "TeamDeathMatch0" && server.PlayerCount <= 8)
    {
         plugin.ServerCommand("vars.gameModeCounter", "50");
    }   
    else if(server.NextGamemode == "TeamDeathMatch0" && server.PlayerCount > 8)
    {
         plugin.ServerCommand("vars.gameModeCounter", "100");
    }   
    plugin.ConsoleWrite("Next map mode is "+server.NextGamemode+". Tickets set for next map");
}
return false;
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Originally Posted by droopie*:

 

is it possible to, if OTHER then X map AND 0 players, go to X map?

 

to clarify, if its 0 players and not on metro, switch to metro. if and only if 0 players and not on metro.

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Originally Posted by droopie*:

 

errr this is the tuffest request and not sure if this plugin can do it or know of any other plugin that can but i now NEED a plugin that logs when a player is autokicked for idling... we are going to PAY TO IDLE so want to create idle time log kicks based on the limit that changes server settings so if 24+ enables idle limit but if less then -24 disables idle kick.

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Originally Posted by HexaCanon*:

 

is it possible to, if OTHER then X map AND 0 players, go to X map?

 

to clarify, if its 0 players and not on metro, switch to metro. if and only if 0 players and not on metro.

this will help you hopefully, on first interval check, it will see if the map is not metro and there are 0 players on the server, if true it will set the next map to metro (must be in your maplist + it will put the first metro on the map [does not look for a specific metro game mode {i can make it do that if you want}]), on the second interval check if there are 0 players and map is not metro it will run next round (which will be metro).

 

Limit_x_evaluation : OnServerInterval

 

First_check : code

 

Code:

if(server.PlayerCount == 0 && server.MapFileName != "MP_Subway" && !server.RoundData.issetBool("active1"))
{
plugin.ServerCommand("mapList.setNextMapIndex", "MP_Subway");
server.RoundData.setBool("active1", true);
}

else if(server.PlayerCount == 0 && server.MapFileName != "MP_Subway" && server.RoundData.issetBool("active1"))
{
plugin.ServerCommand("mapList.runNextRound");
}

return false;
second_check disabled.
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      We're happy to announce that EZRCON will branch out into the game server provider scene. This is a big step for us so please having patience if something doesn't go right in this area. Now, what makes us different compared to other providers? Well, we're going with the idea of having a scaleable server hosting and providing more control in how you set up your server. For example, in Minecraft, you have the ability to control how many CPU cores you wish your server to have access to, how much RAM you want to use, how much disk space you want to use. This type of control can't be offered in a single service package so you're able to configure a custom package the way you want it.

      You can see all the available games here. Currently, we have the following games available.

      Valheim (From $1.50 USD)


      Rust (From $3.20 USD)


      Minecraft (Basic) (From $4.00 USD)


      Call of Duty 4X (From $7.00 USD)


      OpenTTD (From $4.00 USD)


      Squad (From $9.00 USD)


      Insurgency: Sandstorm (From $6.40 USD)


      Changes to US-East:

      Starting in January 2022, we will be moving to a different provider that has better support, better infrastructure, and better connectivity. We've noticed that the connection/routes to this location are not ideal and it's been hard getting support to correct this. Our contract for our two servers ends in March/April respectively. If you currently have servers in this location you will be migrated over to the new provider. We'll have more details when the time comes closer to January. The new location for this change will be based out of Atlanta, GA. If you have any questions/concerns please open a ticket and we'll do our best to answer them.
      • 5 replies
    • Hello All,

      I wanted to give an update to how EZRCON is doing. As of today we have 56 active customers using the services offered. I'm glad its doing so well and it hasn't been 1 year yet. To those that have services with EZRCON, I hope the service is doing well and if not please let us know so that we can improve it where possible. We've done quite a few changes behind the scenes to improve the performance hopefully. 

      We'll be launching a new location for hosting procon layers in either Los Angeles, USA or Chicago, IL. Still being decided on where the placement should be but these two locations are not set in stone yet. We would like to get feedback on where we should have a new location for hosting the Procon Layers, which you can do by replying to this topic. A poll will be created where people can vote on which location they would like to see.

      We're also looking for some suggestions on what else you would like to see for hosting provider options. So please let us know your thoughts on this matter.
      • 4 replies
    • Added ability to disable the new API check for player country info


      Updated GeoIP database file


      Removed usage sending stats


      Added EZRCON ad banner



      If you are upgrading then you may need to add these two lines to your existing installation in the file procon.cfg. To enable these options just change False to True.

      procon.private.options.UseGeoIpFileOnly False
      procon.private.options.BlockRssFeedNews False



       
      • 2 replies
    • I wanted I let you know that I am starting to build out the foundation for the hosting services that I talked about here. The pricing model I was originally going for wasn't going to be suitable for how I want to build it. So instead I decided to offer each service as it's own product instead of a package deal. In the future, hopefully, I will be able to do this and offer discounts to those that choose it.

      Here is how the pricing is laid out for each service as well as information about each. This is as of 7/12/2020.

      Single MySQL database (up to 30 GB) is $10 USD per month.



      If you go over the 30 GB usage for the database then each additional gigabyte is charged at $0.10 USD each billing cycle. If you're under 30GB you don't need to worry about this.


      Databases are replicated across 3 zones (regions) for redundancy. One (1) on the east coast of the USA, One (1) in Frankfurt, and One (1) in Singapore. Depending on the demand, this would grow to more regions.


      Databases will also be backed up daily and retained for 7 days.




      Procon Layer will be $2 USD per month.


      Each layer will only allow one (1) game server connection. The reason behind this is for performance.


      Each layer will also come with all available plugins installed by default. This is to help facilitate faster deployments and get you up and running quickly.


      Each layer will automatically restart if Procon crashes. 


      Each layer will also automatically restart daily at midnight to make sure it stays in tip-top shape.


      Custom plugins can be installed by submitting a support ticket.




      Battlefield Admin Control Panel (BFACP) will be $5 USD per month


      As I am still working on building version 3 of the software, I will be installing the last version I did. Once I complete version 3 it will automatically be upgraded for you.





      All these services will be managed by me so you don't have to worry about the technical side of things to get up and going.

      If you would like to see how much it would cost for the services, I made a calculator that you can use. It can be found here https://ezrcon.com/calculator.html

       
      • 11 replies
    • I have pushed out a new minor release which updates the geodata pull (flags in the playerlisting). This should be way more accurate now. As always, please let me know if any problems show up.

       
      • 9 replies
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