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Insane Limits - Examples


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Originally Posted by PapaCharlie9*:

 

Have been searching for nearly an hour, is there a way to have a limit only on one map? I want to kill player for road kill on metro to stop MAV killers but not on other maps as they have vehicles.

 

Thanks in advance.

You are right, it's not obvious from the list of examples, so I made one for you. Here you go:

 

Insane Limits V0.8/R1: Metro only, 2 warnings then punish for M320, RPG, USAS, etc.*

 

Is there any way to make the rules on request delay between messages? Something like:

 

Rules.Add("some silly rule");

sleep()

Rules.Add("another silly rule")

 

Thanks in advance and yes I'm new at this :smile:

Here's the one you want:

 

Insane Limits V0.8/R2: Chat Message Spambot

 

The interval is the number of seconds between messages. It has to be at least 30, but less than 120.

 

It's possible to do less than 30 seconds with different code, but I don't have time right now to code it up.

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Originally Posted by PapaCharlie9*:

 

If you are interested in helping me test the Zombie Infection Mode code, join this unranked server any time this weekend.

 

Server Name: Branzone.com - =LGN= Legion Clan - Zombie Mode TEST

 

http://battlelog.battlefield.com/bf3...-0260518887e6/

 

Password: zombie

 

HOW THE MODE WORKS

 

US team are the last surviving humans on the map. RU team are infected zombies. At start of round, 1 to 4 players are randomly chosen and moved to the zombie (RU) team. Everyone else is moved to the human (US) team. Every time a zombie kills a human, the human is moved to the zombie team. Zombies win by killing all humans. Humans win by killing a minimum number of zombies (20 for the sake of the test, will be 100 for the real game).

 

There are various restrictions on what weapons you can use, but try anything and see if the code warns you properly and kicks you if you ignore the warning!

 

Pay attention to the chat messages. Rules are listed and changes in weapon restrictions are posted.

 

IDLE PLAYERS WELCOME

 

Just having a full server would help test. If you can just join and be idle, that will help test. Set up your PC to join when you don't really have time to play normally.

 

KNOWN ISSUES

 

Getting the mode started is a little tricky. Needs at least 2 players to start. It may look like normal TDM at first (although ultra hard core). After a round ends and all the players are moved, at least one zombie player must spawn to start the countdown. The game will get stuck if no zombies spawn, if they all leave or if the moves fail. If that happens, a human should suicide and move to the zombie team. If the game won't let you move, quit the server, rejoin and move to the zombie team, then spawn.

 

Sometimes the OnRoundStart happens BEFORE the server moves all players, which means the moves may get all messed up. This happens rarely, but if it does happen, just do the best you can.

 

If there are any problems, post here.

 

Once the name of the server changes to something other than Zombie Mode TEST, the test will be over.

 

THANKS!

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Originally Posted by Bl1ndy*:

 

Could you make the kill limit 1000 and do a restart within the current round? Just say RU won, kill everyone. Next round in 30 sec. Then select 1 zombie again. Cause when theyres only a few players you dont want to reload the map everytime you just want to keep going.

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Originally Posted by Singh400*:

 

In my endeavour to reduce automated admin chat spam I've set up some new limits. Can someone just please check my coding for me please?

 

Limit Name - Greeting

 

Set Evaluation to OnSpawn

 

Set first_check to this Expression:

Code:

( true )
Set second_check to this Code:

Code:

if (limit.Activations() > 1)
	return false;
	
plugin.SendGlobalMessage(" Welcome " + player.Name + " to the Hairy Haggis, please do @commands to see various in-game commands ");
What this limit is meant to do is greet the player on their first and only spawn and inform them of the global command where they can view other commands.

 

Edit* Code is broken, just seen ...*. Will use that instead.

 

Limit Name - Global Commands

 

Set Evaluation to OnAnyChat

 

Set first_check to this Expression:

Code:

player.LastChat.StartsWith("@commands")
Set second_check to this Code:

Code:

// Edit rules here
List<String> Rules = new List<String>();
Rules.Add("To see the rules type @rules");
Rules.Add("To see the next map type @shownext");
Rules.Add("To see TeamSpeak details type @teamspeak");
// Try not to add more Rules.Add because it won't fit in the chat box.

plugin.ConsoleWrite(plugin.R("%p_n% requested server commands"));
    foreach(string Rule in Rules)
        plugin.SendSquadMessage(player.TeamId, player.SquadId, Rule);

return false;
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Originally Posted by Mootart*:

 

This limit will keep switching server between hard-core, and soft-core mode, depending on the number of players in the server. When the mode is switched, the limit sends a global message notifying players of the change.

 

Set limit to evaluate OnInterval, set action to None

 

Set first_check to this Code:

 

Code:

double switch_value = 16;

bool_ hardcore = null;
if (server.Data.issetBool("hardcore"))
    hardcore = server.Data.getBool("hardcore");
        
if (server.PlayerCount < switch_value &&  ( hardcore == true || hardcore == null) ) 
{
    plugin.SendGlobalMessage("Switching server to soft-core mode");
    plugin.ConsoleWrite("Switching server to soft-core mode");
    server.Data.setBool("hardcore", false);
    
    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.soldierHealth", "100");
        
}
else if ( server.PlayerCount > switch_value && (hardcore == false || hardcore == null))
{
    plugin.SendGlobalMessage("Switching server to hard-core mode");
    plugin.ConsoleWrite("Switching server to hard-core mode");
    
    server.Data.setBool("hardcore", true);

    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", "1800");
    plugin.ServerCommand("vars.soldierHealth", "60"); 
}
Note that this limit stores a flag "hardcore" in the server object. Depending on the value of the flag, it decides whether or not mode needs to be switched again. This is needed so that it would not keep spamming the switch message, as well well as not sending server commands unnecessarily if the mode is already the same.

 

This flag is only cleared if the plugin is enabled/disabled. The limit is not in any way aware of what the current mode is. It assumes that whatever mode it set last time ... is the one currently active. Because of this, if you manually change the mode, the limit will not know of the mode change.

wondering what should be on the interval? there is no OnInterval option on plugin. i can only select serverinterval.

 

so i set to this option Onserverinterval on 30sec.

 

Please correct me if i am wrong..

 

thanks for the help!

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Originally Posted by Mootart*:

 

This limit will check for how many times a player made non-kife kills. On the first kill, it will send a warning on chat, on the second kill, it will kick the player.

 

 

Set limit to evaluate OnKill, set action to None

 

 

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;

how can i do. to make it like if the player kills 9x with diff weapon and on 10th he will be kick..

 

anyone can help me?

 

 

this is what i did.. let me know if its correct..

 

 

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

 

if (count == 1)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 2)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 3)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 4)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 5)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 6)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 7)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 8)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 9)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count > 9)

plugin.SendGlobalMessage(plugin.R("%p_n%, has been kick for using %w_n% on KNIFE match"));

plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on KNIFE match"));

 

return false;

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Originally Posted by Mootart*:

 

Is any way to set up a limit to kick for m18 claymores?

This limit kills for RPG/SMAW/M320 on first violation, kicks on second violation, if player comes back, and uses it again one more time, player is banned.

 

Set limit to evaluate OnKill, set action to None

 

Set first_check to this Expression:

 

Code:

Regex.Match(kill.Weapon, @"(m320|smaw|rpg)", RegexOptions.IgnoreCase).Success
Set second_check to this Code:

 

Code:

if (limit.Data.issetBool(player.Name))
  {
     plugin.SendGlobalMessage(plugin.R("%p_n% has been banned for using %w_n%, after a kick!"));
     plugin.PBBanPlayerWithMessage(PBBanDuration.Temporary, player.Name, 15, plugin.R("%p_n% you have been banned for 15 minutes for using %w_n%"));
     limit.Data.unsetBool(player.Name);
  }
  
  int count = (int) limit.Activations(player.Name);
   
  if (count == 1)
  {
      plugin.SendGlobalMessage(plugin.R("%p_n% do not use %w_n%!"));
      plugin.KillPlayer(player.Name);
  }
  else if (count == 2)
  {
     plugin.SendGlobalMessage(plugin.R("%p_n% has been kicked for using %w_n%"));
     plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n% you have been kicked for using %w_n%"));
     
     if (!limit.Data.issetBool(player.Name))
         limit.Data.setBool(player.Name, true);
  }
you can use this one! you just need to change the weapon code mark on red to the weapon code of m18claymore.

im not sure about what is the exact code for the claymore but if you really need it i can look for you!

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Originally Posted by sorinnana*:

 

you can use this one! you just need to change the weapon code mark on red to the weapon code of m18claymore.

im not sure about what is the exact code for the claymore but if you really need it i can look for you!

i will try and let u know if is working...thx
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Originally Posted by GitSum*:

 

thanks mate.. any idea where i can get all the codes for weapons?

open the bf3.def file with notepad. It is in the configs folder of Procon. If there is a space in the weapon name, like in repair tool, use a "&"
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Originally Posted by Mootart*:

 

open the bf3.def file with notepad. It is in the configs folder of Procon. If there is a space in the weapon name, like in repair tool, use a "&"

ahh got it! thanks mate... big help for me! :biggrin:
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Originally Posted by PapaCharlie9*:

 

We could really use more testers.

Even with the few I had, I was able to fix three critical bugs, so thanks to everyone who helped! However, we're now at the point where we need to really test it with a full server. I've done as much as I can with just 2 or 3 players, one of them idle, etc.

 

Last Human got moved to Zombies because of idle, game is now stuck.

There is scrolling chat with a tip that if the game gets stuck, just suicide and respawn. Everything is triggered by spawns or kills, so you need one or the other to keep things going.

 

Could you make the kill limit 1000 and do a restart within the current round? Just say RU won, kill everyone. Next round in 30 sec. Then select 1 zombie again. Cause when theyres only a few players you dont want to reload the map everytime you just want to keep going.

Yeah, I agree that sucked. On the other hand, having the real kill count get completely disconnected from the mode would be confusing. The way it is set up, the US kill count is accurate.

 

Maybe the best way to fix this problem is to make the minimum number of players higher? Like 6 or 8?

 

Or maybe just give up and make it run by chat commands instead of automatically. That would eliminate the need to suicide and respawn to keep things going. Commands like:

 

!zombie start

 

Starts the zombie mode so that after a winner is declared, goes back to regular TDM for the round. If you wanted to keep going, you could issue this command again in the same round.

 

!zombie round

 

Starts the zombie mode and after a winner is declared, ends the round. Next round reverts to TDM and requires another !zombie command to go back into the mode.

 

!zombie stop

 

Stops the zombie mode dead in its tracks and the round continues in regular TDM.

 

It turns out that would be way easier to code than what I have now! Doing things automatically turned out to be a giant pain in the ass.

 

EDIT: I've changed the test server to use the commands now. Much better! Give it a try.

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Originally Posted by Mootart*:

 

Even with the few I had, I was able to fix three critical bugs, so thanks to everyone who helped! However, we're now at the point where we need to really test it with a full server. I've done as much as I can with just 2 or 3 players, one of them idle, etc.

 

 

 

There is scrolling chat with a tip that if the game gets stuck, just suicide and respawn. Everything is triggered by spawns or kills, so you need one or the other to keep things going.

i tried to go in but after entering the password nothing happen!
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Originally Posted by PapaCharlie9*:

 

open the bf3.def file with notepad. It is in the configs folder of Procon. If there is a space in the weapon name, like in repair tool, use a "&"

I think that only works for URLs. For a limit, you can just use a space, like "Repair Tool". If you are using Regex.Match, you can also use @"Repair\sTool".
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Originally Posted by PapaCharlie9*:

 

how can i do. to make it like if the player kills 9x with diff weapon and on 10th he will be kick..

 

anyone can help me?

 

 

this is what i did.. let me know if its correct..

 

 

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

 

if (count == 1)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 2)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 3)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 4)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 5)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 6)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 7)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 8)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count == 9)

plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));

plugin.KillPlayer(player.Name);

if (count > 9)

plugin.SendGlobalMessage(plugin.R("%p_n%, has been kick for using %w_n% on KNIFE match"));

plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on KNIFE match"));

 

return false;

That would work, but it's probably less typing to just do this (and don't forget your { and } braces!):

 

Code:

if (count <= 9) 
{
plugin.SendGlobalMessage(plugin.R("%p_n%, Please use KNIFE on this match."));
plugin.KillPlayer(player.Name);
}
else if (count > 9) 
{
plugin.SendGlobalMessage(plugin.R("%p_n%, has been kick for using %w_n% on KNIFE match"));
plugin.KickPlayerWithMessage(player.Name, plugin.R("%p_n%, kicked you for using %w_n% on KNIFE match"));
}
Also, see this example thread for how to do this without spamming:

 

www.phogue.net/forumvb/showth...0-RPG-USAS-etc*

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Originally Posted by PapaCharlie9*:

 

The full code for Claymore is: "Weapons/Gadgets/Claymore/Claymore"

 

If you use Regex.Match, you can shorten it to @"Claymore" in the red text.

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Originally Posted by sorinnana*:

 

The full code for Claymore is: "Weapons/Gadgets/Claymore/Claymore"

 

If you use Regex.Match, you can shorten it to @"Claymore" in the red text.

is working...still waiting to be able to ban the m320 buck,underslug

 

thx guys

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Originally Posted by sorinnana*:

 

you can use this one! you just need to change the weapon code mark on red to the weapon code of m18claymore.

im not sure about what is the exact code for the claymore but if you really need it i can look for you!

thx :smile:
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Originally Posted by Bl1ndy*:

 

16 Player Test Results

 

- Players joining during the round messes it up and gets it stuck.

- Make it spawn 1 zombie. With more people it spawns 6 zombies vs 7 humans sometimes.

- When people reconnect or switch teams manually back to Humans, it gets stuck.

- New players should be moved to RU.

- Players moving to US manually, will stay US even though they get knifed.

- Bullet damage needs to be increased.

- With 5-6 players it's working great. If they dont switch manually though.

- People refuse to leave even when the test had ended. They wanna keep playing it!

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Originally Posted by Singh400*:

 

This limit will send a message (global) for the player when he spawns in the server for the first time.

 

Set limit to evaluate OnSpawn, and action to Say

 

Set first_check to this Expression:

 

Code:

(true)
Set second_check to this Expression:

 

Code:

( limit.ActivationsTotal(player.Name) == 1 )
Set these action specific parameters

 

Code:

say_audience = All
           say_message = Everyone, lets welcome %p_n%, from %p_cn%!
If player leaves, and re-joins, welcome message should be displayed again.
Had this working fine for a few nights. And now it decides to forget previous players from previous maps. So it thinks every player is a new player and the message is spammed again for everyone on their first spawn on a new map (and every map!). Was it just Insane Limits lagging/one off?
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Originally Posted by PapaCharlie9*:

 

Great feedback and thanks for getting so many testers!

 

- Players joining during the round messes it up and gets it stuck.

 

I still need to work on this. This is hard, because when I'm notified that a player has joined, I don't know what team they are on yet. Ideally I'd put them on the zombie side, but I may not be able to.

 

- Make it spawn 1 zombie. With more people it spawns 6 zombies vs 7 humans sometimes.

 

Done, of necessity, since we can only have (max slots)/2 players anyway.

 

- When people reconnect or switch teams manually back to Humans, it gets stuck.

 

I might be able to fix the team switching problem, but reconnecting in the same problem as joining. I haven't fixed this yet.

 

- New players should be moved to RU.

 

See above. This is hard to do.

 

- Players moving to US manually, will stay US even though they get knifed.

 

I've seen that in general with moves. Probably not something I can fix, but see "vote" kick added below.

 

- Bullet damage needs to be increased.

 

To what? We tried everything from 5% to 25% in 5% increments. What worked best?

 

- With 5-6 players it's working great. If they dont switch manually though.

 

Good!

 

- People refuse to leave even when the test had ended. They wanna keep playing it!

 

That's the best news

 

Some additional changes I'm working on but haven't installed yet.

 

* I will fix the "humans always win" and re-enable "!zombie start" mode, though it definitely works more reliably with "!zombie round".

 

* I will add vote kicking with '!zombie kick name'. Two different players have to type the command for it to work, so basicaly, 2 votes means a kick.

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Originally Posted by Bl1ndy*:

 

* I will add vote kicking with '!zombie kick name'. Two different players have to type the command for it to work, so basicaly, 2 votes means a kick.

Try making it % of players online to prevent abuse.
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Originally Posted by PapaCharlie9*:

 

Try making it % of players online to prevent abuse.

It's just for the test. For production, we should recommend that admins set up a real vote kick plugin.

 

I made all the fixes planned to, including the exclusion of shotguns. The "!zombie start" mode just won't work, the round has to end for the player moves to have a chance of working, and then they still don't always work. Almost never work without round end.. So now it just always ends the round.

 

I try to move the joining player to Zombies, but it doesn't always work.

 

The worst problem now is that if people spawn into the round before zombie mode starts, the kill/move often fails. I can't seem to fix that, it's just a limitation. Works great if everyone who spawns suicides, though.

 

I don't think team switching will be fixable either, based on how often moving fails after someone switches. I'm not even going to try, it's too complicated.

 

I added the "!zombie damage NN" command, only works for [bYE] and [LGN] tags (for test). I tried different numbers and what seems to work best is something between 20 and 25 to start. 25 is a little too high, so 22 or 23 might right. Also try increasing it to like 40 when there are 1 to 3 humans left, made for some fun mow downs. Might make it automatic, but for now just keep testing.

 

For the rounds I played, zombies won 5 out of 6 times, but one was very close, down to 1 vs 1 kill to win. Most of those were with bullet damage less than 20. Once it is 20 or more, humans have a better chance.

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      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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