AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 08 Mar 2016 05:13 PM |
I'm planning to make a hub world and create matchmaking for multiplayer happen from there. Not too many games have them, but there are a few like Apocalypse Rising. My first question is: How would I set them up?
My best guess would be to use a datastore, and everytime I enter the queue, it will search for a match that's not full, and then join it, or create a new one. Then, once the queue is full, it teleports every player. I'm planning to not allow joining matches in game, and so with the system I just described I'd just remove the match from the datastore Table of queued matches.
That's just my best guess. With Datastore's being cached and delayed, I need some guidance because it gets a bit more complicated. Ideas on how to set one up?
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os_time
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| Joined: 15 Feb 2014 |
| Total Posts: 2247 |
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| 08 Mar 2016 05:14 PM |
Outside server would be better but eh you would use UpdateAsync and OnUpdate
http://www.roblox.com/mne-item?id=374063815 http://www.roblox.com/yee-item?id=376895439 #code ARCUS |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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| 08 Mar 2016 05:29 PM |
I'm guessing I would have one table like this:
local PendingMatches = { ["Match1"] = {Players = {}} }
The only problem with this I can see is that every time someone creates a match they would have to take the old table, insert a new table, and then updateasync. If multiple people do this at the same time, it could easily glitch. |
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LTB4
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| Joined: 05 Mar 2016 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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AntiFiter
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| Joined: 14 May 2009 |
| Total Posts: 12290 |
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os_time
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| Joined: 15 Feb 2014 |
| Total Posts: 2247 |
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| 08 Mar 2016 09:14 PM |
.... "In cases where another game server updated the key in the short timespan between retrieving the key's current value and setting the key's value, UpdateAsync will call the function again to ensure that no data is overwritten. The function will be called as many times as needed until the data is saved." |
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AntiFiter
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| Joined: 14 May 2009 |
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| 08 Mar 2016 09:45 PM |
| I'm mainly asking for the best structural system |
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kaddad14
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| Joined: 13 Apr 2013 |
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| 08 Mar 2016 10:34 PM |
| I would use the classic find friend service. You have a bar that the player inserts the name of a friend they want to join, and if that friend is in a server that isn't full it TP's them to that server. Otherwise if they don't wana find a friend they can just click play and got to a random server. |
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kaddad14
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| Joined: 13 Apr 2013 |
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| 08 Mar 2016 10:34 PM |
| Sorry it isn't really a service more of a property kinda thing of a player. |
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AntiFiter
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kaddad14
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| Joined: 13 Apr 2013 |
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| 08 Mar 2016 10:42 PM |
http://wiki.roblox.com/index.php?title=Pathfinding https://www.youtube.com/watch?v=pQ9Mcc-5UuA&list=PLuEQ5BB-Z1PJ_m5dMllr35lF4giyuHrY_&index=9
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DevSyntax
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| Joined: 29 Oct 2011 |
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| 09 Mar 2016 09:43 AM |
| http://wiki.roblox.com/index.php?title=Matchmaking |
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AntiFiter
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| Joined: 14 May 2009 |
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| 09 Mar 2016 02:13 PM |
| DevSyntax, correct me if I'm wrong, but that example seems to be for just players in your own server. I'm wanting to make a system that you can play with an assortment of players from any server in queue. |
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os_time
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| Joined: 15 Feb 2014 |
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| 09 Mar 2016 02:15 PM |
Best way would use an outside server. Just deal with the faults...
#code "My goal ... to make anime great again" FOR ARCUS |
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AntiFiter
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| Joined: 14 May 2009 |
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| 09 Mar 2016 03:57 PM |
| I'm guessing you're talking about HTML right? How would I set that up? |
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os_time
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| Joined: 15 Feb 2014 |
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| 09 Mar 2016 03:59 PM |
I would use PHP just my own preferance
#code "My goal ... to make anime great again" FOR ARCUS |
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| 09 Mar 2016 04:04 PM |
| I use a matchmaking system for both my games, and to have a reliable one, it requires an external server that you communicate with via httpService. |
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