OOP Party System V2

I have some things i want to reference which you completely misunderstood after what i understand:

  • I have never said the module is very unoptimized. I said the event module is very unoptimized, and it was not to hate or anything, im just giving a tip

  • I only gave some things which could help improve the “event module”, not the main module. I just want to make it clear that the module itself is pretty good, but i have made a signal before, and thought it could be helpful to help others

This is not any hate towards you or the module, just want to contribute to make this module good. Hope we can get this over with. Tell me if there is something you might disagree with. and i would love to talk to you another place. Have a great day!

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Hi,
Thanks for sharing this.

  1. Does the party only exist in game, or does it data save, so if you leave and come back the next day you are still in the party? I do not need this, just wondering…

  2. Is the invite only for your Roblox friends, or can you invite other players to your party that are not in your roblox friend list?

  3. Can this be used to create like a squad of 4 players?

  4. Does it have other things like you cannot damage players on your team?

  5. Is there any private messaging to your people in your party?

  6. Is there a testing EDITable place to check out?

Thanks

  1. No, it has no built in data saving functionality. It only exists physically under the module in the folder for that server. You could use a datastore system to make it save though.
  2. Invite only is meant to work as like the AddMember method only works on the passed player if they have an active invite for that party. If they do not, it would give back a warning instead of adding them. I had actually forgot to add the check for IsInviteOnly to the AddMember method, so you asking this helped fixed a bug lol.
  3. You could use it in that way, yes. Example usage would be lots of things, like even a lobby system because a teleport function is built it. Party system similar to rivals, etc.
  4. No, nothing like that is built in. You would have to use the built-in methods to detect the parties and stop the damage if they are within the same one.
  5. No, not built in. Would have to be scripted yourself again, would be fairly simple though hopefully with all the built-in methods.
  6. Not as of now, this is a good idea though. I will work on making one soon and add it to the thread. I will respond to you when it is added.

Thanks for the info.

I am still unclear about the answer on item 2) , can you only invite your Roblox friends? Or can other non roblox friend join your party if they get an invite?

  1. Does the invite system have a gui that lists the players you can invite and you click on them to do the invite?

I will check it out when there is a .rbxl,
thanks

No, not have that built in. However, you could add that feature yourself if desired. I may add it to the module as a pre-set soon though.

  1. No, it has no UI attached to it, just the pre-made remotes you can call. You’d have to script UI yourself. The rbxl file may come with a basic UI when I add it.

Waiting for the test place too

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I have an almost finished place that has a scripted UI in it for testing and looking at the code. Should be released within the next couple days. Possibly tonight if I look at it tonight and fix the remaining bugs.

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Thank you so much, I really appreciate your work on this!! <3

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Hi, how is the update going? Need anyone to help with testing it?

Thanks

Planning on hopefully pushing out the test place/example UI tomorrow

(Hoping for on April 30th MST)

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Okay cool ty!! i kinda need it klol

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I have uploaded a test place and put it in the post. It has a couple scripts in it that use it in basic ways. Sadly the UI is not fully functional as of yet, you can make the party but cannot join it yet. The UI is still in the test place, just not fully done.
If you have some scripting knowledge, you can hopefully figure out how to use the module. If you need help, feel free to contact me on the blue app, same as my roblox username.

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ohh yeah i joined and it was just a baseplate - got a bit confused there. will you add the UI implementation?

thanks for making a test place anyways though

It’s made to help people understand how to use the module. I had AI make the UI, so it at least looks okay. AI also wrote part of the local script for the UI because I don’t want to have to write a couple hundred-line script for a UI when people will take it and do not understand how to use the module.

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Excellent, thanks for the V2 version, I am going to check it out.

1 ) Does the remote events on the server side have any anti exploit checking? Such as spoofing, validation of variables passed and such?

2 ) Other items I was thinking about is can someone slam a bunch of invites and players get slammed with Accept message, should there be a built in cool down to do invites, that then increase to a higher cool down for the person sending them, and perhaps even a max… so like to start with you can only send an invite once per second, which as they do say 4 in a row increases to 3 seconds, etc… and would keep increasing… and perhaps halt the sending invites if it is faster then what a human would manually type…

  1. and the max could like a tunable variable, like lets say I have a squad game , of 4 is the max on a team. the max invite could be set to like 6 per round, so they can invite more then the squad since some might not accept, they still have a few more to send out…

  2. does this have data store in it, or know, after a team is teleported to a sub game of the main lobby, when they go back to the lobby the same team still exists? giving some time for the team to come back to the main lobby… if they do not come back in X amount of time, they are automatically kicked from the team… there would need to be code that checks the game to see if the players are back in the main lobby…

Note, when I edit the testing demo place in Studio, it has a bunch of errors… I sent them to you in a private message to look at…

Thanks

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Also, can you provide a few screen shots how the party system working?

Is it using Topbar, or where is the UI icon at?

Thanks

  1. Most of the remote calls that are built in have some sort of checks. Like InvitePlayer checking if they have the invite permission, CreateParty checks if they are already in a party, etc… You can check out the if statements in the Remotes module in the system.

  2. No, there’s no actual cooldown invite as of now. I can look at adding it to the system at some point, but should also be fairly easy to add in yourself. Could do something in where-ever the remote is being handled, have a table with invite cooldowns. The only “cooldown” for the invite system in my code is how long it takes for the invite to expire

  3. Would be do-able yes but that kind of depth would probably have to be done by you, since if I modified the party system to base on that, it wouldn’t work for everyone

  4. No, there’s currently no built in data store for it. I will look at adding it in the next update, along with a basic invite cooldown.