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
Itâs 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 donât 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.
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 typeâŚ
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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 outâŚ
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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 lobbyâŚ
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 atâŚ
Thanks
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
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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.
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No, thereâs 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 âcooldownâ for the invite system in my code is how long it takes for the invite to expire
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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 wouldnât work for everyone
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No, thereâs currently no built in data store for it. I will look at adding it in the next update, along with a basic invite cooldown.
Hey, I have seen your Party System V1 and saw that you uploaded this updated version (V2) of the same party system. I looked at the code and it seems really nice and all, but I got to the RevokeInvite function in the Remotes modulescript and the function seems very weird, the way it handles revoking invites? (Maybe iâm mistaking here, but it seems like the RevokeInvite wouldnât work with the whole setup of the party system)
[The weird thing for me is that, if I tried to invite a player to my party, and then the other player wanted to revoke that party invite, it would not work, because it would use the player that invoked the server and then the player it revokes would be the invitedplayer, but it wouldnât work, because of the way the invites are being held in each seperate party or am I wrong here?]
I get what your saying, and it makes sense. When I made RevokeInvite I think I made it with the thought process of like canceling an invite that the person in the party has sent to a player, not the player it was sent to denying it.
This is a good point out though and I will add a method for the player who received the invite, denying the invite.
Did I correctly understand what you were saying?
Prob will need both, a revoke of the requester, ⌠unless perhaps just do a time out of like say 30 secondsâŚ
Then a revoke for the player that got the inviteâŚ
Depend too how you are presenting and invite to a player⌠I forgot, but are the inviters in scrollable ui, where it shows invites that you have gotten from other people, or does it pop up a ui gui immediately to the player⌠then they are queue up if there are multiple party invitesâŚ
prob would better if a player that gets the invite, sees it in an party invites scrollable UI, so they can choose who to accept or get rid and out of their party invites you have queue. since you want the players to have controlâŚ
also then will prob need like deny, ignore for X amount of time, so if you are getting spammed you can get them out of your queue
Exactly, thatâs it (Ofc I just rewrite it now to work as I want, but awesome that you are going to improve it)
Hi,
Do you have the UI working where players can join a party or see the invite? Can you share it?
Thanks
Is it possible to scrap teletransportation and add custom logic?, Because i want so when starting a party, donât teleport, just do some game logic in the same place
Can I get more info on what you mean exactly? This just sounds like a game logic thing, not an OOP Party System thing. This library shouldnât force you to teleport them unless you call it.
Ah alright, I just wanted to know that, Itâs just that i dont intend in teleporting players but rather make the main game in the same place, I assume i would need to delete the party when starting a game right?
I mean, you can just make the party and never call the teleport function on the party