I would love to know if this module will be updated someday, especially now that hash maps are released
1 Like
Fixed a few indexing errors on the code.
On setting map roles there was an error when trying to check the maximum number of players.
before:
if newMapRoles.Max > 100 then
end
after:
function MatchmakingService:SetMapRoles(map: string, newMapRoles: MapRoles)
for role, range in newMapRoles do
if range.Max > 100 then
warn(`{role} | Maximum players has a cap of 100.`)
end
end
self.PlayerRanges[map] = newMapRoles
end
and when calling StartGame Function there was an error index nil joinable
function MatchmakingService:StartGame(gameId: string, joinable: boolean): boolean?
This line here:
_gameData = getFromMemory(JoinableGamesMemory, gameId, 3) or _gameData
_gameData.joinable = false
Set it to where when thereās no _gameData we just create a new table. Then adding the joinable key to false
_gameData = getFromMemory(JoinableGamesMemory, gameId, 3) or {}
_gameData.joinable = false
does the party matchmaking works well?
1 Like
Iāve personally had some issues with receiving the party array at the beginning of a match. It seems to work better when less people are active but doesnāt scale well from what I can tell. Not sure if my implementation of it is bad or not though.