- Joined
- Nov 17, 2010
- Messages
- 6,834
- Solutions
- 585
- Reaction score
- 5,425
Xikini submitted a new resource:
Queue System - This system is designed to allow players to form queues, and be sent to an event area.
Read more about this resource...
So basically the flow is this
1) Have players join into the queue, until a full queue is formed.
2) The queue will query the players to confirm readiness. (basically just to ensure they are not afk)
3) After everyone is confirmed as ready, the queue system will set global_storage to 1, and teleport players into the event.
4) Now whatever event you have, will need to call the function
5) When all the players have been ejected and the event is ready for more players, have the event set the global_storage back to 0.
Failing to call
Queue System - This system is designed to allow players to form queues, and be sent to an event area.
Created for @Aeronx , and posted with his permission.
This is just the bare-bone functions of the full system, so you will need to create talkactions, or a client interface to implement it fully.
--------------------
Generic Queue System - by Xikini
This system is designed to allow players to form queues, and be sent to an event area.
It tracks if an event is closed, open and occupied by global_storage
When sending players into an event, it will change the global...
Read more about this resource...
Post automatically merged:
So basically the flow is this
1) Have players join into the queue, until a full queue is formed.
2) The queue will query the players to confirm readiness. (basically just to ensure they are not afk)
3) After everyone is confirmed as ready, the queue system will set global_storage to 1, and teleport players into the event.
4) Now whatever event you have, will need to call the function
removeFromQueue
on each player, whenever they fail/succeed the event5) When all the players have been ejected and the event is ready for more players, have the event set the global_storage back to 0.
Failing to call
removeFromQueue
will not break the overall queue, but will make the queue believe that those players are still within an event, thereby not allowing them to join into a new queue.
Last edited: