suriyun-production / mmorpg-kit-docs

This is document for MMORPG KIT project (https://www.assetstore.unity3d.com/#!/content/110188?aid=1100lGeN)
https://suriyun-production.github.io/mmorpg-kit-docs
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[Feature request] Make MapInfo instances #2531

Closed Eniotnacram closed 1 month ago

Eniotnacram commented 1 month ago

Hello,

I'm not sure how the workflow of the instance dungeon works. But it would be very useful to be able to set the MapInfo directly as an instance and add a MaxPlayer value on them. So when an instance of that map is full, it creates a new instance of it. Always trying to fill up the first created instances and if an instance reaches 0 player it gets destroyed. (Maybe also prioritize players that are friends or in a party to be in the same instance)

Channels could work for that, but for my use-case, an automatic system would be much better.

khongtuong commented 1 month ago

each teleport starting a new instance base on number of party member, so you can use that limit to make a check for dialog before teleport for a list of players can teleport at once, since the instance started, there new instance will create when another party click on start, so that will be limit (add player register to list then teleport them after certain time)

Eniotnacram commented 1 month ago

each teleport starting a new instance base on number of party member, so you can use that limit to make a check for dialog before teleport for a list of players can teleport at once, since the instance started, there new instance will create when another party click on start, so that will be limit (add player register to list then teleport them after certain time)

The issue is, this is my starter map (Lobby) it's not a warp portal or NPC talk to teleport to another map. When the player starts the game, they get there.

insthync commented 1 month ago

Did you try setup allocating channels?

Eniotnacram commented 1 month ago

Hello,

Yes I think I'll go with that. I didn't wanted to make the player select their channels and I kinda wanted that to be automatic for them. But I think using the channels is fine.

insthync commented 1 month ago

Player won't be able to select allocated channels, an allocated channels are channels which prepared (map scene and data loaded) for the situation that players are going to enter instanced dungeon, player won't have to wait for a new instance loading if it have allocated channels, an map-spawn will tell allocated channels to open for player entering.

Eniotnacram commented 1 month ago

Oh sorry I taught you said the channels that we select in the UI in home scene. But yes, that was my plan to use those eventually also. But yea I would still need to implement the logic for my map to have a max player oh them and create a new instance when full.

(The map I want this is my lobby map, where the players are spawned when joining the game) But it's not a big deal, I will simply use channels that players can select in home scene.