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Players can log out and re-capture territories indefinitely. #495

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hobart666 opened this issue Jun 9, 2017 · 7 comments
Open

Players can log out and re-capture territories indefinitely. #495

hobart666 opened this issue Jun 9, 2017 · 7 comments

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@hobart666
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@hobart666 hobart666 commented Jun 9, 2017

Oh, and do they in remote territories! Any way to stop this? I'm starting to resort to adding triggers that spawn ai to help the situation but would rather not.

@AgentRev
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@AgentRev AgentRev commented Jun 9, 2017

This is an indie problem. It's not possible to fix it with how the system is designed. On capture, the group object is designated as the territory owner. When the group becomes empty, it gets deleted by the game engine, which changes the territory owner to grpNull. When a player logs in, it's placed in a new group, so the territory capture starts again.

Any fix attempt would require much effort that would be better spent on other features.

@Soloknight
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@Soloknight Soloknight commented Jun 10, 2017

If territories capture were converted to the database and be able to store UIDs

@Gigatek1
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@Gigatek1 Gigatek1 commented Jun 10, 2017

That would take a good amount of work. Are you saying you're willing? Its not that big of a deal unless you have really high initial payouts. Not really worth the time in my opinion. I'll take it though :)

@Soloknight
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@Soloknight Soloknight commented Jun 10, 2017

If AgentRev would like to see my files and mod the hell out of them, they are 2 years old, but we had persistence territories working

@Soloknight
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@Soloknight Soloknight commented Jun 10, 2017

; --------------------------------------------------------------------------------
; TERRITORY SAVING / LOGGING
; --------------------------------------------------------------------------------
[newTerritoryCaptureStatus]
SQL1_1 = INSERT INTO TerritoryCaptureStatus SET ServerID = $INPUT_1, MapID = $INPUT_2;
SQL2_1 = SELECT LAST_INSERT_ID();

Number of Inputs = 2

[updateTerritoryCaptureStatus]
SQL1_1 = UPDATE TerritoryCaptureStatus SET $INPUT_2 WHERE ID = $INPUT_1;

Bad Chars = `/|;{}<>
Number of Inputs = 2

[checkServerTerritory]
SQL1_1 = SELECT IF ((SELECT 1 FROM TerritoryCaptureStatus WHERE ServerID = $INPUT_1 AND MapID = $INPUT_2 AND MarkerName = '$INPUT_3'), 'true', 'false');

Number of Inputs = 3

[getServerTerritoriesCaptureStatus]
SQL1_1 = SELECT $INPUT_3 FROM TerritoryCaptureStatus WHERE ServerID = $INPUT_1 AND MapId = $INPUT_2;

Number of Inputs = 3

[addTerritoryCaptureLog]
SQL1_1 = INSERT INTO TerritoryCaptureLog SET $INPUT_1, CaptureTime = NOW();

Number of Inputs = 1

@AgentRev
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@AgentRev AgentRev commented Jun 10, 2017

It's not about storing UIDs, the main issue is matching a set of UIDs to a group. It's not that hard to fix it for a lonewolfer, but multiple people become a hell lot more complicated, we'd need like some sort of persistent clan system, and that ain't happening.

@hobart666
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@hobart666 hobart666 commented Jun 11, 2017

Thank you Rev I wasn't sure, I know LouD had something in a long time ago that would just teleport a player out of an area when he had clan bases on, I'll use that. Like you said not worth it, I'm a special case running indie only with a few capture points with triggers that spawn AI to make that initial high payout worth it. The only one I'm having issues with is a carrier capture where players can dive under it & log out.

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