New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

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

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

Comments

Projects
None yet
4 participants
@hobart666

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

This comment has been minimized.

Show comment
Hide comment
@AgentRev

AgentRev Jun 9, 2017

Member

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.

Member

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

This comment has been minimized.

Show comment
Hide comment
@Soloknight

Soloknight Jun 10, 2017

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

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

@Gigatek1

This comment has been minimized.

Show comment
Hide comment
@Gigatek1

Gigatek1 Jun 10, 2017

Contributor

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 :)

Contributor

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

This comment has been minimized.

Show comment
Hide comment
@Soloknight

Soloknight 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

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

This comment has been minimized.

Show comment
Hide comment
@Soloknight

Soloknight 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

; --------------------------------------------------------------------------------
; 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

This comment has been minimized.

Show comment
Hide comment
@AgentRev

AgentRev Jun 10, 2017

Member

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.

Member

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

This comment has been minimized.

Show comment
Hide comment
@hobart666

hobart666 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.

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment