#Proper way to create different lobby types/max player

1 messages · Page 1 of 1 (latest)

violet stone
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Im using quick match lobby control for my matchmaking system.
Is the proper way to have different gamemodes with different max player counts through the use of several quick match lobby scripts, and running the function, i think its RunQuickMatch for the one with the appropriate max players?

violet stone
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the function is called RunQuckMatch

#

i have an old version so the spelling has probably been fixed

past merlin
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You only need 1 just update the attributes for whatever game mode your searching for

So for example lets say you had 3 game modes each with with its own mode name and a different max player count

So you could represent that as 3 buttons
Each button could call its own handler for the Click event

void ClickModeOne()
{
  // set the create metadata, search metadata and max player counts
  // then call run quick match
}
void ClickModeTwo()
{
  // set the create metadata, search metadata and max player counts
  // then call run quick match
}
void ClickModeThree()
{
  // set the create metadata, search metadata and max player counts
  // then call run quick match
}
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so you just have 1 quick match control, your button clicks are adjusting the settings then calling run quick match

no need for 3 seperate ones

violet stone
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can it be like `` quickMatchLobbyControl.createArguments.slots = 1;`

past merlin
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Yes I showed that in the exaample I posted when responding to you in the #community-support channel as well

#community-support message

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PS you would never use slots = 1

that means only 1 user counting the owner e.g. no one but the owner