I’ve got a code I’ve been developing for a bit - the long and the short of it is there’s 4 capture points that assign a buff based on a mapping system’s status for each player - it does this by changing the fort_char max health/shields and then triggering a breakable spawned looping event (applying custom health/shield regen) that breaks when a player captures a different point, thus turning their variable to “false”
There’s another loop that spawns if a player doesn’t meet a score criteria after one timer reaches 0, at which point it starts another timer and checks the players score every frame to see if its > 0, and if so will reset and move back to the original timer
Lastly - when things seemed to get hairy (witnessed freezing and server disconnection in-game) - I created a subscribe event to a player’s jumping that ports a launchpad to the player and back to its original position. This works fine with one player, has bugged once in a while with 2
Now - when playing with 6+ players - the system just breaks down almost immediately. In one instance, the buffing system stopped working. In another instance, the timer system broke entirely or kept reading the main countdown timer as always at 0… I’m wondering if I’m doing something with verse that is a big no-no? (Multiple spawned functions with more than 2 players?)… or if its some other huge oversight I’m having
I haven’t been at this for long, for now I’m going to try to break out different functions, like subscribing part of the timer loop to an OnSuccess subscribe rather than having a branching loop with 2 if functions
If anyone can help though, I’d greatly appreciate it! Having a ton of fun learning