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Team Balancing

Team Balancing

5 min

Keeping friends together and balancing opposing teams ensures everyone has a fun, fair gameplay experience. By writing code to balance teams, players can become friends over time, encouraging them to stay and play more.

Grouping Friends

To keep track of groups of friends, start by including a Script in ServerScriptService. In its code, start by including a function that checks if any friends are currently in game, then connect it to the Players/PlayerAdded event.

This code does the following:

  1. On line 1, the friendGroups table will store lists of players who have at least one friend in common.
  2. To find if the incoming player has any friends in the game, players in every group within friendGroups are queried with Player/IsFriendsWith|Player:IsFriendsWith(). Each group containing at least one friend of the incoming player are stored in the mutualGroups table.
  3. If multiple groups containing friends are located, those groups are first merged with the mergeGroups() helper function (defined in Combining Friend Groups) and then the player is assigned to the group. Otherwise, if no friends are found, the player is assigned to a new group.
  4. Once players have been associated with their online friends, the helper function assignInitialTeam() (defined in Assigning Player Teams) is used to place them on a team.

Combining Friend Groups

To combine multiple groups containing mutual friends into one larger group, add the following mergeGroups() helper function directly above the groupFriends() function. This function inspects groups of mutual friends, merges them into one group, removes the old separate groups, and then returns the new merged group back to the groupFriends() function.

Assigning Player Teams

If players are with friends, they should initially be placed on the same team. To do this:

  1. Get TeamService to interact with the game’s teams. It’s recommended to keep services at the top of your scripts.
  1. Below the mergeGroups() function, add a function named assignInitialTeam() which accepts parameters for the player and their potential group. If the function receives a group argument and the group isn’t unfairly large, the Player/Team property of the first entry in the friend group is used to assign the team. Otherwise, solo players will fill in the least populated team.

Handling Players Leaving

When a player leaves the game, you need to remove them from the friendGroups table. Not doing so will cause the game to believe there are larger friend groups in the game than there actually are.

In order to remove the player’s entry, iterate through friendGroups, searching for a user that matches the player, and set that player’s current index to nil. If the player’s previous group is then empty, set the group to nil as well. Finally, make sure you connect the function to the Players/PlayerRemoving event.

Rebalancing Teams

With friend groups already determined, add a BindableEvent within ReplicatedStorage to be used when testing and to rebalance teams when needed. To keep up with Roblox conventions, add this code to the top of the script.

Next, to keep teams balanced with relatively equal sizes of friend groups, add the following balanceTeams() function below removeFromGroup():

This function does the following:

  1. To keep teams balanced with relatively equal sizes of friend groups, friendGroups is sorted from largest group to smallest group (line 90).
  2. Once sorted, friendGroups is iterated through again. If any groups are larger than half the game’s Players/MaxPlayers value, those friends are split apart and assigned to smaller teams. Otherwise, the teams are simply sorted in ascending order and the group is assigned to the smallest team.

Now connect the BalanceTeamsEvent bindable BindableEvent/Event|Event to the balanceTeams() function and, to use the balancing functionality, BindableEvent/Fire|Fire the event. It’s recommended to fire the event between matches, but you might decide on other conditions when team balancing is required.

Complete Script

Tags:
  • team
  • match
  • balance