Delay in round end

I have a team gamemode, where I have 5 teams (4 normal ones, and 1 default team for “Team Selection”). Thus, I cannot have end with last standing on. I did an inverse player counter (Counts all players that are not in certain team) and associated it with each team selector to end round once an specific team has won. However, it takes almost 5 seconds after getting the final elimination, before the round ends. How can I fix it?

I tried to end the round with the team selector, and with and end device, but the delay seems to be the same.

Maybe use a tracker, set to events, to track each teams player counter when it hits 0.
Set the tracker to complete on 3 and use an end game device when the tracker completes event.

You could also use 4 trackers, each one tracks only the counters from the other 3 teams, the winning tracker can then give a team specific event, like HUD message or custom End game device messages etc.

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Great, I’ll try it. Thank you!

Tried it, but unfortunately, the delay is still the same:

Also, these are the round settings:

image

Try using zone in the player counters and make sure the zone cover your map

Unfortunately, it doesn’t work, as the round ends as soon as it starts if I set the zone parameter

I finally solved it by using a timer set to restart every .5 seconds. It triggers the player counters to send the complete signal if they met their condition. With that, the delay is gone.

However, it is a very resource - intensive solution. Just wanted to mention it in case someone wants to use it.

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