Here’s my scenario. I’m busy trying to build a map using the in-game devices (Not using UEFN). My setup is kind of like the Murder Mystery game, but with some key differences. I am not trying to re-create Murder Mystery, for the record. My maximum player pool will be 25, and at the start of each game/round, one random player will become the game’s Alpha. This player will have more health and shields and join the “INFECTED” team. As he eliminates players, the will switch teams to his and become Betas until either the Alpha is defeated, or the last human is eliminated. I am having trouble setting up a dynamic player count in order for my Random Number Generator to correctly select the Alpha from the total player count in the game so that each game/round has an Alpha and does not get deadlocked. The devices I’ve got in the map for this are the RNG, Triggers, Player Count, Class Designer, Class Selector, and Team Settings and Inventory but I need help with the settings and linking options for this to work correctly. Any help would be greatly appreciated.
The most effective and actually random way to get a player instigation as far as I know is a player counter with Transmit for On Compare Result Change set to “Random Counted Player”, Compare On Count Change set to “No” then when you need a random player instigation trigger the “Compare Players To Target” and then one random player will trigger the On Count Succeeds event. Also you might want to set the condition to almost always pass so comparing always passes and sends a random player, like “Player Count Equal or More Than 1”
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Thank you for your response. I’m certainly going to give this a try and hope for the best. I will provide an update sometime this afternoon after I’ve had a chance to set up and test.
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