How to end the game when only one team or player is left alive

I’m aware of the setting ‘last man standing wins’, but is there a way apart from that to end game automatically when the last player or team is left alive? The reason I can’t use ‘last man standing wins’ setting is because I’m creating a zone wars map with a ‘team selecting area’ where players spawn every round to select teams and I want them to see ‘No Team’ in their team name when they haven’t choosen a team yet. Hence, the game ends as soon as the game starts because everyone is switched to the same team when they spawn in ‘team selecting area’. Game ending instantly when I turn ON ‘last man standing wins’ got me hitting a roadblock in my map creating journey. So, I kindly ask my fellow creators that if you know of way that I can end game when last player or team si alive while the players still spawn on the same team at start. I’m so confused and can’t find a solution to this. I have seen a lot of maps having a ‘Team selecting area’ which changes everybody to the same team called ‘NO TEAM’ or ‘Start Box’ on round start until they pick teams but the game still ends timely when one team or player is left alive. I will greatly appreciate any of your answers, as it helps me a ton.

@LyssaSugarNya Thank you for your feedback. While I cannot guarantee a response, I can confirm that this has been forwarded to the appropriate team.

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Found a way to solve this mate?

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I need help with that too

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Need it too

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Can you set up a Player Counter Device for each team, enabled after game start, and hooked up to an end game device when either counter hits 0

Was coming to say this. I used to use it as a recursive backup mechanic when LMS was being wonky. There’s not enough detail in OP to tell for sure if it would help, but team settings devices have an End Round When Receiving From association that works with the player counter.

How will this work if you have multiple teams? Wouldn’t the game end if team 1 counter hits zero?

Yes you are right, think I assumed 2 teams there…

Maybe for multiple would need a tracker to track the player counter devices and send an event to end game device once tracker completes.

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Me too. In the case of multiple teams, I’d bring in two categories of player counters. One set to do the already described action, and another to simply detect if any given team has any players on it. Use each of these to increase target value. One possible issue is if players join and then leave it could set your counters off. You could set the player counter to decrease target if they hit 0, but I’m not sure if the counters for teams that never had anyone on them would also affect that count. You’d have to play with that mechanic a bit to see.