I have a problem after waiting for the start of the match if the players are in a group the match is automatically finished

Hi guys, could you help me with this problem?

I have a problem after waiting for the start of the match if the players are in a group the match is automatically finished.

Have you got last man standing enabled ?

Hello Hardcawcanary, yes it is enabled

It is not very customisable and is only suitable for a few situations.

I suggest removing it and using devices like player counters and end game devices to manage your game, if your using more than 2 teams, adding trackers to the mix works.

I’ve got a text file with devices and settings I can paste it here if you need.
How many teams do you have ?

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Thank you for your feedback, Hardcawcanary. I appreciate your insights. I’m working with 4 teams, so your suggestion about using player counters and end game devices makes a lot of sense. If you could share the text file with devices and settings, that would be incredibly helpful. Thanks again!

No probs - Now I’m looking at it again Its a bit…oh i modified it so its not so straight forward…

Basically uses a player counter per team, calling these the last man standing counters, they are not enabled at the start so last man standing isn’t triggered straight away
a second set of player counters per team to count players outside of the last man standing counters and here they are also hooked up to team selectors
triggers to turn the last man standing counters on when there is more than 1 team
tracker to count the last man standing counter completions
end game device to end the round when the tracker completes


LAST TEAM STANDING - 16 TEAMS

For Player Counter Team 1 to Player Counter Team 16

  • Compare Player Count - Equal to
  • Target Player Count - 0
  • Compare at Game Start - No
  • Compare on Count Change - Yes
  • Counted Team - 1 (As per Counted Team)
  • Enabled on Phase - None
  • Include Spectators - No

User Options - Functions

  • Enable - TeamTrigger1a - On Triggered (As per Counted Team)
  • Disable - Round Settings - On Round Start

Player Counter Team 1B to Player Counter Team 16B (Counts if a team has left to enable team selector for Joining Players)

  • Compare Player Count - Equal to
  • Target Player Count - 0
  • Compare at Game Start - No
  • Compare on Count Change - Yes
  • Counted Team - 1 (As per Counted Team)
  • Enabled on Phase - Always
  • Include Spectators - Yes

Class Selector Team 1 to Team 16

  • Visible During Game - On
  • Team to Switch to - Team Index 1 (As per Selectors Team)
  • Activating Team - Any
  • Time to Switch - 0
  • Respawn Player on Switch - Yes (no if you want to teleport from selector)
  • Enabled During Phase - Always (Depends on situation)

User Options - Functions

  • Enable - Round Settings - On Round Start (only if picking teams each Round)
  • Enable - Player Counter 1B - On Count Succeeds (As per Counter B’s Team)
  • Disable - Team Trigger 1B - On Triggered

Trigger Team 1A to Trigger Team 16A

  • Activating Team - Any
  • Enabled On Game Start - Yes
  • Triggered by Player - No
  • Activate on Game Phase - None
  • Times Can Trigger - 1
  • Trigger Delay - 0
  • Transmit Every X Triggers - 1

User Options - Functions

  • Reset Times Triggered - Round Settings - On Round Start
  • Trigger - Team Selector 1 - On Team Switched

Trigger Team 1B to Trigger Team 16B (Trigger to turn off Team Selector and Teleporter)

  • Activating Team - Any
  • Enabled On Game Start - No
  • Triggered by Player - No
  • Activate on Game Phase - None
  • Times Can Trigger - Off
  • Trigger Delay - 0
  • Transmit Every X Triggers - 1

User Options - Functions

  • Enable - Team Trigger 1A - On Triggered (As per Team)
  • Disable - Round Settings - On Round Start
  • Trigger - Team Selector 1 - On Team Switched (As per Team)

Trigger A (For Tracker)

  • Activating Team - Any
  • Enabled On Game Start - Yes
  • Triggered by Player - No
  • Activate on Game Phase - None
  • Times Can Trigger - 1
  • Trigger Delay - 0
  • Transmit Every X Triggers - 1

User Options - Functions

  • Reset Times Triggered - Round Settings - On Round Start
  • Trigger - Team Trigger 1A - On Team Switched (Include All Team Triggers 1A to 16A)

Trigger B (For Tracker)

  • Activating Team - Any
  • Enabled On Game Start - No
  • Triggered by Player - No
  • Activate on Game Phase - None
  • Times Can Trigger - 1
  • Trigger Delay - 0
  • Transmit Every X Triggers - 1

User Options - Functions

  • Enable - Trigger A - On Triggered
  • Disable - Round Settings - On Round Start
  • Reset Times Triggered - Tracker - When Complete
  • Trigger - Team Trigger 1A - On Triggered (Include All Team Triggers 1A to 16A)

Tracker

  • Stat to Track - Events
  • Target Value - 0
  • Starting Value - 0
  • Reset on First Spawn - Yes
  • When Target is Reached - Complete Tracker
  • Winning Team - Use Game Win Conditions
  • Amount to Change on Event - 1
  • Show on HUD - No (on for testing)
  • Show Progress - Off (on for testing)
  • Tracker Completion Ceremony - No

User Options - Functions

  • Reset Progress - Round Settings - On Round Start
  • Increment Progress - Add all 16 Player Counters - Count Succeeds
  • Increase Target Value - Add all Team Trigger A’s - On Triggered

The End Game Device

  • Winning Team - Winning Team
  • Activating Team - Any
  • What to End - End Round

User Options Functions
Activate When Receiving From - Tracker - When Complete

Island Settings
Win Condition - Eliminations


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Thank you so much, Hardcawcanary, for sharing and for the time you dedicated to helping me. Your assistance has been incredibly valuable, and I truly appreciate all the effort you put into assisting me. I’m going to implement the solution based on your guidance.

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Hello Hardcawcanary, I hope you are well!
Is the island configuration essential for the elimination win condition?
I have assembled all the devices and the round is ending, but without a winner the personalized end-of-round notifications do not appear.

Hey Hallfer13,

Great work !!

OK, I remember the logic of that bit now…

You could set the win condition in Island Settings, but yes, I see what you must be thinking, the last man standing winner is not always going to be the one with the most eliminations or even time alive.

To get around this we should be able to use an end game device per team, instead of activating one end game device, we activate 1 per team instead, then use the same counter that tells us when a team is eliminated to disable that teams end game device.
This leaves only the winning teams end game device enabled, and available for activation.

  • Replace 1 end game device with 4 end game devices, set each Winning Team to the team the device represents.
  • disable each one from its teams counter completion event.
  • activate them all from the same tracker completion event.

You could also set unique team specific winning messages

Hello Hardcawcanary, hope you are well!
Perfect, now it’s working as expected, I’m immensely grateful, thanks to your help I managed to complete the project. :man_bowing:

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