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 ?
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
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.