Hey KKG Edison,
I think team 1 is a bit “special”, can’t quite put my finger on it but seems like it has to be used…
and maybe with Dynamic on, not sure, but joining players could be defaulting to 1 ???
If your players get to choose teams, maybe have team 1 as the default lobby, pre choose and joining player team, and 2,3,4 & 5 as the combat teams, so set to 5 teams and dynamic team size.
I have a newer team based last man standing text than the one posted above, I don’t think I’ve considered the team 1 default team in it yet, may need to work that into it.
I’ll post it and see if I can get my head around it again. its a bit more complex, but let me know if you can make sense of it, and then we can work out how to implement the team 1 lobby team if needed and call it Last Team Standing, 4 teams + 1 lobby team.
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