Last man standing solution

Reference ID

776de010-4526-60ae-883b-f78346d148df

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Island Settings

Summary

Am creating a duo scrims map that require the setting last man standing to be on

For the players to select team they should load into an area made for team selection but the problem is when players spawn they are all automatically spawned in team 1 which triggers the last man standing mechanism and ends the game immediately is there a way for me to not make them all spawn in the same time i tried using a round setting device that gets enabled after 30 seconds which is enough for 1 player to change his team so the last man standing mechanism doesnt acitvate but it still didnt work

i tried using zone mutator to spawn players in different teams but it wasnt enough

Steps to Reproduce

Turn on last man standing mechanism and join with a freind or someone else the game auto starts

Expected Result

For all players not to spawn in the same time

Observed Result

game ends immediately after starting

Platform(s)

windows

The Last Man Standing setting has a few logic problems,

Try using player counter devices for each team, that way you can enable the counters any time. have them connected to an end game device to end the rounds when either counter hits 0.
If your using multiple teams you can count the counters hitting 0 with a tracker, which ends the round when complete.

Yo i understood what u meant but how do i make it that the tracker knows that only 1 team is left i have 8 teams on my map how do i make it that if 7 counters hit 0 then the game ends

am sorry for taking off your time

Set the tracker to track events, target 7 (8 teams minus winner) , increment on counter success, reset every round, then have an end game device set to end round, activated by trackers completion

1 Like

so what i need is 8 player counters 1 end game device and 1 tracker

ive connected the player counters to the trackers event and set to to target value 7 and connected the tracker successful to the end game device but it still doesnt seem to end is there a video on it if you dont mind + am sorry for taking off your time

Hey don’t worry about it, this helps us all improve our knowledge.
I don’t know of a video, but this is what I’d do.

For the Player Counters

  • Compare Player Count - Equal or Fewer
  • Target Player Count - 0
  • Compare at game start - On
  • Compare on Count Change - Yes
  • Counted Team - Team Index - (the team each counter represents)
  • Enabled on Phase - Always
  • Include Spectators - Off
  • Use Zone - Off

For the Tracker

  • Stat to Track - Events
  • Target Value - 7
  • Starting Value - 0
  • Reset Between Rounds - On
  • When Target is Reached - Complete Tracker
  • Winning Team - Use Game Win
  • Amount to Change on Event - 1
  • Show on HUD - No
  • Show Progress - Off

User Options - Functions

  • Increment Progress - Add 8 Array Elements for each Player Counter - On Count Succeeds

The End Game Device

  • Winning Team - Winning Team
  • Activating Team - Any
  • What to End - End Round
  • Enabled at Game Start - On

User Options - Functions

  • Activate - Add Tracker - When Complete
1 Like

This video is the solution I’ve used for all instances where I need a “last man standing ends round” win condition.

Looks like it’s the same or similar solution @Hardcawcanary is suggesting, just in video tutorial format. Can confirm it works.

The problem you’re having has been around for a long time, way too long imo. Not sure why they haven’t fixed it because they’ve got to know it exists by now.

2 Likes

@Hardcawcanary and @fabianicreative

Very helpful! The island’s settings device has a setting that ends the game, but not the round. I didn’t expect it to be that complex. Thanks again for your help!

@Hardcawcanary

You should make a tutorial or showcase for this…it would help a lot of people!

1 Like

I tried to get this way to work on my map but theres bugs that i can’t figure out. Since people start the game as team 1 that player counter bugs out. But i can not solve the issue by not using a team 1 because then the whole setup stops working. For my case i have 4 teams to choose from, team 1, team 2, team 3 and team 4. But if i change it to choose from team 2-3-4-5 instead everything stops working. Seems like there has to be a team 1 for the game to work properly? But the team 1 is whats causing the problem from the beginning so idk how this could be fixed.

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