My ZoneWars Map instantly ends

Summary

I really need help. A zone wars map of mine had 200k views but the start is bugged (It ends instantly). Everyone that spawns is in team 5 (class selector is used) and the end condition (last standing) is off. Then I used a Round settings device that is disabled at the start but enabled when the players are spawned into their team areas after a timer, that turns the last standing end condition on. So it should work but somehow it still instantly ends at the beginning?

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

create a team selector for 4 teams
island settings to 16 players/5 teams/team size dynamic
turn last man standing off
turn last man standing on with a round settings device after a timer that ends when players have selected their team

Expected Result

The game should normally start; not instantly end and players should choose a team

Observed Result

Game instantly ends

Platform(s)

Pc/Ps4

Island Code

2779-3104-8812

This is an old bug, I think maybe the round setting device, sets the last man standing stuff before the round starts, before its disabled for the round.

The workaround is to use trackers and player counters in a way so that the devices don’t start until enough players join. I have it in a text file if you want to try and implement it

Yeah that would be great. And thanks for your quick answer:)

This may need a little bit of tweaking to allow for the Team 5, or maybe not… could probably be just incorporated into the 4 game teams

Its meant to auto start the last team standing counters when a second team joins, So a single player or team could stay in game until others arrive.

Its fairly long winded and may need tailoring to your situation, let me know where you have issues


LAST TEAM STANDING - 16 TEAMS (or more than 2)

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 (Hmmm posts about this being broken since update)

  • 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

Ok thats really alot but I’ll try it out , thanks!

It’s a lot on paper, but when you put the devices down its not so bad
2 Player Counters & 2 triggers per team, which you can line up with the team class selectors
a tracker with 2 triggers on it
and an end game device.

I’ve shared that a few times mostly for zone wars,sometimes its needed to be modified slightly to suit the project, this one is using the Island Settings Eliminations count to determine the team win, but can be modified for different types of game ends by island settings or devices

It finally works now, thank you!! Had to modifie it a little bit but it works:)

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