The game ends prematurely.

Yeah I totally forgot a few things…

So the 2 counters that reacted to your entering class selector, did trigger the tracker.

I’m still uncertain about 1 issue, the class selector documents say after a team change a respawn is forced, but when teleporting out of a class selector whether the team change takes effect ???
But it seems to, I can assume the game started with 1 player in team 1 and the other in team 2, and those teams becoming empty on the change.

Anyway, on each selector, I have a 1 time trigger that is triggered by the player changing class, its trigger event enables the counter, increments the target value of the tracker, and also triggers 2 seperate tracker triggers.

The counter increments the tracker, when count succeeds.

Both tracker triggers are 1 time triggers, and the second one starts disabled.
The first one is triggered by the class selector triggers, the enables the second tracker trigger, which then gets triggered by another selector trigger, which makes it decrement the trackers target value by 1

So say 2 teams start out, tracker target becomes 2, but the tracker trigger changes that to 1,
to make the round end if only 1 team joins, use 1 tracker trigger, I have 2 tracker triggers to allow team 1 to hang around until a team 2 shows up.
Forgot I changed it to allow joining players.

I also have a second trigger(enabled by the first trigger) on the class selectors to disable them, but I use respawn on team change, so if you wanted to allow joining players, use it to disable selector and teleporter

Bit of Raving on… I’ll post the settings