The game ends prematurely.

here’s what happens Untitled - Clipped with Medal.tv

Do you have 16 class selectors to assign the 16 teams ?

I’ll have to go back to the drawing board on the counters…

yeah i do, maybe just add me on discord and we can screenshare to you to try and fix the problem. Tomorrow or whenever your available

OK will do, my PC is under a heavy load and its very sluggish, can’t get the clip to play properly yet.
I’ve advised this method before with success, maybe I’ve forgotten something, just gotta pinpoint the issue.

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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

Are you doing team selection at the start of each round for everyone or only joining players ?

at the start of every round for everyone, will try your suggestion soon

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cant really figure out what you’re saying with the settings, how do i make the tracket target become lower or higher?

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 (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

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