I do not know if this is a new glitch or I’m doin something wrong but my game draws everytime the last person is alive
If I had a dollar for every time I heard this complaint…I would be very Rich. Number one complaint I see all over the internet. Question is asked constantly in Discord, Reddit. Epic when you gonna fix this?
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The end game device is a workaround when it’s used to end round
For me, when I used end game device with player counter to end the game… It still ends in a draw (Maybe I’m doing something wrong). But they did fix “last man standing” because it works now. But whenever I use “last man standing” setting to end game, I always get a draw as well. I also noticed that If I use score or elimination to end the game, It works properly with a clear winner. The draw bug only appears with “last man standing” setting (Also happened with end game device but there is a possibility that I didn’t configure it properly to get a clear winner).
How is your Island Settings for
Round Win Condition, is it set to Time Alive ?
with Time Alive Start Point - Round Start
in the island where it always draws, there is no win condition. I simply used player counter to send a signal when player count is 1 and that will trigger the end game device to end game with the last player as the instigator.
Did you ever figure this out? I tried everything I could, all the devices but it simply won’t not end in a draw
I had the AI just write me a script that acted as a last man standing. I edited it to take care of players joining and leaving.
using { /Fortnite.com/Devices }
using { /Fortnite.com/Characters }
using { /Verse.org/Simulation }
using { /Fortnite.com/Playspaces }
using { /Fortnite.com/Game }
using { /Fortnite.com/FortPlayerUtilities }
brawl_round_manager := class(creative_device):
@editable
EndGameDevice : end_game_device = end_game_device{}
var AlivePlayers : []player = array{}
var RoundWinner : ?player = false
OnBegin<override>()<suspends>:void =
InitializeRoundState()
GetPlayspace().PlayerAddedEvent().Subscribe(OnPlayerJoin)
GetPlayspace().PlayerRemovedEvent().Subscribe(OnPlayerLeave)
InitializeRoundState():void =
Participants := GetPlayspace().GetParticipants()
var Players : []player = array{}
for (Agent : Participants, Player := player[Agent], not Player.IsSpectator[]):
set Players += array{Player}
set AlivePlayers = Players
for (Player : AlivePlayers, Character := Player.GetFortCharacter[]):
Character.EliminatedEvent().Subscribe(OnPlayerEliminated)
OnPlayerJoin(Agent:player):void =
if (not Agent.IsSpectator[]):
set AlivePlayers += array{Agent}
if (Character := Agent.GetFortCharacter[]):
Character.EliminatedEvent().Subscribe(OnPlayerEliminated)
OnPlayerLeave(Agent:player):void =
var NewAlive : []player = array{}
for (Player : AlivePlayers, Player <> Agent):
set NewAlive += array{Player}
set AlivePlayers = NewAlive
CheckRoundEnd()
OnPlayerEliminated(Result:elimination_result):void =
if (EliminatedChar := Result.EliminatedCharacter, EliminatedAgent := EliminatedChar.GetAgent[]):
if (EliminatedPlayer := player[EliminatedAgent]):
var NewAlive : []player = array{}
for (Player : AlivePlayers, Player <> EliminatedPlayer):
set NewAlive += array{Player}
set AlivePlayers = NewAlive
CheckRoundEnd()
CheckRoundEnd():void =
if (AlivePlayers.Length = 1):
if (Winner := AlivePlayers[0]):
set RoundWinner = option{Winner}
EndRound(Winner)
EndRound(Winner:player):void =
EndGameDevice.Activate(Winner)