Detecting the Player with the Most Knockouts Help

[1] I’ll write more descriptively here so you understand what I need help with:

So… I want to have a something that can check or detect which specific player has the most knockouts out of everyone. I want this person’s name to be put into a Property, which I can later use for an End of Game Widget. [2]

I do have an already existing Property Device, which keeps track of knockouts, but I want a system that can compare everyone’s knockouts and identify who has the most.

When the player with the most knockouts is identified, I want that player’s name to be updated in a property.
I mean like this:


The circled part of the Property Device is where I want to change the property to the player’s name (via blocks).

Now, I don’t know how the blockcode would work, cause I don’t know how to update text properties, but I hope someone does. Additionally, I don’t even know if this is possible yet… but we never know.

If you have any questions or need me to explain something more, please ask!

Thanks! :)


Extra Help

If possible:
If someone could figure out a way to make a system to check if TWO or more players had the most knockouts, that would be extra helpful! :)


  1. wow, it has been a while since I’ve last made a help topic lol ↩︎

  2. If that didn’t make sense, feel free to tell me and I’ll explain more ↩︎

1 Like
3 Likes

Although this is helpful, this is not exactly what I am looking for. I am looking for a way to detect the specific player with the most knockouts and display their name, not the number of knockouts they had.

Thanks for trying tho! :)

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I’ve been working on this for the past hour, and I think your best bet is to update a counter for every player, or just send out a different notification for every player with this block code

*first time using block code, hope this isn’t bad

and make it so that every player’s notification is triggered by them.

sorry for not being able to solve the problem fully :confused:

tried my best

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Hey Gimkiter! I may have found a solution but I haven’t tested it out yet.

  1. Make a property for every player (60 properties) - These should all be number properties and will increase by one when the certain player gets a knockout
  2. Make a system where it assigns each player a different number (I’ve done this before in a game and I’m pretty sure theres a guide on it
  3. Once the game ends, you can check with block code how much p1 (player one) has. This will be stored in a property labeled greatest knockouts it will also get the players name and store it in a highest name property.
  4. It keeps checking through all 60 players
    Example: If p2’s knockouts if greater than the greatest knockouts property (p1’s) then it will update the greatest knockouts property with p2’s number and switch the highest name to p2. After, it will check p3, ect.
  5. Once the check is over, it will gather the highest name and the number of knockouts to insert them into the widget

This may work - though it’s just an idea :)

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This might work, but I don’t think it will be able to identify which player has the most knockouts. However, I do like the idea of using the player's score in the blockcode, as it might help contribute to the system, if I figure it out.

You’re all good!
Thanks for trying @SeamlessMoon !

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You can make a property called high knockout (starts at -1), another text one called knocker, and set a relay to relay to everyone when you want to update, then compare everyone’s personal knockout to high knockout, if it is bigger, the high will be replaced by his personal knockout, and you can change knocker to triggering player’s name, then in the end the high knockout will be the highest knockout and knocker will be the person that did it

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Ok… after a lot of testing, failing, coding, and a little success, I have finally found some sort of solution to my problem with the help of everyone that contributed.


So, I made a system that would check everyone’s score (knockout amount) at the end of the game using a life cycle, a relay, and some blockcode in triggers.
Life cycle setting:


The section of the system above was inspired by this:


Additionally, I used text and number properties to keep track of the person who has the most knockouts and their specific name.


The section of the system above was inspired by this:


For some of the blockcode, I used multiple different ways that you all suggested. I used a checking mechanism to find the player with the greatest knockouts, the player’s score, and their name.


The section of the system above was inspired by this:

and this (I used the Triggering Player's Score idea)


And to make sure that everyone’s knockouts are checked, I used a relay. (It was a little more complicated than just a relay but it was the main part )


The section of the system above was inspired by this:


After a little more editing and adding of my own ideas, I finally finished the system and it mostly works!


I want to thank everyone @here who attempted to help with this problem, and I tried my best to show how each suggestion helped in this post!


...

The only thing I haven’t quite solved is how to check if two or more players tied for the most knockouts, but that’s not a big deal.


I’m going to go ahead and give @Jobozo1875 the solution because his suggestions helped the most, but thank you to everyone else!

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You should make a guide about this, because I’m definitely going to use this in my game :grinning:

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I was think about that while I made the system! I might…maybe :)

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please do, because I need this in my game :pray: :sweat_smile:

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For the tied part, you could check if the triggering player’s score is equal to the other people’s score using the inequality block piece. Using the logic piece “if, do” have it activate a different pop up if it is true that the values are the same.

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Yea, that is a possible method, but does not work for the system I made because the system doesn’t check each player’s knockouts individually [1], which makes it difficult to compare two players’ scores. I will look into it though! :)


  1. kinda ↩︎

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