How to make a max player limit!

I was just looking around the forums and found there wasn’t really a guide for limiting how many players can play in a game, so… wanting an excuse to make a guide, not having made many, I’ve only actually made 1 before this one, I made one.

DISCLAIMER

I haven’t actually tested this out, so it may not work.
I will solve this with another option that is less preferable, but still works. And what do I mean by less preferable? IT ENDS THE GAME.
I wasn’t able to test this out because I can’t get the game to start right with more than 3 people. (my screen would turn white)

Also, these 2 options do not account for if a player leaves.
So if you really need to make sure an 8th player can join in after another person leaves, uh… good luck bud. It’s not impossible, it’s just too complicated for me to figure out. (Referencing Blackhole’s “It’s Not Impossible” guide)

Ok, let’s get to it!

Instructions

As a reminder, this is untested and may not work, which is the purpose of the less preferable option.

Materials

The materials are:
2 Lifecycles
1 Relay
2 Triggers
1 Counter
1 Team switcher (this will switch the extra players to the spectator team)

Settings

Lifecycles: 1 lifecycle has to broadcast on game start, and the other when player joins late.
Screenshot 2024-11-13 11.46.50 AM
Relay: No settings need to be adjusted on the relay, it just needs to broadcast on behalf of all players.
Triggers: one needs to be active on game start (which it is automatically) and the other needs to be deactivated on game start.
Screenshot 2024-11-13 12.42.25 PM

Counter: The target number has to be the player limit, or max players in the game. I’ll use 8.
Screenshot 2024-11-13 12.54.23 PM
Team switcher: It has to switch the player to the spectator team.
Screenshot 2024-11-13 12.55.26 PM

Wiring

Ok, real quick, I’d just like to clarify something I like to do. When I put something in parenthesis with 2 lines in between words like this (Triggered–trigger), I’m giving instructions on how to wire something. If I don’t do it with one instruction, it means they both only have one option and have no need to tell, like this:

Okay, let’s get to the wiring!

First, wire the lifecycle with the setting that transmits on game start to the relay.
Screenshot 2024-11-14 11.41.43 AM
Then, wire the relay to the 2 triggers (Relay trigger–trigger)


Screenshot 2024-11-14 2.37.50 PM
After that, wire the lifecycle that transmits when someone joins late to the 2 triggers (Event occurs–trigger)

Screenshot 2024-11-14 5.33.45 PM
Now wire the activated trigger to the counter (triggered–increment counter)
Screenshot 2024-11-14 5.42.22 PM

Next wire the counter to the 2 triggers with these settings:
Activated trigger- (target number reached–deactivate trigger)

Deactivated trigger (target number reached-- activate trigger)

Screenshot 2024-11-14 5.59.47 PM
Finally, wire the deactivated trigger to the team switcher
Screenshot 2024-11-14 6.02.37 PM[/details]

End result

In the end, your setup should look like this (or something like it, depending on how you arrange it)
Screenshot 2024-11-14 6.08.08 PM
Make sure to tell me if it doesn’t work like I hoped for it to…

Less preferable option (backup plan)

As a reminder, this option is less preferable because… IT ENDS THE GAME. Fortunately, late joiners don’t END THE GAME, though. I made this in case the strategy above didn’t work.
Let’s get started!

Materials

2 lifecycles
1 relay
2 counters
1 trigger
1 team switcher
1 game end

Settings

Lifecycles: One needs to broadcast on game start, and the other when player joins
Screenshot 2024-11-13 11.46.50 AM
Relay: No settings have to be changed with the relay, it just has to relay on behalf of all players.

Counters: Both have to have target numbers, one being the max players (I’ll use 8) and the other being one more than the number of max players (Which with my example number 8 would be 9).
Screenshot 2024-11-13 12.54.23 PM
Screenshot 2024-11-15 11.02.10 AM
Trigger: It needs to be deactivated on game start.
Screenshot 2024-11-13 12.42.25 PM
Team switcher: It has to switch the player to the spectator team.
Screenshot 2024-11-13 12.55.26 PM
Game end: Nothing needs to be changed.

Wiring

Ok, real quick, I’d just like to clarify something I like to do. When I put something in parenthesis with 2 lines in between words like this (Triggered–trigger), I’m giving instructions on how to wire something. If I don’t do it with one instruction, it means they both only have one option and have no need to tell, like this:

Okay, let’s get to the wiring!

First, wire the lifecycle that broadcasts on game start to the relay.
Screenshot 2024-11-14 11.41.43 AM
Then wire the relay to the 2 counters (Relay trigger–increment counter)


Screenshot 2024-11-15 11.18.31 AM
After that wire the counter with the target number being 1 more than the player limit (for me it’s 9) to the end game.
Screenshot 2024-11-15 11.19.58 AM
Now wire the lifecycle that broadcasts when a player joins late to the counter with the target number being the max players (lifecycle event occurs–increment counter).

Screenshot 2024-11-15 11.24.25 AM
Next, wire the lifecycle that broadcasts when a player joins late to the trigger (Lifecycle event occurs–trigger)
Screenshot 2024-11-15 11.42.45 AM

Now wire the counter with the target number being the max number of players to the trigger (Target value reached–activate trigger)

Screenshot 2024-11-15 11.45.09 AM
Finally, wire the trigger to the team switcher.
Screenshot 2024-11-15 11.57.51 AM

End result

In the end, your setup should look like this (or something like it, depending on how you arrange it)

Alright, you’re done now! Please let me know whether my first system works or not…

Also, let me know if there’s something unclear that could be more clear or if there are any mistakes I made.

Finally, make sure to leave a like please!

On a scale of 1 to 10, how hard would you say this guide is?

(Not including more than 6 because no way it’s gonna be any harder than 6)

How hard was this guide?
  • 1/10 :green_square:
  • 2/10 :green_square:
  • 3/10 :green_square:
  • 4/10 :yellow_square:
  • 5/10 :yellow_square:
  • 6/10 :yellow_square:
0 voters

(I don’t know if I got the colors right, correct me if I didn’t please)
Thank you!
I hope the game that you are working on turns out successful!

2 Likes

player limit goes brrrrrrr

anyways this can be used to prevent people from breaking games yeee

3 Likes

Thank you @metal_sonic-1 !

YEEEEEEEEEEEEEEE

1 Like

it helps me with my new game im making

1 Like

ohh nice I might use this!!

2 Likes

Glad I could help :slight_smile:

1 Like

i rate this guide a 11/10

1 Like

Bump really helpful guide reusable only for me (no don’t you dare make it reassemble for everyone)

Summary

Also @Michaelbob could you fix the pics?

3 Likes

It might be unlikely that this user responds even though they were seen 4 hours ago according to their bio their last post was in February.

1 Like

most useful thing I ever seen if there was pictures XD

1 Like

Yea but he instantly liked the post wich means he is online.

1 Like

Hey!
Yeah, it’s been a while since my last post, I’ve been pretty inactive…
I just check back in the forums now and then. Thanks for the compliments on my guide!

Sorry, those pictures in the guide are gone, I’m not really able to bring them back, I deleted them after I was done with them

Edit: I forgor how the systems worked, it’s been a while. I just remembered this extra problem. I wanted to add that, even if I had the images to fix the guide, I lost editing access anyway, because this guide was made half a year ago

3 Likes

I can make new ones, this functions without pictures.

get a TL4 to make it a wiki

2 Likes

(post deleted by author)