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.
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.
Counter: The target number has to be the player limit, or max players in the game. I’ll use 8.
Team switcher: It has to switch the player to the spectator team.
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.
Then, wire the relay to the 2 triggers (Relay trigger–trigger)

After that, wire the lifecycle that transmits when someone joins late to the 2 triggers (Event occurs–trigger)

Now wire the activated trigger to the counter (triggered–increment counter)

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)

Finally, wire the deactivated trigger to the team switcher

End result
In the end, your setup should look like this (or something like it, depending on how you arrange it)
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!
Settings
Lifecycles: One needs to broadcast on game start, and the other when player joins
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).
Trigger: It needs to be deactivated on game start.
Team switcher: It has to switch the player to the spectator team.
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.
Then wire the relay to the 2 counters (Relay trigger–increment counter)

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.

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).

Next, wire the lifecycle that broadcasts when a player joins late to the trigger (Lifecycle event occurs–trigger)

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

Finally, wire the trigger to the team switcher.

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)
- 1/10
- 2/10
- 3/10
- 4/10
- 5/10
- 6/10
(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!