I am making a game where everyone has roles to choose in a certain team but I want to make a system that teleports the players to the main map after all choosing their roles. Is there a way to count those players for it to work? Like a player property?
Follow this guide, but relay only on a specific team
The guide doesn’t work
How does it not work? Can you explain?
I did erverything that it said it to do and when I started the game it gave me a number of 22 players while we were 3.
If you just want to count players (this is NOT the best way lol but my brain power is almost dead) you can add a player-scoped barrier, a button, and a counter. Have the button increment the counter and disable the barrier. Then, you can have your teleporter on the other side of that barrier.
Now, this is ONLY for counting players. If you want something to happen based off of how many people therer are, then the answer will be more complex.
This is for counting players tho + the same counter/property activates an event when there’s 1 player left so I need it.
oh… got it
Alright lemme cook up some ideas then
If you make each team spawn in different areas, you can put a trigger at the spawn point and make the max trigger once, only applied to the player. Then, do that to the other spawn places for the other teams. Then, (ex. Team 1) link the trigger to a counter where you can see it and wire it so it says (triggered---->increment counter). Do that for each team.
I think I have it…
(Not a very good) mini-guide time ![]()
You Will Need
Counter x1
Checker x1
Property x1
Button x1
Knockout Manager x1
Setting Everything Up!
Make your button message whatever you want, but PLAYERS MUST PRESS IT!!! An easy way to do this is a player-scoped barrier that deactivates once the button is pressed.
Counter settings
Go into your counter settings. Turn the visible in-game setting off (optional). Go to the property menu at the top, and select “yes”. In the box that will appear below it, put “player” (or something).
Property settings
Now, go into your property settings. Set the name to “player”. Make sure that the property name corresponds to the counter property update above (if you changed it). The property type should be a number.
Knockout Manager settings
All you need to change here is making it transmit on “CheckPlayer” once the target is knocked out.
Checker Settings
Set it to run a check when receiving on “CheckPlayer”. Once it passes, set it to transmit on “Proceed”. Under the “Check #1” menu, set the check type to “Value of Property”. Set the property to “Player”. The comparision should be “Equal To”, and the value should be “1”.
Now, I don’t know what is going to happen once one player is left… if it’s ending the game, take an end game device, and end game when receiving on “proceed”.
isn’t there like a way to make it that the player doesn’t need to press it?
A zone instead of a button, yes
Or a trigger with collision enabled (same wiring for both examples)
what will be the settings for the zone tho? (any extra things ?)
Nothing new (same wiring, if that’s what you’re asking), you wouldn’t need the no-collision barrier either, because once they enter it (as long as it’s big enough), the counter (and property!) will be updated, guaranteed.
I might use trigger that deactivates/activates only for the player and that deactivates it self when triggerd.
Sounds good!
ty for the tutorial it works fine but the only thing missing is how will I compare the number of people who pressed the buttons (for the roles) to the number of people in the server?
UMMMMM The checker ain’t working/broken could you replace it with some block code on a trigger? plsssss:/
Use a relay, property and a counter. Get your lifecycle (game start), wire it to a relay (all players), then wire that to your counter to increment.
Now, go into your counter’s settings and under the “Property” tab, make it update a property we’ll call “players”.
Now, when a player chooses their role (however that is), decrement the counter.
Next, add a target to the counter of 0. When counter reaches its target → trigger → relay (all players) → teleporter. These are all wires.
Lastly, make that trigger inactive on start, and activate it (using wires or channels) from the very first relay that called all players.
And then you’re done!





