There have been many guides on how to make voting system for Among Us. However, they all have one fatal flaw: they only hold a certain amount of players. This guide will change that.
This approach uses a DEFICIT of keycards or any other item to track the amount of votes. Also, donât use the Green Keycard in your map.
Some pros of this approach: Hosts any number of players, simple to build, and small amount of memory.
Some cons: Heavy use of scope!, voting is a slow process, and ties result in both players getting eliminated.
What you need:
4x teleporter
2x zones
1x barrier
2x Relay
2x Team Switcher
5x Triggers and blocks
2x buttons
6x properties
3x Item Granter
2x Text
1-2x laser
1x Yes⌠the infamous checker
1x item manager
Some walls
Finished State:
Place all the stuff on the map. This will mostly be about how to configure each device. In one the teleporters on the bottom, or spawn room, make it teleport everyone there when it receives on the âMeetingâ channel to start the voting. Make the teleporter broadcast on âReset has Goneâ when it teleports a player there. Also make a trigger trigger itself when it receives on the âMeetingâ channel. This trigger should make: âHas Goneâ =0;âPlayer Votes Leftâ = 1; âPlayers Goneâ = 0.
How to Set the Candidate
The top chamber:
First, set the zone to transmit on âChange Teamâ when someone enters the chamber. When someone leaves, transmit on âChange Team Backâ. Set the teleporter to teleport into the chamber when receiving on âCandidateâ. Make sure it is not visible in game.
Next, change the big zone encompassing the 2 teleporters to transmit on âIs Candidateâ when someone enters. Make one of the triggers get triggered when receiving on âIs Candidateâ. Set the default value of the property âHas Goneâ to 0 and the scope to player. Go to the trigger and into its blocks. When the trigger gets triggered, make it so that if âHas Goneâ is 0, then it will transmit on Candidate, and increment Has Gone and Amount of Players Gone(Amount of Players Gone is default 0). If it is 1, it check if the Amount of Players is the Amount of Players Gone. If this check is true, then broadcast on âAll Players Goneâ (remember this for later).
Next, make a Green Keycard item granter. In the when receiving block, set it to when receiving on âCandidateâ. Make it so that it grants a a ridiculously large negative multiple (like negative 1000) of the Amount of Players and after that, grant the Amount of Players.
Set the team switcher to set the playerâs team to Team 4 when receiving on âChange Teamâ. Make another one switch it back when it is receiving on âChange Team Backâ.
The Voter
Set the display of the button on the right to vote for guilty and the display of the one on the left to vote for innocent. Wire both to a trigger. Go to the triggerâs blocks and have it increment the Amount of Votes in, and then check to see if the amount of votes in is equal to the amount of players-1. If it is true, it should broadcast on Vote Done.
Go to the button that votes for guilty and then set it to broadcast on âVoted for Guiltyâ when it is pressed. After this, get another trigger to trigger when it receives on âVoted for Guiltyâ. Add a block. In the block, put: if âPlayer Votes Leftâ is 1, then broadcast on âTrue Voted For Guiltyâ. Else, broadcast on dummy. Next, make a relay like this:
Now, make an item granter that grants -1 green Keycards when receiving on Subtract Keycard.
Thatâs it for this section!
Extending Voting to Everyone
Now we have to make it that everyone has gone in the display area! All we have to do here is in the spawn area for the voting area, set one of the teleporters to teleport there when broadcasted on âE Vote Doneâ. Make a relay that broadcasts to everyone on âE Vote Doneâ when receiving on âVote Doneâ. You also need a zone connected to a barrier to keep people out of the spawn area.
Weâre done with this section now!
Vote Counter
Now, to count the votes. This is one the most important sections to understand in order to adapt it for other games.
First, remember the âAll Players Goneâ broadcast? Make a relay receive it. Make the relay broadcast on Vote Count for EVERYONE when it received from the All Players Gone channel. In the checker, check if the amount of keycards is 0. If the check passes, broadcast on âExecuteâ. If it fails, then broadcast on âSubtract Keycardâ. In the last item granter, add a block for receiving on the channel âSubtract Keycardâ.
Just make it broadcast on âVote Countâ. Also, have it grant -1 Green Keycard when it receives on âSubtract Keycardâ.
The EXECUTION CHAMBER!!!
In the teleporter, make it teleport the player there when it receives on âExecuteâ. Add 1 or 2 lasers that deal 10000000 damage. The people will know if the person they voted for DROPPED AN ITEM THAT THE IMPOSTORS CARRY OR NOT. Make both of the lasers transmit on âExit Voteâ. Make a relay that receives on âExit Voteâ and broadcasts on âE Exit Voteâ for all players. This channel should teleport everyone back and restore all functions
Adaptation for Imposter on Different Team
When the player triggers the meeting, make a relay to give the impostor team a random, UNUSED item. Then, when the message is broadcast to teleport all players back to spawn, check if the player has the item to see if they are on the imposter team. After this, switch them if the check works.
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