Never seen so many events! Kudos, you've done a lot of configuration to personalize your tournaments.
Haha, thanks Corey
Quite a few of my tournaments have a theme (eg October = Halloween) so I like to have events on hand that compliment the theme in addition to the personalised events I have for individual player buy-ins and bust-outs, etc, so kudos to
you my friend for making that possible!
So I loaded up a sample tournament that was already over. Then I loaded your Events template. I examined your events to find the Table Balance event, and checked out each [enabled] event above it. Everything seems in order. I added an Action to your Table Balance event, just to display the word "Balance" when it triggered.
I got the tournament going again by un-busting out everyone. This immediately triggered a table balance, since everyone needed to be re-seated. And the "Balance" action immediately displayed. I then began busting players out of the tournament. When a table balance occurred, I always saw the "Balance" message. When no table balance occurred, I saw the "<player> eliminated <player>" message. Since that event is lower priority than the Table Balance event, it only triggered when a player busted out and no table balance occurred.
I'm not sure why it doesn't appear to be working for you. Maybe the audio file is missing or corrupt? Of course, all the events display in red when I load your template, because I don't have any of the audio files. Does the Table Balance event appear in red? That would indicate the audio file is missing.
So this is strange. The audio file is definitely present and loading without issue. If I fire the event manually (right-click, "fire event now") the audio plays and the message "balance" (which I have now added for visual confirmation) displays correctly.
However, if I buy-in a bunch of players, seat them on 2 tables evenly, start the tournament then begin busting out, I only ever get the "<hitman> eliminated <player>" event(s) and never the "table balance" event, despite the latter being above the former in priority.
As mentioned before, the control screen shows the tables are unbalanced and that a player movement is being suggested, but the event just isn't triggered.
I did notice something that might be playing a part in this, but I don't know. Recently I have been toggling some preferences including those around suggested movements under the behaviour section of preferences. I had "allow seating of players who have not bought in" checked, then I unchecked it, but even with it unchecked I am still able to seat players who haven't bought in. This means that as soon as I add players to the tournament TD suggests a player movement, and if I accept it, it seats players who haven't bought in. Maybe this has nothing to do with this current issue, so I'm sorry if this muddies the waters, but I did wonder if this is the correct behaviour for TD regardless.
Would it be helpful if I sent you any other files?
EDIT: it seems I might be on to something with the preferences, and it seems to be something specific to this tournament. I loaded a different tournament and then loaded my events template into that. Then I added a bunch of players to the tournament. The "suggested movement" button did not turn red. Then I bought a player in and this immediately triggered the table balance event (I'm not exactly sure why, since nobody was seated meaning the tables were technically balanced, but the important thing is the event triggered!). I modified the event with the condition "state = 2" and this successfully prevented the event from firing during the buy-in period. Once players were bought in and seated I started the tournament and started busting them out to create an imbalance... and the event triggered just as it should. Win!
One more question if I may: is there any way to have both the "table balance" event and the "bust out" event trigger without one invalidating the other? So the elimination message and sound would still play, followed by the table balance message and sound? I'm pretty sure the answer to that is no, so if that's the case I will combine the bust-out event into the table balance event as a workaround like I've done with similar scenarios, but I thought I would ask as there may be a condition I could implement that could delay the trigger, eg "a player movement is suggested" + "a player busted out 10 seconds ago" or something like that.
Thanks again for your help and your continuous hard work Corey