Players spawn with a pistol and no shield, a sentry spawns with a rocket launcher and takes aim at the player. Survival is the name of the game.
The creator's goal is to randomly spawn a sentry for the player to fight, this gameplay example helps the player work on their fight engagement skills and weapon accuracy. After creating this example, the creator will know how to use the following devices:
- Random Number Generator device
- Trigger device
- Class Selector device
- Class Designer device
- Timed Objective device
- Score Manager device
- Sentry device
- Player Spawn Pad device.
Devices Used
To learn more about placing devices, props, and using the grid, see the Video Tutorials.
- 5 x Sentry Device
- 5 x Trigger
- 2 x Class Designer
- 2 x Class Selector
- 1 x Timed Objective device
- 1 x Score Manager
- 1 x Random Number Generator
Prefabs Used
You can use any prefab for this gameplay example you want. Alternatively, you don’t have to contain the player and sentry devices in an arena if you want to have an open concept level.
The following prefab was used:
- E.G.O. Science Station - 30 X Wall
Instructions
Each of the devices you need for this gameplay example is described below.
Placing Prefab Walls
-
Press Tab to go into the Creative Inventory.
-
Click Prefabs, select the following prefab for this example: E.G.O. Science Station.
Use Search All above the prefab list on the left to find the prefab set you’re looking for.
- Click on the E.G.O. Science Station, then click Open.
- Select the wall you want to add to your Quick Bar, then click Equip.
- Click PLACE NOW to enter Create mode and begin placing the walls in a rectangle that is 5X10 tiles.
Placing the Random Number Generator Device
Only modify the options described below, leave the rest of the default settings as is.
-
Press Tab to go into the Creative Inventory.
- Click Devices > Random Number Generator (RNG) > Equip to add the Random Number Generator device to your Quick Bar. Continue to add the following devices from the menu:
- Player Spawn Pad device
- Sentry device
- Class Selector device
- Class Designer device
- Score Manager device
- Timed Objective device
- Trigger device
- Place the RNG outside the arena. Make sure that the volume boxes of the device don’t go into the arena area.
If the RNG volume boxes stray into the arena, copy the device and turn it around by pressing E to rotate the device out of the arena. Paste the RNG outside the arena, then delete the RNG you copied.
- Edit the RNG device options.
Option | Value | Explanation |
---|---|---|
Winning Value | 3 | Determines the winning value that awards the shield and legendary assault rifle to the player. |
Zone | Forward | Set to move forward through the zone associated with the Trigger devices in the RNG volume boxes. |
Activate When Receiving From | Channel 10 | Receives a signal from the Trigger device and randomly selects from volumes 1-6. |
On Win Transmit On | Channel 9 | Sends a signal to the second Class Selector device to grant the player the Legendary Assault rifle and shield. |
On Lose Transmit | Channel 8 | Sends a signal to the first Class Selector to grant the player a Rare Sidearm pistol. |
When Rolled Max Transmit On | Channel 6 | When the number specified by Value Limit 2 is rolled, a signal is sent to the Score Manager to award Points to the player. |
The default values for Value Limit 1 (1) and Value Limit 2 (6) are the values you want to work with, these volumes determine how many volume boxes to add to the RNG. The RNG counts as a sequencer, the Trigger devices in the volume boxes activate all devices set to accept sequencers when triggered by the RNG.
Placing the Player Spawn Pad Device
-
Select the Player Spawn Pad device from the Quick Bar.
-
Edit the options for the Player Spawn Pad.
Placing the Trigger Device
-
Select the Trigger device from the Quick Bar.
-
Place the first Trigger device in the first empty volume box attached to the RNG.
-
Edit the options for the first Trigger device.
Option | Value | Explanation |
---|---|---|
When Triggered Transmit On | Channel 1 | The Trigger device sends a signal to the Sentry device it’s associated with after being triggered by the Random Number Generator. |
-
Copy the first Trigger device and paste it into the next volume box.
-
Edit the When Triggered Transmit On option to Channel 2.
-
Repeat the last two steps three more times so there are 5 Trigger devices in 5 volume boxes, setting the new devices to Channel 3, Channel 4, and Channel 5.
The sixth volume box must remain empty. This is the volume box that awards bonus points to the player and does not spawn a sentry.
Placing the Sentry Devices
-
Select the Sentry device from the Quick Bar.
-
Place a Sentry in the arena against the back wall.
-
Edit the first Sentry device options. This sentry is the easy sentry that the player fights after a losing roll of the RNG.
Option | Value | Explanation |
---|---|---|
Weapon Type | Burst Assault Rifle | Equips the sentry with a Burst Assault rifle when it spawns. |
Health | 200 | Sentry has 200 health. |
Range | 50M | Expand the range of the sentry to include a larger area so the sentry will start attacking when the player spawns into the arena. |
Accuracy | Moderate | The sentry has moderately good aim. |
Spawn on Game Start | No | The Random Number Generator will signal to spawn the sentry. |
Score on Elimination | 5 | When the sentry is eliminated it will award 5 points to the player. |
Spawn When Receiving From | Channel 1 | Spawns a sentry when receiving a signal from the Trigger device. |
Destroy Sentry When Receiving From | Channel 11 | This will destroy the sentry if they eliminate a player and a new one will spawn when the player respawns. |
When Eliminated Transmit On | Channel 7 | Sends a signal to the Timer device after the sentry has been eliminated. |
When Eliminating Player Transmit On | Channel 11 | If the sentry is successful in eliminating the player the sentry will send a signal. |
-
Copy the easy sentry and paste two more next to the first sentry.
-
Add higher Health and Accuracy levels and better Weapon Types to the third sentry.
-
Assign larger points to Score on Elimination.
-
Use the same values from the Spawn When Receiving From and When Eliminated Transmit On options above. This sentry is harder to eliminate, and is the sentry the player fights on a winning roll of the RNG.
-
Copy and paste this sentry two more times.
Placing the Class Selector Device
-
Select the Class Selector device from the Quick Bar.
-
Place the Class Selector outside the arena.
- Edit the Class Selector device options.
Option | Value | Explanation |
---|---|---|
Class to Switch to | 1 | This corresponds to the Class Identifiers defined by the Class Designers. |
Clear Items on Switch | All Items | Swaps items between the two different classes when the RNG rolls either a winning number or a losing number. |
Time to Switch | Instant | Make sure that the player changes class at the same time the Sentry spawns. |
Change Player to Class When Receiving From | Channel 8 | Receives a signal from the RNG to grant the player a pistol. This is the losing class. |
-
Copy and paste the Class Selector.
-
Edit the following options on the copied Class Selector:
Option | Value | **Explanation |
---|---|---|
Class to Switch to | 2 | This corresponds to the Class Identifiers defined by the Class Designers. |
Change Player to Class When Receiving From | Channel 9 | Receives a signal from the RNG to grant the player a shield and a legendary assault rifle. This is the winning class. |
Placing the Class Designer Device
-
Select the Class Designer device from the Quick Bar.
-
Place the Class Designer outside the arena.
-
Press Tab to go back to the Creative Inventory.
-
Select Weapons > Rare Sidearm Pistol > Equip. The Rare Sidearm Pistol icon appears in the Quick Bar.
-
Click, hold, and drag the Rare Sidearm Pistol icon out of the Quick Bar until you see the backpack icon, then release to drop the pistol into the Class Designer.
- Edit the Class Designer device options.
Option | Value | Explanation |
---|---|---|
Class Identifier | 1 | Identifies the first class as the losing class that receives the rare sidearm pistol and no shields. |
Grant Items on Respawn | Yes | Equips the player with a weapon on respawn. |
Equip Granted Item | First Item | Automatically equips the weapon granted to the player. |
-
Select the Class Designer device from the Quick Bar again.
-
Place the second Class Designer device away from the first device so the weapon you select for the second Class Designer doesn’t get added to the first device by accident.
-
Follow the instructions above to add a Legendary Assault Rifle to the second Class Designer.
-
Edit the Class Identifier value to 2 and Starting Shields to 100%. This creates the winning class that is awarded a better weapon and shields.
Placing the Score manager Device
-
Select the Score Manager from the Quick Bar.
-
Place the Score Manager device outside the arena.
-
Edit the Score Manager device options.
Option | Value | Explanation |
---|---|---|
Score Value | 10 | Awards a Score of 10 to the player. |
Transmit Score On | 10 | Awards a score of 10 to the player and sends a signal to the Timer device when recording the score. |
Activate When Receiving From | Channel 6 | The RNG device sends a signal to activate when it selects the empty volume box. |
On Score Output Transmit To | Channel 7 | The signal received from the RNG starts the sequence to grant the player 10 points and doesn’t spawn a sentry. |
You can set the Score Value to any number you want, but the number you decide has to be the same number on the Transmit Score On option as well.
Placing the Timed Objective Device
-
Select the Timed Objective device from the Quick Bar.
-
Edit the Timed Objective device options.
Option | Value | Explanation |
---|---|---|
Time | 2 Seconds | Creates a short delay between the Random Number Generator, Score Manager, and Sentry devices. |
Countdown Visible on HUD | No | There’s no need to clutter the HUD with timer info since it’s only 2 seconds. |
Completion Behavior | Reset | Allows the device to be re-used each time it's triggered by a signal. |
Urgency Mode Start Time | 2 | The player will hear the ticking of the timer. |
Audio Effects | Off | This device is primarily used for the channel functions and doesn’t need to have all its sounds audible. |
Timer Sound Distance | Whole Map | Players will hear an audio cue that a sentry will spawn soon. |
Start When Receiving From | Channel 7 | Sets the delay before transmitting to the RNG Device. |
When Complete Transmit On | Channel 10 | Signals the RNG to start randomly selecting a volume box number between 1-6. |
The delay acts as a buffer between spawns since feeding directly into the RNG device can cause problems.
My Island Settings
Use My Island options to enhance your game’s experience. My Island options work with your device settings to determine the game’s structure and how your devices work together, and what the game UI does during your game.
Try the following:
Game Options
Option | Value | explanation |
---|---|---|
Max Players | 1 | You only want one player at a time in this game. |
Default Class | 1 | This setting affects the player’s assigned class at the start of each game. |
Settings Options
Option | Value | Explanation |
---|---|---|
Infinite Ammo | On | Make sure that the player doesn’t run out of ammo when they’re up against the sentries. |
Environment Damage | Off | You don’t want the arena to get destroyed while the player takes on the sentries. |
Show StoneResource Count | No | The player doesn’t need to see this information. |
Show Wood Resource Count | No | The player doesn’t need to see this information. |
Show Metal Resource Count | No | The player doesn’t need to see this information. |
Show Gold Resource Count | No | The player doesn’t need to see this information. |
Playing Your Game
From playing with this example, you’ll understand how to use the Score Manager to award points when triggered, how the RNG works with the Triggers and the Timed Objective device to randomly spawn Sentries, and how to create different player classes and parameters for each class.
Create your own version of the Random Sentry Fight by substituting sentries for creatures or animals. Try editing the radius for each of your sentries so they spawn at different distances between the player and the spawn point and change the points awarded based on the sentry’s level of difficulty.