A Mutator Zone device creates a customizable zone that triggers when players enter or leave the area. They can apply effects and modifications to players within the zone, and can also remove those effects.
The Mutator Zone device is a prop device, and can be placed anywhere.
To find the Mutator Zone device, go to the Creative inventory and select the Devices tab. From there you can search or browse for the device. For more information on finding devices see Finding and Placing Devices.
Device Options
When placed, the Mutator Zone default state prevents weapon fire from passing into the zone. The default size of the zone is a single tile. Also by default, the zone is set to affect all players, creatures, and guards who enter the zone.
This device has some basic functionality, like setting the visibility of the zone and determining the zone's size. There are also advanced options, such as determining which teams or classes are affected by the zone.
Default values are bold.
You can configure this device with the following options.
Option | Value | Description |
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Enabled on Phase | None, All, Pre-Game Only, Gameplay Only | This options is only used in the Mutator Zone device. Determines in which phase the device is enabled. |
Zone Visible During Game | Yes, No | Controls whether or not the zone is visible during the game. |
Base Visible During Game | Yes, No | Controls whether or not the base of the device is visible during the game. |
Zone Width | 1, Pick an amount | Sets the width of the zone, in tiles. |
Zone Depth | 1, Pick an amount | Sets the depth of the zone, in tiles. |
Zone Height | 1, Pick an amount | Sets the height of the zone, in tiles. |
Selected Team | Any, Pick a Team | If you choose Any, all players are affected. |
Selected Class | No Class, Any, Pick a class | If you choose No Class, all classes (including players with no class) are affected. If you choose Any, it means that all players with a class assigned are affected. |
Invert Class Selection | Off, On | If you choose On, players assigned the class you chose in Selected Class are the only classs affected. |
Invert Team Selection | Off, On | If you choose On, it means that the chosen team is the only team that won't be affected by the device. |
Affects Players | Yes, No | Determines whether this device has an effect on players. |
Affects Creatures | Yes, No | Determines whether this device has an effect on creatures. |
Affects Guards | Yes, No | Determines whether this device has an effect on guards spawned by the Guard Spawner device. |
Pickup Life Span | Don't Override, Pick a time | Determines the length of time in seconds before items dropped into this zone are destroyed. If you use the default Don't Override, items are not destroyed and remain in the zone until they are picked up. |
Allow Editing | Yes, No | Enables players to edit structures within the zone. |
Building Cost | 100%, Pick a percentage | The percentage of materials required to build structures. |
Building Speed | 100%, Pick a percentage | How fast the players are able to build structures. |
Allow Jumping | Yes, No | Determines whether players are allowed to jump in the zone. |
Gravity Override | Very Low, Low, 100%, Pick a number | This sets the level of gravity that affects players in the zone. |
Movement Multiplier | 100% Pick a multiplier | This applies a multiplier to the movement speed of players. If you choose 0 it freezes players in place. This device setting overrides any team or class settings for movement while the player is in the zone. |
Override All Movement Bonuses at Zero | Yes, No | Determines whether players are prevented from moving when the Movement Multiplier option is set to 0. |
Enable VFX | Enabled, Disabled | Enables visual effects (VFX) to play when a player enters the zone. |
Allow Weapon Fire | On, Off | Determines whether weapon fire is allowed while players are inside the zone. |
Allow Building | On, Off | Determines whether building is permitted while players are inside the zone. |
Zone Shape | Box, Cylinder | Determines the shape of the zone you set up. |
Allow Map Marker | On, Off | Sets whether players can place map markers while in the zone. |
Allow Emote Wheel | On, Off | Determines whether players within the zone have access to various communication wheels, including emotes, squad commands, and commands for hired AIs. |
Direct Event Binding
Following are the direct event binding options for this device.
Functions
A function listens for an event on a device then performs an action.
- For any function option, click the option, then Select Device to access and select from the Device dropdown menu.
- Once you've selected a device, click Select Event to bind the timer to an event that will trigger the function for the device.
- If more than one device should be affected by a function, press the Add button and repeat.
Option | Description |
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Disable When Receiving From | Disables the device when an event occurs. |
Enable When Receiving From | Enables the device when an event occurs. |
Update Selected Class When Receiving From | Changes the Selected Class setting in the device options to match the class of the inciting player when an event occurs. |
Update Selected Team When Receiving From | Changes the Selected Team setting in the device options to match the class of the inciting player when an event occurs. |
Events
An event tells another device when to perform a function.
- For any event option, click the option, then Select Device to access and select from the Device dropdown menu.
- Once you've selected a device, click Select Function to bind the timer to a function for that device.
- If more than one device is affected by the function, press the Add button and repeat.
Option | Description |
---|---|
On Player Stops Emoting Send Event To | When a player stops emoting, this will send an event to the selected device, which will trigger the selected function. |
On Player Starts Emoting Send Event To | When a player begins an emote, this will send an event to the selected device, which will trigger the selected function. |
On Player Exiting Zone Send Event To | When a player exits the zone, this will send an event to the selected device, which will trigger the selected function. |
On Player Entering Zone Send Event To | When a player enters the zone, this will send an event to the selected device, which will trigger the selected function. |
Design Examples
Here are some examples of how you can use the Mutator Zone.
Emote Scoring
This example shows how to set up an additional method of generating score in a game. Within a designated Mutator Zone, score can be increased each time an emote is performed. Teams can fight for control of emoting points and try to eliminate each other in the process of using them.
You will need the following devices.
- 1x Mutator Zone
- 1x Score Manager
- 1x HUD Message Device
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Build the location where players will emote, then place the Mutator Zone device on it with the following settings. Adjust the width, depth, and height to incorporate your chosen area if needed.
Option | Value | Description |
---|---|---|
On Player Starts Emoting Transmit On | Channel 1 | Transmits a signal to the Score Manager to increase the score each time a player starts an emote, and the HUD Message Device to send a message to the player notifying them of success. |
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Place a Score Manager anywhere on your island and customize the following settings.
Option | Value | Description |
---|---|---|
Score Value | 10 | The amount of score awarded per emote. Use any amount you want. |
Play Audio | No | Audio for the Score Manager awarding points is disabled. |
Activate When Receiving From | Channel 1 | The Mutator Zone transmits this signal when an emote takes place within it, incrementing the score by the Score Value amount. |
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Place down a HUD Message device anywhere on your island and customize the following settings.
Option | Value | Description |
---|---|---|
Message | 10 Score Gained! | The message given to the player upon emoting in the Mutator Zone. |
Message Recipient | Triggering Player | Who receives the broadcast HUD message. In this case, only the person emoting. |
Time From Round Start | Off | Unless set to off, this will automatically play the HUD message after a predetermined time. |
Display Time | 3 Seconds | Duration of the HUD message. |
Message Priority | Critical | The message will immediately pop up and overwrite any other HUD messages with an exclamation mark. |
Play Sound | None | The sound effects for activating the HUD device are disabled. |
Placement | Top Center | Where the HUD message is displayed. |
Show When Receiving From | Channel 1 | Activates when receiving a signal from Channel 1, done when someone emotes within the Mutator Zone. |
You now have created a zone that awards score when any player emotes.
Score can be awarded to either the individual player or the team. You can also hook up spotlights or even a radio to draw attention to someone emoting or make the HUD message display game wide to give people an opportunity to interrupt or attack the person emoting.
Low Gravity Zones
This example showcases one of the unique features of the Mutator Zone, the ability to adjust gravity within a zone instead of the entire island. Players can be made heavier or much lighter, affecting jump height and fall speed. Many other settings can be similarly adjusted within a Mutator Zone, and this will illustrate one of them.
You will need the following devices.
- 1x Mutator Zone
- 5x Barrier
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First, build a simple set of towers or other showpieces for selective low gravity. Place the Mutator Zone in the center of the area you want to be affected and use the following settings as a guideline.
Option | Value | Description |
---|---|---|
Zone Width | Variable | Although 3 was used in this example, set the width to the appropriate size for your own area. |
Zone Depth | Variable | Although 3 was used in this example, set the depth to the appropriate size for your own area. |
Zone Height | Variable | This should be high enough to cover the maximum distance a player can jump. 15 extended well past the top of the towers in the example video. |
Gravity | Very Low | The setting which affects the gravity, set to the lowest amount to duplicate moon-style leaping within the enabled Mutator Zone. |
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On all four sides and the roof, place a barrier of the appropriate size to completely enclose the play area. Use the following settings as a guideline.
Option | Value | Description |
---|---|---|
Barrier Style | Starfield (Red) | The look of the barrier. Starfields will give an outer space feel and a sense of great distance. |
Barrier Depth | Variable | Depth is the length of the barrier, and although 7 was used in this example for some of the barriers, make sure to adjust the numbers to create a seamless box around your own play area. The rooftop barrier will also need to use Barrier Width. |
Barrier Height | Variable | Height should extend above where players can possibly jump. The sense of distance from the Starfield does not require the barrier to be placed far away. The rooftop barrier only needs a height of 1. |
You now have an area of selective low gravity you can include in your island.
You can also create buttons or other triggers that can temporarily turn on low gravity or even high gravity across your entire play area. These special zones are great additions to a Skillrun, or certain vertical points in a free-for-all arena, or even in space-themed adventure islands. Other settings can also be done in limited areas, such as movement speed, building resource cost, or building speed of player forts.
No Shooting Zones
Through the use of a signal, in this case, transmitted by a switch, it's possible to turn a Mutator Zone off and on making it so the properties within are not continuously applied. This example creates a safe zone where players are unable to fire at each other.
You will need the following devices.
- 1x Mutator Zone
- 1x Switch
- 1x HUD Message Device
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Place the Mutator Zone in the area you do not wish players to fire weapons. For example, a simple building was created with brick floors. Put in the following settings.
Option | Value | Description |
---|---|---|
Zone Width | Variable | Although 2 was used in the example, set the width to the appropriate size for your own area. |
Zone Depth | Variable | Although 2 was used in the example, set the depth to the appropriate size for your own area. |
Zone Height | Variable | Although 2 was used in the example, set the height to the appropriate size for your own area. |
Enabled During Phase | None | By default, the Mutator Zone is not enabled and will have no effect on gameplay until turned on. |
Disable When Receiving From | Channel 2 | If the Mutator Zone is enabled in-game, this channel will allow it to disable and turn back off. |
Enable When Receiving From | Channel 1 | When a signal is received from Channel 1, the Mutator Zone is enabled, and the default behavior of stopping weapons from firing takes effect while inside it. |
On Player Entering Zone Transmit On | Channel 3 | Tells the HUD to send a message to the player when they enter the enabled Mutator Zone letting them know weapons cannot be fired. |
On Player Exiting Zone Transmit On | Channel 4 | Tells the HUD to clear the message if it's still up when the player leaves the enabled Mutator Zone. |
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Place a switch nearby to test sending signals, and use the following settings.
Option | Value | Description |
---|---|---|
Device Model | Antique Lever | The visual look of the switch. This can be anything that you prefer and does not affect functionality. |
When Turned On Transmit On | Channel 1 | When you first hit the switch, it transmits a signal to Channel 1 which enables the Mutator Zone to prevent firing within it. |
When Turned Off Transmit On | Channel 2 | When you hit the switch a second time, it transmits a signal on Channel 2 and disables the Mutator Zone again, allowing weapon fire again. |
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To include announcements about the state of the safe zone, place a HUD Message Device anywhere on the map with the following settings.
Option | Value | Description |
---|---|---|
Message | No Shooting On The Brick! | The message is sent to the player when they enter an enabled Mutator Zone. |
Message Recipient | Triggering Player | Only the player entering the Mutator Zone will receive the message. |
Time From Round Start | Off | Unless set to off, this will automatically play the HUD message after a predetermined time. |
Display Time | 3 Seconds | Duration of the HUD message. |
Message Priority | Critical | Will immediately pop up and overwrite any other HUD messages with an exclamation mark. |
Play Sound | None | The sound effects for activating the HUD device are disabled. |
Placement | Top Center | Where the HUD message is displayed. |
Show When Receiving From | Channel 3 | When a player enters an enabled Mutator Zone, it transmits a signal on Channel 3, which will cause them to see this message. |
Hide When Receiving From | Channel 4 | Upon exiting an enabled Mutator Zone, this signal is transmitted to the device, clearing any HUD text that might still be on the screen. |
You now have demonstrated how to transmit signals to enable and disable Mutator Zones, and functionality for entering and leaving enabled ones for additional signal transmission.
You can set up spawn rooms in a free for all or even team-based arenas without bases that use teleporters or leaping entrances into the map where everyone can use vending machines without shooting each other by having the mutator always be on in the area. There are countless other uses for Mutator Zones detecting when people enter and exit their volume that can also be taken advantage of.
Dropped Item Decay Timers
This example shows how to use the Mutator Zone to prevent excessively building up dropped weapons, consumables, and building resources within it's volume. Through using the settings, you can dictate how long they remain on the floor. This functionality can also be enabled or disabled through channels.
You will need the following devices.
- 1x Mutator Zone
- 5x Vending Machine
- 1x Switch
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Place the Mutator Zone over the area you want dropped items to decay, and use the following settings.
Option | Value | Description |
---|---|---|
Allow Weapon Fire | Yes | Allows weapon firing from inside the Mutator Zone volume. |
Zone Width | Variable | Although 2 was used in the example, set the width to cover the entire area you want dropped items removed. |
Zone Depth | Variable | Although 3 was used in the example, set the depth to cover the entire area you want dropped areas removed. If needed, make sure to also increase Zone Height. |
Enabled During Phase | None | By default, the Mutator Zone is not enabled and will have no effect on gameplay until enabled. |
Pick Up Life Span | 5 Seconds | Determines the lifetime of all pick-ups on the ground within the enabled Mutator Zone volume. |
Disable When Receiving From | Channel 2 | If the Mutator Zone is enabled, receiving a signal from this zone will disable it and prevent it from clearing pick-ups from the floor after five seconds. |
Enable When Receiving From | Channel 1 | Until receiving a signal from this channel, the Mutator Zone will have no effect. Upon being enabled, it will begin clearing pick-ups from the floor after five seconds. |
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Place the five vending machines against a wall, and drag and drop any desired weapons within for testing. The default settings for vending machines are fine for this example.
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Place a switch nearby to demonstrate the zone, and customize the following settings.
Option | Value | Description |
---|---|---|
Device Model | Toggle Switch | The visual look of the switch. This can be anything that you prefer and does not affect functionality. |
When Turned On Transmit On | Channel 1 | When the switch is activated, the Mutator Zone is enabled and will set all pick-ups on the ground to 5 seconds before deteriorating. |
When Turned Off Transmit On | Channel 2 | Disables the Mutator Zone when activated a second time, removing the pick-up clearing effect. |
You now have a toggleable Mutator Zone to cause pick-ups on the ground to decay.
This zone might always be enabled with a longer decay timer for areas intended to pick up weaponry. It can also be set across the entire island with a 30 second lifetime if you want something like an Elimination Manager to drop ammo, building resources, or randomized weapons without it overpopulating the island over time.