When the Pinball Bumper Device is placed, any players that touch it will bounce backward and slightly upward with moderate force.
Finding and Placing the Device
- From Create mode, press the Tab key to open the CREATIVE inventory screen.
- Click the DEVICES tab and scroll to select the device. You can also use the Search box or the Categories panel on the left to find your device.
- Click PLACE NOW to place immediately, or put the device in the QUICK BAR to place later.
- Press Esc to return to your island in Create mode. Use your phone tool to position the device, then left-click to place it. Press Esc to detach the device from your phone.
- Point at the device with your phone. If the CUSTOMIZE popup doesn’t open immediately, move closer until it does, then press E to open the CUSTOMIZE panel.
Contextual Filtering
Some devices are affected by a feature called contextual filtering. This feature hides or displays options depending on the values selected for certain related options. This feature will reduce clutter in the Customize panel and make options easier to manage and navigate.
However, it may not be easy to recognize which options or values trigger contextual filtering. To help you identify them, in our device docs we use italic for any values that trigger contextual filtering. All options will be listed, including those affected by contextual filtering; if they are hidden or displayed based on a specific option's value, there will be a note about that in the Description field for that option.
Device Options
The Pinball Bumper device will activate when players on the correct team touch it on the top or the sides (depending on the options set). When the Pinball Bumper is activated, it makes a noise and knocks players back. The section on top of the Pinball Bumper will retract into the body until it is ready to activate again. If set to a non-glowing color, the Pinball Bumper will also briefly glow when activated.
You can control how much damage players take when knocked back by the Pinball Bumper, and whether it activates from both the top and the sides.
You can configure this device with the following options.
Default values are bold. Values that trigger contextual filtering are italic.
Basic Options
Option | Value | Description |
---|---|---|
Knockback | Medium, Pick an amount | How much force is applied to objects next to the Pinball Bumper when it is activated. |
Fall Damage | On, Off | Whether any objects knocked back by the bumper receive fall damage. |
Damage | None, Pick an amount | How much damage to apply to objects hit by the Pinball Bumper. |
Reset Time | 0.25 Seconds, Pick a duration | Once activated, the device enters a dormant state for the selected amount of time. |
Bumper Color | Blue, Pick a color | Sets the color of the Pinball Bumper. |
Score Value | 0, Pick an amount | How much score to give any player that activates the bumper. |
All Options (Additional)
Option | Value | Description |
---|---|---|
Activating Team | Any, Pick a team | The Pinball Bumper can only be activated by members of this team. |
Allow Side Bounce | On, Off | Whether the device will activate when the player touches the side of the Pinball Bumper. Activating the device this way knocks players backward and away from the Pinball Bumper. |
Side Bounce Lift | Don't Override, None, Pick a distance | How much to knock the player in the air when the player hits the side of the bumper. Players stop quickly when in contact with the ground due to friction unless they have a slippery effect such as a Chiller device or a Grind Powerup applied to them. Because of this, Side Bounce Lift plays a major part in how far the players are knocked back. |
Allow Top Bounce | On, Off | Whether the Pinball Bumper activates when an object touches the top. Activating the device this way knocks objects directly upwards. With Side Bounce disabled, creators can use this to configure the bumper as a bounce pad with customizable strength. |
Bumper Color | Blue, Blue Glow, Red, Silver, Pink Glow, Green Glow, Orange Glow, Gold | Determines the color of the bumper. |
Object Direction Importance | 100%, Pick a percentage from 0% to 100% | By default, the bumper takes the direction the object was moving when it hits the bumper, and uses that to determine the force it applies back. You can use Object Direction Importance to determine how much this is taken into account. At 0%, the direction of the object is ignored entirely and the object is always thrown directly away from the Pinball Bumper. |
Enabled At Game Start | Yes, No | Determines whether the device is automatically enabled at game start, or if it needs to be enabled manually. |
Affects Creatures | Yes, No | Determines whether this device can affect creatures and wildlife. |
Display Score Update on HUD | Off, On | Determines whether score updates are displayed as a HUD message. If you choose On, several additional options are displayed below this one in the Customize panel. |
Reset HUD Message Score | Off, On | When the device displays a score message on the HUD, this determines whether it starts at zero. |
HUD Message | Score!, Enter text | Determines what message is displayed on the HUD with the score. Use the default, or enter custom text. The text field has a limit of 150 characters. |
HUD Message Score Color | #BFEBFFFF, Pick a color | Determines the color of the score displayed on the HUD. Click the swatch to open the Color Picker. You can click to select a swatch, or enter a Hex code in the Search bar to find that color. |
HUD Message Color | #00BAFFFF, Pick a color | Determines the color of the text in the message you set in the HUD Message option. Click the swatch to open the Color Picker. You can click to select a swatch, or enter a Hex code in the Search bar to find that color. |
Channels
When one device needs to “talk” to another device, it does so by transmitting a signal on a specific channel. The receiving device needs to be set up to receive the signal on the same channel.
A channel is identified by a number, and channel numbers are customized for a device under the option that uses the channel. Most devices will also pass the identity of the player who triggered the device with the signal.
The Pinball Bumper device can be enabled or disabled when receiving a signal from a channel, and can also be activated directly by receiving a signal from a channel. It can also send a signal on a channel when activated.
Receivers
Receivers listen for a channel and perform an action when they hear any device (including themselves) send a signal on that channel.
Option | Value | Description |
---|---|---|
Enable When Receiving From | No Channel, Pick a channel | Enables the device, allowing it to be activated by objects that touch it. When activated the Pinball Bumper will knock back any objects that touch it. |
Disable When Receiving From | No Channel, Pick a channel | Disables the device, preventing it from being activated by objects that touch it. |
Activate when Receiving From | No Channel, Pick a channel | Activates the Pinball Bumper directly, knocking back any nearby objects. |
Transmitters
Transmitters send a signal on the selected channel when triggered.
Option | Value | Description |
---|---|---|
When Activated Transmit On | No Channel, Pick a channel | When the Pinball Bumper is activated, it will send a message on the chosen channel, with the player (if any) that activated it as the sender. |