This is a customizable rift that allows players to move instantly between locations. You can use this to move players around your island, or create multi-island experiences with teleporters that take players from one island to another.
Finding and Placing the Device
- From Create mode, press the Tab key to open the Creative inventory window.
- 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 to position the device, then 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.
If you're using multiple copies of a device on an island, it can be helpful to rename them. You can choose names that relate to each device’s purpose, so it’s easier to remember what each one does.
Device Options
The default state of the Teleporter is set up to immediately enable creators to set up a two-teleporter system. Placing two teleporters and changing no settings will automatically set up the ability to walk through one teleporter and end up at the other.
The default values are bold.
Basic Options
Option | Value | Description |
---|---|---|
Teleporter Group | None, Group A, Pick a Group | Sets the teleporter group that this device belongs to. |
Teleporter Target Group | None, Group A, Pick a Group | Determines the teleporter group that this device will send players to. |
Teleporter Rift Visible | Yes, No | Determines whether the teleporter rift is visible during the game. |
Play Visual Effects | Yes, No | Determines whether the teleporter's visual effects should be displayed. |
All Options (Additional)
Option | Value | Description |
---|---|---|
Enabled During Phase | None, All, Pre-Game Only, Gameplay Only | Determines the game phases during which the device will be enabled. Pre-Game inclused all phases prior to the Game starting (the waiting for players lobby on Featured Islands and the Game Start Countdown). |
Team | All, Pick a Team | Determines which team can use this device. |
Change Teleporter Target | Never, On Entry, Pick an amount of time | Determines how often the teleporter will select a new random destination from its target group. |
Link to Target | No, Yes | By default, the teleporter works in the usual way. If this is set to Yes, this teleporter's random target will be linked to this teleporter until reset. A player will be able to return to the target teleporter and use it to reach this teleporter. All teleporters that are potential random targets must have this option set to Yes in order for a link to be created. |
Play Sound Effects | Yes, No | Determines whether the teleporter's audio effects should be played. |
Conserve Momentum | Yes, No | Determines whether the momentum of an object entering the teleporter should be preserved when it emerges from its destination. |
Face Player in Teleporter Direction | No, Relative, Yes | Determines whether the orientation of the player should be changed to that of the destination teleporter. With the Relative option, the player will emerge at the same angle to the destination teleporter that they were to the sending teleporter. |
Affects Class | All But Selected, Only Selected | With All But Selected, the chosen class is the only "safe" class and will not be affected by the device. With Only Selected, the chosen class is the only one affected by this device. |
Selected Class | None, Any, No Class, Pick a class | Determines which class, if any, is used in the Affects Class option. If this is set to None, all classes are used. If you select the Any value, any assigned class is used, regardless of what it is. If you select No Class, only players without an assigned class are affected. |
Effect Radius | Off, Pick a radius distance | When the teleporter is triggered, all players within the selected radius will be teleported. |
Maintain Relative Position | Yes, No | When set to Yes, the teleported player will be facing the same direction at the destination as they were facing in the original teleporter. |
Skydive After Teleport | Yes, No | Determines whether players should skydive after being teleported. |
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.
This device has receivers that perform a variety of functions when receiving a signal over a channel. Also, this device can transmit signals when certain conditions are met.
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 |
---|---|---|
Teleport to When Receiving From | No Channel, Pick a channel | Teleports the instigating player to this destination when receiving a signal from the selected channel. |
Enable When Receiving From | No Channel, Pick a channel | Enables the device when receiving a signal from the selected channel. |
Disable When Receiving From | No Channel, Pick a channel | Enables the device when receiving a signal from the selected channel. |
Activate When Receiving From | No Channel, Pick a channel | Activates the device when receiving a signal from the selected channel. |
Activate Link To Target When Receiving From | No Channel, Pick a channel | When the device receives a signal on the selected channel, it sets the Link to Target option to Yes. |
Deactivate Link To Target When Receiving From | No Channel, Pick a channel | When the device receives a signal on the selected channel, it sets the Link to Target option to No. |
Reset Link To Target When Receiving From | No Channel, Pick a channel | When the device receives a signal on the selected channel, it resets the linked target so it can send the player to another random target. |
Transmitters
Option | Value | Description |
---|---|---|
When Entered Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when a player enters the teleporter. |
When Teleported to Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when a player emerges from the teleporter. |
Gameplay Examples that Use Teleporters
Design Examples
Here are some examples of how you can use the Teleporter device:
Moving All Players
A common use of the Teleporter is to move all players to a new area when changing phases of a game. For example, you may want to move players from a parkour phase to an elimination phase in different areas of the map.
Devices used:
- 4 x Teleporter
- 4 x Player Spawner
- 4 x Player Reference
- 1 x Timed Objective
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Place a Player Reference in an out-of-the-way location. Keep the default settings.
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Place a Player Spawner in the starting area. Keep the default settings. Set the direct event bindings of the Player Spawner to the following:
Function | Device | Event | Description |
---|---|---|---|
On Player Spawned Send Event To | PlayerReference | Register Player | When the player spawns, they will be registered to the Player Reference, allowing them to be teleported easily later on. |
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In another area, place a Teleporter and customize it to the following settings:
Option | Value | Description |
---|---|---|
Teleporter Group | None | The Teleporter will not be accessible from any other Teleporters. |
Teleporter Target Group | None | The Teleporter will not be able to send players anywhere else. |
Teleporter Rift Visible | No | The Teleporter will be invisible during gameplay. |
Play Visual Effects | No | The Teleporter will not play any effects when a player teleports to it. |
Play Sound Effects | No | The Teleporter will not play any sounds when a player teleports to it. |
Conserve Momentum | No | The player loses all inertia and will drop straight down upon teleporting. |
-
Set the direct event bindings of the Player Reference to the following:
Function | Device | Event | Description |
---|---|---|---|
On Activated Send Event To | Teleporter | Teleport | When the Player Reference is activated, it will teleport the referenced instigator to the Teleporter. |
- Select all three devices (Player Spawner, Player Reference, and Teleporter). Copy and paste them three additional times.
Make sure to select all three devices at once to ensure that all direct event bindings will be correct in the copies.
-
Place a Timed Objective in an out-of-the-way location and customize it to the following settings:
Option | Value | Description |
---|---|---|
Start When Round Starts | Yes | The Timed Objective will begin counting down when the round starts. |
Timer Label Text | Players teleported in... | The players' HUDs will show this message during the countdown. |
Urgency Mode | Disabled | The Timed Objective will not have additional effects when the countdown is about to end. |
-
Set the direct event bindings of the Timed Objective to the following:
Function | Device | Event | Description |
---|---|---|---|
On Completed Send Event To | PlayerReference, PlayerReference2, PlayerReference3, PlayerReference4 | Activate | When the Timed Objective completes its countdown, it will activate all of the Player References, causing all players to teleport. |
Here’s an overview of how devices communicate in this Design Example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
PlayerReference1-4 |
Register Player | PlayerSpawner1-4 |
On Player Spawned Send Event To | When the player spawns, they will be registered to the Player Reference, allowing them to be teleported easily later on. |
Teleporter1-4 |
Teleport | PlayerReference1-4 |
On Activated Send Event To | When the Player Reference is activated, it will teleport the referenced instigator to the Teleporter. |
PlayerReference1-4 |
Activate | TimedObjective |
On Completed Send Event To | When the Timed Objective completes its countdown, it will activate all of the Player References, causing all players to teleport. |
You now have the base functionality for teleporting all players at once.
This technique is very useful in many game modes that feature multiple phases in different areas of the map. You can also use it to reset a game manually by moving all players back to the starting area.
If you want all players to teleport to the same place, you can move all of the Teleporters into the same spot using the grid snap tool. If you have to edit them manually, move them apart, make edits to the individual Teleporters, then move them back to the earlier position.
Fish in a Barrel
You can use a Teleporter to create a Fish in a Barrel minigame.
Devices used:
- 1 x Teleporter
- 4 x Player Spawner
- 1 x Random Number Generator
- 4 x Player Reference
- 1 x Timed Objective
- 1 x Item Granter
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Build a large "barrel" with a rim that players can walk around in.
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Place four Player Spawners at the bottom of the barrel and customize them to the following settings:
Option | Value | Description |
---|---|---|
Visible in Game | Off | The Player Spawner will be invisible during gameplay. |
-
Place a Teleporter on the rim of the barrel and customize it to the following settings:
Option | Value | Description |
---|---|---|
Teleporter Group | None | The Teleporter will not be accessible from any other Teleporters. |
Teleporter Target Group | None | The Teleporter will not be able to send players anywhere else. |
Conserve Momentum | No | The player loses all inertia and will drop straight down upon teleporting. |
Face Player In Teleporter Direction | Yes | The player will face in the same direction as this Teleporter upon arriving. |
-
Place a Random Number Generator in an out-of-the-way location and customize it to the following settings:
Option | Value | Description |
---|---|---|
Value Limit 2 | 4 | The Random Number Generator will have an upper limit of 4. |
Roll Time | Instant | The Random Number Generator will choose a number instantly when activated. |
Zone | Forward | The Random Number Generator's volume will extend out in front of the device. |
Length | 4 | The Random Number Generator's volume will be 4 tiles long. |
-
Place a Timed Objective in an out-of-the-way location and customize it to the following settings:
Option | Value | Description |
---|---|---|
Start When Round Starts | Yes | The Timed Objective will begin counting down when the round starts. |
Time | 5 Seconds | The countdown will start at 5 seconds. |
Timer Label Text | The attacker will be chosen in... | Everyone’s HUD will show this message during the countdown. |
Urgency Mode | Disabled | The Timed Objective will not have additional effects when the countdown is about to end. |
-
Set the direct event bindings of the Timed Objective to the following:
Function | Device | Event | Description |
---|---|---|---|
On Completed Send Event To | RandomNumberGenerator | Activate | When the Timed Objective completes its countdown, it will activate the Random Number Generator, which will select a random number between 1 and 4. |
-
Place an Item Granter in an out-of-the-way location. Drop a Legendary Red-Eye Assault Rifle while standing next to the Item Granter to register the weapon. Customize it to the following settings:
Option | Value | Description |
---|---|---|
Equip Granted Item | First Item | When the item is granted, it will be automatically equipped. |
-
Place a Player Reference in the first sequencer area of the Random Number Generator. Keep the default settings. Set its direct event bindings to the following:
Function | Device | Event | Description |
---|---|---|---|
On Activated Send Event To | ItemGranter | Grant Item | When the Player Reference is activated, it will grant the registered player the weapon registered to the Item Granter. |
On Activated Send Event To | Teleporter | Teleport | When the Player Reference is activated, it will teleport the registered player to the Teleporter on the barrel's rim. |
-
Copy and paste this Player Reference three times and place one in each of the remaining sequencer areas of the Random Number Generator as shown below.
-
Set the direct event bindings of the Player Spawners to the following, making sure to connect each Player Spawner to the corresponding Player Reference (PlayerSpawner to PlayerReference, PlayerSpawner2 to PlayerReference2, etc.)
Function | Device | Event | Description |
---|---|---|---|
On Player Spawned Send Event To | PlayerReference | Register Player | When the player spawns, they will be registered to the Player Reference, allowing them to be teleported easily later on. |
Here’s an overview of how devices communicate in this Design Example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
RandomNumberGenerator |
Activate | TimedObjective |
On Completed Send Event To | When the Timed Objective completes its countdown, it will activate the Random Number Generator, which will select a random number between 1 and 4. |
ItemGranter |
Grant Item | PlayerReference1-4 |
On Activated Send Event To | When the Player Reference is activated, it will grant the registered player the weapon registered to the Item Granter. |
Teleporter |
Teleport | PlayerReference1-4 |
On Activated Send Event To | When the Player Reference is activated, it will teleport the registered player to the Teleporter on the barrel's rim. |
PlayerReference1-4 |
Register Player | PlayerSpawner1-4 |
On Player Spawned Send Event To | When the player spawns, they will be registered to the Player Reference, allowing them to be teleported easily later on. |
You now have the base functionality for creating a Fish in a Barrel minigame using the Teleporter.
Random Number Generators can be used with Teleporters to create highly varied and dynamic gameplay scenarios. Consider how this example could be extended into a full game mode. The player on the rim could randomly change every 10 seconds, or the fish could earn a way to fight back.
Class Selector
You can use Teleporters to create an efficient class selection system.
Devices used:
- 6 x Teleporter
- 1 x Player Spawner
- 3 x Class Designer
- 3 x Class Selector
-
Build a basic map with a spawn area, a sniper tower, a front line, and a turret area with a Mounted Turret.
-
Place a Player Spawner and customize it to the following settings:
Option | Value | Description |
---|---|---|
Visible in Game | Off | The Player Spawner will be invisible during gameplay. |
-
Place a Class Designer in an out-of-the-way location. Drop a Legendary Combat Pistol while standing next to the Class Designer to register the weapon. Customize it to the following settings:
Option | Value | Description |
---|---|---|
Class Name | Turret | The first class will be the "Turret" class. |
Class Identifier | 1 | The Turret class uses Class Identifier 1. |
Equip Granted Item | First Item | When the loadout for the class is granted, the first item will be automatically equipped. |
-
Copy and paste this Class Designer two times. Set one of the new Class Designers to Class Name "Front Line" and Class Identifier 2, and set the other to Class Name "Sharpshooter" and Class Identifier 3. Register a Legendary Red-Eye Assault Rifle for the Front Line class and a Mythic Heavy Sniper Rifle for the Sharpshooter class.
-
Place a Class Selector and customize it to the following settings:
Option | Value | Description |
---|---|---|
Class to Switch to | 1 | This class selector will switch the player to class 1 (Turret) when activated. |
Time to Switch | Instant | The player class will be changed instantly when the Class Selector is activated. |
Clear Items on Switch | All Items | The player loses all items when changing classes in case they already had a weapon from another class. |
Volume Visible in Game | Off | The glowing area above the Class Selector will be invisible during gameplay. |
Visible in Game | Off | The base of the Class Selector will be invisible during gameplay. |
-
Copy and paste this Class Selector two times, and set the new Class Selectors to a Class to Switch to of 2 and 3. Make sure all three Class Selectors are clearly named based on the class they correspond to.
-
Place a Teleporter in the spawn area and customize it to the following settings:
Option | Value | Description |
---|---|---|
Teleporter Group | None | The Teleporter will not be accessible from any other Teleporters. |
Teleporter Target Group | Group A | The Teleporter will teleport players to a Teleporter in Group A. |
Conserve Momentum | No | The player loses all inertia and will drop straight down upon teleporting. |
-
Set the direct event bindings of the Teleporter to the following:
Function | Device | Event | Description |
---|---|---|---|
On Enter Send Event To | TurretClassSelector | Change Player to Class | When the player enters this Teleporter, they will be changed to the Turret class. |
-
Place a Teleporter near the Mounted Turret in the turret area and customize it to the following settings:
Option | Value | Description |
---|---|---|
Teleporter Group | Group A | The Teleporter will be accessible from Teleporters with a Target Group of Group A. |
Teleporter Target Group | None | The Teleporter will not be able to send players anywhere else. |
Teleporter Rift Visible | No | The Teleporter will be invisible during gameplay. |
Face Player In Teleporter Direction | Yes | The player will face in the same direction as this Teleporter upon arriving. |
- Repeat steps 7-9 for the Front Line and Sharpshooter classes. For the Front Line class, teleport the player to the front line. For the Sharpshooter class, teleport the player to the top of the sniper tower.
For additional clarity during gameplay, use billboards to label the different teleporters in the spawn area.
Here’s an overview of how devices communicate in this Design Example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
TurretClassSelector, FrontLineClassSelector, SharpshooterClassSelector |
Change Player to Class | TurretTeleporter, FrontLineTeleporter, SharpshooterTeleporter |
On Enter Send Event To | When the player enters this Teleporter, they will be changed to the corresponding class. |
You now have the base functionality for an advanced class selection system.
This example is useful in game modes where members of different classes begin in different areas and players are allowed to choose their own class.
To create a maximum number of players in a specific class, use Player Counters to keep track of how many players are in each class and then disable the Teleporters when the maximum has been reached.
Teleporters can also be limited to only members of certain classes. Consider having different Teleporters for different classes around a play area to create interesting gameplay scenarios and more complex strategies.