The Timed Objective device is for game modes where players can start or stop timers to advance gameplay objectives, such as Attack/Defend Bomb objectives.
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 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.
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
When the device is placed, any player can enable or disable it. It is in its holographic state until initially started, then will appear and count down. Any team can pause the timer and interact with it. The timer will appear on the HUD.
Default values are bold.
Basic Options
Options | Value | Description |
---|---|---|
Time | 10 Seconds, Pick a time | Sets the length of the timer for the objective. |
Start Score | None, Pick a score | Sets the amount of score awarded for successfully starting an unstarted timer. |
Stop Score | None, Pick a score | Sets the amount of score to be awarded for successfully stopping an active timer. |
Completed Score | None, Pick a score | Sets the amount of score to be awarded when the timer is complete. |
All Options (Additional)
Options | Value | Description | ||||||
---|---|---|---|---|---|---|---|---|
Start When Round Starts | No, Yes | Determines whether the timer should start automatically at the beginning of each round. | ||||||
Timer Label Text | Enter Text | Specifies custom text to be displayed along with the timer countdown. The text field has an 80 character limit. | ||||||
Timer Label Text Style | Default, Bold, Pick a style | Sets the style for the countdown display and custom text. | ||||||
Hologram Until Activated | No, Yes | Determines whether the objective device appears as a hologram until activated. | ||||||
Visible During Game | No, Yes | Determines whether the device is visible during the game. | ||||||
Countdown Visible on HUD | No, Yes | Determines whether the timer countdown is displayed on the player's HUD. | ||||||
Completion Behavior | Disable, Reset, Restart | Determines what the device should do when the timer completes.
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Urgency Mode | Disabled, Enabled | Determines whether the device will enter Urgency mode when the timer gets close to the end. Urgency mode changes the timer's audio and visual effects to reflect the short time remaining. | ||||||
Urgency Mode Start Time | 5, Pick a time | Sets the remaining counter time at which the device will enter Urgency mode. | ||||||
Start Team Filter | None, All, Pick a team | Determines which team can start an unstarted timer. | ||||||
Start Interact Text | Insert Text | Defines custom text to be displayed as a prompt for a player who can start an unstarted timer. The text field has an 80 character limit. | ||||||
Start Interact Time | Instant, 3 Seconds, Pick a time | Determines the length of interaction required to start an unstarted timer. | ||||||
Stop Team Filter | None, All, Pick a team | Determines which team can stop an active timer. | ||||||
Stop Interact Text | Insert Text | Defines custom text to be displayed as a prompt for a player who can stop an active timer. The text field has an 80 character limit. | ||||||
Stop Interact Time | Instant, 3 Seconds, Pick a time | Determines the length of interaction required to stop an active timer. | ||||||
Restart Team Filter | None, All, Pick a team | Determines which team can restart a stopped timer. | ||||||
Restart Interact Text | Insert Text | Defines custom text to be displayed as a prompt for a player who can restart a stopped timer. | ||||||
Restart Interact Time | Instant, 3 Seconds, Pick a time | Determines the length of interaction required to restart a stopped timer. | ||||||
Restart Score | None, Pick a score | Sets the amount of score to be awarded for successfully restarting a stopped timer. | ||||||
Pausing Team Filter | None, All, Pick a team | Determines which team can pause an active timer. | ||||||
Pause Interact Text | Insert Text | Defines custom text to be displayed as a prompt for a player who can pause an active timer. The text field has an 80 character limit. | ||||||
Pause Interact Time | Instant, 3 Seconds, Pick a time | Determines the length of interaction required to pause an active timer. | ||||||
Pause Score | None, Pick a score | Sets the amount of score to be awarded for successfully pausing an active timer. | ||||||
Resuming Team Filter | None, All, Pick a team | Determines which team can resume a paused timer. | ||||||
Resume Interact Text | Insert Text | Defines custom text to be displayed as a prompt for a player who can resume a paused timer. | ||||||
Resume Interact Time | Instant, 3 Seconds, Pick a time | Determines the length of interaction required to resume a paused timer. | ||||||
Resume Score | None, Pick a score | Sets the amount of score to be awarded for successfully resuming a paused timer. | ||||||
Show Time On Maps | Off, Both, Minimap, Overview Map | Determines whether the timer should be displayed on the Minimap or Overview Map. | ||||||
Mesh Options | None, Explosive Attachment | Selects any visual additions to the device. | ||||||
Audio Effects | Off, On | Determines whether the device will play audio effects during the game. | ||||||
Activation Sound | Off, On | Determines whether the device will play a sound when activated. | ||||||
Activation Sound Distance | Whole Map, Nearby | Determines whether the activation sound is localized or audible anywhere on the map. | ||||||
Deactivation Sound | Off, On | Determines whether the device will play a sound when deactivated. | ||||||
Deactivation Sound Distance | Whole Map, Nearby | Determines whether the deactivation sound is localized or audible anywhere on the map. | ||||||
Completion Sound | Off, On | Determines whether the device will play a sound when complete. | ||||||
Completion Sound Distance | Whole Map, Nearby | Determines whether the completion sound is localized or audible anywhere on the map. | ||||||
Timer Sound | Off, On | Determines whether the device will play a sound to represent the timer. | ||||||
Timer Sound Distance | Whole Map, Nearby | Determines whether the timer sound is localized or audible anywhere on the map. | ||||||
Maintain Interaction While Looking Around | Off, On | Allows players who are interacting with this device to look around without cancelling interaction. | ||||||
If Instigating Player Is Not Present | Use Empty Instigator, Pick A Random Player | This determines what player instigated the signal when the instigating player is no longer in the game. |
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.
Options | Value | Description |
---|---|---|
Start When Receiving From | No Channel, Pick a channel | Starts the timer on receiving a signal from the selected channel. |
Stop When Receiving From | No Channel, Pick a channel | Stops the timer on receiving a signal from the selected channel. |
Pause When Receiving From | No Channel, Pick a channel | Pauses the timer on receiving a signal from the selected channel. |
Resume When Receiving From | No Channel, Pick a channel | Resumes the timer on receiving a signal from the selected channel. |
Complete When Receiving From | No Channel, Pick a channel | Completes the timer on receiving a signal from the selected channel. |
Enable When Receiving From | No Channel, Pick a channel | Enables the device on receiving a signal from the selected channel. |
Disable When Receiving From | No Channel, Pick a channel | Disables the device on receiving a signal from the selected channel. |
Show When Receiving From | No Channel, Pick a channel | Makes the device visible on receiving a signal from the selected channel. |
Hide When Receiving From | No Channel, Pick a channel | Makes the device invisible on receiving a signal from the selected channel. |
Restart When Receiving From | No Channel, Pick a channel | Restarts the device on receiving a signal from the selected channel. |
Transmitters
Transmitters send a signal on the selected channel when triggered.
Options | Value | Description |
---|---|---|
When Started Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when the timer is started. |
When Stopped Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when the timer is stopped. |
When Completed Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when the timer has completed. |
When Paused Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when the timer is paused. |
When Resumed Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when the timer is resumed. |
When Restarted Transmit On | No Channel, Pick a channel | Transmits a signal on the selected channel when the timer has restarted. |
Design Examples
Here are some examples of how you can use the Timed Objective device.
Door Open
One of the most useful functions of the Timed Objective is using it to send signals after a preset period of time.
Devices used:
- 1 x Timed Objective
- 2 x Prop Mover
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Create a simple enclosed arena. Use two props for the doors in a closed position.
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Attach a Prop Mover device to each of the movable doors. Make sure to orient the movement arrow so each door opens in the appropriate direction. Customize them both to the following settings:
Option | Value | Description |
---|---|---|
Distance | 2 Meters | The doors will move 2 meters. |
Speed | 1 Meter/Second | The doors will move at 1 m/s. |
Time From Start | Off | The Prop Movers will not automatically activate after an amount of time has elapsed from the start of the round. |
On Prop Collision Behavior | Continue | Any contact with other props that the doors make while moving will be ignored. |
Prop Damage On Collision | None | Props impacted by the doors will not take damage. |
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Place a Timed Objective device anywhere on the island. Customize it to the following settings:
Option | Value | Description |
---|---|---|
Timer Label Text | Doors Open In... | This HUD message is shown during the timer countdown. |
Urgency Mode Start Time | 3 | The countdown sounds become more noticeable with 3 seconds left. |
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Set the direct event bindings of the Timed Objective to the following:
Function | Device | Event | Description |
---|---|---|---|
On Completed Send Event To | DoorPropMover1, DoorPropMover2 | Start | When the Timed Objective completes, the doors will begin moving. |
Here’s an overview of how devices communicate in this Design Example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
DoorPropMover1, DoorPropMover2 |
Start | TimedObjective (w:95) |
On Completed Send Event To | When the Timed Objective completes, the doors will begin moving. |
You now have the basic functionality for sending delayed signals from the Timed Objective device.
There are countless ways to take advantage of the Timed Objective device to delay signals anywhere from seconds to minutes. From causing events to take place at a predetermined time after the start of the game to starting the countdown from a separate signal, it’s an essential part of the Creative toolset that's easy to use and offers a lot of flexibility.
Use direct event binding to start your countdowns on a signal from another device, and make sure Completion Behavior is set to Reset or Restart if you want it to be usable more than once.
Switch Delay
Another form of gameplay you can explore is creating switches that will start an interruptible countdown after a brief interaction, allowing players to try to control a point long enough to end a round in their favor.
Devices used:
- 1 x Timed Objective
- 1 x Switch
- 1 x End Game Device
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Create a small arena with a place for a Switch device where it can be contested.
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Place a Switch and customize it to the following settings:
Option | Value | Description |
---|---|---|
Initial State | On | The Switch will begin in the on position. |
Turn On Text | Activated Counter! | This text is shown when the device is in the on state. |
Turn Off Text | Deactivated Counter! | This text is shown when the device is in the off state. |
Device Model | Antique Lever | The Switch will appear as an Antique Lever in game. |
Interact Time | 3 Seconds | It will take 3 seconds of interaction to change the state of the Switch. |
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Place a Timed Objective device anywhere on the map and customize it to the following settings:
Option | Value | Description |
---|---|---|
Time | 15 Seconds | The timer will take 15 seconds to complete. |
Timer Label Text | Team A wins in... | The HUD will display this text during the timer countdown. |
Timer Sound Distance | Whole Map | The timer can be heard throughout the entire map regardless of player proximity. |
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Place an End Game Device anywhere on the island. Customize it to the following settings:
Option | Value | Description |
---|---|---|
Custom Victory Callout | Team A wins via timeout! | If the timer concludes, then Team A is the victor and this message will be shown. |
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Set the direct event bindings of the Switch to the following:
Function | Device | Event | Description |
---|---|---|---|
On Turned On Send Event To | TimedObjective | Start | When the Switch is turned on, the Timed Objective will start. |
On Turned Off Send Event To | TimedObjective | Stop | When the Switch is turned off, the Timed Objective will stop. |
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Set the direct event bindings of the Timed Objective to the following:
Function | Device | Event | Description |
---|---|---|---|
On Completed Send Event To | EndGameDevice | Activate | When the Timed Objective successfully completes, the End Game Device will end the game. |
Here’s an overview of how devices communicate in this Design Example:
Device A | Function | Device B | Event | Explanation |
---|---|---|---|---|
TimedObjective (w:95) |
Start | Switch |
On Turned On Send Event To | When the Switch is turned on, the Timed Objective will start. |
TimedObjective (w:95) |
Stop | Switch |
On Turned Off Send Event To | When the Switch is turned off, the Timed Objective will stop. |
EndGameDevice |
Activate | TimedObjective (w:95) |
On Completed Send Event To | When the Timed Objective successfully completes, the End Game Device will end the game. |
You now have the basic functionality to create an interruptible countdown with a Timed Objective device.
It is very common to use the Start function and On Completed Send Event To event when connecting a Timed Objective to other devices. The method shown here can be an alternative to point-building domination-style games, where a point only needs to be held for 15 seconds without the player who's interacting getting eliminated.
There could be multiple places unlocked before the End Game Device is triggered, with high-speed gameplay based around more competition on the Switch than other devices.