This is a customizable rift that moves players instantly between locations. The Teleporter device can be used to move players around your island, or create multi-island experiences with teleporters that take players from one island to another.
Teleporter devices can be set to visible, invisible, and silent. A silent, invisible teleporter can make gameplay exciting by transporting players suddenly from one place to another.
You can even group teleporters together to move players to areas on your island in the order you intend.
For help on how to find the Teleporter device, see Using Devices.
If you're using multiple copies of a device on an island, it can be useful to rename them. Choosing names that relate to a device's purpose makes it easier to remember what each one does, and easier to find a specific device when using the Event Browser.
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 by linking the instigating teleporter to another teleporter in the Teleporter Group. 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. |
Direct Event Binding
Following are the direct event binding options for this device.
Functions
A function listens for an event on a device, and then performs an action.
For any function, 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 device to an event that will trigger the function for the device.
If more than one device or event triggers a function, click the Add button to add a line and repeat these steps.
Option | Description |
---|---|
Enable When Receiving From | Enables the device when an event occurs. |
Disable When Receiving From | Disables the device when an event occurs. |
Teleport When Receiving From | Teleports the instigating player to this destination when when an event occurs. |
Activate When Receiving From | Activates the device when an event occurs. |
Activate Link to Target When Receiving From | When an event occurs, the Link to Target option is set to Yes. |
Deactivate Link to Target When Receiving From | When an event occurs, the Link to Target option is set to No. |
Reset Link to Target When Receiving From | When an event occurs, it resets the linked target so it can send the player to another random target. |
Events
An event tells another device when to perform a function.
For any function, 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 this event to a function for that device.
If more than one function is triggered by the event, click the Add button to add a line and repeat these steps.
Option | Description |
---|---|
On Enter Send Event To | When a player enters the teleporter, an event is sent to the selected device. |
On Teleported Send Event To | When a player emerges from the teleporter, an event is sent to the selected device. |
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
Place a Player Reference in an out-of-the-way location. Keep the default settings.
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.
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
4 x Player Reference
1 x Timed Objective
1 x Item Granter
Build a large "barrel" with a rim that players can walk around in.
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.