In Parkour Elimination Race, players will use their parkour skills to race through an obstacle course before battling in a final free-for-all.
This tutorial teaches you the game mechanics to create your parkour free-for-all using unique devices like the Prop Mover. By the end of this tutorial, you will create a gameplay with moving pieces and puzzles for players to master before they battle for victory.
The sample island code for this tutorial is 7132-0029-6163.
To play through this island, click CHANGE on the Fortnite Lobby screen. On the Discover screen, click the Island Code tab and enter the code for Parkour free-for-all. Once you've seen all the gameplay features, you can explore this tutorial and recreate it on your island.
Props, Prefabs, and Galleries
A variety of Prefab and Gallery items were used to design this island. When recreating this island, test your creativity by envisioning a theme while mixing and matching items from various categories.
Be sure to fill any open areas with appealing props that matches your gameplay's theme.
Read the prerequisite tutorials to learn how to use Gallery pieces to build pre-game lobbies and arenas.
Overview of Tutorial Steps
Following is an overview of the steps you'll need to recreate this island, and its ideal sequence:
Create a new island using a starter island.
Set up your island structure, such as an arena.
Set up the pre-game lobby.
Set up the starting area.
Set up the race area.
Set up the background devices.
Set up the free-for-all arena.
Set up the respawn rooms.
Customize the island settings.
Create Your Island
To build your island use the following steps.
Find your personal rift in the hub by locating the golden glow.
Use the console next to your rift to create a new island. Press E to enter the GAME CREATION screen and select CREATE NEW. This displays the Select Type dialog.
Under the tab STARTER ISLAND, there are three grid islands that vary by memory allocation (GRID ISLAND, LARGE GRID ISLAND, and XL GRID ISLAND). For this tutorial, choose LARGE GRID ISLAND.
After you click CONFIRM, type a name for your island, then click CONFIRM again.
The portal will automatically load and teleport you into the island.
Be sure to check out our short video tutorials to learn more about the beginning steps to creating your island.
Setting Up the Pre-Game Lobby
Use the photo as a visual reference on device placement and creative possibilities.
The pre-game lobby is where players will initially spawn into the gameplay. They will then learn the game rules while collecting Gold to begin the race.
In this section, you will use the following devices:
Player Spawn Pads #1-4
Use Player Spawn Pads to spawn players into the pre-game lobby. In your pre-game lobby, set up four spawn rooms, one for each player.
To set up this device:
Press the Tab key to open the Creative inventory, then click the Devices tab.
Equip Player Spawn Pad, then click PLACE NOW, and place your spawn pad.
Customize its options as shown below.
Option Value Explanation Priority Group
Primary
This setting sets this device as the primary spawn pad.
Visible During Games
No
This setting hides the device during gameplay.
Disable When Receiving From
Channel 30
After the 30-second countdown to start the free-for-all portion of the game, these devices will be disabled.
When Player Spawned Transmit On
Channel 1
This signal will register players in the Player Register Device. This setting will increase incrementally for each device, from Channel 1 to Channel 4.
Select OK to save and exit.
Place a Player Spawn Pad in each spawn room.
a. Incrementally increase the setting for When Player Spawned Transmit On from Channel 1 to Channel 4.
Item Spawners #1-4
Use the Item Spawner to spawn Gold onto the map for your players. Players will use Gold to purchase weapons in the free-for-all arena.
To set up this device:
Equip and place the Item Spawner in an area immediately visible by players when they spawn into the game.
Customize its options as shown below.
Option Value Explanation Items Respawn
Off
The registered Gold will not respawn.
Base Visible During Game
Off
The base will not be visible during gameplay.
Time Before First Spawn
Instant
The registered Gold will instantly spawn when the round begins.
Run Over Pickup
On
Players will automatically pick up the registered Gold when they get near it.
Item Scale
2X
The registered Gold will have a larger display.
Select OK to save and exit.
Copy the customized device and place it in each spawn room.
Teleporters #1-4
Use Teleporters to move players from one area to another. Once the players retrieve their Gold, they will teleport to the central starting location of the race.
To set up this device:
Equip and place the Teleporter onto your island.
Customize its setting as shown below.
Option Value Explanation Teleporter Group
None
This device does not need a teleporter group since it sends to one other target group.
Teleport Target Group
Group D
Entering this teleporter will send players to the starting room teleporter, set to Group D.
Select OK to save and exit
Copy the customized device and place it in each spawn room behind the Item Spawner.
HUD Message #1-4
Use the HUD Message device to communicate game rules during your pre-game lobby.
To set up this device:
Equip and place the HUD Message device in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Message
Grab the Coin, enter the Teleporter, and race to the finish!
This will be the message that's played upon spawning.
Message Recipient
Triggering Player
Only the triggering player can see the message.
Time From Round Start
Off
This device will not activate until receiving a signal from the Player Spawn Pad.
Show When Receiving From
Channel 1
The Player Spawn Pad will send a signal to this device on Channel 1. This setting will increase incrementally for each device, matching the Player Spawn Pad’s setting When Player Spawned Transmit On, from Channel 1 to Channel 4.
Select OK to save and exit.
Copy the customized device and place them beside each other.
a. Incrementally increase the Show When Receiving From setting from Channel 1 to Channel 4.
Setting Up the Starting Area
Use the photo as a visual reference on device placement and creative possibilities.
The starting area is where players will teleport in and begin the race.
In this section, you will use the following devices:
1 x Teleporter
1 x Player Checkpoint
Teleporter #5
Use this Teleporter as the connecting location to the Teleporters placed in the spawn room. All players will move through this Teleporter to meet in a centralized location.
To set up this device:
Equip and place a Teleporter in your arena's central hub, where the race begins.
Customize its settings as shown below.
Option Value Explanation Teleporter Group
Group D
This is the connecting group for the spawn room teleporters.
Teleporter Target Group
None
Players will not teleport from this device.
Teleporter Rift Visible
No
The teleporter is invisible.
Play Visual Effects
No
There will be no visual effects from this device.
Play Sound Effects
No
There will be no audio from this device.
Conserve Momentum
No
Teleporting players will not be affected by running or jumping.
Face Player In Teleporter Direction
Yes
Players will be faced towards the tunnel leading to the race.
Select OK to save and exit.
Player Checkpoint Pad #1
Use the Player Checkpoint Pad to create a save point for players during the race. When players are eliminated, they will return to their last checkpoint.
To set up this device:
Equip and place a Player Checkpoint pad in the tunnel of your central starting area.
With the device’s blueprint selected, hold the right mouse button to grow its width until it fits the entire floor tile.
a. Make sure the device is slightly raised to prevent players from spawning through the floor and eliminating themselves.
Customize its settings as shown below.
Option Value Explanation Visible During Game
Off
This device will not be visible during gameplay.
Disable When Receiving From
Channel 30
After the 30-second timer to start the free-for-all round, Player Checkpoints and the original Player Spawn Pads will be disabled.
Select OK to save and exit.
Setting Up the Race Area
Use the photo as a visual reference on device placement and creative possibilities.
The race area is where players will use their parkour skills to traverse the arena. Design a parkour arena for players to perform long jumps, sprints, and mantling to get from one area to another.
In this section, you will use the following devices:
Damage Volume
Use the Damage Volume to create a zone that instantly eliminates players. Eliminated players will return to the last checkpoint they reached.
To set up this device:
Equip and place a Damage Volume in a lower area of your arena to create a floor.
Customize its settings as shown below.
Option Value Explanation Barrier Width
100
This device will be wide enough to cover the map.
Barrier Depth
100
The device will be long enough to cover the map.
Barrier Height
0.05
This device will be thin enough to eliminate players as they touch the ground.
Damage Type
Elimination
Players will be instantly eliminated when making contact with this device.
Select OK to save and exit.
Designer Tips
Use Lava blocks from the Prefabs tab to give your floors a hazardous appearance. Place these blocks below the Damage Volume so that it can instantly eliminate players who fall.
Prop Mover
Create a puzzle using moving pieces with the Prop Mover. Use this device to add an extra challenge to long jumps throughout your arena.
To set up this device:
Equip and place a Prop Mover onto a prop wall or floor piece.
a. Position the device’s arrow to point in the direction of your choice.
Customize its settings as shown below.
Option Value Explanation Distance
5 Meters
This is the prop’s total distance moved.
Speed
1 Meter/Second
This is the prop’s total speed.
On Player Collision Behavior
Continue
If the device contacts a player, it ignores them and continues moving.
Player Damage On Collision
None
There will be no damage if players touch the prop.
On Prop Collision Behavior
Reverse
If the prop touches another prop or wall, it will reverse direction.
Path Complete Action
Ping Pong
At the end of the prop’s distance, it will reverse in the opposite direction.
Select OK to save and exit.
Copy and place the customized device on other props of your choice.
a. You can alter the distance and orientation to add variety.
Player Checkpoint #2
Copy and paste the Player Checkpoint from the previous section and place it halfway to the race’s end. Players will touch this checkpoint to save their progress.
Designer Tips
Add Damage Rails to your arena as an extra obstacle for players as they race.
Teleporter #6
Place this Teleporter at the end of your race, large enough for players to jump into. Players who enter this Teleporter will be sent to the free-for-all arena.
To set up this device:
Equip and place a Teleporter at the end of your race.
Customize its settings as shown below.
Option Value Explanation Teleporter Group
None
This teleporter does not belong to any groups.
Conserve Momentum
No
When jumped into, the player will be teleported from a full stop, avoiding any fall damage.
When Entered Transmit On
Channel 60
When entered, a signal will be sent to a Trigger, which will show a HUD Message as discussed in the next section. This signal also triggers the 30-second countdown that forces players to teleport into the free-for-all arena.
Select OK to save and exit.
Mutator Zone #1
Use the Mutator Zone to send a signal that will teleport players to the free-for-all arena once the timer expires.
To set up this device:
Equip and place the Mutator Zone on the ground level, below the lava and damage volume.
Customize its settings as shown below.
Option Value Explanation Zone Width
100
This device’s zone will be wide enough to cover the parkour arena.
Zone Depth
100
This device’s zone will be deep enough to cover the parkour arena.
Zone Height
13
Alter this setting so that this device’s zone stops before the free-for-all arena.
Enabled During Phase
None
This device will not activate until it receives a signal from a channel.
Enable When Receiving From
Channel 30
When the free-for-all timer finishes, the Mutator Zone is turned on and encompasses the parkour arena.
On Player Entering Zone Transmit On
Channel 5
When a player is in the zone, a signal is broadcast to teleport everyone of Class ID 1 to the free-for-all arena. Players who have already completed the race will be Class ID 2 and will not be affected.
Designer Tips
Like the Mutator Zone, the Campfire device can also be used to send a signal that pushes players to teleporters. Use the Campfire device as either an alternative or as a backup to the Mutator Zone.
Setting Up the Background Devices
Use the photo as a visual reference on device placement and creative possibilities.
The background devices for this section are what drive the free-for-all portion of this gameplay. You can place these background devices near each other in an area that players cannot see like the arena’s roof.
In this section, you will use the following devices:
4 x Item Granter
3 x Trigger
1 x HUD Message
1 x Timed Objective
4 x Player Reference
Item Granter #1-4
Use the Item Granter to grant players their chosen weapon in the free-for-all arena.
To set up this device:
Equip and place an Item Granter in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation On-Grant Action
Keep All
There will be no change to the player’s inventory once granted.
Equip Granted Item
First Item
The shotgun will automatically equip once granted.
Grant Item When Receiving From
Channel 20
When players use their Gold, a signal will be sent to this channel, which will then grant the corresponding weapon. This setting will increase incrementally for each device, from Channel 20 to Channel 23.
Select OK to save and exit.
Copy the customized device and place 3 more Item Granters adjacent to the first Item Granter.
a. Incrementally increase the Grant Item When Receiving From setting from Channel 20 to Channel 23.
Equip four shotguns of various qualities.
Stand beside an Item Granter. Drag and drop a weapon to register the item. Repeat for each Item Granter.
Trigger #1
When players teleport to the free-for-all arena, it will send a signal to a Trigger, which will activate a HUD Message to display for players. A Trigger is also used to make sure players are only teleported once.
To set up this device:
Equip and place a Trigger in an area unseen by players.
Customize its options as shown below.
Option Value Explanation Trigger Sound
Disabled
This device will make no sound during gameplay.
Trigger VFX
Disabled
This device will not have visual effects during gameplay.
Visible in Game
No
This device will be invisible during gameplay.
Trigger When Receiving From
Channel 60
When players jump in Teleporter #6, it will trigger this device.
When Triggered Transmit On
Channel 52
HUD Message #5 will trigger to show the in-game instructions.
Select OK to save and exit.
Trigger #2
Use a second Trigger to serve as a buffer so that players can only teleport once.
To set up this device:
Equip and place a Trigger in an area unseen by players.
Customize its settings as shown below
Option Value Explanation Times Can Trigger
1
This device can only trigger a single time, ensuring the end round only happens once.
Trigger Sound
Disabled
There will be no sound when this device is triggered.
Trigger VFX
Disabled
There will be no VFX when this device is triggered.
Visible in Game
No
This device will not be visible during gameplay.
Trigger when Receiving From
Channel 60
When Teleporter #6 starts the arena countdown, it will also trigger this device.
When Triggered Transmit On
Channel 55
This signal goes to a Timed Objective to begin the free-for-all’s countdown. It is then disabled to avoid further triggering.
Select OK to save and exit.
Trigger #3
Use a Trigger to send a signal to the Class Selector after the timer ends. After a 10-second delay, this trigger will send a signal to deactivate the Class Selector, which enables players to teleport only one time to the free-for-all arena.
To set up this device:
Equip and place a Trigger in the same area as the previous Triggers.
Customize its settings as shown below.
Option Value Explanation Delay
10 Seconds
This device will trigger after 10 seconds of being activated.
Trigger Sound
Disabled
This device will not have audio during gameplay.
Trigger VFX
Disabled
This device will not have VFX during gameplay.
Visible in Game
No
This device will not be visible during gameplay.
Trigger When Receiving From
Channel 30
This device will receive a signal from the Timer when it ends.
When Triggered Transmit On
Channel 35
After a 10-second delay from when this device is triggered, it will send a signal to the Class Selector to deactivate.
Select OK to save and exit.
HUD Message #5
Use a HUD Message device to display the free-for-all instructions.
Equip and place a HUD Message device beside the Trigger you just placed.
Customize its settings as shown below.
Option Value Explanation Message
Buy the best weapon! No firing until the timer elapses.
The device will show this message.
Time From Round Start
Off
This device will have to be triggered to send the HUD message.
Display Time
Permanent
The HUD message will remain until another trigger deactivates it.
Message Priority
Priority
This message will have priority over other messages.
Show When Receiving From
Channel 52
Trigger #1 will send a signal to activate this device’s message.
Hide When Receiving From
Channel 30
When the countdown is finished, this device’s message is hidden.
Select OK to save and exit.
Timed Objective
Use the Timed Objective device to send a signal that starts the free-for-all portion of the gameplay.
To set up this device:
Equip and place a Timed Objective device in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Time
30 Seconds
The timer’s duration will be 30 seconds.
Timer Label Text
Battle Starts In…
This is the display that will show on the HUD during the timer countdown.
Visible During Game
No
This device is not visible during gameplay.
Start When Receiving From
Channel 55
Trigger #5 will activate this timer when the first player goes through the Teleporter at the end of the parkour race.
When Completed Transmit On
Channel 30
This is the signal that transmits to the Mutator Zone that will teleport players to the free-for-all arena. This signal will also disable multiple devices.
Select OK to save and exit.
Player Reference #1-4
Use the Player Reference to serve as a middleman between devices and players. Since players cannot send signals on their own, the Player Reference serves as a representative to send signals to devices like the Teleporter.
To set up this device:
Equip and place a Player Reference in an area unseen by players.
Customize its settings as shown below.
Option Value Explanation Visible During Game
Off
This device will not be visible in-game.
Play Audio
No
This device will not play audio.
Register Player When Receiving From
Channel 1
The Player Spawn Pads placed in the beginning will send signals from Channel 1 to Channel 4. This channel will be incrementally increased for all four devices. This will also store the Player ID as an instigator to reference devices like the Teleporter.
Activate When Receiving From
Channel 5
Players who have not completed the race in time will be moved into the free-for-all arena after receiving a signal from this channel.
When Activated Transmit On
Channel 6
In the free-for-all arena, each player will have a teleporter that will move them to the arena from this channel if they have not completed the race. This setting will increase incrementally for each device, from Channel 6 to Channel 9.
Select OK to save and exit.
Copy this device and place three more Player Reference devices adjacent to the first device.
a. Incrementally increase the settings for Register Player When Receiving From from Channel 1 to Channel 4.
b. Incrementally increase the settings for When Activated Transmit On from Channel 6 to Channel 9.
Setting Up the free-for-all Arena
Use the photo as a visual reference on device placement and creative possibilities.
Players will either finish the race or spawn directly into the free-for-all arena. Players who finish the race first can use their Gold to get the best weapon. Teleported players who did not finish the race will have to purchase the lower-quality weapons left over.
In this section, you will use the following devices:
4 x Conditional Button
1 x Mutator Zone
1 x Class Selector
5 x Teleporter
Conditional Button #1-4
Use the Conditional Button to require Gold that triggers weapons from the Item Granter. The Conditional Button will require one Gold and deactivate immediately after use.
To set up this device:
Equip and place a Conditional Button in an area where players can purchase weapons.
Customize its settings as shown below.
Option Value Explanation Disable After Use
Yes
The device will disable immediately after being used.
When Activated Transmit On
Channel 20
When this device is successfully activated, it will send a signal to one of the four Item Granters set up in the previous section. Each Conditional Button will have a unique channel from 20 to 23 that pairs with an Item Granter’s Grant When Receiving From channel.
Select OK to save and exit.
Copy this device and place three more Conditional Buttons near the first device.
a. Incrementally increase the settings for When Activated Transmit On from Channel 20 to Channel 23.
Designer Tips
You can use Vending Machines as a way to display what the Conditional Button gives. These devices should be disabled while displaying a registered weapon. Give this device an impossible cost like 999 Metal to prevent usage.
Mutator Zone #2
Use the Mutator Zone to prevent weapons from firing while it’s active. This device will be active until the free-for-all begins.
To set up this device:
Equip and place a Mutator Zone on the ground in the free-for-all arena’s center.
Customize its settings as shown below.
Option Value Explanation Zone Width
5
This device’s zone will be large enough to cover the free-for-all arena.
Zone Depth
5
This device’s zone will be large enough to fill the free-for-all arena.
Zone Height
13
This device’s zone will be tall enough to fill the free-for-all arena.
Enable During Phase
All
This device is active during any game phase.
Disable When Receiving From
Channel 30
This device will be disabled by the Timed Objective device in the previous section once the 30-second timer ends.
Select OK to save and exit.
Class Selector
Use the Class Selector as a zone to change the players’ class during the free-for-all arena. Changing the player’s class will allow them to teleport only once to the free-for-all arena.
To set up this device:
Equip and place a Class Selector on top of the second Mutator Zone.
Customize its settings as shown below.
Option Value Explanation Class to Switch to
2
Players will be switched to Class ID 2.
Time to Switch
Instant
There will be no delay in class switching.
Size of Volume
5 Meters
This device’s zone will be large enough to cover players as they teleport into the arena.
Volume Visible in Game
Off
The volume VFX will not be seen during gameplay.
Visible During Game
Off
This device will not be visible during gameplay.
Activation Audio
Off
There will be no SFX made when the class is changed.
Zone Audio
Off
There will be no SFX made from this device.
Display VFX On Activation
No
There will be no visual element for players when Class IDs are swapped.
Disable When Receiving From
Channel 35
When players are teleported, teams will only be assigned once. There is a 10-second timer that teleports everyone who failed the race, changing them to Class ID 2.
Select OK to save and exit.
Teleporter #7
This teleporter is linked to the race arena as players teleport after finishing the race.
To set up this device:
Equip and place a Teleporter above the Class Selector, so players can fall into it.
Customize its settings as shown below.
Option Value Explanation Teleporter Target Group
None
This device will not teleport players.
Teleporter Rift Visible
No
The teleporter rift will not be visible in-game.
Play Visual Effects
No
There will be no visual effects from this device.
Play Sound Effects
No
This device will play no audio.
Conserve Momentum
No
As players fall into the linked teleporter, their momentum will restart when exiting this teleporter.
Select OK to save and exit.
Teleporter #8-11
For players who have not finished the race, use four teleporters to manually transport them to the free-for-all arena. Each of these teleporters will be linked to the Player Reference device placed in the Setting Up Background Devices section.
To set up these devices:
Equip and place the Teleporter beside the one you last placed, inside the Class Selector’s volume.
Customize its settings as shown below.
Option Value Explanation Teleporter Group
None
This device will not teleport players by entering.
Teleporter Target Group
None
This device will not teleport players by entering.
Teleporter Rift Visible
No
The teleporter rift will not be visible in-game.
Play Visual Effects
No
There will be no visual effects from this device.
Play Sound Effects
No
This device will play no audio.
Conserve Momentum
No
The player’s momentum will restart when exiting this teleporter.
Affects Class
Only Selected
Only the intended players assigned can use this teleporter.
Selected Class
1
The assigned player can only teleport when their Class ID is set to 1. Entering the Class Selector in the free-for-all arena will switch players to Class ID 2.
Teleport to When Receiving From
Channel 6
Pair the Player Reference device’s When Activated Transmit On to this channel. This setting will increase incrementally for each device, from Channel 6 to Channel 9.
Select OK to save and exit.
Copy and paste this device three more times inside the Class Selector's volume.
a. Incrementally increase the settings for Teleport to When Receiving From from Channel 6 to Channel 9.
Setting Up the Respawn Rooms
Use the photo as a visual reference on device placement and creative possibilities.
When players are eliminated in the free-for-all portion of the gameplay, they will respawn in an area outside of battle. Create individual respawn rooms in an area immediately beside the free-for-all arena so players can quickly return to battle.
The respawn room is a safe zone for players before they return to battle. Players will respawn with their weapons and leave the respawn room to immediately return to the free-for-all.
In this section, you will use the following devices:
4 x Player Spawn Pad
8 x Trigger
4 x Lock
Player Spawn Pad #5-8
Use Player Spawn Pads to respawn your players after elimination.
To set up this device:
Equip and place a Player Spawn Pad in the center of your respawn room.
Customize its settings as shown below.
Option Value Explanation Priority Group
2
These pads will not be used when one of a higher priority is enabled. When the countdown timer deactivates the first, Priority 1 pads, these will activate.
Visible in Game
Off
This device’s base will not be visible in the game.
Select OK to save and exit.
Copy this device and paste it three more times behind each door to the respawn room.
Trigger#3-6
When players step in front of the door, it will swing open when triggered by this device.
To set up this device:
Equip and place a Trigger behind each door to the players’ respawn rooms.
Customize its settings as shown below.
Option Value Explanation Reset Delay
2 Seconds
This is the time that must pass before the trigger can be activated again.
Trigger Sound
Disabled
There will be no audio from this device.
Trigger VFX
Disabled
There will be no VFX from this device.
Visible in Game
No
This device will not be visible during gameplay.
When Triggered Transmit On
Channel 40
This channel sends a signal to open and unlock the door when stepped on. This setting will increase incrementally for each device, from Channel 40 to Channel 43.
Select OK to save and exit.
Copy this device and paste it three more times behind each door to the respawn room.
a. Incrementally increase the settings for When Triggered Transmit On from Channel 40 to Channel 43.
Trigger #7-10
These Triggers will automatically close and lock the respawn room doors once activated.
To set up this device:
Equip and place a Trigger anywhere in the respawn room.
Customize its settings as shown below.
Option Value Explanation Trigger by Player
Off
The player cannot activate this device, only a channel can.
Delay
2 Seconds
There will be a two-second delay before this device is triggered.
Reset Delay
2 Seconds
There will be a two-second delay before this device is activated again.
Trigger Sound
Disabled
There will be no audio from this device.
Trigger VFX
Disabled
There will be no VFX from this device.
Visible in Game
No
This device will not be visible during gameplay.
Trigger when Receiving From
Channel 40
After a delay, the Triggers to open the door will send a signal to also close and lock the door. This setting will increase incrementally for each device, from Channel 40 to Channel 43.
When Triggered Transmit On
Channel 44
After a two-second delay, this sends a signal to close and activate the Lock device. This setting will increase incrementally for each device, from Channel 44 to Channel 47.
Select OK to save and exit.
Copy this device and paste it three more times anywhere in the respawn room.
Each pair of Trigger devices assigned to a door will use two channels, one to open the door and one to close it. For each door, increment the settings for the pair of channels. For example, the next respawn room will use Channel 42 and Channel 45.
a. Incrementally increase the settings for Trigger when Receiving From from Channel 40 to Channel 43.
b. Incrementally increase the settings for When Triggered Transmit On from Channel 44 to Channel 47.
Lock #1-4
Use a Lock to automatically unlock and open, then close and lock, the respawn room doors. This will prevent spawn camping outside the free-for-all arena.
To set up this device:
Equip and place a Lock directly beside the door.
a. The Lock will turn blue when it's correctly placed beside the door.
Customize its settings as shown below.
Option Value Explanation Visible During Game
Off
This device will not be visible during the gameplay.
Unlock when Receiving From
Channel 40
This device will unlock when stepping on the trigger in front of the door.
Lock when Receiving From
Channel 41
The delayed trigger will close and lock the door again.
Open When Receiving From
Channel 40
The door will open when stepping on the trigger. This setting will increase incrementally for each device, from Channel 40 to Channel 43.
Close When Receiving From
Channel 41
The delayed trigger will close the door. This setting will increase incrementally for each device, from Channel 44 to Channel 47.
Select OK to save and exit.
Copy this device and paste it three more times directly beside the other doors in the respawn room.
a. Incrementally increase the settings for Open When Receiving From from Channel 40 to Channel 43.
b. Incrementally increase the settings for Close When Receiving From from Channel 44 to Channel 47.
Customize the Island Settings
These settings will create a multi-round game that is won through 10 eliminations.
To modify gameplay settings, press the TAB key and click MY ISLAND at the top of the screen. From here, you can access the GAME, SETTINGS, and UI tabs.
My Island - Game
Modified Setting | Option | Explanation |
---|---|---|
Teams | Free For All | Every player will fight all other players. |
Team Size | 4 | A maximum of four players can play this game mode. |
Default Class Identifier | 1 | Sets the class for the teleportation check for players who have not cleared the map. |
Total Rounds | 3 | There are three rounds for this game. |
End Game On Match Point Win | Yes | If a player wins twice, they win overall gameplay. |
TIme Minute | 10 Minutes | Each round will last 10 minutes. |
Win Condition | Most Rounds Win | The player who wins the most rounds wins the game. |
Eliminations to End | 10 | It takes 10 eliminations to win the free-for-all portion of the gameplay. |
Autostart | 60 Seconds | The game will wait 60 seconds after at least two people join the game. |
My Island - Settings
Modified Setting | Option | Explanation |
---|---|---|
Starting Shields | 100% Shields | Players will spawn with full shields. |
Allow Overshield | On | Players will have 50 Overshield. |
Infinite Ammo | On | Players will have infinite ammo. |
Infinite Items | Off | Players will not have infinite items. |
Allow Building | None | Players cannot build on the map. |
Environmental Damage | Off | Players cannot damage the environment. |
Start With Pickaxe | No | Players will not be able to use their pickaxes to damage each other during the race. |
Eliminated Player’s Items | Keep | Players will not lose their equipped weapons upon elimination. |
Allow Item Drop | No | Players cannot drop items. |
Respawn Time | 1 Second | It takes 1 second to respawn on elimination. |
Spawn Immunity Time | 5 Seconds | Players are invulnerable for five seconds, or until they shoot after respawning. |
Allow Mantle | On | Players can mantle during this gameplay. |
Allow Sprint | On | Players can sprint during this gameplay. |
Allow Slide | On | Players can slide during this gameplay. |
Allow Shoulder Bashing ` | On | Players can shoulder bash during this gameplay. |
Glider Redeploy | Off | The glider can not be used during this gameplay. |
Show Wood | No | Wood resources will not be seen on the UI. |
Show Stone | No | Stone resources will not be seen on the UI. |
Show Metal | No | Metal resources will not be seen on the UI. |
Show Gold Resource Count | On | Gold that players pick up will be shown. |
UI
Modified Setting | Option | Explanation |
---|---|---|
Game Winner Display Time | 3 Seconds | The winner's display time will be three seconds. |
Game Score Display Time | 7 Seconds | The scoreboard will display for seven seconds. |
Round Winner Display Time | 3 Seconds | The round winner will display for three seconds. |
HUD Info Type | Score | The HUD tracks score to show progress, and displays the top three players. |
Max Trackers on HUD | 1 | Only one HUD element is needed to show the score. |
Win Condition | Eliminations | The round is won by achieving 10 eliminations. |
Tiebreaker 1 | Damage Dealt | The first tiebreaker will be the damage players have dealt. |
Tiebreaker 2 | Health | The second tiebreaker will be a player’s remaining health. |
Tiebreaker 3 | Damage Taken | The third tiebreaker will count the damage the players received. |
First Scoreboard Column | Eliminations | The first scoreboard column will show a player’s eliminations. |
Second Scoreboard Column | Eliminated | The second scoreboard column will show a player's elimination ratio. |
You have now completed recreating Parkour free-for-all.