The directional launcher (D-Launcher for short) is a device that launches players over long distances in a selected direction. It's great for giving players the ability to fly large distances quickly on your Island.
There are actually three different launchers — Standard, Primal, and Invasion. The functionalities are mostly (but not completely) the same, but with very different cosmetics. (For more on how they differ, see D-Launcher Devices.)
You'll find three examples here of how you can put this device into play in your games!
Example 1 — Parkour Traversal
Use the D-Launcher as a traversal mechanic in a simple parkour challenge.
Devices Used
1 x D-Launcher (Primal) device
1 x Player Spawner device
2 x Prop Mover device
1 x Damage Volume device
Build Your Own
You will set up a basic parkour challenge with a starting tower, three floating platforms, and an end tower, then add devices. There are a number of galleries with assets that are perfect for both the towers and the floating platforms.
For more on galleries, see Using Prefabs and Galleries.
Build the two towers with three floating platforms between them.
Place a Player Spawner device on the top of the starting tower.
Place Prop Mover devices on both of the outside floating platforms (not the middle one), orienting them in the direction you want each platform to travel.
Once you've customized the first prop mover, you will copy and place it on the remaining platforms.
Customize the prop movers with the following settings:
Option Value Description Distance
10.0 Meters
Shortens the distance the prop moves from the default.
On Player Collision Behavior
Continue
This setting keeps player interaction from affecting the prop behavior.
Player Damage on Collision
0.0
No damage is received by the player.
Path Complete Action
Ping Pong
This sets the prop to move back and forth.
Place a D-Launcher (Primal) device on the middle platform (the one that will not be moving).
Adjust the Launch Speed to make sure the player will fly in the path of the final moving platform.
Option Value Description Launch Speed
25 Meters/Second
If this speed doesn't work, try faster or slower speeds. Remember that the objective is to launch the player onto the next platform!
The default behavior of the Primal D-Launcher sends the player in a gentle arc away from the device.
Use the blue line extending out from the D-Launcher to see the player’s path.
Place a Damage Volume on the ground below the course and customize it
Option Value Description Zone Width
100
The size of the damage zone. This should cover the full area directly under the moving platforms.
Zone Depth
100
The depth of the zone.
Zone Height
.25
Does not need to be tall, just enough to catch a fallen player!
Damage Type
Elimination
A fallen player is eliminated and must respawn before continuing.
These settings cause any player touching the ground to be eliminated.
Design Tip
This functionality is useful for many different game modes, not just parkour. For example, you can use the D-Launcher device to give players access to higher vantage points or hard-to-reach areas in a player vs. player (PvP) game. With this device, the traversal possibilities are endless!
Example 2 — Hazard Ahead!
Because the D-Launcher device can launch a player in any direction, it also works as a hazard for players to avoid. In this example, players must avoid touching launchers that are set to launch them away from the parkour area.
Devices Used
1 x D-Launcher (Invasion) device
1 x Player Spawner device
3 x Prop Mover devices
1 x Damage Volume device
Build Your Own
Build a similar setup to the first example, with a starting tower, three floating platforms, and an end tower.
Place a Player Spawner device on top of the starting tower.
Place a Prop Mover device on the first floating platform, orienting it in the direction you want the platform to move.
Once you've customized the first prop mover, you will copy and place it on the remaining platforms.
Customize the first prop mover.
Option Value Description Distance
10.0 Meters
Shortens the distance the prop moves from the default.
Speed
3.0 Meters/second
This speed can be adjusted from one platform to the next to create interesting patterns.
On Player Collision Behavior
Continue
This setting keeps player interaction from affecting the prop behavior.
Player Damage on Collision
0.0
No damage is received by the player.
On Prop Collision Behavior
Continue
Keeps movement in place if a platform makes contact with another prop. For example, if a platform collides with a launcher, you want the movement to continue!
Prop Damage on Collision
0.0
No damage is received by the launcher.
Copy and place this device on the other two platforms, adjusting the Speed setting on each one to create interesting movement patterns.
Place a D-Launcher (Invasion) device on the end of the path for the second and third platforms, orienting them to face the direction that the platform is coming from, and angle them up slightly.
The default behavior of this launcher will send the player at a 90-degree angle away from the device.
You could also adjust the launch angle setting to achieve the same effect, but it wouldn't necessarily be as easy for the player to "read" the device mechanic.
Place a Damage Volume device on the ground below the course and customize it:
Option Value Description Zone Width
100
The size of the damage zone. This should cover the full area directly under the moving platforms.
Zone Depth
100
The depth of the zone.
Zone Height
.25
Does not need to be tall, just enough to catch a fallen player!
Damage Type
Elimination
A fallen player is eliminated and must respawn before continuing.
These settings cause any player touching the ground to be eliminated.
Design Tip
As with the traversal example, using the D-Launcher to create hazards goes beyond parkour gameplay.
Creating areas that players have to avoid in a PvP game can make gameplay more dynamic and engaging. Play with the speed and angle settings on your launchers as well as a device’s orientation to get new and interesting launch behaviors!
Example 3 — Skeet Shooting
D-Launcher devices can launch more than just players — they can also launch wildlife and creatures!
This example uses creature-launching, along with a low-gravity function, to create a simple skeet-shooting mini-game.
Devices Used
1 x D-Launcher (Invasion) device
1 x Player Spawner device
1 x Item Granter device
1 x Creature Placer device
1 x Damage Volume device
1 x VFX Spawner device
Build Your Own
Place an Item Granter device.
Drop a Heavy Impact Sniper Rifle from the Weapons category in Creative Contents while standing near it to register the weapon to the device.
Place a Player Spawner device and bind as shown to grant the rifle to the player when they spawn.
For more on how event and function binding works, see Getting Started with Direct Event Binding.
Place a D-Launcher (Standard) device a small distance away from the player spawner, then customize it:
Option Value Description Launch Speed
25 Meters/second
The speed applied to the object when launched.
Launch Angle
60 Degrees
The angle at which it launches.
These settings will send a launched creature in a high arc. The default behavior of this launcher also defaults to Low Gravity set to On, so the creature will fall more slowly.
Add a Creature Placer device directly above the launcher.
Bind its events as shown to make sure the device spawns a new creature each time the last one is eliminated.
Event Select Device Select Function On Eliminated Send Event To
Creature Placer
Enable
You can also use event binding to make the launch even more intense! Place a VFX Spawner device just above the launcher.
Customize the VFX to make a single large explosion when activated:
Option Value Description Effect Type
Burst
Sets the effect for a single burst instead of continuous.
Burst Visual Effect
Explosion Large
Provides a large explosion!
Go back to the launcher and bind the following events.
Event Select Device Select Function On Non Player Launched Send Event To
VFX Spawner
Restart
This makes the effect play when a creature (non-player) is launched!
Place a Damage Volume on the ground where the creature will land.
Set the Damage Type to Elimination.
This ensures that any creature the player fails to shoot mid-air will still be eliminated when it hits the ground!
Design Tip
Explore all of the settings on this D-Launcher to find other interesting uses.
Try launching other things — vehicles, guards, and even chickens!
You can also configure the device to work only for players from specific classes, so it's possible to set it up in a way that different players will interact with the launcher differently.