Overview
The Timer Device is a Device in Fortnite: Creative and Unreal Editor for Fortnite.
Contextual Filtering
This device is affected by Contextual Filtering; This feature hides or displays options depending on the values selected for certain related options.All Settings
All Settings[]
All default values have been Bolded.
| Option | Value | Description |
|---|---|---|
| Duration | 60.0s, 1.0s - 60m | Sets the length of the timer. |
| Count Down Direction | Count Down, Count Up | Determines if the timer counts down from Duration to 0, or counts up from 0 to Duration. |
| Start at Game Start | Yes, No | If for everyone, this uses no instigator. If for a specific Team or Class, it will use a random player on that Team or Class, if per-player, it will save the instigator per player. |
| Timer Name | None, { Custom Text } | Determines the primary text that appears over the in game device. |
| Can Interact | Yes, No, Only Start, Only Complete | Interact to Start/Complete the timer. |
| Interact Time | 0.0s - 60.0s | Determines the amount of time a player must interact with the device. |
| Activating Team | Any, Team 1 - Team 100 | Determines what Team the activating player must be on when starting a timer for Everyone. For Player timers, the timer is only started for a player if they are on this team. |
| Applies To | Everyone, Player | When a timer starts, is it tracked for the player themselves only, or everyone. Saving and loading timers will only work when applying to players, not everyone. |
| Success on Timer End | Yes, No | If the timer reaches its end, rather than being completed by a receiver, does it count as a success (i.e. survival game) or a fail (i.e. time trial). Determines UI feedback and which transmitter
activates. |
| Completion Behavior | Stop, Disable, Reset, Restart |
|
| Visible During Game | Only Timer, Hidden, All | Determines what should be visible during Gameplay or if the timer should be completely hidden. |
| Timer Color | #ffffff, Select a Color | Determines the color of the in game device text. |
| Display Time In | Minutes:Seconds, Seconds Only | Determines if the time is displayed in minutes and seconds or only seconds. |
| Timer Not Started Text | None, { Custom Text } | Secondary text to display when the timer is enabled but has not started running - displayed before the timer has begun for the first time or after a reset. |
| Timer Running Text | None, { Custom Text } | Secondary text to display when timer is running. |
| Paused Text | None, { Custom Text } | Secondary text to display when timer is paused. |
| Success Score Value | 0, -200 - 200 | On timer success, award specified score. |
| Failure Score Penalty | 0, -200 - 200 | On timer failure, penalize score as specified. |
| Score Per Second Remaining | 0.0, -200 - 200 | Provide the player score for each second they have left on the clock when the timer was completed. |
| Show on HUD | Yes, No | Determines if a timer shows on the HUD. |
| Timer Label Text Style | Default, Small, Large, Bold, Extra Large, Blue, Bold Blue, Orange, Bold Orange, Red, Red Outline | Determines the style applied to the timer label when it is displayed. |
| Use Persistence | Yes, No | When enabled, the time will be saved between game sessions. Saving and loading timers will only work when applying to players, not everyone. |
| Auto-Save | Yes, No | Determines whether the timer is saved automatically between game sessions. If Load Elapsed is set to True the timer will continue running after saving. |
| Auto-Save When | Always, On Exit | Determines when the timer saves its state. Always saves the state at regular intervals. On Leave saves the state when the player leaves the session. |
| Auto-Load | Yes, No | Will the timer automatically load upon rejoining the game or new rounds, or require manually load from trigger. |
| Auto-Load When | Always, Join In Progress | If set to Always the timer is loaded regardless the player is joining in progress the same session or a new one. |
| Load Elapsed Time | Yes, No | When enabled and the time is loaded, calculates the elapsed time since the timer was saved. |
| Enable Urgency Mode | Yes, No | Allows the Device to enter Urgency Mode at the time set in the Urgency Mode Time option. |
| Urgency Mode Time | 1.0s - 60m | Time before the timer ends that urgency mode starts. |
| Urgency Text | None, { Custom Text } | Secondary text to display when timer is in urgency state. |
| Audio Effects | Yes, No | Determines whether the device will play audio effects during the game. |
| If Instigating Player Is Not Present | Random Player, Empty Instigator | When an event is sent and the instigating player is no longer in the game, this determines what player instigated that event. |
| Set Lap Time on Success | Yes, No | If set, a lap time will be set for the player whenever this timer is completed successfully. |
| Lap Time Style | Time Elapsed, Time Remaining | When a Lap Time is set, Time Elapsed measures how many seconds have passed on the Timer, Time Remaining measures how many seconds are left. |
| Display Score Update on HUD | Yes, No | Determines if a player score event is displayed on the HUD when the timer score. |
| Reset HUD Message Score | Yes, No | When this device displays a score message on HUD, should it start from 0? |
| HUD Score Update Message | "Score!", { Custom Text } | Message to display on the HUD with the score. |
| HUD Score Update Message Score Color | #85d4ff, Select a Color | Set the color of the text on the score displayed on the HUD. |
| HUD Score Update Message Color | #007dff, Select a Color | Set the color of the text on the message displayed on the HUD. |
| Display Score Update if Score Is 0 | Yes, No | Should this still display a score update to the HUD if the broadcasted score is 0? |
| Activating Class | Any, No Class, All, Class 1 - Class 256 | Determines what Class the activating player must be when starting a timer for Everyone. For Player timers, the timer is only started for a player if they are of this Class. |
| Disable Timer if Failing Team or Class Check | Yes, No | When On and Applies To is set to Everyone, the timer will Disable for everyone if the player who activated the timer changes team or class and no longer meets the requiremts. If Applies
To is set to Player then each player with a running Personal timer will be monitored for team or class changes. |
| Reset Timer if Failing Team or Class Check | Yes, No | When On and Applies To is set to Everyone, the timer will Reset for everyone if the player who activated the timer changes team or class and no longer meets the requiremts. If Applies To
is set to Player then each player with a running Personal timer will be monitored for team or class changes. |
Functions and Events
Functions and Events[]
| Option | Description |
|---|---|
| Start When Receiving From | Start the timer. |
| Complete When Receiving From | Set the timer to completed and perform the Completed Behavior. |
| Reset When Receiving From | Reset the timer back to its initial time and stop it. |
| Pause When Receiving From | Pause the timer. |
| Resume When Receiving From | Resume the timer. |
| Enable When Receiving From | Enables the timer. When it enabled from a disabled state, the timer will resume whatever state it was in at the point it was previously disabled. (i.e. if it was counting down, it will start counting down again.). |
| Disable When Receiving From | Disables the timer. A disabled timer will pause while it's disabled. |
| Start for All When Receiving From | Starts all personal timers. |
| Pause for All When Receiving From | Pause all personal timers. |
| Resume for All When Receiving From | Resume all personal timers. |
| Complete for All When Receiving From | Set all personal timers to completed and perform the Completed Behavior. |
| Reset for All When Receiving From | Reset all personal timers back to their initial time and stop them. |
| Save When Receiving From | Save the time on the personal timer for the instigating player. |
| Load When Receiving From | Load the previously saved time on the personal timer for the instigating player. |
| Clear Persistence Data When Receiving From | Clear saved data. |
| Clear Persistence Data for All When Receiving From | Clear saved data on all personal timers. |
| Set Lap Time for Player When Receiving From | Sets the Lap Time for the player that instigated the event. |
| Set Lap Time for All When Receiving From | Sets the Lap Time for all players that are eligible for the timer. |
| Save for All When Receiving From | Save the time on the personal timer for all players. |
| Load for All When Receiving From | Load the previously saved time on the personal timers for all the players. |
| Option | Description |
|---|---|
| On Success Send Event To | When the device succeeds (either completes or ends with a success). |
| On Failure Send Event To | When the device fails (ends with a failure). |
| On Start Urgency Mode Send Event To | When a timer enters urgency mode. |
| On Saved Send Event To | When the timer is saved. |
| On Loaded Send Event To | When the timer is loaded. |
| On Cleared Send Event To | When the timer data is cleared. |
This device can be found in Content Browser in the following path: /All/Fortnite/Devices/Logic
timer_device class
timer_device class[]
using { /Fortnite.com/Devices }
| Option | Description |
|---|---|
creative_object
|
Base class for creative devices and props. |
creative_device_base
|
Base class for creative_device.
|
| Option | Type |
|---|---|
SuccessEvent
|
listenable(?agent)
|
FailureEvent
|
listenable(?agent)
|
StartUrgencyModeEvent
|
listenable(?agent)
|
| Option | Parameters | Description |
|---|---|---|
Enable
|
Agent:agent
|
Enables this device for agent.
|
Enable
|
Enables this device. | |
Disable
|
Agent:agent
|
Disables this device for agent. While disabled this device will not receive signals.
|
Disable
|
Disables this device. While disabled this device will not receive signals. | |
Reset
|
Agent:agent
|
Resets the timer back to its base time and stops it for agent.
|
Reset
|
Resets the timer back to its base time and stops it. | |
ResetForAll
|
Agent:agent
|
Resets the timer back to its base time and stops it for all agents.
|
ResetForAll
|
Resets the timer back to its base time and stops it for all agents.
| |
Start
|
Agent:agent
|
Starts the timer for agent.
|
Start
|
Starts the timer. | |
Pause
|
Agent:agent
|
Pauses the timer for agent.
|
Pause
|
Pauses the timer. | |
Resume
|
Agent:agent
|
Resumes the timer for agent.
|
Resume
|
Resumes the timer. | |
Complete
|
Agent:agent
|
Completes the timer for agent.
|
Complete
|
Completes the timer. | |
StartForAll
|
Agent:agent
|
Starts the timer for all agents.
|
StartForAll
|
Starts the timer for all agents.
| |
PauseForAll
|
Agent:agent
|
Pauses the timer for all agents.
|
PauseForAll
|
Pauses the timer for all agents.
| |
ResumeForAll
|
Agent:agent
|
Resumes the timer for all agents.
|
ResumeForAll
|
Resumes the timer for all agents.
| |
CompleteForAll
|
Agent:agent
|
Completes the timer for all agents.
|
CompleteForAll
|
Completes the timer for all agents.
| |
Save
|
Agent:agent
|
Saves this device's data for agent.
|
Load
|
Agent:agent
|
Loads this device's data for agent.
|
ClearPersistenceData
|
Agent:agent
|
Clears this device's saved data for agent.
|
ClearPersistenceDataForAll
|
Agent:agent
|
Clears this device's saved data for all agents.
|
ClearPersistenceDataForAll
|
Clears this device's saved data for all agents.
| |
SetActiveDuration
|
Time:float,Agent:agent
|
Sets the remaining time (in seconds) on the timer, if active, on agent.
|
SetActiveDuration
|
Time:float,Agent:agent
|
Sets the remaining time (in seconds) on the timer, if active. Use this function if the timer is set to use the same time for all agent's.
|
GetActiveDuration
|
Agent:agent
|
Returns the remaining time (in seconds) on the timer for agent.
|
SetLapTime
|
Agent:agent
|
Sets the lap time indicator for agent.
|
SetLapTimeForAll
|
Agent:agent
|
Sets the lap time indicator for all agents.
|
SetLapTimeForAll
|
Sets the lap time indicator for all agents.
| |
SetMaxDuration
|
Time:float
|
Sets the maximum duration of the timer (in seconds). |
GetMaxDuration
|
Returns the maximum duration of the timer (in seconds). | |
IsStatePerAgent
|
Succeeds if this device is tracking timer state for each individual agent independently. Fails if state is being tracked globally for all agent's.
|