1. Island Settings

Learn how to use Island Settings to improve the game or experience for your players

Basics

Accessing

Island Settings are the settings you can control that affect the island you're currently on. These settings are available when you're in Create mode and are inaccessible in-game, with few exceptions.

  • Press the Esc key, then select Island Settings from the options on the right side of the screen.

  • With the phone tool active, press the Tab key, then select Island Settings.

  • While in Create mode, press the M key to open Island Settings directly. This will also take you to the last category you were on in your Island Settings.

Island Settings vs. Game Settings

Island Settings define the rules and structure for a game mode, and rounds, environments, and settings that apply to all players and objects during a game for a single island. Game settings (found under the Game Menu) are your personal settings that affect the way you interact with games as a whole, from defining your graphics settings to how you enter input.

So you could say that the primary difference between the Island Settings and the Game Settings is that the changes you make in Game Settings affect all islands you access, while Island Settings only affect the island you're currently on. This makes Island Settings useful for defining specific elements of gameplay in a specific island.


Structure

Max Players

  • Set the maximum number of players that can play at the same time.

Teams

  • Set the number of teams players will be divided into. Custom lets players pick their own teams using the Switch Team menu option. Note that if you set Teams to Custom and leave Team Size at Dynamic, the matchmaking feature will not work.

Team Size

  • Set's team size. (Dynamic allows asymmetric team sizes.)

Total Rounds

  • This sets the total number of rounds in a game.


Matchmaking

Team Fill

  • You can only access this option when Team Size under Structure is set between 2 and 4. If set to Party Choice, the players can choose their teams. If set to Must Fill, players are automatically assigned to teams.

Privacy

  • Public games can be joined by anyone. Private games are restricted to groups of players in the same party. Party Choice gives the player the option of choosing either public or private.


Team Settings

Friendly fire

  • Set whether players on the same team can take damage from each other.

Team Rotation

  • Set how often teams should be rotated. Rotation is not supported if teams are asymmetric, or if Teams is set to Cooperative under Structure.

UI Team Colors

  • With the default Relationship, the friendly team uses blue as the team color, and the opposing team red. When set to Team Color, each team is represented by its specified color.

Team Visuals

  • Determines whether team names and colors stay as assigned at game start, or change at start of each round.


Class

Default Class Identifier

  • Determine the default class for players at game start, or in the event that their class is reset by a device.

Revert to Default Class At

  • Determines when a player's class should be reset.


Game Start

Autostart

  • Auto Start settings other than Off only work with published islands. When set to Off, the game will start when manually activated on a private game, and start with a 90-second countdown on public games. For a published island, you can set this to Immediate, or select a time.

Countdown

  • Set the countdown time once a game starts. This setting applies to both game and round start.

Force Start at Max

  • Game will start once the maximum number of players is reached.

Force Start Delay

  • Puts a time delay on a forced start.


Spawning

Location

  • Set where players will spawn at game start.

Spawn Pad Selection

  • At the start of a game, the selected spawn pad will always be random, but respawns have the option of remaining random or spawning players near their teammates.

Respawn Type

  • If you change this setting to Wave, eliminated players will respawn together. Otherwise, eliminated players will spawn one at a time.

Respawn Time

  • The amount of time a player must wait before they can spawn back into the game.

Immunity

  • Determines how long a player is invulnerable after spawning. This can be overridden if you are using a Team Settings & Inventory device or Class Designer device. Note that this setting is only active if Override Spawn Immunity Time is set to Yes.

Override Immunity

  • Determines if the default invulnerability time granted to a player on respawn should be overridden.

Only Allow Respawn if

  • If this is set to On, a player can only respawn to a spawn pad after elimination, and never from the sky.

Limit

  • This sets how many times a player can spawn in the game. If any amount other than Infinite, the initial spawn counts as 1, so letting a player respawn twice after start of game would require a limit of 3.

Join in Progress

  • Determines how a player joining mid-game will be treated. If you set this to Spawn, a player can join in at any point in the game.

Post Game

  • With the default Island Start setting, players will respawn on the Island Start spawn pads, or in the sky. If set to Pre-Game Location, players will return to their start-of-game positions.

After Last Spawn

  • Determines where a player goes when all their spawns are used up.


Elimination Settings

Down But Not Out

  • Determines the DBNO state. Default sets automatically based on team size: for a team of 1 player, this will be Off. For a team of 2 or more, Classic is applied as a default. Improved adds interactions like opening doors and dropping inventory items. Off disables this setting entirely.

Drop Reboot Card

  • If set to On, a player will drop a Reboot Card when eliminated. This only works if a remaining teammate is able to use a Reboot Van.

Squad Multi Interaction

  • If set to On, any teammate can interact with a DBNO player. If Off, only one player (the first one to the downed player's aid) can interact.

Eliminated Players Items

  • Determines what happens to a player's items when eliminated. If set to Drop, anyone can pick up the dropped items. If Keep, the player will respawn with those items. If Delete, the items are removed from play.

Health Granted/Siphon

  • The amount of health granted when a player eliminates another player. Any health above the player's max health is awarded as shields.

  • Standard is usually 50

Resource Granted

  • Grant the eliminating player wood, stone, metal, or gold

Manual Respawning

  • Determines whether the player can use the respawn menu while the game is in progress.

Player Elimination Audio

  • If On, audio effects will play when a player is eliminated.

Scoring Settings

Vehicle Trick Score Multiplier

  • Use this setting to apply a multiplier to any trick score earned with a vehicle.

Show Individual Scores

  • If set to No, individual player scores will display on the scoreboard. If set to Yes, the cumulative score for all team members will display.

Time Alive Start Point

  • Determines when a player's time alive starts a count.

Time Alive Team Tracking Method

  • If counting time alive for a team, it can be based on the Sum of all players' time alive, on the player on the team with the Longest time alive, or the player with the Shortest time alive.

Use Team Score

  • If set to Yes, teams are scored by the sum of all player scores for that team. This allows teams to retain all score if a player leaves the team or the game.

Elimination Score

  • The amount of score awarded when a player eliminates another player.

Assist Score

  • The amount of score awarded to a player when they help to eliminate another player but don't take the final elimination.


Voice Chat Settings

Voice Chat

  • Team restricts chat to team members only. All allows players to chat with any players in the game. None restricts all chat.


Spectating Settings

Allow Spectating Other Teams

  • Determines whether players can watch other teams


End Condition Settings

Last Standing Ends Game

  • If set to On, the game ends when only one player or team is left in the game.

All Teams Must Finish

  • If set to Yes, then all teams must complete the objective for the game to end. This is a common setting for racing games.

End Game on Match Point Win

  • If set to Yes, the game will finish when one player or team has one enough rounds that they cannot be beaten. For example, in a game with five rounds, if one player or team has won three, this would be the end of the game.

Fastest Time Win

  • When Enabled, the player or team with the fastest round win time wins the overall match.

Game Win Condition

  • The overall win condition for the game.

Round Win Condition

Determines the basis for winning a round. If the Scoreboard options under User Interface are left at default, this stat will display in the first column. Possible conditions are:

  • Eliminations Most eliminations overall

  • Assists Most assisted eliminations

  • Eliminated Least eliminations for team or player

  • Collect Items Most collected items

  • Health Amount of health left at end of round

  • AI Eliminations Number of hostile AIs eliminated

  • Score Amount of score at end of round

  • Objectives Number of objective accomplished in the round

  • Time Time left at end of round

  • Spawns Left Number of respawns left at end of round

  • Lap Time Average lap time per round

  • Time Alive Time survived until elimination

  • Damage Dealt The amount of damage dealt by player or team

  • Damage Taken The amount of damage taken by player or team

  • Race Time Best time (useful for racing or parkour games)

Tiebreaker Condition

  • If the Round Win Condition is tied, this condition will break the tie. Conditions are the same as for Round Win Condition. By default, this stat shows in the second Scoreboard column.

Time Limit

  • Sets how long a round will last. If there's only one round, then this is also how long the game lasts. If set to None, there is no time limit.

Timer Direction

  • Specifies whether the timer will count down to zero, or up from zero to the set time limit.

Eliminations to End

  • If you set a number, the round will end when a player or team reaches the objective of the number of specified eliminations.

AI Enemy Eliminations to End

  • If you set a number, the round will end when a player or team reaches the objective of the number of specified AI enemy eliminations.

Objectives to End

  • If you set a number, the round will end when a player or team reaches the set number of objectives.

Collect Items to End

  • If All or Specific Count, the round will end when a player or team has collected the specified items. If you select Specific Count, you can also say how many under Collect Item Count.

Score to End

  • If you set a number, the round will end when a player or team reaches the set score.

Collect Item Count

  • If Collect Items to End is set to Specific Count, you can define that count here.

Post Game Settings

Game Winner Display Time

  • Sets how long the winner info displays.

Game End Callout

  • Sets the callout type for the game end screen. Cooperative shows same callout for all players.

Victory Sound

  • The sound that will be played at game end for victors or co-op players.

Defeat Sound

  • The sound that will be played at the game end for players who lose.

Draw Sound

  • The sound that will be played at game end when a game ends in a draw (tie).

Custom Callouts

  • Enter a custom text message of up to 80 characters. This message will show for specified players, or for all players in a cooperative game.

Post Game Type

  • Classic, Battle Royale, and Custom

  • Note that the settings below this point are only available if you select the Custom type.

Post Game Custom Show Scoreboard

  • If set to On, the scoreboard will show in the post-game flow.

Victory Animation

  • Determines whether an animation will happen for the victor. The default animation is confetti.

Slow Motion on End of Round

  • On creates a slow motion effect at the end of the round.

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