The Timer device provides a way for players to keep track of the time something has taken, either for scoreboard purposes, or to trigger actions. It can be configured in several ways, either acting as a countdown to an event that is triggered at the end, or as a stopwatch for an action that needs to be completed before a set time runs out.
The trap version of the Timer has similar functions to the Timer device, but can be placed by players and can be interacted with. The pad on the front of the Timer device can be touched by a player. If the timer is not currently running, touching it will reset the timer, then start it. If the timer is currently running, it will complete the timer.
The trap version of the Timer can be used directly for creating ad hoc games. The Timer device is one of Fortnite Creative's suite of Logic devices which are used with channels.
Some devices have a limit on how many times that device can be placed on an island. This is independent of how much memory the device uses. You can only place these devices a total of 50 times on an island.
Timer States
The trap Timer and the Timer device have different states they can be in at different times. The possible states are listed below, with a description. Some of the device options move the device from one state to another, or trigger an action when the device enters a particular state.
Timer State |
Description |
---|---|
Start |
If a timer is Paused, this option will cause it to start ticking down to zero from its current time. |
Pause |
A Paused Timer does not change time. It can be restarted. |
Reset |
When a timer is Reset, it sets the time remaining to the total duration and Pauses the timer. |
Stopped |
A Stopped timer does not change time. It cannot be restarted and must be reset. |
Complete |
Stops the timer and plays effects to let players know it has completed. |
Time-Out |
When a timer reaches zero seconds, it has timed out and stops counting down. This can complete the timer or not complete it, depending on the settings of the device. |
Quick Links
Finding and Placing the Trap
Click image to enlarge.
FromCreate mode, press the Tab key to open the CREATIVE inventory window.
Click the Devices tab and select Movement from the side Categories panel to find and select the device. You can also use the Search box to find the device.
Click EQUIP to add the device to your Equipment bar, or click ADD TO CHEST to add it to the CHEST tab for use in a Chest or Llama.
Press Esc to return to your island in Create mode. Use your mouse to position the device, then right-click to place it. You can also press Y to place the device directly from your Equipment bar.
Trap Timer Options
In its default state, the trap Timer is a countdown clock. When you touch the pad, it counts down from 2 minutes, and when it hits 0 seconds, it plays an alarm. At the start of a game, the timer will immediately activate and start counting down.
This device has some basic functionality, like setting the duration, and setting which class can activate the timer. Additionally, there are some advanced options, like creating messages for the timer's state and choosing what it does when it finishes counting.
You can configure this device with the following options.
Default values are in bold.
Trap Timer Basic Options
Option |
Value |
Description |
---|---|---|
Duration |
2 minutes, Pick an amount of time |
This determines how long the timer runs. |
Auto Start |
On, Off |
Determines if the trap timer starts automatically at the start of the game, or when it is reset. |
Count Direction |
Down, Up |
Determines whether the timer counts down from the Duration to zero, or counts up from zero to the Duration. |
Complete Once |
No, Yes |
If set to Yes, when the timer completes it will remain stopped and cannot be started until it is reset. |
Complete On Timer End |
Yes, No |
If set to Yes, when the timer reaches the end of its count, it completes even if a player hasn't interacted with it. |
Alarm Audio |
Siren, Off |
Unless this is set to Off, the timer plays a siren sound when it completes. |
Volume |
Very Loud, Pick a volume |
If the timer is set to play an alarm, this determines how loud the alarm is. |
Score Value |
0, Pick a positive or negative number |
Determines how much score is awarded when the timer is complete. |
Trap Timer All Options (Additional)
Option |
Value |
Description |
---|---|---|
Activating Team |
Any, Pick a team |
Determines which team's players can activate the device. If you choose Any, any player can activate it. |
Show Trigger |
Yes, No |
Determines whether the trigger pad is visible or not. If this is set to No, the timer must be activated by a signal from another device. |
Looping |
No, Yes |
If set to Yes, the timer automatically restarts after it completes. If set to No, the timer stops when complete. |
Lap Time Team |
Activating Team, None, Pick a team |
When this timer completes, it will update the lap time for the selected team (if the timer was triggered by a player on the selected team). |
Lap Time Style |
Time Remaining, Elapsed Time |
If a Lap Time is set, selecting Elapsed Time makes the timer measure how many seconds have passed on the timer; selecting Time Remaining makes the timer display how much time is left. |
Trap Timer Channels
When one device needs to "talk" to another device, it does so by transmitting a signal on a specific channel. The receiving device needs to be set up to receive the signal on the same channel.
A channel is identified by a number, and channel numbers are customized for a device under the option that uses the channel. Most devices will also pass the identity of the player who triggered the device with the signal.
This device has receivers that perform a variety of functions when receiving a signal over a channel. Also, this device can transmit signals when certain conditions are met.
Trap Timer Receivers
Receivers listen for a channel and perform an action when they hear any device (including themselves) send a signal on that channel. For the timer, this is how it performs the vast majority of its effects.
Option |
Value |
Description |
---|---|---|
Start When Receiving From |
No Channel, Pick a channel |
Starts the timer when it receives a signal on the selected channel. |
Pause When Receiving From |
No Channel, Pick a channel |
Pauses the timer when it receives a signal on the selected channel. |
Reset When Receiving From |
No Channel, Pick a channel |
Resets the timer back to its base time and stops it when the timer receives a signal on the selected channel. |
Enable When Receiving From |
No Channel, Pick a channel |
Enables the timer when it receives a signal on the selected channel. When enabled, the timer will resume the state it was in when it was disabled. |
Disable When Receiving From |
No Channel, Pick a channel |
Disables the timer when it receives a signal on the selected channel. The timer is paused while it is disabled. |
Complete When Receiving From |
No Channel, Pick a channel |
Completes the timer when it receives a signal on the selected channel. |
Set Lap Time When Receiving From |
No Channel, Pick a channel |
Sets the Lap Time for the triggering team when it receives a signal on the selected channel. This does not complete the timer. |
Trap Timer Transmitters
Transmitters send a signal on the selected channel when triggered.
Option |
Value |
Description |
---|---|---|
When Complete Transmit On |
No Channel, Pick a channel |
When the timer completes, it transmits a signal on the selected channel. |
Timer Device
Finding and Placing the Device
Click image to enlarge.
From Create mode, press the Tab key to open the Creative inventory window.
Click the Devices tab and scroll to select the device. You can also use the Search box or the Categories panel on the left to find your device.
Click PLACE NOW to place immediately, or put the device in the QUICK BAR to place later.
Press Esc to return to your island in Create mode. Use your phone to position the device, then left-click to place it. Press Esc to detach the device from your phone.
Point at the device with your phone. If the Customize popup doesn't open immediately, move closer until it does, then press E to open the Customize panel.
If you're using multiple copies of a device on an island, it can be helpful to rename them. You can choose names that relate to each device's purpose, so it's easier to remember what each one does.
Timer Device Options
In its default state, the Timer device is a countdown clock. At the start of a game, the timer shows a 1 minute countdown, but by default it does not start counting down. You will need to adjust the device options to be able to use it for any purpose. Unlike the Trap version, players can't interact directly with the device, although they can trigger it indirectly by sending a signal on a channel from other devices you set up on your Island.
This device has some basic functionality, like setting the duration, and setting which class can activate the timer. Additionally, there are some advanced options, like creating messages for the timer's state and choosing what it does when it finishes counting.
You can configure this device with the following options.
Default values are in bold.
Timer Device Basic Options
Option |
Value |
Description |
---|---|---|
Duration |
1 minutes, Pick an amount of time |
This determines how long the timer runs. |
Timer Name |
Enter text into field |
Type a name for the timer. The text field has a limit of 24 characters. |
Timer Direction |
Count Down, Count Up |
Determines whether the timer counts down from the Duration to zero, or counts up from zero to the Duration. |
Start Timer at Game Start |
Off, On |
Determines whether the timer starts when the game starts. |
Timer Device All Options (Additional)
Option |
Value |
Description |
---|---|---|
Activating Team |
Any, Pick a team number |
Determines which team's players can activate the device. If you choose Any, any player can activate it. |
Allowed Class |
Any, None, Select a number |
Determines which classes are affected by the Timer Device. |
Applies To |
Player, Everyone |
When a timer starts, this determines whether it is tracked for the instigating player only, or if it is tracked for everyone. Saving and loading timers only works if this is set to Player. |
Result On Timer End |
Success, Fail |
When the timer ends, this determines whether it counts as a success or a failure. This determines UI feedback to the player, and also determines which transmit option is used. |
Completion Behavior |
Disable, Stop, Reset, Restart |
Determines what happens when the timer finishes counting. Values for this option are:
|
Visible During Game |
Yes, No |
Determines whether players can see the device during the game. |
Timer Color |
Pick a color |
If the timer is visible, this determines what color the timer is. |
Display Time in |
Minutes:Seconds, Seconds Only |
Determines if the time is displayed in minutes and seconds, or only in seconds. |
Timer Not Started Text |
Enter text into field |
Type the text players will see if the timer is enabled, but has not started. This is displayed before the timer has begun for the first time, or after a reset. The text field has a limit of 24 characters. |
Timer Running Text |
Enter text into field |
Type the text players will see if the timer is running. The text field has a limit of 24 characters. |
Pause Text |
Enter text into field |
Type the text players will see if the timer is paused. The text field has a limit of 24 characters. |
Success Score Value |
0, Pick a positive or negative number |
If the the Result On Timer End option is set to Success, the timer adds this much score. |
Failure Score Penalty |
0, Pick a positive or negative number |
If the the Result On Timer End option is set to Failure, the timer adds this score penalty. |
Score per Second Remaining |
0, Pick a positive or negative number |
The timer awards the selected amount of score for each second remaining on the timer. |
Show on HUD |
Yes, No |
Determines whether a running timer is displayed in the HUD. |
Timer Label Text Style |
Default, Bold, Pick a style |
Sets the style for the countdown and any secondary text the timer has. |
Save Timer |
Don't Save, Save and Pause, Save and Continue |
Determines if personal timers can be saved and loaded. On loading, a saved timer will return to the state it was in when saved. If set to Save and Pause, the current time is recorded and the timer is paused. If set to Save and Continue, the current time is recorded and the timer keeps counting. |
Auto-Save |
Off, On |
Determines whether the timer is automatically saved when the player leaves the game, and automatically loaded when the player rejoins. If the Save Timer is set to Save and Continue the timer continues running while the player is gone, but completion behavior is delayed until the player rejoins the game. |
Auto-Load Save Data |
On, Off |
Determines whether the timer automatically loads when the player joins the game. If set to Off the timer can only be loaded using a trigger or a signal from another device. |
Urgency Mode Time |
Never, Pick an amount of time |
Urgency mode begins the selected amount of time before the timer count ends. |
Urgency Text |
Enter text into field |
Type the text players will see when the timer is in Urgency Mode. The text field has a limit of 24 characters. |
Audio Effects |
On, Off |
Determines whether the timer plays audio effects during the game. |
Timer Device Channels
When one device needs to "talk" to another device, it does so by transmitting a signal on a specific channel. The receiving device needs to be set up to receive the signal on the same channel.
A channel is identified by a number, and channel numbers are customized for a device under the option that uses the channel. Most devices will also pass the identity of the player who triggered the device with the signal.
This device has receivers that perform a variety of functions when receiving a signal over a channel. Also, this device can transmit signals when certain conditions are met.
Timer Device Receivers
Receivers listen for a channel and perform an action when they hear any device (including themselves) send a signal on that channel. For the timer, this is how it performs the vast majority of its effects.
Option |
Value |
Description |
---|---|---|
Start When Receiving From |
No Channel, Pick a channel |
Starts the timer when it receives a signal on the selected channel. |
Complete When Receiving From |
No Channel, Pick a channel |
Sets the timer to the Completed state, and performs "On Completed" behavior when the timer receives a signal on the selected channel. |
Reset When Receiving From |
No Channel, Pick a channel |
Resets the timer back to its base time and stops it when the timer receives a signal on the selected channel. |
Pause When Receiving From |
No Channel, Pick a channel |
Pauses the timer when it receives a signal on the selected channel. |
Resume When Receiving From |
No Channel, Pick a channel |
A paused timer resumes when it receives a signal on the selected channel. |
Enable When Receiving From |
No Channel, Pick a channel |
Enables the timer when it receives a signal on the selected channel. When enabled, the timer will resume the state it was in when it was disabled. |
Disable When Receiving From |
No Channel, Pick a channel |
Disables the timer when it receives a signal on the selected channel. The timer is paused while it is disabled. |
Start For All When Receiving From |
No Channel, Pick a channel |
Starts all personal timers when it receives a signal on the selected channel. |
Pause For All When Receiving From |
No Channel, Pick a channel |
Pauses all personal timers when it receives a signal on the selected channel. |
Resume For All When Receiving From |
No Channel, Pick a channel |
Resumes all personal timers when it receives a signal on the selected channel. |
Complete For All When Receiving From |
No Channel, Pick a channel |
Completes all personal timers when it receives a signal on the selected channel. |
Reset For All When Receiving From |
No Channel, Pick a channel |
Resets all personal timers when it receives a signal on the selected channel. |
Save When Receiving From |
No Channel, Pick a channel |
When the device receives a signal on the selected channel, it saves the time on a personal timer for the instigating player. |
Load When Receiving From |
No Channel, Pick a channel |
When the device receives a signal on the selected channel, it loads the previously saved time on a personal timer for the instigating player. |
Clear Persistence Data When Receiving From |
No Channel, Pick a channel |
Clears saved data when the timer receives a signal on the selected channel. |
Clear Persistence Data For All When Receiving From |
No Channel, Pick a channel |
Clears saved data on all personal timers when the timer receives a signal on the selected channel. |
Timer Device Transmitters
Transmitters send a signal on the selected channel when triggered.
Option |
Value |
Description |
---|---|---|
On Success Transmit On |
No Channel, Pick a channel |
If the timer completes or ends with a success, the timer transmits a signal on the selected channel. |
On Failure Transmit On |
No Channel, Pick a channel |
If the timer completes or ends with a failure, the timer transmits a signal on the selected channel. |
On Start Urgency Mode Transmit On |
No Channel, Pick a channel |
When the timer enters Urgency Mode, it transmits a signal on the selected channel. |
Design Examples
Here is an example of how you can use the Timer Device Controller device.
Timed Room Survival
The timer device can be used in many different ways and can be displayed on a physical device or on a player's HUD. The timer can be used to award a score, enable a channel, or even be saved when the player leaves a match and started up again as soon as the player returns.
In this example, we will set up a timer that when started, keeps spawning creatures. Once the timer expires, a door opens up giving the players an exit from the non-stop spawning creatures.
To set up this example we will need the following devices:
1x Timer Device
1x Button Device
1x Lock Device
1x Door and enclosed room
1x Creature Spawner
First, we created a room with a locked door by using a door and attaching a Lock Device to the door. We then put in the following settings on the lock device.
Visible During Game: Off
Unlock When Receiving From: Channel 7
Open When Receiving From: Channel 7
Next, we add a Button Device and place it next to the door so when the player approaches the door and it's locked, they assume pressing the button opens the door. Ingame this looks something like this.
The settings on the Button Device are:
Times Can Trigger: 1
When Interacted With Transmit On: Channel 8
We set Times Can Trigger at 1 so the button can only trigger Channel 8 one time total. Channel 8 will be used to activate the Timer Device and Creature Spawner.
Our next device is the Creature Spawner which we will place in the room where we want the Fiends to appear.
The Creature Spawner has the following settings:
Creature Type: Fiend
Number of Creatures: 2
Wave Timer: 1 Second
Spawner Visibility: Off
Damage Spawner After Spawn: Off
Max Spawn Distance: 1/2 Tile
Enabled At Game Start: Disabled
Enable When Receiving From: Channel 8
Disable When Receiving From: Channel 7
Notice, Channel 8 will enable the spawner, causing it to spawn 2 Fiends every 1 second. The spawner is invisible so the Fiends will appear out of thin air in the middle of the room, where the Creature Spawner is located.
Channel 7 will disable the Creature Spawner, this stops any new creatures from spawning, but all of the creatures that have spawned will remain unless the player has eliminated them.
The final device we will add is the Timer Device which has the following settings:
Timer Name: Survive For:
Visible During Game: No
Timer Running Text: Survive For:
Timer Label Text Style: Extra Large
Start When Receiving From: Channel 8
On Success Transmit On: Channel 7
Once the button is pressed the Timer countdown appears on the player's screen showing how long they have to survive for and Fiends will begin to spawn. If the player manages to survive for a minute, the creatures will stop spawning and the door will open up.