Fortnite Creative is converting many devices in the Fortnite Creative toolset to improve user experience across devices. These improvements include things like a better way for selecting colors or numeric values, more options for better device control and customization, and, for some devices, new functionality!
Currently, a public beta version of the upgraded devices is available for you to try. You can opt into using the beta toolset with both existing islands and new experiences. To learn how to implement the changes, refer to the Upgrade Devices section at the bottom of the document.
You can use the Campfire device in several ways. The campfire can be used for:
A decoration
A healing zone in the world
A healing zone that requires fuel
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 the Esc key to return to your island in Create mode. Use your phone to position the device, then left-click to place it. Press the Esc key 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.
Contextual Filtering
Some devices are affected by a feature called contextual filtering. This feature hides or displays options depending on the values selected for certain related options. This feature will reduce clutter in the Customize panel and make options easier to manage and navigate. However it may not be easy to recognize which options or values trigger contextual filtering. To help you identify them, our device docs use italic for any values that trigger contextual filtering. All options will be listed, including those affected by contextual filtering; if they are hidden or displayed based on a specific option's value, there will be a note about that in the Description field for that option.
Device Options
This device has some basic functionality, like whether the fire can be lit and extinguished, and the size of the healing zone. Additionally, there are some advanced options, like how much wood the campfire can hold, and what teams or classes are affected by the campfire.
You can configure this device with the following options.
Default values are bold. Values that trigger contextual filtering are italic.
Basic Options
Option |
Value |
Description |
---|---|---|
Start Lit |
Yes, No |
Determines whether the fire is lit at the start of the round. |
Can Be Lit |
Yes, No |
Determines whether a player can light the campfire by interacting with it. |
Can Be Extinguished |
Yes, No |
Determines whether a player can put out the campfire by interacting with it. |
Can Be Stoked |
No, Yes |
Determines if players can add more fuel to the campfire while it is lit. |
Campfire Zone Size |
7.68 Meters, Pick a size |
Determines the size of the zone that that affects Players and Hostile AI. Use the arrows to choose a size, or click in the field to type in a distance. |
Health Per Pulse |
2, Pick an amount |
Determines the amount of health gained per second by each player within range. Use the arrows to choose an amount, or click in the field to type in a number. |
Uses Wood |
Yes, No |
Determines whether the campfire requires wood to be used. |
Wood Consumption Per Pulse |
1.0, Pick an amount |
Determines the amount of wood the campfire uses per second to keep itself lit. Use the arrows to choose an amount, or click in the field to type in a number. |
Max Wood Capacity |
30, Pick an amount |
Sets the maximum wood capacity that the campfire can take. Use the arrows to choose an amount, or click in the field to type in a number. |
Starting Wood |
30, Pick an amount |
Sets the amount of wood the campfire starts with, up to the value selected for Max Wood Capacity. Use the arrows to choose an amount, or click in the field to type in a number. This option is only used if the Uses Wood option is set to Yes. |
Wood To Add On Trigger |
10, Pick an amount, Maximum |
Sets the amount of wood to add to the campfire when the Add Wood When Receiving On channel option is triggered. Use the arrows to choose an amount, or click in the field to type in a number. |
Can Affect Vehicles |
Yes, No |
Allows vehicles to trigger campfire events and be affected by the pulse. |
Affects AI |
No Effect, Repel, Damage, Repel & Damage |
Determines what a Campfire does to creatures and wildlife that enter the zone. |
AI Damage Per Pulse |
2, Pick an amount |
This option only displays if you choose Damage or Repel & Damage for the Affects AI option. Determines how much damage the Campfire pulse does to creatures and wildlife that enter the zone. Use the arrows to choose an amount, or click in the field to type in a number. |
Use Advanced Lighting |
Yes, No |
Enables advanced lighting on the campfire. |
All Options (Additional)
Option |
Value |
Description |
---|---|---|
Time to Light |
Instant, 1.0 Second, Pick a number of seconds |
Sets the amount of time it takes to light the campfire. Use the arrows to choose an amount, or click in the field to type in a number. |
Time to Extinguish |
Instant, 1.0 Second, Pick a number of seconds |
Sets the amount of time it takes to put out the campfire. Use the arrows to choose an amount, or click in the field to type in a number. |
Pulse Interval |
1.0 Second, Pick a number of seconds |
Determines the amount of time between campfire pulses. Use the arrows to choose an amount, or click in the field to type in a number. |
Enabled During Phase |
None, All, Pre-Game Only, Gameplay Only |
Determines in which phases the campfire is enabled. If this is set to Pre-Game Only, the campfire will not provide healing to players or damage creatures and wildlife during the game. |
Interacting Team |
None, All, Pick a team |
Determines which team is allowed to interact with the campfire. Use the arrows to choose a team, or click in the field to type in a team number. |
Invert Interacting Team Selection |
On, Off |
If set, the selecting Interacting Team is the only one that cannot interact with the device. |
Affected Team |
None, All, Pick a team |
Determines the team that will be affected by the campfire pulse. Use the arrows to choose a team, or click in the field to type in a team number. |
Invert Affected Team Selection |
On, Off |
If set, the selecting Affected Team is the only one that cannot interact with the device. |
Interacting Class |
No Class, Any, Pick a class |
Determines the class that is allowed to interact with the campfire. Use the arrows to choose a class, or click in the field to type in a class number. If you choose No Class, only players without an assigned class can interact with the campfire. |
Affected Class |
No Class, Any, Pick a class |
Determines the class that will be affected by the campfire's pulse. Use the arrows to choose a class, or click in the field to type in a class number. If you choose No Class, only players without an assigned class are affected by the campfire pulse. |
Affects Creatures Option |
Do Not Override, No Effect, Repel, Damage, Repel & Damage |
Determines how the Campfire should affect Creatures that enter the area. This setting will override Affects AI if set. |
Affects Predators Option |
Do Not Override, No Effect, Repel, Damage, Repel & Damage |
Determines how the Campfire should affect Wildlife Predators that enter the area. This setting will override Affects AI if set. |
Channels
The channel system has been deprecated and will be removed in the near future. The system replacing it is Direct Event Binding, which is already available for you to use.
Right now, you have to manually convert your islands to the direct event binding system, but in the near future all islands that are still using the channels system will automatically be converted, which may break your islands.
For more information refer to the Direct Event Binding System section below.
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.
Receivers
Receivers listen for a channel and perform an action when they hear any device (including themselves) send a signal on that channel.
Option |
Value |
Description |
---|---|---|
Light When Receiving On |
No Channel, Pick a channel or enter a channel number |
The campfire is lit when it receives a signal on the selected channel. |
Extinguish When Receiving On |
No Channel, Pick a channel or enter a channel number |
The campfire is put out when it receives a signal on the selected channel. |
Add Wood When Receiving On |
No Channel, Pick a channel or enter a channel number |
Wood is added to the campfire when it receives a signal on the selected channel. This option is only used if the Uses Wood option is set to Yes. |
Enable When Receiving On |
No Channel, Pick a channel or enter a channel number |
Enables the device when it receives a signal on the selected channel. |
Disable When Receiving On |
No Channel, Pick a channel or enter a channel number |
Disables the device when it receives a signal on the selected channel. |
Transmitters
Transmitters send a signal on the selected channel when triggered.
Option |
Value |
Description |
---|---|---|
When Lit Transmit On |
No Channel, Pick a channel or enter a channel number |
When the campfire is lit, it transmits a signal on the selected channel. |
When Extinguished Transmit On |
No Channel, Pick a channel or enter a channel number |
When the campfire is put out, it transmits a signal on the selected channel. |
When Entering Area Transmit On |
No Channel, Pick a channel or enter a channel number |
When a player enters the campfire area, it transmits a signal on the selected channel. |
When Leaving Area Transmit On |
No Channel, Pick a channel or enter a channel number |
When a player leaves the campfire area, it transmits a signal on the selected channel. |
On Campfire Pulse Transmit On |
No Channel, Pick a channel or enter a channel number |
When the lit campfire pulses, it transmits a signal on the selected channel. |
On Player Pulsed Transmit On |
No Channel, Pick a channel or enter a channel number |
For each player affected by a lit campfire pulse, it transmits a signal on the selected channel. |
When Enabled Transmit On |
No Channel, Pick a channel or enter a channel number |
When the device is enabled, it transmits a signal on the selected channel. |
When Disabled Transmit On |
No Channel, Pick a channel or enter a channel number |
When the device is disabled, it transmits a signal on the selected channel. |
UPGRADE DEVICES
The upgrade device conversion includes a number of improvements: Updated UX across all devices. Improved UI for selecting colors and entering numeric values by adding the Color Picker flyout and direct-entry numeric input to devices with those kinds of options. Some updated devices will have additional options, or have previous options split into multiple new options to give you more detailed control over the device's behavior. Completely new functionality has been added to some devices. All devices that were previously equipped as Traps (for example, the Sequencer) will instead have a prop version that you can manipulate with the Phone tool.
Currently, the device conversion is an option, but will be the default for devices in the near future. Once you opt to convert an island you cannot revert the conversion.
Before opting in to the updated devices, you should first create a backup of your island. Using the backup island, thoroughly test the converted devices to make sure they work the way you want. Once you're satisfied,, you can safely convert the original island.
To convert your island, follow these steps:
Select an existing island or a new island.
Select a device from the list and place on the island. (This step only applies to a new island.)
Select My Island > Tools > Upgrade Devices > Convert and Reload.
Confirm your selection by clicking Confirm. Your island automatically reloads with the Upgrade Devices. You'll be sent back to the hub, and can enter the golden rift to go back to your island.
Below are the following changes made to the device options:
New Option |
New Value |
Description |
Replaced Option |
---|---|---|---|
Enabled During Phase |
Always, None, Pre-Game Only, Gameplay Only |
Determines the game phases during which the device will be enabled. Pre-Game includes all phases prior to the Game starting (the waiting for players lobby on Featured Islands and the Game Start Countdown). |
Updated values |
DIRECT EVENT BINDING SYSTEM
Direct event binding allows devices to communicate directly, making your workflow more intuitive, and giving you more freedom to focus on your design ideas. Switching to this system is the next step in creating more complex and diverse game mechanics.
The direct event binding system eliminates limitations inherent in the channel communication system because the devices communicate directly instead of on channels. You no longer have to worry about reaching the maximum channel limit or preplanning your channel allocation when designing an island.
When you copy-paste devices, you no longer need to edit them to change the channel assignments — the events and functions set in the original carry over to the copies.
To convert your island, follow these steps:
Select an existing island or a new island.
Select a device from the list and place on the island. (This step only applies to a new island.)
Select My Island > Tools > Event System > Convert.
Confirm your selection by clicking Confirm. The Direct Event Binding System is automatically added to your devices.
Below are the following direct event binding options for this device.
Functions
Direct event binding uses functions as receivers. A function listens for one device's event to tell another device to perform a function.
Option |
Value |
Description |
---|---|---|
Light When Receiving From |
Add |
Lights the campfire. |
Extinguish When Receiving From |
Add |
Extinguishes the campfire. |
Add Wood When Receiving From |
Add |
Adds wood to the campfire. |
Enable When Receiving From |
Add |
Enables the campfire. |
Disable When Receveing From |
Add |
Disables the campfire. |
Events
Direct event binding uses events as transmitters. An event tells another device to perform a function.
Option |
Value |
Description |
---|---|---|
On Lit Send Event To |
Add |
Campfire is lit. |
On Extinguished Send Event To |
Add |
Campfire is extinguished. |
On Entering Area Send Event To |
Add |
Player enters campfire radius. |
On Leaving Area Send Event To |
Add |
Player leaves the campfire radius. |
On Campfire Pulse Send Event To |
Add |
Lit campfire pulses. |
On Player Pulsed Send Event To |
Add |
Player pulses. |
On Enable Send Event To |
Add |
Campfire is enabled. |
On Disable Send Event To |
Add |
Campfire is disabled. |