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	<id>http://cp.greenstorm.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ecnassianer</id>
	<title>Control_Point - User contributions [en]</title>
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	<updated>2026-05-02T04:00:17Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=62</id>
		<title>Blueprint Functions</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=62"/>
		<updated>2021-09-03T23:17:11Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Control Point Internals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents all the public blueprint functions that you can safely use to manipulate a control point from your game code.&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. Do not modify, or call them yourself. Some can be safely overriden to change the behavior of your child actors, but their call signature may change without warning in future versions.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
'''AddCapturingActor''': Make an actor count as capturing this control point. Could be used to allow actors to capture from range (without colliding with the point)&lt;br /&gt;
&lt;br /&gt;
'''RemoveCapturingActor''': Remove an actor from the list of actors that are capturing a point. Might be useful to temporarily make an actor not count toward a capture.&lt;br /&gt;
&lt;br /&gt;
'''ForceCaptureForTeam''': Force the control state of a point to a specific team regardless of who is capturing it.&lt;br /&gt;
&lt;br /&gt;
'''ControllingTeamOnPointCount''': The number of actors that belong to the controlling team that are currently on the point.&lt;br /&gt;
&lt;br /&gt;
'''GetCapturePercentage''': The percentage from 0 to 100 that a control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''GetControllingTeamsColor''': Gives the team color of the team currently in control of the point. If no team is in control, it returns 0,0,0,0.&lt;br /&gt;
&lt;br /&gt;
'''PrintStatus''': Handles updating debug text for capture status. This is called automatically in many places, but it is also available to you for debugging.&lt;br /&gt;
&lt;br /&gt;
'''GetExtraPlayersBonus''': Figures out how much faster the point captures for each additional capturing actor currently on the point. Override this for custom bonus behavior.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. '''Do not modify, or call them yourself'''. Some can be safely overridden to change the behavior of your child actors, but '''their call signature may change without warning in future versions'''. To add new behavior, it is better to respond to [[Control Point Events]], only override these functions if you wish to replace existing behavior.&lt;br /&gt;
&lt;br /&gt;
'''Drain Control Percentage''': Called each frame a control point is having it's capture percentage drained. Override this to do something weird with draining. Sets the Capture Percentage variable.&lt;br /&gt;
&lt;br /&gt;
'''Calculate Score''': Calculates how much score is awarded per second for the controlling team. Override this to do something weird with points. Score is not the same as capture percentage.&lt;br /&gt;
&lt;br /&gt;
'''Increase Capture For Controlling Team''': This function calculates the rate that a control point is captured. It is ''extra'' internal, so overriding it is not recommended. However, I thought a lot about a character class specific capture rate (like the Scout in TF2), or a magic buff that makes you capture faster, but it's really hard to support something like that without knowing the full context about the game. The best way I figure someone could do this is to override Increase Capture For Controlling Team with whatever logic they want in there for classes, or buffs, or whatever. This is technically &amp;quot;against the rules&amp;quot; because it's a Control Point Internal function, so I reserve the right to change its signature or how it functions in the future, which might break your overridden version. But I purposefully extracted this logic out into its own function knowing someone would want to do it eventually. &lt;br /&gt;
It should be fairly safe to assume:&lt;br /&gt;
* This function always gets Delta Time&lt;br /&gt;
* Always sets Capture Percentage&lt;br /&gt;
* Always calls Evaluate Team Control before it returns. &lt;br /&gt;
I'm unlikely to change those assumptions in a future version, so if you follow them, it probably won't break.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
'''GetNumberOfTeams''': Returns the number of teams this control point is set up to be captured by.&lt;br /&gt;
&lt;br /&gt;
'''GetTeamColor''': Gets the team color of a particular team.&lt;br /&gt;
&lt;br /&gt;
'''Override Team''': An easy way to set the team arrays at runtime. See [[Overriding Team Management]]&lt;br /&gt;
&lt;br /&gt;
'''AddActorToTeam''': Adds an actor instance to one of the teams.&lt;br /&gt;
&lt;br /&gt;
'''Get Actor's Team''': Gets the team that an actor is on.&lt;br /&gt;
&lt;br /&gt;
'''CanActorCapture''': Returns true if the specified actor is cable to capture or block capture of this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player Capture Point Dev Cheats==&lt;br /&gt;
These functions do the same thing as the buttons in the property panel, but they can also be called programmatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Control Point Capture Results==&lt;br /&gt;
&lt;br /&gt;
'''UpdateMaterialParametersDuringConstructionScript''': If you override the construction script to register team colored dynamic material instances, call this after you're done to update them.&lt;br /&gt;
&lt;br /&gt;
'''RegisterTeamColoredDynamicMaterialInstance''': A way to register which materials should have their Color parameter updated with the controlling team's color. CaptureGeometry is automatically registered, so you don't need to call this on them.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=61</id>
		<title>Blueprint Functions</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=61"/>
		<updated>2021-09-03T23:16:42Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Control Point Internals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents all the public blueprint functions that you can safely use to manipulate a control point from your game code.&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. Do not modify, or call them yourself. Some can be safely overriden to change the behavior of your child actors, but their call signature may change without warning in future versions.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
'''AddCapturingActor''': Make an actor count as capturing this control point. Could be used to allow actors to capture from range (without colliding with the point)&lt;br /&gt;
&lt;br /&gt;
'''RemoveCapturingActor''': Remove an actor from the list of actors that are capturing a point. Might be useful to temporarily make an actor not count toward a capture.&lt;br /&gt;
&lt;br /&gt;
'''ForceCaptureForTeam''': Force the control state of a point to a specific team regardless of who is capturing it.&lt;br /&gt;
&lt;br /&gt;
'''ControllingTeamOnPointCount''': The number of actors that belong to the controlling team that are currently on the point.&lt;br /&gt;
&lt;br /&gt;
'''GetCapturePercentage''': The percentage from 0 to 100 that a control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''GetControllingTeamsColor''': Gives the team color of the team currently in control of the point. If no team is in control, it returns 0,0,0,0.&lt;br /&gt;
&lt;br /&gt;
'''PrintStatus''': Handles updating debug text for capture status. This is called automatically in many places, but it is also available to you for debugging.&lt;br /&gt;
&lt;br /&gt;
'''GetExtraPlayersBonus''': Figures out how much faster the point captures for each additional capturing actor currently on the point. Override this for custom bonus behavior.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. '''Do not modify, or call them yourself'''. Some can be safely overridden to change the behavior of your child actors, but '''their call signature may change without warning in future versions'''. To add new behavior, it is better to respond to [[Control Point Events]], only override these functions if you wish to replace existing behavior.&lt;br /&gt;
&lt;br /&gt;
'''Drain Control Percentage''': Called each frame a control point is having it's capture percentage drained. Override this to do something weird with draining. Sets the Capture Percentage variable.&lt;br /&gt;
&lt;br /&gt;
'''Calculate Score''': Calculates how much score is awarded per second for the controlling team. Override this to do something weird with points. Score is not the same as capture percentage.&lt;br /&gt;
&lt;br /&gt;
'''Increase Capture For Controlling Team''': This function calculates the rate that a control point is captured. It is ''extra'' internal, so overriding it is not recommended. However, I thought a lot about a character class specific capture rate (like the Scout in TF2), or a magic buff that makes you capture faster, but it's really hard to support something like that without knowing the full context about the game. The best way I figure someone could do this is to override Increase Capture For Controlling Team with whatever logic the want in there for classes, or buffs, or whatever. This is technically &amp;quot;against the rules&amp;quot; because it's a Control Point Internal function, so I reserve the right to change its signature or how it functions in the future, which might break your overridden version. But I purposefully extracted this logic out into its own function knowing someone would want to do it eventually. &lt;br /&gt;
It should be fairly safe to assume:&lt;br /&gt;
* This function always gets Delta Time&lt;br /&gt;
* Always sets Capture Percentage&lt;br /&gt;
* Always calls Evaluate Team Control before it returns. &lt;br /&gt;
I'm unlikely to change those assumptions in a future version, so if you follow them, it probably won't break.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
'''GetNumberOfTeams''': Returns the number of teams this control point is set up to be captured by.&lt;br /&gt;
&lt;br /&gt;
'''GetTeamColor''': Gets the team color of a particular team.&lt;br /&gt;
&lt;br /&gt;
'''Override Team''': An easy way to set the team arrays at runtime. See [[Overriding Team Management]]&lt;br /&gt;
&lt;br /&gt;
'''AddActorToTeam''': Adds an actor instance to one of the teams.&lt;br /&gt;
&lt;br /&gt;
'''Get Actor's Team''': Gets the team that an actor is on.&lt;br /&gt;
&lt;br /&gt;
'''CanActorCapture''': Returns true if the specified actor is cable to capture or block capture of this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player Capture Point Dev Cheats==&lt;br /&gt;
These functions do the same thing as the buttons in the property panel, but they can also be called programmatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Control Point Capture Results==&lt;br /&gt;
&lt;br /&gt;
'''UpdateMaterialParametersDuringConstructionScript''': If you override the construction script to register team colored dynamic material instances, call this after you're done to update them.&lt;br /&gt;
&lt;br /&gt;
'''RegisterTeamColoredDynamicMaterialInstance''': A way to register which materials should have their Color parameter updated with the controlling team's color. CaptureGeometry is automatically registered, so you don't need to call this on them.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=60</id>
		<title>Blueprint Functions</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=60"/>
		<updated>2021-09-03T23:16:04Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Control Point Internals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents all the public blueprint functions that you can safely use to manipulate a control point from your game code.&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. Do not modify, or call them yourself. Some can be safely overriden to change the behavior of your child actors, but their call signature may change without warning in future versions.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
'''AddCapturingActor''': Make an actor count as capturing this control point. Could be used to allow actors to capture from range (without colliding with the point)&lt;br /&gt;
&lt;br /&gt;
'''RemoveCapturingActor''': Remove an actor from the list of actors that are capturing a point. Might be useful to temporarily make an actor not count toward a capture.&lt;br /&gt;
&lt;br /&gt;
'''ForceCaptureForTeam''': Force the control state of a point to a specific team regardless of who is capturing it.&lt;br /&gt;
&lt;br /&gt;
'''ControllingTeamOnPointCount''': The number of actors that belong to the controlling team that are currently on the point.&lt;br /&gt;
&lt;br /&gt;
'''GetCapturePercentage''': The percentage from 0 to 100 that a control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''GetControllingTeamsColor''': Gives the team color of the team currently in control of the point. If no team is in control, it returns 0,0,0,0.&lt;br /&gt;
&lt;br /&gt;
'''PrintStatus''': Handles updating debug text for capture status. This is called automatically in many places, but it is also available to you for debugging.&lt;br /&gt;
&lt;br /&gt;
'''GetExtraPlayersBonus''': Figures out how much faster the point captures for each additional capturing actor currently on the point. Override this for custom bonus behavior.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. '''Do not modify, or call them yourself'''. Some can be safely overridden to change the behavior of your child actors, but '''their call signature may change without warning in future versions'''. To add new behavior, it is better to respond to [[Control Point Events]], only override these functions if you wish to replace existing behavior.&lt;br /&gt;
&lt;br /&gt;
'''Drain Control Percentage''': Called each frame a control point is having it's capture percentage drained. Override this to do something weird with draining. Sets the Capture Percentage variable.&lt;br /&gt;
&lt;br /&gt;
'''Calculate Score''': Calculates how much score is awarded per second for the controlling team. Override this to do something weird with points. Score is not the same as capture percentage.&lt;br /&gt;
&lt;br /&gt;
'''Increase Capture For Controlling Team''': This function calculates the rate that a control point is captured. It is ''extra'' internal, so overriding it is not recommended. However, I thought a lot about a character class specific capture rate (like the Scout in TF2), or a magic buff that makes you capture faster, but it's really hard to do something like that without knowing my context about the full game. The best way I figure someone could do this is to override Increase Capture For Controlling Team with whatever logic the want in there for classes, or buffs, or whatever. This is technically &amp;quot;against the rules&amp;quot; because it's a Control Point Internal function, so I reserve the right to change its signature or how it functions in the future, which might break your overridden version. But I purposefully extracted this logic out into its own function knowing someone would want to do it eventually. &lt;br /&gt;
It should be fairly safe to assume:&lt;br /&gt;
* This function always gets Delta Time&lt;br /&gt;
* Always sets Capture Percentage&lt;br /&gt;
* Always calls Evaluate Team Control before it returns. &lt;br /&gt;
I'm unlikely to change those assumptions in a future version, so if you follow them, it probably won't break.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
'''GetNumberOfTeams''': Returns the number of teams this control point is set up to be captured by.&lt;br /&gt;
&lt;br /&gt;
'''GetTeamColor''': Gets the team color of a particular team.&lt;br /&gt;
&lt;br /&gt;
'''Override Team''': An easy way to set the team arrays at runtime. See [[Overriding Team Management]]&lt;br /&gt;
&lt;br /&gt;
'''AddActorToTeam''': Adds an actor instance to one of the teams.&lt;br /&gt;
&lt;br /&gt;
'''Get Actor's Team''': Gets the team that an actor is on.&lt;br /&gt;
&lt;br /&gt;
'''CanActorCapture''': Returns true if the specified actor is cable to capture or block capture of this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player Capture Point Dev Cheats==&lt;br /&gt;
These functions do the same thing as the buttons in the property panel, but they can also be called programmatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Control Point Capture Results==&lt;br /&gt;
&lt;br /&gt;
'''UpdateMaterialParametersDuringConstructionScript''': If you override the construction script to register team colored dynamic material instances, call this after you're done to update them.&lt;br /&gt;
&lt;br /&gt;
'''RegisterTeamColoredDynamicMaterialInstance''': A way to register which materials should have their Color parameter updated with the controlling team's color. CaptureGeometry is automatically registered, so you don't need to call this on them.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=59</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=59"/>
		<updated>2020-08-04T16:42:44Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;br /&gt;
&lt;br /&gt;
Real time support for Multiplayer Control Point Asset is available on [https://discord.gg/nYSpyZF Discord]. There is also a [http://cp.greenstorm.net/downloads/MCP-StandaloneDemo.zip standalone demo].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=58</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=58"/>
		<updated>2020-06-14T19:46:09Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;br /&gt;
&lt;br /&gt;
Real time support for Multiplayer Control Point Asset is available on [https://discord.gg/nYSpyZF Discord].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=57</id>
		<title>Blueprint Functions</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=57"/>
		<updated>2020-06-14T19:44:42Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Single Player Capture Point Dev Cheats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents all the public blueprint functions that you can safely use to manipulate a control point from your game code.&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. Do not modify, or call them yourself. Some can be safely overriden to change the behavior of your child actors, but their call signature may change without warning in future versions.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
'''AddCapturingActor''': Make an actor count as capturing this control point. Could be used to allow actors to capture from range (without colliding with the point)&lt;br /&gt;
&lt;br /&gt;
'''RemoveCapturingActor''': Remove an actor from the list of actors that are capturing a point. Might be useful to temporarily make an actor not count toward a capture.&lt;br /&gt;
&lt;br /&gt;
'''ForceCaptureForTeam''': Force the control state of a point to a specific team regardless of who is capturing it.&lt;br /&gt;
&lt;br /&gt;
'''ControllingTeamOnPointCount''': The number of actors that belong to the controlling team that are currently on the point.&lt;br /&gt;
&lt;br /&gt;
'''GetCapturePercentage''': The percentage from 0 to 100 that a control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''GetControllingTeamsColor''': Gives the team color of the team currently in control of the point. If no team is in control, it returns 0,0,0,0.&lt;br /&gt;
&lt;br /&gt;
'''PrintStatus''': Handles updating debug text for capture status. This is called automatically in many places, but it is also available to you for debugging.&lt;br /&gt;
&lt;br /&gt;
'''GetExtraPlayersBonus''': Figures out how much faster the point captures for each additional capturing actor currently on the point. Override this for custom bonus behavior.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. '''Do not modify, or call them yourself'''. Some can be safely overriden to change the behavior of your child actors, but '''their call signature may change without warning in future versions'''. To add new behavior, it is better to respond to [[Control Point Events]], only override these functions if you wish to replace existing behavior.&lt;br /&gt;
&lt;br /&gt;
'''Drain Control Percentage''': Called each frame a control point is having it's capture percentage drained. Override this to do something weird with draining. Sets the Capture Percentage variable.&lt;br /&gt;
&lt;br /&gt;
'''Calculate Score''': Calculates how much score is awarded per second for the controlling team. Override this to do something weird with points. Score is not the same as capture percentage.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
'''GetNumberOfTeams''': Returns the number of teams this control point is set up to be captured by.&lt;br /&gt;
&lt;br /&gt;
'''GetTeamColor''': Gets the team color of a particular team.&lt;br /&gt;
&lt;br /&gt;
'''Override Team''': An easy way to set the team arrays at runtime. See [[Overriding Team Management]]&lt;br /&gt;
&lt;br /&gt;
'''AddActorToTeam''': Adds an actor instance to one of the teams.&lt;br /&gt;
&lt;br /&gt;
'''Get Actor's Team''': Gets the team that an actor is on.&lt;br /&gt;
&lt;br /&gt;
'''CanActorCapture''': Returns true if the specified actor is cable to capture or block capture of this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player Capture Point Dev Cheats==&lt;br /&gt;
These functions do the same thing as the buttons in the property panel, but they can also be called programmatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Control Point Capture Results==&lt;br /&gt;
&lt;br /&gt;
'''UpdateMaterialParametersDuringConstructionScript''': If you override the construction script to register team colored dynamic material instances, call this after you're done to update them.&lt;br /&gt;
&lt;br /&gt;
'''RegisterTeamColoredDynamicMaterialInstance''': A way to register which materials should have their Color parameter updated with the controlling team's color. CaptureGeometry is automatically registered, so you don't need to call this on them.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=56</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=56"/>
		<updated>2020-06-14T19:44:12Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;br /&gt;
&lt;br /&gt;
Real time support for Multiplayer Control Point Asset is available on [https://discord.gg/UhvDmW Discord].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=55</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=55"/>
		<updated>2020-06-14T19:43:37Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;br /&gt;
&lt;br /&gt;
Real time support for Multiplayer Control Point Asset is available on Discord: [https://discord.gg/UhvDmW|Discord].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=54</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=54"/>
		<updated>2020-06-14T19:43:23Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;br /&gt;
&lt;br /&gt;
Real time support for Multiplayer Control Point Asset is available on Discord: [[https://discord.gg/UhvDmW]].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=53</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=53"/>
		<updated>2020-06-14T19:43:09Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;br /&gt;
&lt;br /&gt;
Real time support for Multiplayer Control Point Asset is available on [[Discord|https://discord.gg/UhvDmW]].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=52</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=52"/>
		<updated>2020-06-14T19:42:51Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;br /&gt;
&lt;br /&gt;
Real time support for Multiplayer Control Point Asset is available on [[https://discord.gg/UhvDmW|Discord]].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=51</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=51"/>
		<updated>2020-06-14T19:42:33Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;br /&gt;
&lt;br /&gt;
Real time support for Multiplayer Control Point Asset is available on [https://discord.gg/UhvDmW|Discord].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=50</id>
		<title>Blueprint Functions</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=50"/>
		<updated>2020-06-14T19:41:33Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Control Point Internals= */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents all the public blueprint functions that you can safely use to manipulate a control point from your game code.&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. Do not modify, or call them yourself. Some can be safely overriden to change the behavior of your child actors, but their call signature may change without warning in future versions.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
'''AddCapturingActor''': Make an actor count as capturing this control point. Could be used to allow actors to capture from range (without colliding with the point)&lt;br /&gt;
&lt;br /&gt;
'''RemoveCapturingActor''': Remove an actor from the list of actors that are capturing a point. Might be useful to temporarily make an actor not count toward a capture.&lt;br /&gt;
&lt;br /&gt;
'''ForceCaptureForTeam''': Force the control state of a point to a specific team regardless of who is capturing it.&lt;br /&gt;
&lt;br /&gt;
'''ControllingTeamOnPointCount''': The number of actors that belong to the controlling team that are currently on the point.&lt;br /&gt;
&lt;br /&gt;
'''GetCapturePercentage''': The percentage from 0 to 100 that a control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''GetControllingTeamsColor''': Gives the team color of the team currently in control of the point. If no team is in control, it returns 0,0,0,0.&lt;br /&gt;
&lt;br /&gt;
'''PrintStatus''': Handles updating debug text for capture status. This is called automatically in many places, but it is also available to you for debugging.&lt;br /&gt;
&lt;br /&gt;
'''GetExtraPlayersBonus''': Figures out how much faster the point captures for each additional capturing actor currently on the point. Override this for custom bonus behavior.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. '''Do not modify, or call them yourself'''. Some can be safely overriden to change the behavior of your child actors, but '''their call signature may change without warning in future versions'''. To add new behavior, it is better to respond to [[Control Point Events]], only override these functions if you wish to replace existing behavior.&lt;br /&gt;
&lt;br /&gt;
'''Drain Control Percentage''': Called each frame a control point is having it's capture percentage drained. Override this to do something weird with draining. Sets the Capture Percentage variable.&lt;br /&gt;
&lt;br /&gt;
'''Calculate Score''': Calculates how much score is awarded per second for the controlling team. Override this to do something weird with points. Score is not the same as capture percentage.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
'''GetNumberOfTeams''': Returns the number of teams this control point is set up to be captured by.&lt;br /&gt;
&lt;br /&gt;
'''GetTeamColor''': Gets the team color of a particular team.&lt;br /&gt;
&lt;br /&gt;
'''Override Team''': An easy way to set the team arrays at runtime. See [[Overriding Team Management]]&lt;br /&gt;
&lt;br /&gt;
'''AddActorToTeam''': Adds an actor instance to one of the teams.&lt;br /&gt;
&lt;br /&gt;
'''Get Actor's Team''': Gets the team that an actor is on.&lt;br /&gt;
&lt;br /&gt;
'''CanActorCapture''': Returns true if the specified actor is cable to capture or block capture of this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player Capture Point Dev Cheats==&lt;br /&gt;
These functions do the same thing as the bottoms in the property panel, but they can also be called programmatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Control Point Capture Results==&lt;br /&gt;
&lt;br /&gt;
'''UpdateMaterialParametersDuringConstructionScript''': If you override the construction script to register team colored dynamic material instances, call this after you're done to update them.&lt;br /&gt;
&lt;br /&gt;
'''RegisterTeamColoredDynamicMaterialInstance''': A way to register which materials should have their Color parameter updated with the controlling team's color. CaptureGeometry is automatically registered, so you don't need to call this on them.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=49</id>
		<title>Blueprint Functions</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Blueprint_Functions&amp;diff=49"/>
		<updated>2020-06-14T19:40:49Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: Created page with &amp;quot;This page documents all the public blueprint functions that you can safely use to manipulate a control point from your game code.  Functions in the &amp;quot;Control Point Internals&amp;quot; c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page documents all the public blueprint functions that you can safely use to manipulate a control point from your game code.&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. Do not modify, or call them yourself. Some can be safely overriden to change the behavior of your child actors, but their call signature may change without warning in future versions.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
'''AddCapturingActor''': Make an actor count as capturing this control point. Could be used to allow actors to capture from range (without colliding with the point)&lt;br /&gt;
&lt;br /&gt;
'''RemoveCapturingActor''': Remove an actor from the list of actors that are capturing a point. Might be useful to temporarily make an actor not count toward a capture.&lt;br /&gt;
&lt;br /&gt;
'''ForceCaptureForTeam''': Force the control state of a point to a specific team regardless of who is capturing it.&lt;br /&gt;
&lt;br /&gt;
'''ControllingTeamOnPointCount''': The number of actors that belong to the controlling team that are currently on the point.&lt;br /&gt;
&lt;br /&gt;
'''GetCapturePercentage''': The percentage from 0 to 100 that a control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''GetControllingTeamsColor''': Gives the team color of the team currently in control of the point. If no team is in control, it returns 0,0,0,0.&lt;br /&gt;
&lt;br /&gt;
'''PrintStatus''': Handles updating debug text for capture status. This is called automatically in many places, but it is also available to you for debugging.&lt;br /&gt;
&lt;br /&gt;
'''GetExtraPlayersBonus''': Figures out how much faster the point captures for each additional capturing actor currently on the point. Override this for custom bonus behavior.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals===&lt;br /&gt;
&lt;br /&gt;
Functions in the &amp;quot;Control Point Internals&amp;quot; category are private functions that should only be used internally by the control point. '''Do not modify, or call them yourself'''. Some can be safely overriden to change the behavior of your child actors, but '''their call signature may change without warning in future versions'''. To add new behavior, it is better to respond to [[Control Point Events]], only override these functions if you wish to replace existing behavior.&lt;br /&gt;
&lt;br /&gt;
'''Drain Control Percentage''': Called each frame a control point is having it's capture percentage drained. Override this to do something weird with draining. Sets the Capture Percentage variable.&lt;br /&gt;
&lt;br /&gt;
'''Calculate Score''': Calculates how much score is awarded per second for the controlling team. Override this to do something weird with points. Score is not the same as capture percentage.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
'''GetNumberOfTeams''': Returns the number of teams this control point is set up to be captured by.&lt;br /&gt;
&lt;br /&gt;
'''GetTeamColor''': Gets the team color of a particular team.&lt;br /&gt;
&lt;br /&gt;
'''Override Team''': An easy way to set the team arrays at runtime. See [[Overriding Team Management]]&lt;br /&gt;
&lt;br /&gt;
'''AddActorToTeam''': Adds an actor instance to one of the teams.&lt;br /&gt;
&lt;br /&gt;
'''Get Actor's Team''': Gets the team that an actor is on.&lt;br /&gt;
&lt;br /&gt;
'''CanActorCapture''': Returns true if the specified actor is cable to capture or block capture of this point.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Single Player Capture Point Dev Cheats==&lt;br /&gt;
These functions do the same thing as the bottoms in the property panel, but they can also be called programmatically.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Control Point Capture Results==&lt;br /&gt;
&lt;br /&gt;
'''UpdateMaterialParametersDuringConstructionScript''': If you override the construction script to register team colored dynamic material instances, call this after you're done to update them.&lt;br /&gt;
&lt;br /&gt;
'''RegisterTeamColoredDynamicMaterialInstance''': A way to register which materials should have their Color parameter updated with the controlling team's color. CaptureGeometry is automatically registered, so you don't need to call this on them.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=48</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=48"/>
		<updated>2020-06-14T19:25:55Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]]. In fact, many complex rulesets and custom behaviors are capable through the [[Blueprint Functions|Blueprint API]].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=47</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=47"/>
		<updated>2020-06-14T19:23:49Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[Control Point Setup|super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=45</id>
		<title>Control Point Setup</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=45"/>
		<updated>2020-06-14T19:23:34Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: Ecnassianer moved page Super easy to implement to Control Point Setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
Inside the Examples folder there is a map called ControlPointExampleMap that contains many different example setups. You're welcome to use these in your own game, or just reference them as you make your own.&lt;br /&gt;
&lt;br /&gt;
The simplest control point is BP_BasicControlPoint, and it is ready to be dropped in your game. Simply add GameplayTags, ActorInstances, or Classes to both teams for each point and you're ready to go.&lt;br /&gt;
&lt;br /&gt;
The UI folder also contains many examples of how to create UI that responds to control point states, but these UIs are pretty ugly, and meant only as an example for integrating control points into your own UI.&lt;br /&gt;
&lt;br /&gt;
==Quick Setup==&lt;br /&gt;
&lt;br /&gt;
To create a control point from scratch, you should &lt;br /&gt;
# Create a Child blueprint of BP_ControlPointBase&lt;br /&gt;
# Add geometry to the CaptureGeometry scene.&lt;br /&gt;
# Create the appropriate number of teams and assign team colors.&lt;br /&gt;
# Choose which method you want to use for assigning teams members (you can also mix and match):&lt;br /&gt;
#* Actor instances is the simplest, simply add your actors to this array and they are on the team.&lt;br /&gt;
#* A GameplayTag can be used for each team, and then simply assigned to all actors of that team.&lt;br /&gt;
#* You can also assign a class type for each team. This is helpful if you already have different pawn types for each team.&lt;br /&gt;
#* You can also [[Overriding Team Management|override the team adding function]] and assign teams programatically.&lt;br /&gt;
# If you want your capture volume geometry to be team colored, assign their material instances to the Team Color Material Parameters&lt;br /&gt;
# Place instances of your control points in a map.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Super_easy_to_implement&amp;diff=46</id>
		<title>Super easy to implement</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Super_easy_to_implement&amp;diff=46"/>
		<updated>2020-06-14T19:23:34Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: Ecnassianer moved page Super easy to implement to Control Point Setup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Control Point Setup]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=44</id>
		<title>Control Point Setup</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=44"/>
		<updated>2020-06-14T19:22:52Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Quick Setup */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
Inside the Examples folder there is a map called ControlPointExampleMap that contains many different example setups. You're welcome to use these in your own game, or just reference them as you make your own.&lt;br /&gt;
&lt;br /&gt;
The simplest control point is BP_BasicControlPoint, and it is ready to be dropped in your game. Simply add GameplayTags, ActorInstances, or Classes to both teams for each point and you're ready to go.&lt;br /&gt;
&lt;br /&gt;
The UI folder also contains many examples of how to create UI that responds to control point states, but these UIs are pretty ugly, and meant only as an example for integrating control points into your own UI.&lt;br /&gt;
&lt;br /&gt;
==Quick Setup==&lt;br /&gt;
&lt;br /&gt;
To create a control point from scratch, you should &lt;br /&gt;
# Create a Child blueprint of BP_ControlPointBase&lt;br /&gt;
# Add geometry to the CaptureGeometry scene.&lt;br /&gt;
# Create the appropriate number of teams and assign team colors.&lt;br /&gt;
# Choose which method you want to use for assigning teams members (you can also mix and match):&lt;br /&gt;
#* Actor instances is the simplest, simply add your actors to this array and they are on the team.&lt;br /&gt;
#* A GameplayTag can be used for each team, and then simply assigned to all actors of that team.&lt;br /&gt;
#* You can also assign a class type for each team. This is helpful if you already have different pawn types for each team.&lt;br /&gt;
#* You can also [[Overriding Team Management|override the team adding function]] and assign teams programatically.&lt;br /&gt;
# If you want your capture volume geometry to be team colored, assign their material instances to the Team Color Material Parameters&lt;br /&gt;
# Place instances of your control points in a map.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=43</id>
		<title>Control Point Setup</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=43"/>
		<updated>2020-06-14T19:22:32Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
Inside the Examples folder there is a map called ControlPointExampleMap that contains many different example setups. You're welcome to use these in your own game, or just reference them as you make your own.&lt;br /&gt;
&lt;br /&gt;
The simplest control point is BP_BasicControlPoint, and it is ready to be dropped in your game. Simply add GameplayTags, ActorInstances, or Classes to both teams for each point and you're ready to go.&lt;br /&gt;
&lt;br /&gt;
The UI folder also contains many examples of how to create UI that responds to control point states, but these UIs are pretty ugly, and meant only as an example for integrating control points into your own UI.&lt;br /&gt;
&lt;br /&gt;
==Quick Setup==&lt;br /&gt;
&lt;br /&gt;
To create a control point from scratch, you should &lt;br /&gt;
# Create a Child blueprint of BP_ControlPointBase&lt;br /&gt;
# Add geometry to the CaptureGeometry scene.&lt;br /&gt;
# Create the appropriate number of teams and assign team colors.&lt;br /&gt;
# Choose which method you want to use for assigning teams members (you can also mix and match):&lt;br /&gt;
#* Actor instances is the simplest, simply add your actors to this array and they are on the team.&lt;br /&gt;
#* A GameplayTag can be used for each team, and then simply assigned to all actors of that team.&lt;br /&gt;
#* You can also assign a class type for each team. This is helpful if you already have different pawn types for each team.&lt;br /&gt;
#* You can also [[Overriding Team Management|override the team adding function]] and assign teams programatically.&lt;br /&gt;
# If you want your capture volumes to be team colored, assign their material instances to the Team Color Material Parameters&lt;br /&gt;
# Place instances of your control points in a map.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=42</id>
		<title>Control Point Setup</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=42"/>
		<updated>2020-06-14T19:22:16Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
Inside the Examples folder there is a map called ControlPointExampleMap that contains many different example setups. You're welcome to use these in your own game, or just reference them as you make your own.&lt;br /&gt;
&lt;br /&gt;
The simplest control point is BP_BasicControlPoint, and it is ready to be dropped in your game. Simply add GameplayTags, ActorInstances, or Classes to both teams for each point and you're ready to go.&lt;br /&gt;
&lt;br /&gt;
The UI folder also contains many examples of how to create UI that responds to control point states, but these UIs are pretty ugly, and meant only as an example for integrating control points into your own UI.&lt;br /&gt;
&lt;br /&gt;
==Quick Setup==&lt;br /&gt;
&lt;br /&gt;
To create a control point from scratch, you should &lt;br /&gt;
# Create a Child blueprint of BP_ControlPointBase&lt;br /&gt;
# Add geometry to the CaptureGeometry scene.&lt;br /&gt;
# Create the appropriate number of teams and assign team colors.&lt;br /&gt;
# Choose which method you want to use for assigning teams members.&lt;br /&gt;
#* Actor instances is the simplest, simply add your actors to this array and they are on the team.&lt;br /&gt;
#* A GameplayTag can be used for each team, and then simply assigned to all actors of that team.&lt;br /&gt;
#* You can also assign a class type for each team. This is helpful if you already have different pawn types for each team.&lt;br /&gt;
#* You can also [[Overriding Team Management|override the team adding function]] and assign teams programatically.&lt;br /&gt;
# If you want your capture volumes to be team colored, assign their material instances to the Team Color Material Parameters&lt;br /&gt;
# Place instances of your control points in a map.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=41</id>
		<title>Control Point Setup</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Control_Point_Setup&amp;diff=41"/>
		<updated>2020-06-14T19:21:56Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: Created page with &amp;quot;==Examples== Inside the Examples folder there is a map called ControlPointExampleMap that contains many different example setups. You're welcome to use these in your own game,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Examples==&lt;br /&gt;
Inside the Examples folder there is a map called ControlPointExampleMap that contains many different example setups. You're welcome to use these in your own game, or just reference them as you make your own.&lt;br /&gt;
&lt;br /&gt;
The simplest control point is BP_BasicControlPoint, and it is ready to be dropped in your game. Simply add GameplayTags, ActorInstances, or Classes to both teams for each point and you're ready to go.&lt;br /&gt;
&lt;br /&gt;
The UI folder also contains many examples of how to create UI that responds to control point states, but these UIs are pretty ugly, and meant only as an example for integrating control points into your own UI.&lt;br /&gt;
&lt;br /&gt;
==Quick Setup==&lt;br /&gt;
&lt;br /&gt;
To create a control point from scratch, you should &lt;br /&gt;
# Create a Child blueprint of BP_ControlPointBase&lt;br /&gt;
# Add geometry to the CaptureGeometry scene.&lt;br /&gt;
# Create the appropriate number of teams and assign team colors.&lt;br /&gt;
# Choose which method you want to use for assigning teams members.&lt;br /&gt;
## Actor instances is the simplest, simply add your actors to this array and they are on the team.&lt;br /&gt;
## A GameplayTag can be used for each team, and then simply assigned to all actors of that team.&lt;br /&gt;
## You can also assign a class type for each team. This is helpful if you already have different pawn types for each team.&lt;br /&gt;
## You can also [[Overriding Team Management|override the team adding function]] and assign teams programatically.&lt;br /&gt;
# If you want your capture volumes to be team colored, assign their material instances to the Team Color Material Parameters&lt;br /&gt;
# Place instances of your control points in a map.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=40</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Main_Page&amp;diff=40"/>
		<updated>2020-06-14T19:13:20Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Control Point is an Unreal asset for use in multiplayer game modes like&lt;br /&gt;
* Overwatch's Payload&lt;br /&gt;
* Destiny's Control&lt;br /&gt;
* Halo's King of the Hill&lt;br /&gt;
* CTF&lt;br /&gt;
* Unreal Tournament's Assault&lt;br /&gt;
&lt;br /&gt;
Control points are [[super easy to implement]] and highly customizable. There's documentation on[[Properties| all the properties]] that can be used to tune the control point.&lt;br /&gt;
&lt;br /&gt;
The asset also comes with a default team implementation, but [[Overriding Team Management|it's also easy to use your own]].&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=39</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=39"/>
		<updated>2020-06-14T19:11:14Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Components */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't see a property documented on this page? Mouse over it in the editor, all the properties have tooltips, I might just have forgotten to copy it here, so send me a message on Discord and I'll update it.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Teams''': This is an array of all the teams that can use this control point. You can add as many teams as you'd like.&lt;br /&gt;
&lt;br /&gt;
'''NeutralTeamColor''': This is what color should be used to identify capture points that aren't controlled by a team.&lt;br /&gt;
&lt;br /&gt;
Each team has its own set of properties to help define that team. The properties for each team are:&lt;br /&gt;
&lt;br /&gt;
'''TeamColor''': This is what color should be used to identify the team. It will be passed into materials, UI, etc.&lt;br /&gt;
&lt;br /&gt;
'''GameplayTagsBelongingToTheTeam''': Any actors with the tags in this list will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ActorInstancesBelongingToTeam''': Any actors in this list will count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ClassesBelongingToTeam''': Any instances of these classes will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''CanCapture''': Whether this team can capture this point or not.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
'''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted.&lt;br /&gt;
&lt;br /&gt;
'''AvailableScore''': The maximum amount of score that can be extracted from this point.&lt;br /&gt;
&lt;br /&gt;
'''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
There is a category of properties called &amp;quot;Control Point Internals&amp;quot;. These are private variables used by the Control Point code that shouldn't be changed. You can ignore everything in this category.&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
These buttons allow you to cheat different effects for debugging. They only work in single player, not with dedicated server turned on.&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Team Color Material Parameters''': Material instances in this array will have a Vector Parameter named &amp;quot;Color&amp;quot; set to the controlling team's color, and a Scalar Parameter named &amp;quot;Locked&amp;quot; set to 0 or 1 based on whether the control point is locked or not. This can be used to control materials inside the control point actor, or in the environment surrounding the capture point.&lt;br /&gt;
&lt;br /&gt;
'''Points to Lock On Capture''': Control points in this array will be locked when this control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''Points to Unlock On Capture''': Control points in this array will be unlocked when this control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''Points to Uncapture On Capture''': Control points in this array will be uncaptured when this control point is captured.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;br /&gt;
&lt;br /&gt;
'''CaptureGeometry''': Any geometry under this scene object will be used as the capture volume for this control point.&lt;br /&gt;
&lt;br /&gt;
'''DebugText''': Text under this scene object is used for the debug display that can be enabled in Single Player Cheats (though it works fine in multiplayer, too).&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=38</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=38"/>
		<updated>2020-06-14T19:08:23Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Capture Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't see a property documented on this page? Mouse over it in the editor, all the properties have tooltips, I might just have forgotten to copy it here, so send me a message on Discord and I'll update it.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Teams''': This is an array of all the teams that can use this control point. You can add as many teams as you'd like.&lt;br /&gt;
&lt;br /&gt;
'''NeutralTeamColor''': This is what color should be used to identify capture points that aren't controlled by a team.&lt;br /&gt;
&lt;br /&gt;
Each team has its own set of properties to help define that team. The properties for each team are:&lt;br /&gt;
&lt;br /&gt;
'''TeamColor''': This is what color should be used to identify the team. It will be passed into materials, UI, etc.&lt;br /&gt;
&lt;br /&gt;
'''GameplayTagsBelongingToTheTeam''': Any actors with the tags in this list will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ActorInstancesBelongingToTeam''': Any actors in this list will count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ClassesBelongingToTeam''': Any instances of these classes will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''CanCapture''': Whether this team can capture this point or not.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
'''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted.&lt;br /&gt;
&lt;br /&gt;
'''AvailableScore''': The maximum amount of score that can be extracted from this point.&lt;br /&gt;
&lt;br /&gt;
'''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
There is a category of properties called &amp;quot;Control Point Internals&amp;quot;. These are private variables used by the Control Point code that shouldn't be changed. You can ignore everything in this category.&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
These buttons allow you to cheat different effects for debugging. They only work in single player, not with dedicated server turned on.&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Team Color Material Parameters''': Material instances in this array will have a Vector Parameter named &amp;quot;Color&amp;quot; set to the controlling team's color, and a Scalar Parameter named &amp;quot;Locked&amp;quot; set to 0 or 1 based on whether the control point is locked or not. This can be used to control materials inside the control point actor, or in the environment surrounding the capture point.&lt;br /&gt;
&lt;br /&gt;
'''Points to Lock On Capture''': Control points in this array will be locked when this control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''Points to Unlock On Capture''': Control points in this array will be unlocked when this control point is captured.&lt;br /&gt;
&lt;br /&gt;
'''Points to Uncapture On Capture''': Control points in this array will be uncaptured when this control point is captured.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=37</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=37"/>
		<updated>2020-06-14T19:05:16Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Capture Results */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't see a property documented on this page? Mouse over it in the editor, all the properties have tooltips, I might just have forgotten to copy it here, so send me a message on Discord and I'll update it.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Teams''': This is an array of all the teams that can use this control point. You can add as many teams as you'd like.&lt;br /&gt;
&lt;br /&gt;
'''NeutralTeamColor''': This is what color should be used to identify capture points that aren't controlled by a team.&lt;br /&gt;
&lt;br /&gt;
Each team has its own set of properties to help define that team. The properties for each team are:&lt;br /&gt;
&lt;br /&gt;
'''TeamColor''': This is what color should be used to identify the team. It will be passed into materials, UI, etc.&lt;br /&gt;
&lt;br /&gt;
'''GameplayTagsBelongingToTheTeam''': Any actors with the tags in this list will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ActorInstancesBelongingToTeam''': Any actors in this list will count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ClassesBelongingToTeam''': Any instances of these classes will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''CanCapture''': Whether this team can capture this point or not.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
'''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted.&lt;br /&gt;
&lt;br /&gt;
'''AvailableScore''': The maximum amount of score that can be extracted from this point.&lt;br /&gt;
&lt;br /&gt;
'''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
There is a category of properties called &amp;quot;Control Point Internals&amp;quot;. These are private variables used by the Control Point code that shouldn't be changed. You can ignore everything in this category.&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
These buttons allow you to cheat different effects for debugging. They only work in single player, not with dedicated server turned on.&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Team Color Material Parameters''': Material instances in this array will have a Vector Parameter named &amp;quot;Color&amp;quot; set to the controlling team's color, and a Scalar Parameter named &amp;quot;Locked&amp;quot; set to 0 or 1 based on whether the control point is locked or not.&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=36</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=36"/>
		<updated>2020-06-14T19:01:37Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Single Player Cheats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't see a property documented on this page? Mouse over it in the editor, all the properties have tooltips, I might just have forgotten to copy it here, so send me a message on Discord and I'll update it.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Teams''': This is an array of all the teams that can use this control point. You can add as many teams as you'd like.&lt;br /&gt;
&lt;br /&gt;
'''NeutralTeamColor''': This is what color should be used to identify capture points that aren't controlled by a team.&lt;br /&gt;
&lt;br /&gt;
Each team has its own set of properties to help define that team. The properties for each team are:&lt;br /&gt;
&lt;br /&gt;
'''TeamColor''': This is what color should be used to identify the team. It will be passed into materials, UI, etc.&lt;br /&gt;
&lt;br /&gt;
'''GameplayTagsBelongingToTheTeam''': Any actors with the tags in this list will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ActorInstancesBelongingToTeam''': Any actors in this list will count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ClassesBelongingToTeam''': Any instances of these classes will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''CanCapture''': Whether this team can capture this point or not.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
'''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted.&lt;br /&gt;
&lt;br /&gt;
'''AvailableScore''': The maximum amount of score that can be extracted from this point.&lt;br /&gt;
&lt;br /&gt;
'''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
There is a category of properties called &amp;quot;Control Point Internals&amp;quot;. These are private variables used by the Control Point code that shouldn't be changed. You can ignore everything in this category.&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
These buttons allow you to cheat different effects for debugging. They only work in single player, not with dedicated server turned on.&lt;br /&gt;
&lt;br /&gt;
'''Add 10Percent''': Adds 10 percent to the current capture amount.&lt;br /&gt;
&lt;br /&gt;
'''Capture For Team 0''': Switch control of the point to Team 0.&lt;br /&gt;
&lt;br /&gt;
'''Capture for Team 1''': Switch control of the point to Team 1.&lt;br /&gt;
&lt;br /&gt;
'''Remove 10Percent''': Reduce the current capture amount by 10 percent.&lt;br /&gt;
&lt;br /&gt;
'''Toggle Locked''': Toggle whether the control point is locked or unlocked.&lt;br /&gt;
&lt;br /&gt;
'''Uncapture''': Switch control of the point to no one.&lt;br /&gt;
&lt;br /&gt;
'''Show Debug Display''': Turns on a text display that shows what team controls the point and what the capture percentage is.&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=35</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=35"/>
		<updated>2020-06-14T18:55:13Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't see a property documented on this page? Mouse over it in the editor, all the properties have tooltips, I might just have forgotten to copy it here, so send me a message on Discord and I'll update it.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Teams''': This is an array of all the teams that can use this control point. You can add as many teams as you'd like.&lt;br /&gt;
&lt;br /&gt;
'''NeutralTeamColor''': This is what color should be used to identify capture points that aren't controlled by a team.&lt;br /&gt;
&lt;br /&gt;
Each team has its own set of properties to help define that team. The properties for each team are:&lt;br /&gt;
&lt;br /&gt;
'''TeamColor''': This is what color should be used to identify the team. It will be passed into materials, UI, etc.&lt;br /&gt;
&lt;br /&gt;
'''GameplayTagsBelongingToTheTeam''': Any actors with the tags in this list will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ActorInstancesBelongingToTeam''': Any actors in this list will count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ClassesBelongingToTeam''': Any instances of these classes will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''CanCapture''': Whether this team can capture this point or not.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
'''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted.&lt;br /&gt;
&lt;br /&gt;
'''AvailableScore''': The maximum amount of score that can be extracted from this point.&lt;br /&gt;
&lt;br /&gt;
'''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
There is a category of properties called &amp;quot;Control Point Internals&amp;quot;. These are private variables used by the Control Point code that shouldn't be changed. You can ignore everything in this category.&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
These buttons allow you to cheat different effects for debugging. They only work in single player, not with dedicated server turned on.&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=34</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=34"/>
		<updated>2020-06-14T18:54:56Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: /* Control Point Teams */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't see a property documented on this page? Mouse over it in the editor, all the properties have tooltips, I might just have forgotten to copy it here, so send me a message on Discord and I'll update it.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''Teams''': This is an array of all the teams that can use this control point. You can add as many teams as you'd like.&lt;br /&gt;
&lt;br /&gt;
'''NeutralTeamColor''': This is what color should be used to identify capture points that aren't controlled by a team.&lt;br /&gt;
&lt;br /&gt;
Each team has its own set of properties to help define that team.&lt;br /&gt;
&lt;br /&gt;
'''TeamColor''': This is what color should be used to identify the team. It will be passed into materials, UI, etc.&lt;br /&gt;
&lt;br /&gt;
'''GameplayTagsBelongingToTheTeam''': Any actors with the tags in this list will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ActorInstancesBelongingToTeam''': Any actors in this list will count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''ClassesBelongingToTeam''': Any instances of these classes will automatically count as members of the team.&lt;br /&gt;
&lt;br /&gt;
'''CanCapture''': Whether this team can capture this point or not.&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
'''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted.&lt;br /&gt;
&lt;br /&gt;
'''AvailableScore''': The maximum amount of score that can be extracted from this point.&lt;br /&gt;
&lt;br /&gt;
'''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
There is a category of properties called &amp;quot;Control Point Internals&amp;quot;. These are private variables used by the Control Point code that shouldn't be changed. You can ignore everything in this category.&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
These buttons allow you to cheat different effects for debugging. They only work in single player, not with dedicated server turned on.&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=33</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=33"/>
		<updated>2020-06-14T18:49:29Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Don't see a property documented on this page? Mouse over it in the editor, all the properties have tooltips, I might just have forgotten to copy it here, so send me a message on Discord and I'll update it.&lt;br /&gt;
&lt;br /&gt;
==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
'''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted.&lt;br /&gt;
&lt;br /&gt;
'''AvailableScore''': The maximum amount of score that can be extracted from this point.&lt;br /&gt;
&lt;br /&gt;
'''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
There is a category of properties called &amp;quot;Control Point Internals&amp;quot;. These are private variables used by the Control Point code that shouldn't be changed. You can ignore everything in this category.&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
These buttons allow you to cheat different effects for debugging. They only work in single player, not with dedicated server turned on.&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=32</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=32"/>
		<updated>2020-06-14T17:57:23Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
'''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted.&lt;br /&gt;
&lt;br /&gt;
'''AvailableScore''': The maximum amount of score that can be extracted from this point.&lt;br /&gt;
&lt;br /&gt;
'''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=31</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=31"/>
		<updated>2020-06-14T17:55:51Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Control Point==&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''IsTurnedOn''': Whether the point is currently enabled and visible in the world.&lt;br /&gt;
&lt;br /&gt;
'''StartLocked'': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.&lt;br /&gt;
&lt;br /&gt;
'''InitialControllingTeam''': What team controls this point when the game starts.&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ExtraPlayerCaptureMultiplier''': Each additional player beyond the first makes the capture happen this much faster. 0 is no bonus. 1 means the second player will make it capture twice as fast, third player 3 times as fast, etc.&lt;br /&gt;
&lt;br /&gt;
'''CaptureInstantly''': Whether to capture the control point the instant its touched and not blocked.&lt;br /&gt;
&lt;br /&gt;
'''FullCaptureResponse''': How the control point behaves when the capture percentage reaches 100%.&lt;br /&gt;
&lt;br /&gt;
'''FullyRestoreWhenTouchedByControllingTeam''': Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.&lt;br /&gt;
&lt;br /&gt;
'''RestorePercentagePerSecond''': How quickly captured points regenerate to 100% when no actors are capturing them.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. (See FullCaptureResponse.)&lt;br /&gt;
&lt;br /&gt;
'''DelayBeforeDrainStarts''': How long an unoccupied control point waits before it starts draining, in seconds.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point.&lt;br /&gt;
&lt;br /&gt;
==Control Point Internals==&lt;br /&gt;
&lt;br /&gt;
==Single Player Cheats==&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Capture Results==&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
==Components==&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=30</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=30"/>
		<updated>2020-06-14T17:50:07Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point.&lt;br /&gt;
&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CapturePointGeo.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=File:CapturePointGeo.JPG&amp;diff=29</id>
		<title>File:CapturePointGeo.JPG</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=File:CapturePointGeo.JPG&amp;diff=29"/>
		<updated>2020-06-14T17:49:39Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: Ecnassianer uploaded a new version of File:CapturePointGeo.JPG&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=28</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=28"/>
		<updated>2020-06-14T17:48:28Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointProperties.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point.&lt;br /&gt;
&lt;br /&gt;
[[File:SinglePlayerCheats.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CapturePointCaptureResults.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
[[File:CapturePointGeo.JPG|700px]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=File:CapturePointGeo.JPG&amp;diff=27</id>
		<title>File:CapturePointGeo.JPG</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=File:CapturePointGeo.JPG&amp;diff=27"/>
		<updated>2020-06-14T17:48:18Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=File:CapturePointCaptureResults.JPG&amp;diff=26</id>
		<title>File:CapturePointCaptureResults.JPG</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=File:CapturePointCaptureResults.JPG&amp;diff=26"/>
		<updated>2020-06-14T17:47:46Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=File:SinglePlayerCheats.JPG&amp;diff=25</id>
		<title>File:SinglePlayerCheats.JPG</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=File:SinglePlayerCheats.JPG&amp;diff=25"/>
		<updated>2020-06-14T17:47:25Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=File:ControlPointProperties.JPG&amp;diff=24</id>
		<title>File:ControlPointProperties.JPG</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=File:ControlPointProperties.JPG&amp;diff=24"/>
		<updated>2020-06-14T17:46:41Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=23</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=23"/>
		<updated>2020-06-14T17:44:05Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Control Point Teams==&lt;br /&gt;
&lt;br /&gt;
[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=22</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=22"/>
		<updated>2020-06-14T17:43:25Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ControlPointTeams.JPG|700px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=21</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=21"/>
		<updated>2020-06-14T17:43:18Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ControlPointTeams.JPG|500px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=20</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=20"/>
		<updated>2020-06-14T17:43:09Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ControlPointTeams.JPG|970px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Properties&amp;diff=19</id>
		<title>Properties</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Properties&amp;diff=19"/>
		<updated>2020-06-14T17:42:58Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:ControlPointTeams.JPG]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it.&lt;br /&gt;
&lt;br /&gt;
'''ControlDrainPerSecond''': The rate at which control drains when no one is on the point.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=File:ControlPointTeams.JPG&amp;diff=18</id>
		<title>File:ControlPointTeams.JPG</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=File:ControlPointTeams.JPG&amp;diff=18"/>
		<updated>2020-06-14T17:42:48Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=17</id>
		<title>Overriding Team Management</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=17"/>
		<updated>2020-06-14T17:41:03Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you already have teams being assigned on your own, you can easily inherit from the capture point and override the Control Point Teams section, and provide that data however you want.&lt;br /&gt;
&lt;br /&gt;
[[File:OverrideTeams.JPG|970px]]&lt;br /&gt;
&lt;br /&gt;
This function isn't actually used by the Control Point, so you can change the signature however you want, just implement the method so it takes whatever format of teams you pass in and inserts that into the teams array appropriately.&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=16</id>
		<title>Overriding Team Management</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=16"/>
		<updated>2020-06-14T17:39:59Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you already have teams being assigned on your own, you can easily inherit from the capture point and override the Control Point Teams section, and provide that data however you want.&lt;br /&gt;
&lt;br /&gt;
[[File:OverrideTeams.JPG|970px]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=15</id>
		<title>Overriding Team Management</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=15"/>
		<updated>2020-06-14T17:39:49Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you already have teams being assigned on your own, you can easily inherit from the capture point and override the Control Point Teams section, and provide that data however you want.&lt;br /&gt;
&lt;br /&gt;
[[File:OverrideTeams.JPG|500px]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=14</id>
		<title>Overriding Team Management</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=14"/>
		<updated>2020-06-14T17:39:21Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you already have teams being assigned on your own, you can easily inherit from the capture point and override the Control Point Teams section, and provide that data however you want.&lt;br /&gt;
&lt;br /&gt;
[[File:OverrideTeams.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
	<entry>
		<id>http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=13</id>
		<title>Overriding Team Management</title>
		<link rel="alternate" type="text/html" href="http://cp.greenstorm.net/index.php?title=Overriding_Team_Management&amp;diff=13"/>
		<updated>2020-06-14T17:39:06Z</updated>

		<summary type="html">&lt;p&gt;Ecnassianer: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you already have teams being assigned on your own, you can easily inherit from the capture point and override the Control Point Teams section, and provide that data however you want.&lt;br /&gt;
&lt;br /&gt;
[[File:Overrideteams.JPG]]&lt;/div&gt;</summary>
		<author><name>Ecnassianer</name></author>
		
	</entry>
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