Difference between revisions of "Properties"
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'''IsTurnedOn''': Whether the point is currently enabled and visible in the world. | '''IsTurnedOn''': Whether the point is currently enabled and visible in the world. | ||
− | '''StartLocked'': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point. | + | '''StartLocked''': Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point. |
'''InitialControllingTeam''': What team controls this point when the game starts. | '''InitialControllingTeam''': What team controls this point when the game starts. | ||
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'''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point. | '''ControlDrainsInstantlyOnceStarted''': If true, control will reset to zero the moment no one is on the point. | ||
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+ | '''ScorePerSecondHeld''': This amount of score is given out for every second held until Available Score is depleted. | ||
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+ | '''AvailableScore''': The maximum amount of score that can be extracted from this point. | ||
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+ | '''Don'tScoreWhileContested''': If a point is contested, it won't reward points to the controlling team until it is no longer contested. | ||
==Control Point Internals== | ==Control Point Internals== |
Revision as of 09:57, 14 June 2020
Contents
Control Point Teams
Control Point
IsTurnedOn: Whether the point is currently enabled and visible in the world.
StartLocked: Whether the control point should start locked or unlocked. Being locked prevents any team from changing the capture state of the point.
InitialControllingTeam: What team controls this point when the game starts.
BaseCapturePercentagePerSecond: The rate at which the point captures when one person is standing on it.
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.
CaptureInstantly: Whether to capture the control point the instant its touched and not blocked.
FullCaptureResponse: How the control point behaves when the capture percentage reaches 100%.
FullyRestoreWhenTouchedByControllingTeam: Allows the controlling team to instantly reset their points to 100% capture if the other team has stopped stealing control from them.
RestorePercentagePerSecond: How quickly captured points regenerate to 100% when no actors are capturing them.
ControlDrainPerSecond: The rate at which control drains when no one is on the point. (See FullCaptureResponse.)
DelayBeforeDrainStarts: How long an unoccupied control point waits before it starts draining, in seconds.
ControlDrainsInstantlyOnceStarted: If true, control will reset to zero the moment no one is on the point.
ScorePerSecondHeld: This amount of score is given out for every second held until Available Score is depleted.
AvailableScore: The maximum amount of score that can be extracted from this point.
Don'tScoreWhileContested: If a point is contested, it won't reward points to the controlling team until it is no longer contested.