Difference between revisions of "Properties"
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[[File:ControlPointTeams.JPG|700px]] | [[File:ControlPointTeams.JPG|700px]] | ||
+ | ==Control Point== | ||
+ | [[File:ControlPointProperties.JPG|700px]] | ||
+ | |||
+ | '''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. | '''BaseCapturePercentagePerSecond''': The rate at which the point captures when one person is standing on it. | ||
− | '''ControlDrainPerSecond''': The rate at which control drains when no one is on the point. | + | '''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. | ||
+ | |||
+ | ==Control Point Internals== | ||
+ | ==Single Player Cheats== | ||
[[File:SinglePlayerCheats.JPG|700px]] | [[File:SinglePlayerCheats.JPG|700px]] | ||
+ | ==Capture Results== | ||
[[File:CapturePointCaptureResults.JPG|700px]] | [[File:CapturePointCaptureResults.JPG|700px]] | ||
+ | ==Components== | ||
[[File:CapturePointGeo.JPG]] | [[File:CapturePointGeo.JPG]] |
Revision as of 09:55, 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.