Properties

From Control_Point
Revision as of 11:54, 14 June 2020 by Ecnassianer (talk | contribs) (Control Point Teams)
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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.

Control Point Teams

ControlPointTeams.JPG

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.

NeutralTeamColor: This is what color should be used to identify capture points that aren't controlled by a team.

Each team has its own set of properties to help define that team.

TeamColor: This is what color should be used to identify the team. It will be passed into materials, UI, etc.

GameplayTagsBelongingToTheTeam: Any actors with the tags in this list will automatically count as members of the team.

ActorInstancesBelongingToTeam: Any actors in this list will count as members of the team.

ClassesBelongingToTeam: Any instances of these classes will automatically count as members of the team.

CanCapture: Whether this team can capture this point or not.

Control Point

ControlPointProperties.JPG

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.

Control Point Internals

There is a category of properties called "Control Point Internals". These are private variables used by the Control Point code that shouldn't be changed. You can ignore everything in this category.

Single Player Cheats

SinglePlayerCheats.JPG

These buttons allow you to cheat different effects for debugging. They only work in single player, not with dedicated server turned on.

Capture Results

CapturePointCaptureResults.JPG

Components

CapturePointGeo.JPG