Grimwar/Entities/game capture point
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Create a team capture objective.
Placement: Oriented volume.
Set it up
Set Point Name, initial Owning Team, and capture/decay times. The game mode controls initial locking. A point with prerequisites requires the capturing team to own all listed points. reset restores authored round progress and ownership; captured fires after ownership changes. Test it in the intended game mode.
Settings
These are the initial authoring values. Script inputs and runtime state are listed separately below.
| Setting | Default | Meaning and choices |
|---|---|---|
point_namePoint Name |
"A" |
Display name for the capture point. |
owning_teamOwning Team |
None (0) |
Team that starts in control of the point. Choices: None (0), Spectate (1), Order (2), Union (3).
|
capture_secondsCapture Seconds |
10 |
Seconds required to capture when uncontested. Minimum: 1.
|
decay_secondsDecay Seconds |
5 |
Seconds required to decay capture progress back to neutral. Minimum: 1.
|
max_cappersMax Cappers |
3 |
Maximum number of pawns contributing to capture speed. Minimum: 1.
|
capture_time_bonus_secondsCapture Time Bonus Seconds |
60 |
Seconds added to the round timer when this point is captured in supported modes. Minimum: 0.
|
prerequisitesPrerequisites |
[] |
The capturing team must own every listed point. Ordered list. |
ignore_nav_meshIgnore Nav Mesh |
true |
Exclude this entity from navigation-mesh building. This does not disable its gameplay collision. |
VSig contract
Use the names below with a ref bound to this entity. The value column describes the catalog value type, not a C# method signature. See Read the reference for arguments, authority, and common controls.
| Kind | Member | Value | Authority / access |
|---|---|---|---|
| Input | kill |
none |
Server |
| Input | lock |
string |
Server |
| Input | reset |
string |
Server |
| Input | unlock |
string |
Server |
| Output | captured |
string |
Server |
| Output | killed |
none |
Server |
| Output | locked |
string |
Server |
| Output | unlocked |
string |
Server |