Control points give a certain amount of points to the team currently holding it. Once a team has captured all points, or reached a certain score (using the score module) the match ends. Control points can be mixed with and used in addition to other gamemodes. Other uses of control points include unlocking an area of the map using objective filters, etc.
<control-points capture-rule="lead" show-progress="true">
<control-point name="Center" capture-time="20s">
<capture><cylinder base="0.5,23,7.5" radius="7" height="5"/></capture>
<progress><cylinder base="0.5,22,7.5" radius="7" height="4"/></progress>
<captured><cylinder base="0.5,64,7.5" radius="7" height="5"/></captured>
|Control Points Element||Description||Value/Children|
|Node containing a single control point or a group of control points.|
|A single control point.||Control Point Sub-elements|
Control Point Attributes
|Unique identifier used to reference control points from other places in the XML.||String|
|Name of the control point, displayed on the scoreboard.||String|
|Specify if this objective is required to win the match.|
Teams completing all of their required objectives will win regardless of score or Blitz configuration.
|Time to capture the control point.||Time Period||30 sec|
|Points to give per second to the owning team.||Number||1|
|Number of seconds for the point rate to double. If given, the rate at which the control point gives points will exponential increase with time.||Number||0|
|Gives a set number of points to a team when captured. When the control point is captured by another team, the points are revoked.||Number||0|
|Rule used to decide who is in control of the point at any given moment.||Capture Rule||exclusive|
|Adjust capture time relative to the amount of team players on the control point.||Decimal||0||0.1|
|Show capture percentage in the sidebar.||true/false||false||true|
|Control point must be un-captured before it can be captured again.||true/false||false||true|
|The rate for a control point to recover to its current state. Applies when the owning team is dominating (only having players of the capturing team on the point).||Number||depends||0|
|The rate for a control point to decay to its current state. Applies when nobody is dominating the point (contested by multiple teams or no teams on the point). Can be determined by .||Number||depends||0|
|The rate for a control point to decay to its current state. Applies when the point is contested.||Number|
|The rate for a control point to decay from captured to neutral. Applies when nobody is dominating the point.|
Takes precedence over .
|DeprecatedCapture progress is retained even if capturing is interrupted.|
If incremental is true, sets to 1, to 0, and to 0.
If incremental is false, and are both infinite, and is 0.
This has been replaced with the recovery & decay attributes which allow more control over progress.
|Control point can only be captured once during the match.||true/false||false||true|
|The team owning the control point when the match starts.||Team ID|
|Broadcast messages related to the control point in chat.||true/false||true|
|Play sounds, fireworks and other effects related to the control point.||true/false||true|
|Display the control point under commands such as .||true/false||true|
|Displays the control point on scoreboard.||true/false||true|
|Determines if this control point counts as a win condition.||true/false||true|
|Specify if the control point should be hidden from all visible locations to the player. These locations include chat, the boss bar, and the scoreboard.|
This attribute sets all five values above to true/false.
|Filter the materials modified when updating the progress regions.|
Defaults to wool, carpet, stained clay, stained glass & stained glass panes.
|PropertyRequiredRegion where this control point can be captured.||Region|
|PropertyRegion where this control points progress is displayed.||Bounded Region|
|PropertyRegion where this control points owner is displayed.||Bounded Region|
|PropertyFilter teams that can capture this control point, defaults to all teams. Teams that don't match this filter can still prevent other teams from capturing by standing on the control point. They can also uncapture the control point if neutral-state is enabled.||Filter|
|PropertyFilter players who can control this control point. Players who don't match this filter cannot affect the control point in any way.||Filter|
Control Point Sub-elements
|PropertyRequiredThe region players have to stand in to capture the control point.||Regions|
|PropertyThe region to display capture progress.||Bounded Regions|
|PropertyThe region to display if the control point is captured.||Bounded Regions|
|PropertyFilter teams that can capture this control point, defaults to all teams. Teams that don't match this filter can still prevent other teams from capturing by standing on the control point. They can also uncapture the control point if neutral-state is enabled.||Filters|
|PropertyFilter players who can control this control point. Players who don't match this filter cannot affect the control point in any way.||Filters|
The capture rule defines the logic used to decide which team is in control of the point.
capture-rule can be one of the following:
exclusiveThe team must be the only team with players on the control point. (default)
majorityThe team must have more players on the control point than all other teams combined.
leadThe team must have more players on the control point than any other single team.
Players who match either
player-filter are counted when calculating the
Players who don't match either filter cannot affect the control point at all.
Control Point Regions
Capture progress is displayed inside the defined
<progress> region using the dominating teams color.
After a control point is captured the
<captured> region is also filled with that color.
The progress and captured regions must be bounded regions,
e.g. cylinders & cuboids will work, circles and squares will not.
Only the default visual materials or materials defined in
visual-materials will be modified
in the progress regions when they are updated.
King of the Hill (deprecated)
<hills> tags have been deprecated.
<control-points> tags, which work the same but
with differrent default values.
KotH is a gamemode in which you capture and hold a hill to collect points. The first team to reach a preset amount of points wins.
KotH maps use control points to define hills.
Instead of being called
<control-points> they are called
<hills> and must be defined inside a main
The main difference between hills and control points is what their default values are.
Default values for
permanent differ between
<hill name="Hill" capture-time="10s" points="1">
<progress><cuboid min="-5,71,-5" max="5,71,5"/></progress>
KotH games use the
<score> module to end the game when one team reaches a preset amount of points.
<king/> tag prevents teams from getting points when killing players,
this means they have to actually capture the hill to get points.
King of the Hill maps may not have a time limit.