Control Points

Control point give a certain amount of point 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" incremental="true" 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-point>
</control-points>
Control Points ElementDescriptionValue/Children
Node containing a single control point or a group of control points.
Sub-elements
A single control point.Control Point Sub-elements
Control Point Attributes
AttributeDescriptionValueDefaultKotH
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.
true/falsetrue
Time to capture the control point.Time Period30 sec
Points to give per second to the owning team.Number1
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.Number0
Gives a set number of points to a team when captured. When the control point is captured by another team, the points are revoked.Number0
Rule used to decide who is in control of the point at any given moment.Capture Ruleexclusive
Adjust capture time relative to the amount of team players on the control point.Decimal00.1
Show capture percentage in the sidebar.true/falsefalsetrue
Control point must be un-captured before it can be captured again.true/falsefalsetrue
DeprecatedCapture progress is retained even if capturing is interrupted.
Has been replaced with the recovery & decay attributes which allow much more control over progress.
true/falsefalsetrue
Control point can only be captured once during the match.true/falsefalsetrue
The team owning the control point when the match starts.Team ID
Show the objective in the interface and fire fireworks on completion.
Hidden goals do not count towards a players completed objectives & do not give raindrops.
true/falsetrue
Filter the materials modified when updating the progress regions.
Defaults to wool, carpet, stained clay, stained glass & stained glass panes.
Block Filter
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

ElementDescriptionValue/Children
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

Capture Rule

The capture rule defines the logic used to decide which team is in control of the point. Values for capture-rule can be one of the following:

  • exclusive The team must be the only team with players on the control point. (default)
  • majority The team must have more players on the control point than all other teams combined.
  • lead The team must have more players on the control point than any other single team.

Players who match either capture-filter or player-filter are counted when calculating the capture-rule. 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.