Mapping with Control Points: Difference between revisions
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|eventname = When_Captured | |eventname = When_Captured | ||
|category = AF_Catalysts | |category = AF_Catalysts | ||
|description = Fires | |description = Fires a message to all linked triggers, movers, and events whenever a linked control point is captured by either team. | ||
}} | }} | ||
Revision as of 11:33, 19 December 2025
| Tutorial: Mapping with Control Points Prepared by Goober. |
Control Points are used as objectives in the King of the Hill, Damage Control, and Revolt game types added in Alpine Faction v1.2.
The process to create these is very straightforward.
Basic Setup
- Create a trigger. This can be a box or a sphere. The only properties of the trigger that matter for control points are the dimensions and the shape.
- Create a Capture_Point_Handler event (under the AF_Gameplay category).
- Link the Capture_Point_Handler event to the trigger.
That's the minimum you need to do to make a control point.
If you want a cylindrical control point, tick the Cylindrical Trigger checkbox in the properties for the Capture_Point_Handler.
- If the trigger is a sphere, the cylinder will have the same radius as the sphere.
- If the trigger is a box, the cylinder will have the same diameter as the longest edge of the box.
Label/Progress Sprite
The location of the Capture_Point_Handler event is the location of the progress/label sprite for the control point.
It’s best to position the Capture_Point_Handler:
- Directly above the center of the trigger
- At a height that is unlikely to result in the sprite blocking important sightlines for combat
Event Properties
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Capture_Point_HandlerControls the behaviour of a multiplayer control point (capture zone) for King of the Hill, Damage Control, and Revolt. Uses a linked trigger to define the capture area and manages capture progress, ownership, and HUD display.On Response None
Off Response None
Parameters
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Advanced Mechanics
Linking to Respawn Points
Link the Capture_Point_Handler to respawn points to let Alpine Faction automatically manage spawn activation and team assignment depending on the gametype.
Behaviour per Gametype
- King of the Hill & Damage Control: Linked respawn points are synced to the owner of the control point. Only that team will be able to spawn at those respawn points. Use of this in KOTH is generally not needed/recommended
- Revolt: Linked respawn points are enabled when their control point’s stage is active, and disabled when the game moves to the next stage. The teams assigned to each respawn point never changes, so you should set the red/blue checkboxes on each respawn point to match the intended defending/attacking team for that stage.
- Escalation: Linked respawn points are enabled when their control point is the current defense hill for that team. The teams assigned to each respawn point never changes, so you should set the red/blue checkboxes on each respawn point to match the intended defending/attacking team for that stage. For example, in a 5-point Escalation map, if red controls their own base, their own forward point, and the center point, while blue only controls their own forward point and their own base, only blue spawn points associated with the blue forward point will be enabled, because that's the point blue is defending; while only red spawn points associated with the center point will be enabled, because that's the point red is defending. The only exception to this rule is when the map first starts and the center point is neutral - in that case, both team's spawns associated with the center point will be enabled until the center point is captured by a team.
Additionally, the Respawn_Point_State and Modify_Respawn_Point events can be used to manually adjust the behaviour of respawn points in all gametypes.