Mapping with Control Points: Difference between revisions

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{{RF1Tutorial|Goober}}
{{RF1Tutorial|Goober}}
{{Under construction}}
'''Control Points''' are used as objectives in the '''[[King of the Hill]]''', '''[[Damage Control]]''', and '''[[Revolt]]''' game types added in [[Alpine Faction|Alpine Faction]] v1.2.


'''Control Points''' are used as objectives in the '''King of the Hill''', '''Damage Control''', and '''Revolt''' game types added in [https://alpinefaction.com Alpine Faction]
The process to create these is very straightforward.
 
== Basic Setup ==
# Create a [[RED Objects#Triggers|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 [[RED Event List#Capture_Point_Handler|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 ==
{{Infobox RF1Event
|eventname      = Capture_Point_Handler
|category      = AF_Gameplay
|description    = Controls the behaviour of a multiplayer control point (capture zone) for [[King of the Hill]], [[Damage Control]], and [[Revolt]]. Uses a linked [[RED Objects#Triggers|trigger]] to define the capture area and manages capture progress, ownership, and HUD display.
|params        = * '''Name:''' (str1) Display name for the control point.
* '''Outline offset:''' (float1) Vertical offset for the circular outline drawn on the ground around the capture area. Useful for keeping the outline visible above uneven terrain.
* '''Cap rate multiplier:''' (float2) Multiplier applied to the base capture rate. '''0.0''' = no multiplier (same as '''1.0'''). Higher values capture faster; values between '''0.0''' and '''1.0''' capture slower.
* '''Stage:''' Specify stage for this point. Only used in [[Revolt]].
* '''Cylindrical Trigger:''' If true, treat the linked trigger as a vertical cylinder instead of using its raw shape. For sphere triggers, the cylinder radius matches the sphere radius. For box triggers, the cylinder diameter uses the longest edge of the box.
}}
<div style="clear: both"></div>
== Advanced Mechanics ==
=== Linking to Respawn Points ===
You can link the Capture_Point_Handler to [[RED_Objects#Multiplayer_Respawn_Point|respawn points]].


The process to create these is very straightforward.
If you do this, the game will automatically update spawn points linked to from the Capture_Point_Handler when the ownership state of the control point changes. In '''King of the Hill''' and '''Damage Control''', only the team that currently owns the point will be able to spawn at linked respawn points. If no team currently owns the point, the linked respawn points are disabled. In '''Revolt''', the team assigned to the respawn point never changes as the game progresses, but both teams will only be able to spawn at linked respawn points while the specified stage is active.


==Tutorial Steps==
* In '''King of the Hill''', this is generally not recommended.
* Create a Trigger
* In '''Damage Control''', this can be a nice feature to reduce the chances of people spawning very close to points they do not own. However, especially given that it is possible for one team to own all control points on the map, it is highly recommended to have at least some number of respawn points that are ''not'' linked from a Capture_Point_Handler and are therefore active for the entire game.
* Create a Capture_Point_Handler event, link the event to the trigger
* In '''Revolt''', linked respawn points are effectively a requirement for game flow.


=== Control Point Events ===
* WIP


[[Category: Red Faction]]
[[Category: Red Faction]]

Latest revision as of 21:03, 20 November 2025

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

  1. 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.
  2. Create a Capture_Point_Handler event (under the AF_Gameplay category).
  3. 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

Icon Event E.png

Capture_Point_Handler

Controls 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
  • Name: (str1) Display name for the control point.
  • Outline offset: (float1) Vertical offset for the circular outline drawn on the ground around the capture area. Useful for keeping the outline visible above uneven terrain.
  • Cap rate multiplier: (float2) Multiplier applied to the base capture rate. 0.0 = no multiplier (same as 1.0). Higher values capture faster; values between 0.0 and 1.0 capture slower.
  • Stage: Specify stage for this point. Only used in Revolt.
  • Cylindrical Trigger: If true, treat the linked trigger as a vertical cylinder instead of using its raw shape. For sphere triggers, the cylinder radius matches the sphere radius. For box triggers, the cylinder diameter uses the longest edge of the box.

Advanced Mechanics

Linking to Respawn Points

You can link the Capture_Point_Handler to respawn points.

If you do this, the game will automatically update spawn points linked to from the Capture_Point_Handler when the ownership state of the control point changes. In King of the Hill and Damage Control, only the team that currently owns the point will be able to spawn at linked respawn points. If no team currently owns the point, the linked respawn points are disabled. In Revolt, the team assigned to the respawn point never changes as the game progresses, but both teams will only be able to spawn at linked respawn points while the specified stage is active.

  • In King of the Hill, this is generally not recommended.
  • In Damage Control, this can be a nice feature to reduce the chances of people spawning very close to points they do not own. However, especially given that it is possible for one team to own all control points on the map, it is highly recommended to have at least some number of respawn points that are not linked from a Capture_Point_Handler and are therefore active for the entire game.
  • In Revolt, linked respawn points are effectively a requirement for game flow.

Control Point Events

  • WIP