Mapping with Control Points: Difference between revisions

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== Advanced Mechanics ==
== Advanced Mechanics ==
=== Linking to Respawn Points ===
=== Linking to Respawn Points ===
You can link the Capture_Point_Handler to [[RED_Objects#Multiplayer_Respawn_Point|respawn points]].
Link the Capture_Point_Handler to [[RED_Objects#Multiplayer_Respawn_Point|respawn points]] to let Alpine Faction automatically manage spawn activation and team assignment depending on the gametype.


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.
==== 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.


* In '''King of the Hill''', this is generally **not recommended**, as it can overly constrain spawns around a single point.
Additionally, the [[RED Event List#Respawn_Point_State|Respawn_Point_State]] and [[RED Event List#Modify_Respawn_Point|Modify_Respawn_Point]] events can be used to manually adjust the behaviour of respawn points in all gametypes.
* 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 ===
=== Control Point Events ===
* WIP
{{Infobox RF1Event
|eventname      = When_Captured
|category      = AF_Catalysts
|description    = Fires a message to all linked triggers, movers, and events whenever a linked control point is captured by either team.
}}
 
{{Infobox RF1Event
|eventname      = Set_Capture_Point_Owner
|category      = AF_General
|description    = Forces linked control points to a specific ownership state. Must be run on the server, ignored when run on a client.
|on            = Set all linked control points to the specified owner.
|params        = * '''Owner:''' (int1) Desired owner.
}}
 
{{Infobox RF1Event
|eventname      = Owner_Gate
|category      = AF_Flow
|description    = Tests whether a specific control point has a specified owner.
|params        = * '''Handler UID:''' (int1) UID of the Capture_Point_Handler to test.
* '''Required owner:''' (int2) Owner to check.
}}


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

Latest revision as of 11:34, 19 December 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

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.

Control Point Events

Icon Event E.png

When_Captured

Fires a message to all linked triggers, movers, and events whenever a linked control point is captured by either team.
On Response
None
Off Response
None
Parameters
No additional parameters.
Icon Event E.png

Set_Capture_Point_Owner

Forces linked control points to a specific ownership state. Must be run on the server, ignored when run on a client.
On Response
Set all linked control points to the specified owner.
Off Response
None
Parameters
  • Owner: (int1) Desired owner.
Icon Event E.png

Owner_Gate

Tests whether a specific control point has a specified owner.
On Response
None
Off Response
None
Parameters
  • Handler UID: (int1) UID of the Capture_Point_Handler to test.
  • Required owner: (int2) Owner to check.