Modules

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-players="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 Element Description
<control-points> </control-points> Node containing a single control point or a group of control points.
Sub-elements Value/Children
<control-point> </control-point> A single control point. Control Point Sub-elements
Control Point Attributes
Attribute Description Value Default KotH
id Unique identifier used to reference control points from other places in the XML. String
name Name of the control point, displayed on the scoreboard. String
required 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/false true
capture-time Time to capture the control point. Time Period 30 sec
points Points to give per second to the owning team. Number 1
points-growth 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
capture-rule Rule used to decide who is in control of the point at any given moment. Capture Rule exclusive
time-multiplier Adjust capture time relative to the amount of team players on the control point. Decimal 0 0.1
show-progress Show capture percentage in the sidebar. true/false false true
neutral-state Control point must be un-captured before it can be captured again. true/false false true
incremental Deprecated Capture progress is retained even if capturing is interrupted.
Has been replaced with the recovery & decay attributes which allow much more control over progress.
true/false false true
recovery Capture progress recovery, rate at which progress reverts from players dominating the point.
Can not be combined with the incremental attribute.
true/false oo 1
decay Capture progress decay, rate at which progress reverts while nobody is dominating the point.
Can not be combined with the incremental attribute.
true/false oo 0
permanent Control point can only be captured once during the match. true/false false true
initial-owner The team owning the control point when the match starts. Team ID
show 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/false true
visual-materials Filter the materials modified when updating the progress regions.
Defaults to wool, carpet, stained clay, stained glass & stained glass panes.
Block Filter
capture Property Required Region where this control point can be captured. Region
progress Property Region where this control points progress is displayed. Bounded Region
captured Property Region where this control points owner is displayed. Bounded Region
capture-filter Property Filter 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
player-filter Property Filter 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
Element Description Value/Children
<capture> Property Required The region players have to stand in to capture the control point. Regions
<progress> Property The region to display capture progress. Bounded Regions
<captured> Property The region to display if the control point is captured. Bounded Regions
<capture-filter> Property Filter 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
<player-filter> Property Filter 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.