Capture Area

Overview

The Capture Area is a Device in Fortnite: Creative, added in Update v8.30.

All Settings

All Settings[]

Contextual Filtering

This device is affected by Contextual Filtering; This feature hides or displays options depending on the values selected for certain related options.

All default values have been Bolded.

All Options
Option Value Description
Starting Team All, Team 1 - Team 100 The Team that Owns the Area at the Start of the Game.
Accent Color Team Relationship, Team Color, White, Sky Blue, Red-Orange, Golden, Apple Green, Fuchsia, Orange, Aquamarine, Beige, Purple, Neon Green, Cerulean, Silver, Aqua, Pink, Green Sets the color of the base plate and surrounding field.
Capture Radius 1/16 Tile, 1/8 Tile, 1/4 Tile, 1/2 Tile, 1 Tile, 2 Tiles, 3 Tiles, 4 Tiles, 5 Tiles Determines the size of the capture zone.
Capture Height 1/16 Tile, 1/8 Tile, 1/4 Tile, 1/2 Tile, 1 Tile, 2 Tiles, 3 Tiles, 4 Tiles, 5 Tiles, 6 Tiles, 8 Tiles, 10 Tiles Determines the height of the capture zone.
Item Visible In Game On, Off Determines whether the Capture Item hologram is displayed during the game.
Consume Item on Scoring No, Yes Determines whether the item is removed form the player's inventory or destroyed when it enters the area
Consume Item When Dropped No, Yes Determines whether the area will consume dropped Capture Items for points.
Item Filter To Take Control, For Periodic Scoring, Both, None Determines whether the player needs to be carrying the correct item to capture the area or gain periodic score.
Can Receive Items From Allies, Hostiles, None, All, Team 1 - Team 100 Determines which players can deliver Capture Items to this capture area.
Can Be Used for Periodic Scoring By Allies, Hostiles, None, All, Team 1 - Team 100 Determines which players can gain periodic score from this area.
Item Delivery Score 1 - 100, Same As Periodic Sets the score awarded when a player delivers a Capture Item to the area.
Periodic Scoring Off, Each Player, One Player Per Team, Owning Team Do players earn points over time for being inside this capture area or for owning it.
Period Scoring Time 1 Second - 10 Minutes Determines which team can take control of the area if they don't already own it.
Period Score Value 1, 0 - 100 Determines the amount of score awarded for each tick of periodic scoring.
Enemies Contest Scoring Yes, No Determines whether the presence of enemy teams in the area prevents periodic score from being awarded.
Can Be Captured by Team None, All, Team 1 - Team 100 Determines which team can take control of the area if they don't already own it.
Control Time Instant, 1 Second - 10 Minutes Determines the length of time a player must remain in the area to take control of it.
Score on Taking Control 0 - 100 Determines the amount of score award for taking control of the area.
Neutralize Time No Neutralization, Instant, 1 Second - 10 Minutes Determines how long it takes for a team to neutralize ownership by an enemy tea. If set to None, the point won't be neutralized before starting the capture.
Take Control Faster Per Player No Boost, x1.25, x1.5, x1.75, x2 Determines how much each additional team member in the area increases the rate of capture progress.
Take Control Faster while Emoting No Boost, x1.25, x1.5, x1.75, x2 Determines how much each emoting team member in the area increases the rate of capture progress.
Partial Progress Decay Speed Instant, 200%, 150%, 100%, 50%, 25%, No Decay Determines the speed at which any partial capture progress will be lost if the capturing team leaves the area. Specified as a percentage of the capture speed - e.g. 200% means progress will drain twice as fast as it was gained.
Controlling Team can Revert Partial Progress No, Yes If Decay is not Instant, Players from the Owning Team add their Capture Power to the Decay Speed to revert any partial progress. (Neutralization or Control)
Capture Allowed on Game Start Yes, No Determines whether the area can be captured as soon as the game starts.
Enabled During Phase None, All, Pre-Game Only, Gameplay Only Determines the game phases during which the device will be enabled. Pre-Game includes all phases prior to the Game starting (the waiting for players lobby on Featured Islands and the Game Start Countdown)
Display Control Progress VFX No, Yes Determines whether the capture area changes color to show capture progress. Allows players to avoid flickering if Ownership changes quickly or very frequently.
Display Ownership Change VFX No, Yes Determines whether the area capture ceremony is played when ownership changes.
Count as Objective Off, On Determines whether ownership of the area counts as an objective for scoring purposes/win conditions
Show In Objective HUD Off, On On - Show this device in the Objective HUD

Off - Don't Show

HUD Elements None, Badge, Beacon, Both Determines which in-world HUD elements are shown for the objective.
Play Sound Alerts Yes, No If Yes, play sounds alert when interacting with Capture Area
Show Objective Pulse to Instigator Only Yes, No The Objective Pulse will only appear for the player who activated it. Likewise it will only disappear for the player who activated it.
Show Objective Pulse to Friendly Players Yes, No An Objective Pulse will appear to Friendly Players indicating the location of the device in relation to the Player.
Show Objective Pulse to Enemy Players Yes, No An Objective Pulse will appear to Enemy Players indicating the location of the device in relation to the Player.
Direction To Score All, Down, Up Determines what direction the object needs to be moving in order to be captured.
Object Scoring VFX Style Player Scoring, Confetti Dictates the type of VFX when an object is scored. Player Scoring will play a scoring effect on the player, while Confetti will create a confetti
HUD Elements Options
Option Value Description
Beacon2 Off, Arrow, Light Beam, Flare A beacon so players know where this is.
Beacon Scale2 Objective Scale, Extra Small, Small, Medium, Large, Extra Large The size of the beacon above the objective.
Beacon Color2 Friendly/Enemy, Blue, Red, Orange The color of the beacon effect.
Requires Line of Sight1 Yes, No Determines whether direct line of sight is required to see the HUD icon. Only relevant for Badge Style icons.
Hostile Icon Text1 {Custom Text} Specifies text to be displayed on the HUD icon for hostile players. Only relevant for Badge Style icons.
Hide HUD Icon at1 20M, 2M - 500M Determines the distance at which the HUD icon will stop being visible. Only relevant for Badge Style icons.
Icon Identifier1 None, Pick an Icon Select the icon to be displayed on the map or in-game.
Display Distance Text1 No, Yes When showing as a HUD Element, also display the distance between the associated object and the player.
Clamp To Screen1 No, Yes When showing as a HUD Element, clamp the rending position to be within the screen.
Showing Owning Team Name1 No, Yes Determines whether the HUD Element should show the name of the team which currently owns it. If set to No, the HUD will simply show Friendly/Neutral/Enemy
Friendly Icon Text1 {Custom Text} Specifies text to be displayed on the HUD icon for friendly players. Only relevant for Badge Style icons.
Neutral Icon Text1 {Custom Text} Specifies text to be displayed on the HUD icon for neutral players. Only relevant for Badge Style icons.
HUD Text Size1 1X, 1.5X, 2X Determines the size of text displayed on the HUD icon. Only relevant for Badge Style icons.

Functions and Events

Functions and Events[]

Functions
Option Description
Enable When Receiving From Enables the device on receiving a signal from the selected channel.
Disable When Receiving From Disables the device on receiving a signal from the selected channel.
Toggle Enabled When Receiving From Toggles between enabled and disabled on receiving a signal from the selected channel.
Allow Capture When Receiving From Allows capture of the area on receiving a signal from the selected channel.
Disallow Capture When Receiving From Disallows capture of the area on receiving a signal from the selected channel.
Toggle Capture Allowed When Receiving From Toggles between allowing and disallowing capture of the area on receiving a signal from the selected channel.
Give Control When Receiving From Capture the objective for the instigating team on receiving a signal from the selected channel.
Neutralize When Receiving From Sets ownership to Neutral on receiving a signal from the selected channel.
Reset Team Control When Receiving From Resets ownership of the area to the original team on receiving a signal from the selected channel.
Activate Objective Pulse When Receiving From Enables a pulse at Player location pointing toward this Device.
Deactivate Objective Pulse When Receiving From Disables a pulse at Player location pointing toward this Device.
Events
Option Description
On Item Is Consumed Send Event To Transmits a signal on the selected channel when a Captured Item is consumed.
On Item Is Delivered Send Event To Transmits a signal on the selected channel when a Captured Item is delivered. This will transmit if a valid player delivered the item, regardless of whether a score is granted or the item is consumed.
On Area Is Scored Send Event To Transmits a signal on the selected channel when the area awards score.
On Area Is Contested Send Event To Transmits a signal on the selected channel when the area becomes contested.
On Control Change Starts Send Event To Transmits a signal on the selected channel when a team begins capturing.
On Control Change Send Event To Transmits a signal on the selected channel when control of the area changes.
On First Player Entering Zone Send Event To When the first player enters this zone, the device transmit on the selected channel.
On Last Player Exiting Zone Send Event To When the last player exits this zone, the device transmit on the selected channel.
On Player Entering Zone Send Event To When a player enters this zone, the device transmit on the selected channel.
On Player Exiting Zone Send Event To When a player exits this zone, the device transmit on the selected channel.