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.
| 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 |
| 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[]
| 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. |
| 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. |