Capture Area

The is a Device in Fortnite: Creative, added in Update v8.30.
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|-|Settings=
==All Settings==
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
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==
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.
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Category:Devices
Category:Creative
Category:UEFN