FlagCapturePoint
v1.4.8
A siege flag that slides between a raised point and a lowered point. The flag index picks which extra entities follow that flag's team colors and visibility.
Find placed ones with s:FlagCapturePoint. See Filter.
Where you put it
Put it on the flag pole. The pole needs four tagged children:
score_standholds the moving flag.flag_whiteis the cloth on that stand.flag_raising_topis the raised position.flag_raising_bottomis the lowered position.
Anything else in the scene that should hide or recolor with this flag gets the tag depends_flag_ plus the index (depends_flag_0, depends_flag_1, and so on).
While the pole is selected, the editor draws two circles on the ground: radius 4, and a wider contested ring at 6.
What you set
| Panel field | What to do with it |
|---|---|
| FlagIndex | Which flag this pole is. 0 is letter A. Vanilla poles use 0 through 6. |
| NavMeshPrefabName | Navmesh for this entity. The flag prefabs leave it empty. |
What it does
On mission start the flag stand is snapped to flag_raising_top. A full trip between top and bottom takes 10 seconds at speed 1. Capture logic elsewhere moves the stand up or down and paints flag_white with the team colors. Entities tagged depends_flag_ plus this index get the same colors and the same visibility. Removing the point hides the pole and those dependents.
Where it lives
Modules\Native\Prefabs\archhitecture_aserai.xml.
Examples
Seven sergeant poles. That prefab file defines flag_pole_big_sergeant_A through F with FlagIndex 0 through 5, and flag_pole_big_sergeant_main with FlagIndex 6. Each has score_stand, flag_white, flag_raising_top (about 6.07 up), and flag_raising_bottom (about 2.13 up). NavMeshPrefabName is empty.
Siege map, same indexes. Native\SceneObj\mp_siege_map_010. The scene stores the poles themselves (not a prefab reference): flag_pole_big_sergeant_A at index 0, B at 1, C at 2, D at 3, E at 4, F at 5, and flag_pole_big_sergeant_main at 6.