Zones
Selecting where an event happens, and what each type needs.
Zones are cuboids, selected in game with the shared Exylia selection wand. There is no WorldEdit dependency, and there are no spherical or polygonal zones.
Selecting
The setup screen starts a guided flow: it hands you the wand, you mark the two corners, and the selection is saved back onto the event. Backing out leaves the previous zone untouched.
Open the event's setup screen
From /captureadmin, pick the event and open its configuration.
Start the zone step
The flow explains what to select and gives you the wand.
Mark two corners
Left click for one, right click for the other. The volume between them is the zone.
Confirm
The selection is written to the event. Re-selecting later replaces it.
What each type selects
| Type | What is selected |
|---|---|
koth, koth_points_exclusive, koth_points_multi, koth_capture_points | One cuboid |
conquest | One cuboid per zone, added from the zone list screen |
payload | A start location and an end location |
dtc | One block |
bounty | Nothing — the hunt is wherever the target runs |
Conquest zones are managed from their own list: add, edit name, colour, points and capture time, or re-select the area of one.
Being inside
Presence is re-evaluated as players move, and also on join, respawn, death, gamemode change and ExyliaStaff's staff mode and vanish being switched. What counts as playing:
| Situation | Counts |
|---|---|
| Alive, survival or adventure, inside the zone | Yes |
| Creative | No |
| Spectator | No |
| Dead | No |
| In ExyliaStaff's staff mode or vanished | No, and not warned either |
A player who switches to creative inside a zone stops counting immediately, and one who switches back starts counting again without leaving and re-entering.
The outline
While an event runs, its zones are outlined with particles. It is configured globally, not per event:
particles:
enabled: true
interval-ticks: 40
particle: WAX_ON
view-distance: 48.0| Key | Default | What it does |
|---|---|---|
enabled | true | Draw the outline at all. |
interval-ticks | 40 | Ticks between frames. 20 ticks is one second. |
particle | WAX_ON | Any Bukkit particle name. |
view-distance | 48.0 | Beyond this many blocks nothing is sent, because nothing would be drawn. |
interval-ticks is the cost knob. A large arena with several running events redraws every outline on
each frame; doubling the interval halves that work and is barely noticeable.
Payload rails
Payload does not use a cuboid. It takes two locations and scans the rail path between them, walking from rail block to neighbouring rail block. Both endpoints must be rails, and the path must be connected — a gap means no path, and the cart has nowhere to go.
The radius setting decides how close a player must be to the cart to push it, measured from the cart
itself as it moves, not from a fixed zone.
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