Content generated with AI — it may contain mistakes.

Arenas

Extra regions

Optional boxes inside an arena that become a target, a home, or both — the basis of capture-style kits.

An arena can carry any number of extra regions: boxes selected the same way the playable region is, stored on the arena, cloned along with it. On their own they do nothing. They become meaningful once a kit assigns them a role.

Target and home

At the start of every match, each player gets their own view of the arena's extra regions, worked out from where they spawn:

RoleHow it is chosenRequires
TargetThe extra region farthest from that player's spawnAt least one extra region
HomeThe extra region nearest that player's spawnAt least two

With exactly one extra region, everybody shares it as their target and nobody has a home. With two, the players spawning at opposite ends get mirrored roles automatically — one player's target is the other player's home.

What each role does

Home is a wall. Walking into your own home region teleports you straight back to your spawn. It exists so a player cannot camp their own objective.

Target fires the ENTER_FAR_AWAY_EXTRA_REGION special condition. Whatever that condition is set to on the kit — add a point, lose a point, die — happens when the player steps into the far region.

This is how a capture kit is built

Two extra regions, one at each end of the arena. Set ENTER_FAR_AWAY_EXTRA_REGION → ADD_POINT and points-to-win to 3. Reaching the enemy's end scores; your own end bounces you back to spawn. No extra plugin, no flags, no scripting.

Setting them up

/epc → Manage Arenas → an arena → Extra Regions. Adding one opens the selection wizard; the list screen removes them. They are stored with generated ids of the form practice_arena_<id>_extra_<n> and no name of their own.

Protecting them

The arena's extra region protection radius stops blocks being placed or broken within that many blocks of every extra region's centre — the counterpart of spawn protection, for kits that allow building.

In clones

Extra regions are offset and re-registered with every clone, under practice_arena_<id>_clone_<n>_extra_<i>. Roles are recomputed per match from each player's actual spawn in that instance, so a clone behaves identically to the original.

Order matters when you remove one

Ids carry the index they were added at. Removing a region from the middle of the list does not renumber the ones after it, and a region added later reuses an index that the removed one had. That is harmless for gameplay — roles are computed from distance, never from the id — but it means an id is not a stable name to build anything else on.

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