A structured, team-based objective mode where Red Attackers must conquer zones sequentially while Blue Defenders hold the line.
1. Tug of War: One shared progress bar (Red ↔ Neutral ↔ Blue).
2. Sequential Lock: Red must capture points in order (1 → 2 → 3). Once fully captured, a point is LOCKED and cannot be retaken by Blue.
3. Empty Point: Progress freezes if no players are inside the zone.
Zone Conquest is a competitive mode where teamwork, positioning, and space control matter more than raw combat.
The outcome depends on maintaining a player advantage inside capture zones. More allies equals faster capture. If numbers are equal, progress pauses.
Win Conditions: Red wins by capturing all points. Blue wins if the match timer expires.
The HUD shows the tug-of-war status between teams.
Visible boundaries indicate where players must stand to contest.
1. Zone Creation: Use /setpointzc to define rectangular capture areas (IDs 1-20).
2. Infrastructure: Set up Bases, Waiting Rooms, and the Lobby using location commands.
3. Teams: Create vanilla teams with "Red" or "Blue" in the name. Add players via /team join.
Requires OP Permission Level ≥ 2
/capturestatuszc stop and /capturestatuszc resume.zoneconquest_autostart.json. If the server restarts during a match, it will attempt to resume if IDLE.