Combat System
Enables PvP and PvE gamemodes in your world. Pairs well with the Damage component and the Game Instance Controller component.
Properties
Section titled “Properties”
Reference ID
Section titled “Reference ID”Read-only. Changing this breaks the component.
Health
Section titled “Health”Health Base Amount
Section titled “Health Base Amount”Default health each player starts with at the beginning of a game or round.
Health Max Amount
Section titled “Health Max Amount”Maximum health a player can have.
Health Regeneration
Section titled “Health Regeneration”Health Regeneration Delay
Section titled “Health Regeneration Delay”Time in seconds before health starts regenerating.
Health Regeneration Rate
Section titled “Health Regeneration Rate”Health recovered per second.
Health Regeneration Cap
Section titled “Health Regeneration Cap”Health value at which regeneration stops.
Armor Base Amount
Section titled “Armor Base Amount”Default armor each player starts with at the beginning of a game or round.
Armor Max Amount
Section titled “Armor Max Amount”Maximum armor a player can have.
Armor Regeneration
Section titled “Armor Regeneration”Armor Regeneration Delay
Section titled “Armor Regeneration Delay”Time in seconds before armor starts regenerating.
Armor Regeneration Rate
Section titled “Armor Regeneration Rate”Armor recovered per second.
Armor Regeneration Cap
Section titled “Armor Regeneration Cap”Armor value at which regeneration stops.
Shield
Section titled “Shield”Shield Base Amount
Section titled “Shield Base Amount”Default shield each player starts with at the beginning of a game or round.
Shield Max Amount
Section titled “Shield Max Amount”Maximum shield a player can have.
Shield Regeneration
Section titled “Shield Regeneration”Shield Regeneration Delay
Section titled “Shield Regeneration Delay”Time in seconds before shield starts regenerating.
Shield Regeneration Rate
Section titled “Shield Regeneration Rate”Shield recovered per second.
Shield Regeneration Cap
Section titled “Shield Regeneration Cap”Shield value at which regeneration stops.
General Settings
Section titled “General Settings”Friendly Fire
Section titled “Friendly Fire”Enables or disables the ability for players to damage teammates.
Respawn Behavior
Section titled “Respawn Behavior”How the player respawns after being downed.
Respawn Behavior
Section titled “Respawn Behavior”- Respawn On World Uses the CVR World spawn point.
- Respawn On Point Uses the transform of the Respawn Point property.
- Respawn In Place Respawns the player at the location they were downed.
Respawn Point
Section titled “Respawn Point”Transform used when Respawn Behavior is Respawn On Point.
Respawn Time
Section titled “Respawn Time”Time after being downed before the player respawns.
Events
Section titled “Events”Hooks triggered by the Combat System.

Player Down Event
Section titled “Player Down Event”Fires when player health reaches 0.
Player Hit Event
Section titled “Player Hit Event”Fires when the player is hit by the Damage component.
Player Respawn Event
Section titled “Player Respawn Event”Fires when the player respawns after being downed.
Player Revitalize Event
Section titled “Player Revitalize Event”Fires when the player is given health outside of health regeneration.
PVP Events
Section titled “PVP Events”Hooks that fire in response to combat with other players.
Player Downed Event
Section titled “Player Downed Event”Fires when a remote player brings the local player’s health to 0.
Downed Another Player Event
Section titled “Downed Another Player Event”Fires when the local player brings a remote player’s health to 0.
Player Got Hit Event
Section titled “Player Got Hit Event”Fires when the local player is hit by a remote player’s Damage component.
Hit Another Player Event
Section titled “Hit Another Player Event”Fires when the local player hits a remote player with a Damage component.
Shader Globals
Section titled “Shader Globals”Globals exposed to shaders each frame that stay in sync with the Combat System.
_CVRCombatSystemHealth
Section titled “_CVRCombatSystemHealth”Vector4 of (currentHealth, healthMaxAmount, healthRegenerationDelay, Time.time - healthRegenerationTimer).
_CVRCombatSystemArmor
Section titled “_CVRCombatSystemArmor”Vector4 of (currentArmor, armorMaxAmount, armorRegenerationDelay, Time.time - armorRegenerationTimer).
_CVRCombatSystemShield
Section titled “_CVRCombatSystemShield”Vector4 of (currentShield, shieldMaxAmount, shieldRegenerationDelay, Time.time - shieldRegenerationTimer).
CombatSystemextendsHealthfromABI.CCK.Scripts/Health.cs. Health-related fields (healthBaseAmount, regen delays / rates / caps, and the armor / shield equivalents) come from that base class.- A single static
CombatSystem.Instanceis set onStart; only one combat system is active at a time. Control Modeon the base class selects local (Local) vs server-driven (Server) updates. For the player-attached combat system, the local path computes regeneration, DoT ticks, and trigger / particle damage.friendlyFire = falseskips incoming damage from teammates viaGameInstanceControllerManager.CheckEnemy.RespawnIfNecessary()/Respawn()are public entry points if you want to force a respawn.
Related
Section titled “Related”Source
Section titled “Source”CVR-GameFiles/ABI.CCK.Components/CombatSystem.cs, CVR-GameFiles/ABI.CCK.Scripts/Health.cs