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bzw(5) BZFlag bzw(5)

NAME

bzw - BZFlag world file format

DESCRIPTION

The BZFlag world file format describes a world environment that is used by the BZFlag game server, bzfs. X BZW file format
The BZFlag world file format describes and environment that includes the game map, physical world attributes, and automatic world weapons. The map may contain a variety of "obstacles" like buildings, pyramids, and meshes. These obstacles make up the world that the BZFlag tanks will drive around in. Map attributes may be set to create worlds of various sizes, the default size is 800x800.
Here is small example world:
# simple world containing a box, pyramid, and mesh
 
world
 
name Simple World
 
size 100.0
 
end
 
box
 
position -20 -20 0
 
size 10 20 10
 
end
 
pyramid
 
position 20 20 0
 
size 10 10 20
 
end
 
mesh
 
vertex -10 0 0
 
vertex 10 0 0
 
vertex 0 10 0
 
face
 
vertices 0 1 2
 
endface
 
end
 
The .bzw file is a plain text file with a relatively simple file format. The format of this text file consists of any number of objects listed in any order (except that physics, textureMatrix, dynamicColor, and material must come before they are referenced) separated by newlines and grouped into blocks of types. The list of world types consists of:
 
world
 
options
 
waterLevel
 
dynamicColor
 
textureMatrix
 
transform
 
material
 
physics
 
define
 
group
 
mesh
 
meshbox
 
meshpyr
 
arc
 
cone
 
sphere
 
tetra
 
box
 
pyramid
 
link
 
teleporter
 
base
 
weapon
 
zone
 
Each object is described by placing the type on one line, the word end on a following line, and a list of attributes for that object, one per line, in between. The exceptions to the rule are define and face, which are concluded with enddef and endface. Attributes may be listed in any order. Attributes have default values, and if that is good enough, the attribute need not be listed.
Words are always specified in lowercase. Line comments can be specified by placing a # sign at the start of the line.
For documentation purposes, you can tag each object by adding a name attribute. There is no set limit to the number of times you may use any of the objects except for the world, options, and waterLevel objects, they can only be specified once. The options object contains command line arguments that are used to configure the server's game mode, but can not contain server specific options such as -p, -passwd, and -conf.
 
In the following examples, the values are the defaults.
The World object
 
Header for the world.
world
 
name example_world
 
size 400.0
 
flagHeight 10.0
 
end
 
The Options object
 
A world file interface for setting command line options for BZFS.
options
 

-set _tankSpeed 36
 

-j +r -ms 3
 

+f GM{5} +f SW{5}
 
end
 
The Water Level object
 
Sets how high the water is, in a matter of units.
waterLevel
 
name example_waterlevel
 
height -1.0 # anything below 0 turns it off
 
end
 
The Group Definition object
 
Defines a group, which may include other group instances
 
This does not place any objects into the world, a group instance must be used to generate world objects from a group definition.
define <example_groupdef>
 

# You can add any object to a group definition,
 

# except for the following types:
 

# textureMatrix
 

# dynamicColor
 

# material
 

# physics
 

# links
 

# weapon
 

# zone
 
enddef
 
The Group Instantiation object
 
Instantiates a group, and possibly modifies subobjects
group <example_groupdef> # a valid group definition reference
 
shift 0 0 0 # (repeatable)
 
scale 1 1 1 # (repeatable)
 
shear 0 0 0 # (repeatable)
 
spin angle nx ny nz # (repeatable)
 

# angle degrees about vector n
 
team 0 # change all base colors within group
 
tint 1 1 1 1 # hierarchically tints objects within this group
 
drivethrough # make all subobjects drivethrough
 
shootthrough # make all subobjects shootthrough
 
ricochet # make all subobjects ricochet phydrv example_phydrv # reassign any valid physics drivers
 
matref example_material # set material properties

# (except for the color)
 
matswap oldMat newMat #replace a given material in the instance
 
end
 
The Dynamic Color object
dynamicColor
 
name example_dyncol
 

# there are 4 channels that can be modified:
 

# red, green, blue, alpha
 

# there are 5 types of commands per channel:
 

# limits, sinusoid, clampUp, clampDown, sequence
 

# except for "limits" and "sequence", the commands are repeatable
 

# if a sequence is used, then clampUps and clampDowns have no effect
 

# sequences can use three states (0, 1, 2).
 

# 0 - equivalent to an active clampDown
 

# 1 - equivalent to no clamps
 

# 2 - equivalent to an active clampUp
 

# if both clampUp and clampDown are active, the value is (min+max)/2
 

# the sinusoid function starts at the max value
 

# the sum of a channel's sinusoids is clamped between 0 and 1
 
red limits 0 1 # min/max limits
 
green sinusoid 0.1 0 0.25 # period, offset, weight
 
blue clampUp 0.1 0 0.75 # period, offset, width
 
alpha clampDown 0.2 0.5 0.5 # period, offset, width
 
red sequence 0.0 0.0 2 0 1 1 2 0 ... # period, offset, list of states
 
end
 
The Texture Matrix object
textureMatrix
 
name example_texmat
 
scale 0.0 0.0 1.0 1.0 # u/v freqs, u/v scales
 
spin 0.0 # rotation freq
 
shift 0.0 0.0 # u/v freqs
 
center 0.5 0.5 # dynamic u/v center (for spin and scale)
 
fixedscale 0.0 0.0 # time invariant u/v scale
 
fixedspin 0.0 # time invariant rotation
 
fixedshift 0.0 0.0 # time invariant u/v shift
 
end
 
Material Properties
Material properties may be set on several types of objects, including meshes, mesh faces, arcs, cones, spheres, and tetras. Here are the properties:
 
material
 
name example_material
 
resetmat # restore default values
 
matref material_name # copy another material's properties
 
ambient 0.2 0.2 0.2 1.0 # ambient color
 
diffuse 1.0 1.0 1.0 1.0 # diffuse color (main color)
 
color 1.0 1.0 1.0 1.0 # synonym for 'diffuse'
 
specular 0.0 0.0 0.0 1.0 # specular color
 
emission 0.0 0.0 0.0 1.0 # emission color
 
shininess 0.0 # shininess (0.0 – 128.0)
 
texture filename # set working texture
 

# - non-interlaced PNG
 

# - http:// or ftp:// hyperlinks can be used (no spaces)
 

# - BZFlag default texture names can be used (.png not required)
 
addtexture filename # add texture
 
notextures # specify that no textures are to be used
 
notexalpha # don't use the texture's alpha channel
 
notexcolor # the color is not applied to the texture
 

# if a texture is specified, but not found, the default texture
 

# will be used. if the default texture is also not available, then
 

# the color will be used (untextured)
 
spheremap # use spherical texture coordinate mapping
 
texmat -1 # texture matrix (-1 for none)
 
dyncol -1 # dynamic color (-1 for none)
 
noradar # do not display on radar (except normal mode)
 
noshadow # do not render shadows
 
noculling # do not cull by face winding (double-sided)
 
nosorting # do not do front-to-back alpha sorting
 
nolighting # disable lighting
 
alphathresh 0.0 # alpha thresholding value
 
groupalpha # sort translucent faces as a group
 
occluder # faces with this material will occlude
 
end
 
The Physics Driver object
physics
 
name example_phydrv
 
linear 0.0 0.0 0.0 # x/y/z linear velocities
 
angular 0.0 0.0 0.0 # rotation freq, x/y coordinates
 
slide 0.0 # time until max velocity (> 0.0 enables)
 
death Message goes here.
 

# the 'death' property requires a non-blank message
 
end
 
The Mesh object
mesh
 
name example_mesh
 

# Material properties applied to a mesh apply to all faces
 

# that follow the setting. Mesh faces will alter their own
 

# properties without affecting the state of the mesh properties.
 

# The same pattern is used to apply physics drivers.
 
vertex 100 200 300 # add a vertex (repeatable)
 
normal 1.0 0 0 # add a normal (repeatable)
 
texcoord 0.1 0.75 # add a texture coordinate (repeatable)
 
inside 5.5 4.5 1.2 # add an inside point (repeatable)
 
outside 0 0 1000 # add an outside point (repeatable)
 
shift 0 0 0 # (repeatable)
 
scale 1 1 1 # (repeatable)
 
shear 0 0 0 # (repeatable)
 
spin angle nx ny nz # (repeatable)
 
phydrv example_phydrv # assign a physics driver
 
smoothbounce # ricochets use normals
 
noclusters # render each mesh face individually
 
face # start a face (repeatable)
 

# the front-face winding is counter-clockwise
 
vertices 1 4 0 3 5 # list of vertices (requires at least three)
 
normals 2 6 0 4 7 # list of normals (optional)
 
texcoords 0 3 2 4 9 # list of texture coordinates (optional)
 
phydrv example_phydrv # assign a physics driver
 
endface # end the face
 

#
 

# This next element can be added to increase the rendering speed
 

# of the mesh object. If the client is capable of using this data,
 

# then it is used to draw the mesh instead of the face information.
 

#
 
drawInfo
 
dlist # display list for all material sets
 
decorative # older clients with not see this mesh
 
angvel <degrees/sec> # rotation about initial Z axis
 
extents <minX> <minY> <minZ> <maxX> <maxY> <maxZ>
 
sphere <x> <y> <z> <radiusSquared>
 
corner <v> <n> <t> (repeatable)
 
vertex 0.0 0.0 0.0 (repeatable)
 
normal 0.0 0.0 0.0 (repeatable)
 
texcoord 0.0 0.0 (repeatable)
 
lod (repeatable)
 
lengthPerPixel <value>
 
matref <name> (repeatable)
 
dlist # display list for this material set
 
sphere <x> <y> <z> <radiusSquared>
 
points 0 (repeatable)
 
lines 0 1 (repeatable)
 
lineloop 0 1 (repeatable)
 
linestrip 0 1 (repeatable)
 
tris 0 1 2 (repeatable)
 
tristrip 0 1 2 (repeatable)
 
trifan 0 1 2 (repeatable)
 
quads 0 1 2 3 (repeatable)
 
quadstrip 0 1 2 3 (repeatable)
 
polygon 0 1 2 (repeatable)
 
end # matref
 
end # lod
 
end # drawInfo
 
end # mesh
 
The Arc object
arc
 
name example_arc
 
divisions 16 # number of subdivisions
 
flatshading # flat shading (smooth is default)
 
angle 360 # the sweep angle
 
ratio 1 # (outrad - inrad) / outrad
 
position 0.0 0.0 0.0
 
size 10 10 10
 
rotation 0.0
 
shift 0 0 0 # (repeatable)
 
scale 1 1 1 # (repeatable)
 
shear 0 0 0 # (repeatable)
 
spin angle nx ny nz # (repeatable)
 
phydrv example_phydrv # assign a physics driver
 
smoothbounce # ricochets use normals
 
end
 
The Cone object
cone
 
name example_cone
 
divisions 16 # number of subdivisions
 
flatshading # flat shading (smooth is default)
 
angle 360 # the sweep angle
 
position 0.0 0.0 0.0
 
size 10 10 10
 
rotation 0.0
 
shift 0 0 0 # (repeatable)
 
scale 1 1 1 # (repeatable)
 
shear 0 0 0 # (repeatable)
 
spin angle nx ny nz # (repeatable)
 
phydrv example_phydrv # assign a physics driver
 
smoothbounce # ricochets use normals
 
end
 
The Sphere object
sphere
 
name example_sphere
 
divisions 4 # number of subdivisions
 
flatshading # flat shading (smooth is default)
 
position 0.0 0.0 10.0
 
size 10 10 10
 
radius 10 # sets all size values to this value
 
rotation 0.0
 
shift 0 0 0 # (repeatable)
 
scale 1 1 1 # (repeatable)
 
shear 0 0 0 # (repeatable)
 
spin angle nx ny nz # (repeatable)
 
phydrv example_phydrv # assign a physics driver
 
smoothbounce # ricochets use normals
 
end
 
The Tetrahedron object
tetra
 
name example_tetra
 
# there must always be 4 vertices
 
vertex -10.0 -5.0 0.0
 
vertex +10.0 -5.0 0.0
 
vertex 0.0 10.0 0.0
 
vertex 0.0 5.0 10.0
 
shift 0 0 0 # (repeatable)
 
scale 1 1 1 # (repeatable)
 
shear 0 0 0 # (repeatable)
 
spin angle nx ny nz # (repeatable)
 
end
 
The Box object
 
Adds a simple block.
box
 
name example_box
 
position 0.0 0.0 0.0
 
size 30.0 30.0 9.42
 
rotation 0.0
 
end
 
The Pyramid object
 
Adds a triangular shaped object.
pyramid
 
name example_pyramid
 
position 0.0 0.0 0.0
 
size 8.2 8.2 10.25
 
rotation 0.0
 
end
 
The Teleporter object
 
Adds an object that places a tank at another teleporter in a different area when ran through.
teleporter [name]
 
# the [name] tag is used for linkage
 
name example_teleporter
 
position 0.0 0.0 0.0
 
size 5.06 4.48 20.16
 
rotation 0.0
 
border 1.12
 
end
 
The Link object
 
Adds a route to teleport a tank between two teleporters.
# Teleporter names are terminated with either :f (forward)
 
# or :b (backwards). The forwards link points to 0 degrees,
 
# and the backwards link points to 180. Links are made by
 
# pattern matching the teleporter names. The '*' and '?'
 
# globbing characters can be used to make multiple matches.
 
# If there are multiple matches for the "to" link, then the
 
# destination will be selected randomly between the matches.
 
# in-game.
 
# NOTE: bzfs -d -d -d -d will print the linkage table.
link
 
name example_link
 
# this will link all teleporters randomly to all other teleporters
 
from *
 
to *
 
end
 
# or, to link between known teleporters examp_tele1(front) and examp_tele2(back)
link
 
name example_realLink
 
from examp_tele1:f
 
to examp_tele2:b
 
end
 
The Base object
 
Creates a team base where the corresponding team's flag is stored. The oncap option will fire a world weapon of the specified type when the team flag for this base is captured.
base
 
name example_base
 
position 0.0 0.0 0.0
 
size 60.0 60.0 0.0
 
rotation 0.0
 
color 0
 
oncap V
 
end
 
The Weapon object
 
Creates a world weapon, or a weapon fired automatically by the world. The weapon can either be timed or be event driven. Timed weapons should use the initdelay and delay fields. Event driven weapons need to use the trigger option to define what the trigger event is. Valid trigger events are; OnCap, for flag capture events. OnSpawn, for player spawn events. OnDie, for player death events. If the weapon is to be triggered only for a specific team then the eventteam option should be used with a team number (1 to 4). An eventteam value of -1 will trigger this weapon for any team. -1 is the default eventteam value.
weapon
 
name example_weapon
 
position 0.0 0.0 0.0
 
rotation 0.0
 
tilt 0.0
 
initdelay 10.0
 
delay 10.0 3.0 5.0 3.0
 
type V
 
trigger flagcap
 
eventteam V
 
end
 
The Zone object
 
Specifies a certain range in the world, and what attributes that range has.
zone
 
name example_zone
 
position 0.0 0.0 0.0
 
size 1.0 1.0 1.0
 
rotation 0.0
 
# where players may spawn
 
team 0 1 2 3 4
 
# where flag may spawn
 
flag GM SW good bad
 
# dropped team flags will fly to the closest safety zone
 
safety 1 2 3 4
 
# attach a flag to this zone (always spawn in this zone)
 
zoneflag GM 3 # type, count (type can be a team flag, ex: R*)
 
end
 

FILE SYNTAX

The symbol '?' means that the item is optional.
The notation {a..b} means that the number of times the item can be present must be between 'a' and 'b', where '*' mean infinity. ('?' is equivalent to {0..1})
angle := <float>
2dpoint := <float> <float>
3dpoint := <float> <float> <float>
rgbColor := <float> <float> <float>
alpha := <float>
rgbaColor := rgbColor alpha? | <color_name> alpha?
channel := "red" | "green" | "blue" | "alpha"
(BZWReader.cxx/parseNormalObject)
allObjects :=
 
"box"
 
| "pyramid"
 
| "base"
 
| "link"
 
| "teleporter"
 
| "mesh"
 
| "arc"
 
| "meshbox"
 
| "cone"
 
| "meshpyr"
 
| "sphere"
 
| "tetra"
 
| "weapon"
 
| "zone"
 
| "waterLevel"
 
| "dynamicColor"
 
| "textureMatrix"
 
| "material"
 
| "physics"
 
| "transform"
 
(BZWReader.cxx/BZWReader::readWorldStream)
 
Note: Blank lines and lines starting with # are discarded.
 
worldStream :=
 
"end"
 
| allObjects
 
| "define" <group_name>
 
| "enddef"
 
| "group" <group_name>
 
| "teleporter" <name>?
 
| "options"
 
| "include" <filename>
 
| "world"
 
(ParseMaterial.cxx/parseMaterials)
 
material :=
 
object
 
| "matref" <material_name>
 
| "resetmat"
 
| "dyncol" <dynamic_color_name>
 
| "ambient" rgbaColor
 
| ("diffuse" | "color") rgbaColor
 
| "specular" rgbaColor
 
| "emission" rgbaColor
 
| "shininess" <float>
 
| "texture <texture_name>
 
| "notextures"
 
| "addtexture" <texture_name>
 
| "texmat" <matrix_name>
 
| "notexalpha"
 
| "notexcolor"
 
| "spheremap"
 
| "noradar"
 
| "noshadow"
 
| "noculling"
 
| "nosorting"
 
| "nolighting"
 
| "alphathresh" <value>
 
| "groupalpha"
 
| "occluder"
 
| "shader" <shader_name> # NOT IMPLEMENTED
 
| "addshader" <shader_name> # NOT IMPLEMENTED
 
| "noshaders" # NOT IMPLEMENTED
 
(WorldFileObject:.cxx/WorldFileObject::read)
 
object := "name" <name>
 
(WorldFileLocation.cxx/readWorldFileLocation::read)
 
location :=
 
("pos" | "position") 3dpoint
 
| "size" 3dpoint
 
| ("rot" | "rotation") <float>
 
| "shift" 3dpoint
 
| "scale" 3dpoint
 
| "shear" 3dpoint
 
| "spin" angle 3dpoint
 
| "xform" <transform_name>
 
| object
 
(WorldFileObstacle.cxx/WorldFileObstacle::read)
 
obstacle :=
 
"drivethrough"
 
| "shootthrough"
 
| "passable"
 
| "ricochet"
 
| location
 
(CustomArc.cxx/CustomArc::read)
 
meshbox :=
 
"divisions" <integer>
 
| "angle" angle
 
| "ratio" <float>
 
| "texsize" <float> <float> <float> <float>
 
| "phydrv" <physics_driver_name>
 
| "smoothbounce"
 
| "flatshading"
 
| material
 
| ("top" | "bottom" | "inside" | "outside" | "startside" | "endside") material
 
| obstacle
 
arc :=
 
"divisions" <integer>
 
| "angle" angle
 
| "ratio" <float>
 
| "texsize" <float> <float> <float> <float>
 
| "phydrv" <physics_driver_name>
 
| "smoothbounce"
 
| "flatshading"
 
| material
 
| ("top" | "bottom" | "inside" | "outside" | "startside" | "endside") material
 
| obstacle
 
(CustomBase.cxx/CustomBase::read)
 
base :=
 
"color" <integer>
 
| obstacle
 
(CustomBox.cxx)
 
box := obstacle
 
(CustomCone.cxx/CustomCone::read)
 
meshpyr :=
 
"divisions" <integer>
 
| "angle" <float>
 
| "texsize" <float> <float>
 
| "phydrv" <physics_driver_name>
 
| "smoothbounce"
 
| "flatshading"
 
| material
 
| ("edge" | "bottom" | "startside" | "endside") material
 
| "flipz"
 
| obstacle
 
cone :=
 
"divisions" <integer>
 
| "angle" <float>
 
| "texsize" <float> <float>
 
| "phydrv" <physics_driver_name>
 
| "smoothbounce"
 
| "flatshading"
 
| material
 
| ("edge" | "bottom" | "startside" | "endside") material
 
| obstacle
 
(CustomDynamicColor.cxx/CustomDynamicColor::read)
 
dynamicColor :=
 
object
 
| channel "limits" <float> <float>
 
| channel "sinusoid" <float> <float> <float>
 
| channel "clampup" <float> <float> <float>
 
| channel "clampdown" <float> <float> <float>
 
| channel "sequence" <float> <float> ("0" "1" "2"){1..*}
 
(CustomGate.cxx/CustomGate::read)
 
teleporter :=
 
"border" <float>
 
| "horizontal" # NOT IMPLEMENTED
 
| obstacle
 
(CustomGroup.cxx/CustomGroup::read)
 
group :=
 
"team" <integer>
 
| "tint" rgbaColor
 
| "phydrv" <physics_driver_name>
 
| "matref" <material_name>
 
| obstacle
 
(CustomLink.cxx/CustomLink::read)
 
teleporter_spec :=
 
<integer>
 
| <teleporter_name_with_wildcards> (":f" | ":b")?
 
link :=
 
"from" <teleporter_spec>
 
| "to" <teleporter_spec>
 
| object
 
(MeshDrawInfo.cxx/MeshDrawInfo::parseDrawCmd)
 
drawInfoCmd :=
 
"points" <integer>+
 
| "lines" <integer> <integer> <integer>{2}*
 
| "lineloop" <integer> <integer>+
 
| "linestrip" <integer> <integer> <integer{2}*
 
| "tris" <integer> <integer> <integer> <integer>{3}*
 
| "tristrip" <integer> <integer> <integer>+
 
| "trifan" <integer> <integer> <integer>+
 
| "quads" <integer> <integer> <integer> <integer> <integer>{4}*
 
| "quadstrip" <integer> <integer> <integer>{2}+
 
| "polygon" <integer> <integer> <integer> <integer>{3}*
 
(MeshDrawInfo.cxx/MeshDrawInfo::parseDrawSet)
 
drawInfoSet :=
 
"matref" <material_name>
 
| "dlist"
 
| "sphere" 3dpoint <float>
 
| drawInfoCmd
 
(MeshDrawInfo.cxx/MeshDrawInfo::parseDrawLod)
 
drawInfoLod :=
 
"lod"
 
| "lengthPerPixel" <float>
 
| drawInfoSet
 
(MeshDrawInfo.cxx/MeshDrawInfo::parse)
 
drawInfo :=
 
"drawInfo"
 
| "dlist"
 
| "decorative"
 
| "angvel" <float>
 
| "extents" 3dpoint 3dpoint
 
| "sphere" 3dpoint <float>
 
| "corner" <integer> <integer> <integer>
 
| "vertex" 3dpoint
 
| "normal" 3dpoint
 
| "texcoord" <float> <float>
 
| drawInfoLod
 
(CustomMesh.cxx/CustomMesh::read)
 
mesh :=
 
"face"
 
| face
 
| "endface"
 
| "inside" 3dpoint
 
| "outside" 3dpoint
 
| "vertex" 3dpoint
 
| "normal" 3dpoint
 
| "texcoord" <float> <float>
 
| "phydrv" <physics_driver_name>
 
| "smoothbounce"
 
| "noclusters"
 
| drawInfo
 
| material
 
| obstacle
 
(CustomMeshFace.cxx/CustomMeshFace::read)
 
face :=
 
"vertices" <integer>{3..*}
 
| "normals" <integer>{3..*}
 
| "texcoords" <integer>{3..*}
 
| "phydrv" <physics_driver_name>
 
| "smoothbounce"
 
| "noclusters"
 
| "drivethrough"
 
| "shootthrough"
 
| "ricochet"
 
| "passable"
 
| material
 
(CustomMeshTransform.cxx/CustomMeshTransform::read)
 
transform :=
 
"shift" 3dpoint
 
| "scale" 3dpoint
 
| "shear" 3dpoint
 
| "spin" angle 3dpoint
 
| "xform" <transform_name>
 
| object
 
(CustomPhysicsDriver.cxx/CustomPhysicsDriver::read)
 
physics :=
 
"linear" 3dpoint
 
| "angular" <float> 2dpoint
 
| "radial" <float> 2dpoint # NOT IMPLEMENTED
 
| "slide" <float>
 
| "death" <string>
 
| object
 
(CustomPyramid.cxx/CustomPyramid::read)
 
pyramid :=
 
"flipz"
 
| obstacle
 
(CustomSphere.cxx/CustomSphere::read)
 
sphere :=
 
"divisions" <integer>
 
| "radius" <float>
 
| ("hemi" | "hemisphere")
 
| "texsize" <float> <float>
 
| "phydrv" <physics_driver_name>
 
| "smoothbounce"
 
| "flatshading"
 
| material
 
| ("edge" | "bottom") material
 
| obstacle
 
(CustomTetra.cxx/CustomTetra::read)
 
Note: At most 4 vertices can be specified.
 
Note2: material will apply to all vertices when specified first, otherwise like "normals" and "texcoords" they apply to the previous vertex.
 
tetra :=
 
"vertex" 3dpoint
 
| "normals" 3dpoint
 
| "texcoords" 2dpoint
 
| material
 
| obstacle
 
(CustomTextureMatrix.cxx/CustomTextureMatrix::read)
 
textureMatrix :=
 
"fixedshift" 2dpoint
 
| "fixedscale" 2dpoint
 
| "fixedspin" angle
 
| "fixedcenter" 2dpoint
 
| "shift" <float> <float>
 
| "spin" <float>
 
| "scale" <float> <float> <float> <float>
 
| "center" 2dpoint
 
| object
 
(CustomWaterLevel.cxx/CustomWaterLevel::read)
 
waterLevel :=
 
"height" <float>
 
| material
 
| object
 
(CustomWeapon.cxx/CustomWeapon::read)
 
weapon :=
 
"initdelay" <float>
 
| "delay" <float>{1..*}
 
| "type" <flag_short_name>
 
| location
 
(CustomWorld.cxx/CustomWorld::read)
 
world :=
 
"size" <float>
 
| "flagHeight" <float>
 
| object
 
(CustomZone.cxx/CustomZone::read)
 
zone :=
 
"team" <integer>{1..*}
 
"flag" ("good" | "bad" | <flag_short_name>){1..*}
 
| "safety" <integer>{1..*}
 
| "zoneflag" <flag_short_name> <integer>?
 
| location
 

SEE ALSO

bzflag(6), bzadmin(6), bzfs(6)
2013-11-14 bzw-2.4.2