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Difference between revisions of "BZW"

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(New page: The BZW format is used by BZFS to define the game world, or "map". This file is a plain text file that is loaded by the server application at start up and sent to each client when it j...)
 
(OJBECT_NAME)
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All structures in the BZW format are contained in this basic block structure
 
All structures in the BZW format are contained in this basic block structure
  
       OJBECT_NAME
+
       OJBECT_NAME   #comment
 
         KEY  VALUE
 
         KEY  VALUE
 
         KEY  VALUE
 
         KEY  VALUE
 +
      end
 +
The object names are special keywords that are regognised by the BZW parser, unknown names will produce a warning at run time. Each object type has it's own subset of recognizedly keys and associated values, depending on what it does. All blocks must have an END statement to be valid.
 +
 +
== Object Types ==
 +
 +
TODO: Add the stuff from the BZW manage here, but in a better layout.

Revision as of 19:19, 18 February 2007

The BZW format is used by BZFS to define the game world, or "map". This file is a plain text file that is loaded by the server application at start up and sent to each client when it joins the game. The map file contains a list of 3d world objects that populate the world, as well as optionally settings and options for the server to use when running.

Basic Format

All structures in the BZW format are contained in this basic block structure

      OJBECT_NAME    #comment
        KEY  VALUE
        KEY  VALUE
      end

The object names are special keywords that are regognised by the BZW parser, unknown names will produce a warning at run time. Each object type has it's own subset of recognizedly keys and associated values, depending on what it does. All blocks must have an END statement to be valid.

Object Types

TODO: Add the stuff from the BZW manage here, but in a better layout.