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Difference between revisions of "BZW"
(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.