The cone object is a BZW object that defines a cone in the game arena.
To place a cone into your map file, the following template is suggested:
cone name example_cone divisions 16 flatshading position 0 0 0 rotation 0 size 10 10 10 shift 0 0 0 shear 0 0 0 scale 1 1 1 spin angle nx ny nz phydrv physics_driver_name smoothbounce matref material bottom matref material2 end
Valid parameters for a cone are:
- defines the name of cone, often unused
- defines the number of subdivisions (number of sides) in the cone, a higher value leads to a slower map with more detail
- defines the use of flat shading, smooth is the default
- defines the position of the cone in X-pos, Y-pos and the height of the cone in Z.
- defines a rotation around the Z axis for the cone, in degrees.
- defines the distance from the center to the side of the cone in X and Y, and the total height of the cone in Z.
- shift the cone (repeatable)
- defines the scale of the cone in x,y, and z, 1 is the default, lower values make it smaller (repeatable)
- spin angle
- rotate the cone around a vector by angle. The vector <nx, ny, nz> must be a unit vector. Because the BZFlag client doesn't clip objects against the ground, it is advisable to ensure that the cone is rotated up and away from the ground. Otherwise, the cone will appear to be super-imposed on the ground, rather than embedded into it. (repeatable)
- reference to a predefined physics driver.
- defines that shot bounces use normals
- reference to a predefined material.
- bottom matref
- defines a different material for the bottom surface (optional)
The cone, by default, has the red brick wall texture on the curved surface, and the grey roof appearance of a normal box on the bottom. However, using matref one can change the appearance of the cone.
The cone object has been supported since BZFlag 2.0.0. In previous versions of BZFlag, this object will not work.