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Difference between revisions of "World (object)"

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Valid parameters for a world object are
 
Valid parameters for a world object are
<properties>
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name=the name of the map, generally unused.
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;name: the name of the map, generally unused.
size=the size of the outer world walls from the center of the map to each wall. The default is 400 [[world units]], providing a world 800 units across.
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;size: the size of the outer world walls from the center of the map to each wall. The default is 400 [[world units]], providing a world 800 units across.
flagHeight=defines the height in Z of the standard flagpole.
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;flagHeight: defines the height in Z of the standard flagpole.
noWalls=removes the default outer stone walls (as well as the invisible collision wall and the radar signature of the wall), from the map. This is different than "set _wallHeight 0", which leaves the radar alone.  
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;noWalls: removes the default outer stone walls (as well as the invisible collision wall and the radar signature of the wall), from the map. This is different than "set _wallHeight 0", which leaves the radar alone.  
freeCtfSpawns=after a team-flag is captured, players spawn randomly,  not at the base.
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;freeCtfSpawns: after a team-flag is captured, players spawn randomly,  not at the base.
</properties>
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The world object can only be specified once in a map.
 
The world object can only be specified once in a map.

Revision as of 03:06, 28 July 2012

A World object is a BZW map structure that defines various options for the map.

Code

The code for a world object is as follows

world
 name example_world
 size 400.0
 flagHeight 10.0
 noWalls
 freeCtfSpawns
end

Valid parameters for a world object are

name
the name of the map, generally unused.
size
the size of the outer world walls from the center of the map to each wall. The default is 400 world units, providing a world 800 units across.
flagHeight
defines the height in Z of the standard flagpole.
noWalls
removes the default outer stone walls (as well as the invisible collision wall and the radar signature of the wall), from the map. This is different than "set _wallHeight 0", which leaves the radar alone.
freeCtfSpawns
after a team-flag is captured, players spawn randomly, not at the base.

The world object can only be specified once in a map.

Notes

flagHeight defines the Z volume needed for flag spawns. Flags will never drop in an area unless there is flagHeight clearance in Z. This can be an issue with maps that use multiple objects "stacked" in Z

History

The world object was added in v1.10.

Editor Support

The world object is only fully supported by the BZWTools blender plug-in.