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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 for‐
       mat.  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  new‐
       lines  and  grouped  into blocks of types. The list of world types con‐
       sists 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
	 phydrv example_phydrv	   # reassign any valid physics drivers
	 matref example_material # set material properties
				   # (except for the color)
       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).  A 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"
		   | 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_wilcards> (":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"
		   | "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  pre‐
	      vious 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)

bzw-2.0.16			  2010-04-24				bzw(5)
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