Each of these sections of the object is important. Objects begin with a line declaring the object, some fields describing that object, and a line that closes the object (usually with "end"). If a statement does not have an end you will get an error.īasic Definitions Objects Objects are the basic building blocks of the bzw file. Important: EVERY STATEMENT MUST HAVE AN END. Size 10 10 10 # X Y Z Size (bzunits from the position of the box) Each number defines the max number of players per category. Each number represents how many of each of the following team players are allowed in the game (in the order listed): Rogue, Red, Green, Blue, Purple, Observer. These are rather self explanatory, except for Max Players. Ricochet, Jumping, Tank speed, Max Shots, and Max Players. Options embedded into a world file will override those input on the command line or in a config file. This allows you to define in the map file certain options that are also available from the command line when you start the bzfs server, or in the optional server config file. mp 0,2,0,2,0,2 # Maximum of 2 Red Players, 2 Blue Players, and 2 Observers ms 5 # Sets the maximum shots (per tank) to 5 set _tankSpeed 25 # Sets the tank speed to 25 bzunits/second Size 400 # Sets the world size to 400 (800 x 800 total) This is many times added by map editors, but with different comments.(depending on editor) # The number sign is not needed for a map to function, but is used for comments. The same applies to the "size" in a world object.Ī good way to start learning is to begin with simple world objects and settings: The first setting is for the "X" axis with the second being for the "Y" axis and the third being for the "Z" axis. The positioning of map objects in the "position" of an object goes as such. This image shows a typical map, with the origin and axis directions clearly marked out. "north" on the in game radar is the positive Y direction in map coordinates. The way world units are oriented in a normal right hand rule coordinate system with positive Z being the "UP" direction. One should become familiar with the BZW syntax before attempting to create a map by hand from scratch or have on hand a reference card.Īlso knowing the coordinates of where object placement(s) will occur based on the options set. One can gain experience by also converting map objects into their mesh equivalents such as converting a box into a meshbox or a pyramid into a meshpyramid. One may find it easier to create a file in BZEdit and open the resulting file in the text-editor. The map should be a simple map when getting started. Maps can also be saved by issuing the /saveworld command. In the client, maps can be saved for editing by joining the desired server and choosing: Options>Save World.
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