To place an arc into your map file, the following template is suggested:
arc
name example_arc
divisions 16
flatshading
angle 360
ratio 1
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
end
Parmeters
name
defines the name of arc, often unused
divisions
defines the number of subdivisions in the arc
flatshading
defines the use of flat shading, smooth is the default
angle
defines the sweep of the arc, 360 indicates a full circle
ratio
defines the ratio to make a hollow arc, the parameter is (outrad - inrad) / outrad.
position
defines the position of the arc in X-pos, Y-pos and the height of the arc in Z.
rotation
defines a rotation around the Z axis for the arc, in degrees.
size
defines the distance from the center to the side of the arc in X and Y, and the total height of the arc in Z.
shift
shift the arc (repeatable)
shear
(repeatable)
scale
defines the scale of the arc in x,y, and z, 1 is the default, lower values make it smaller (repeatable)
spin angle
rotate the arc around a vector by angle. ONE of nx, ny, and nz should be 1, the others should be 0. (repeatable)
phydrv
reference to a predefined physics driver.
smoothbounce
defines that shot bounces use normals
matref
reference to a predefined material.
Example:
arc
name example_arc_1
divisions 4
flatshading
angle 180
ratio 1
position 0 0 0
rotation 0
size 10 10 10
shift 0 0 0
shear 0 0 0
scale 1 1 1
smoothbounce
end
arc
name example_arc_2
position 0 0 0
size 10 10 1
rotation 0
angle 180
ratio 1
divisions 64
shift 0 0 0
spin 90 1 0 0
end
arc
name example_arc_3
position 0 0 0
size 10 10 1
rotation 0
angle 180
ratio .3
divisions 64
shift 0 0 0
spin 90 1 0 0
end
arc
name example_arc_4
position 0 0 1
size 10 10 1
rotation 0
angle 360
ratio .3
divisions 64
shift 0 0 0
spin 0 90 0 0
end
Base[]
A base is a BZW map object that defines structure very similar to a standard box, but has with the specific properties of being a base for capture the flag style game play modes. In standard CTF games, each team (excluding rogues) will be allocated one or more bases to which they must take an opposing team's flag to to capture.
Parmeters
position
defines the center of the box in X and Y and the bottom of the box in Z.
rotation
defines a rotation around the Z axis for the box, in degrees.
size
defines the distance from the center to the side of the box in X and Y, and the total height of the box in Z. A Z size of 0 creates a thin base with no thickness or walls.
color
defines the team that that base is allocated to: 1: red, 2: green, 3: blue, 4: purple.
oncap
if specified, indicates that a world weapon with the specified FlagCode is to be automatically generated and fired whenever a flag is captured at this base.ShockWave is a very common FlagCode to use here.
Example:
base
position 0 15 1
size 10 10 1
rotation 45
color 1
end
base
position 15 0 1
size 10 10 1
rotation 45
color 2
end
base
position 0 -15 1
size 10 10 1
rotation 45
color 3
end
base
position -15 0 1
size 10 10 1
rotation 45
color 4
end
Box[]
A Box is a BZW map structure that defines a rectilinear parellepiped in the world.
box
position 10 20 30
rotation 45
size 1 2 3
end
Parmeters
position
defines the center of the box in X and Y and the bottom of the box in Z.
rotation
defines a rotation around the Z axis for the box, in degrees.
size
defines the distance from the center to the side of the box in X and Y, and the total height of the box in Z.
Example:
box
position 0 0 0
rotation 45
size 1 2 3
end
box
position 0 0 0
rotation 45
size 1 3 10
end
Cone[]
Defines a cone in the game arena.
cone
position 10 20 30
rotation 45
size 1 2 3
end
Parmeters
name
defines the name of cone, often unused
divisions
defines the number of subdivisions in the cone
flatshading
defines the use of flat shading, smooth is the default
position
defines the position of the cone in X-pos, Y-pos and the height of the cone in Z.
rotation
defines a rotation around the Z axis for the cone, in degrees.
size
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
shift the cone (repeatable)
shear
(repeatable)
scale
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. ONE of nx, ny, and nz should be 1, the others should be 0. (repeatable).