All pastes #584464 Raw Edit

Anonymous

public text v1 · immutable
·published 2007-06-22 19:43 UTC
rendered paste body
world
  size 2500
  noWalls
end

options

 -c
 -sb
 -j
 -ms 20
 -mp 0,0,10,10,0,10
 
# Ten greens and ten blues
# According to Enterprise, B should be the Black Pearl and G should be the Flying Dutchman.
# This can be sorted out and distinguished using whatever is necessary.
# In the mean time there is no difference whatsoever.

 -fb
 -set _shotSpeed 1200
 -set _tankAngVel 1.0
 -set _mirror white
 -set _reloadTime 2.5
 -set _tankSpeed 30
 -set _drawMountains 0
 -set _drawGround 0
 -set _wallHeight -0.0
 -set _trackFade 0
 -set _jumpVelocity 15
 -set _worldSize 5000
 -set _shotsKeepVerticalVelocity 1
 -set _gravity -6.5
 -set _wingsJumpCount 3

 +f WG{8}

end

physics
# This is the "new" death driver.
# It is triggered when you fall into the whirlpool.
# It replaces the black box that was on the original map.
name death
death Trapped in Davy Jone's Locker
end

physics
   #Northeast
   name spin1
   angular 0.0125 0.0 0.0
  linear -10 -10 0
end
physics
   #Northwest
   name spin2
   angular 0.0125 0.0 0.0
  linear 10 -10 0
end
physics
   #Southwest
   name spin3
   angular 0.0125 0.0 0.0
  linear 10 10 0
end
physics
   #Southeast
   name spin4
   angular 0.0125 0.0 0.0
  linear -10 10 0
end


physics
   #Northeast
   name suck1
   angular 0.0 0.0 0.0
  linear -30 -30 -25
end
physics
   #Northwest
   name suck2
   angular 0.0 0.0 0.0
  linear 30 -30 -25
end
physics
   #Southwest
   name suck3
   angular 0.0 0.0 0.0
  linear 30 30 -25
end
physics
   #Southeast
   name suck4
   angular 0.0 0.0 0.0
  linear -30 30 -25
end


physics
   name bound1
   angular 0.002 0.0 0.0
  linear 0 -50 0
end
physics
   name bound2
   angular 0.002 0.0 0.0
  linear 50 0 0
end
physics
   name bound3
   angular 0.002 0.0 0.0
  linear 0 50 0
end
physics
   name bound4
   angular 0.002 0.0 0.0
  linear -50 0 0
end


##Start Edit here
##add dyncolor
material
  name whirlpool
  addtexture water
  diffuse 0.0 0.15 0.5 0.75
end
material
  name suck
  addtexture water
  diffuse 0.0 0.15 0.5 1.0
end
material
  name locker
  diffuse 1.0 1.0 1.0 1.0
  emission 1 1 1 1
  #ambient 125
  #shininess 125
end
material
  name null
  diffuse 0.01 0.01 0.01 1
end

define whirlpool
  mesh
        vertex 800.0 0.0 200      #0
        vertex 800.0 800.0 200.0000    #1
        vertex 0.0 800.0 200.0000      #2
        vertex -800.0 800.0 200.0000   #3 
        vertex -800.0 0.0 200.0000     #4
        vertex -800.0 -800.0 200.0000  #5  
        vertex 0.0 -800.0 200.0000     #6
        vertex 800.0 -800.0 200.0000   #7 
  
        vertex 50.0 0.0 200.0000      #8 
        vertex 50.0 40.0 200.0000     #9  
        vertex 40.0 50.0 200.0000     #10   
        vertex 0.0 50.0 200.0000      #11 
  
        vertex -40.0 50.0 200.0000     #12  
        vertex -50.0 40.0 200.0000     #13   
        vertex -50.0 0.0 200.0000      #14 
  
        vertex -50.0 -40.0 200.0000    #15  
        vertex -40.0 -50.0 200.0000    #16   
        vertex 0.0 -50.0 200.0000      #17

        vertex 40.0 -50.0 200.0000     #18 
        vertex 50.0 -40.0 200.0000     #19   
        vertex 50.0 0.0 200.0000       #20 
  
        vertex 35.0 0.0 5.0        #21 
        vertex 0.0 35.0 5.0        #22 
        vertex -35.0 0.0 5.0      #23   
        vertex 0.0 -35.0 5.0      #24 
  
        vertex 8000.0 8000.0 200.0    #25
        vertex -8000.0 8000.0 200.0   #26
        vertex -8000.0 -8000.0 200.0  #27 
        vertex 8000.0 -8000.0 200.0   #28

        face #NEtop
          vertices 0 1 2 11 10 9 8
          phydrv spin1
          matref whirlpool
          noradar
        endface 

        face  #NWtop
          vertices 2 3 4 14 13 12 11
          phydrv spin2
          matref whirlpool
          noradar
        endface

        face #SWtop
          vertices 4 5 6 17 16 15 14
          phydrv spin3
          matref whirlpool
          noradar
        endface

        face #SEtop
          vertices 6 7 0 20 19 18 17
          phydrv spin4
          matref whirlpool
          noradar
        endface


        face #NE edge
          vertices 8 9 21
          phydrv suck1
          matref whirlpool
        endface
        face #NE2
          vertices 10 11 22
          phydrv suck1
          matref whirlpool
        endface
        face #NE3
          vertices 9 10 22 21
          phydrv suck1
          matref whirlpool
        endface

        face #NW edge
          vertices 11 12 22
          phydrv suck2
          matref whirlpool
        endface
        face #NW edge
          vertices 13 14 23
          phydrv suck2
          matref whirlpool
        endface
        face #NW edge
          vertices 12 13 23 22
          phydrv suck2
          matref whirlpool
        endface

        face #SW edge
          vertices 14 15 23
          phydrv suck3
          matref whirlpool
        endface
        face #SW edge
          vertices 16 17 24
          phydrv suck3
          matref whirlpool
        endface
        face #SW edge
          vertices  15 16 24 23
          phydrv suck3
          matref whirlpool
        endface

        face #SE edge
          vertices 17 18 24
          phydrv suck4
          matref whirlpool
        endface
        face #SE edge
          vertices 19 20 21
          phydrv suck4
          matref whirlpool
        endface
        face #SE edge
          vertices 18 19 21 24
          phydrv suck4
          matref whirlpool
        endface

        face #whirlpoolbottom
          vertices 21 22 23 24
          matref null
          phydrv death
        endface

        face #Nbound
          vertices 25 26 3 1
          phydrv bound1
          matref whirlpool
          noradar
        endface
        face #Wbound
          vertices 26 27 5 3 
          phydrv bound2
          matref whirlpool
          noradar
        endface
        face #NEbound
          vertices 27 28 7 5
          phydrv bound3
          matref whirlpool
          noradar
        endface
        face #NEbound
          vertices 28 25 1 7
          phydrv bound4
          matref whirlpool
          noradar
        endface
  end
enddef
group whirlpool
  position 0 0 0 
end
group whirlpool
  position 0 0 1
  drivethrough
  shootthrough
  passable
end
group whirlpool
  position 0 0 -1
  matref suck
  drivethrough
  shootthrough
  passable
end

define reference
  meshbox
   position 0 0 35
   size 300 8 8
   rotation 0
   matref locker
 end
enddef

group reference
  shift 400 0 0
  spin 0 0 0 0
end
group reference
  shift 0 400 0
  scale 1 4 1
  spin 0 0 0 0
  rotation 90
end
group reference
  shift -400 0 0
  spin 0 0 0 0
end
group reference
  shift 0 -400 0
  spin 0 0 0 0
  rotation 270
end

zone 
  name dutchman 
  position -500.0 -80.0 270.0
  size 1.0 1.0 1.0
  rotation 0.0
  team 2
end
 
zone
  name pearl
  position 500 80 270
  size 1 1 1
  rotation 0
  team 3
end

zone
  name wings_dutchman
  position -500 -92 230
  size 31 32 1
  rotation 0
  flag wg
end

zone
  name wings_pearl
  position 500 92 230
  size 31 32 1
  rotation 0
  flag wg
end


# Ships begin here
# World built with bzedit32 world class, available at
# http://www.sourceforge.net/projects/bzflag

define ship
pyramid
name Pyramid
	position 0 0 -10
	rotation 0
	size 124 31 19
	flipz
end

box
name Lower Deck
	position 0 0 9
	rotation 0
	size 120 30 1
end

box
name Box
	position 0 -30 10
	rotation 0
	size 120 1 20
end

box
name Box
	position 0 30 10
	rotation 0
	size 120 1 20
end

box
name Upper Deck
	position -20 0 29
	rotation 0
	size 140 30 1
end

base
name Base
	position 80 0 10
	rotation 0
	size 20 20 1
	color 3
end

box
name Box
	position 122 0 10
	rotation 0
	size 2 31 20
end

box
name Box
	position -122 0 10
	rotation 0
	size 2 31 20
end

box
name HighestDeck
	position 92 0 30
	rotation 90
	size 31 32 10
end

box
name Box
	position -50 29 30
	rotation 0
	size 110 2 1.5
end

box
name Box
	position -50 -29 30
	rotation 0
	size 110 2 1.5
end

box
name Box
	position 92 29 40
	rotation 0
	size 32 2 5
end

box
name Box
	position 92 -29 40
	rotation 0
	size 32 2 5
end

box
name Box
	position 122 0 40
	rotation 90
	size 28 2 5
end

box
name Mast
	position 20 0 10
	rotation 0
	size 2 2 100
end

box
name Mast
	position -50 0 10
	rotation 0
	size 2 2 100
end

box
name Box
	position -158 0 30
	rotation 0
	size 2 28 1.5
end

box
name Partition
	position -75 0 10
	rotation 0
	size 1 30 19
	drivethrough
end

box
name Mast
	position -15 0 10
	rotation 0
	size 2 2 100
end

box
name Yardarm
	position 20 0 90
	rotation 90
	size 20 2 2
end

box
name Yardarm
	position -15 0 90
	rotation 90
	size 20 2 2
end

box
name Yardarm
	position -50 0 90
	rotation 90
	size 20 2 2
end


enddef

group ship
  shift -500 0 200
  scale 1 1 1
  shear 0 0 0
  spin 0 0 0 0
  team 2
  rotation 270
end

group ship
  shift 500 0 200 
  scale 1 1 1
  shear 0 0 0
  spin 0 0 0 0
  team 3
  rotation 90
end 

# Thanks to Tedius and a temporal distraction for the teleporter code!
# Thanks to myself for bothering to do as Enterprise tells me to...

teleporter t1
        position -500 90 210
        rotation 90
        size 0.125 10 5
        border 1
end

teleporter t2
        position -500 0 230
        rotation 90
        size 0.125 10 5
        border 1
end

teleporter t3
        position 500 -90 210
        rotation 270
        size 0.125 10 5
        border 1
end

teleporter t4
        position 500 0 230
        rotation 270
        size 0.125 10 5
        border 1
end

link
        from t1:*
        to t2:*
end

link
        from t2:*
        to t1:*
end

link
        from t3:*
        to t4:*
end

link
        from t4:*
        to t3:*
end

# 1 Lower Green
# 2 Upper Green
# 3 Lower Blue
# 4 Upper Blue