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