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