1bzflag(6)                           BZFlag                           bzflag(6)
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NAME

6       BZFlag - a tank battle game
7

SYNOPSIS

9       bzflag  [-3dfx]  [-no3dfx]  [-anonymous] [-config filename] [-configdir
10       directoryname] [-d | -debug]  [-dir  |  -directory  directory]  [-echo]
11       [-echoAnsi] [-geometry widthxheight[{+|-}x{+|-}y]] [-latitude latitude]
12       [-list list-server-url] [-locale locale] [-longitude longitude]  [-mul‐
13       tisample]  [-mute] [-nolist] [-solo number-of-robots] [-team {automatic
14       | red | green | blue | purple | rogue}]  [-version]  [-view  {normal  |
15       stereo  |  stacked | three | anaglyph}] [-window] [-zbuffer {on | off}]
16       [[callsign[:password]@]server[:port]]
17

DESCRIPTION

19       BZFlag is a 3D multi-player tank battle game that allows users to  play
20       against  each  other in a networked environment.  There are five teams:
21       red, green, blue, purple and rogue (rogue tanks are black).  Destroying
22       a  player  on  another  team  scores  a  win,  while being destroyed or
23       destroying a teammate scores a loss.  Rogues  have  no  teammates  (not
24       even other rogues), so they cannot shoot teammates and they do not have
25       a team score.
26
27       There are three main styles of play:   capture-the-flag,  free-for-all,
28       and  rabbit-hunt.  In capture-the-flag, each team (except rogues) has a
29       team base and each team with at least one player has a team flag.   The
30       object is to capture an enemy team's flag by bringing it to your team's
31       base.  This destroys every player on the captured team,  subtracts  one
32       from  that  team's  score,  and  adds  one  to  your  team's score.  In
33       free-for-all, there are no team flags or team  bases.   The  object  is
34       simply  to  get  as high a score as possible.  In rabbit-hunt, the lead
35       player is chosen as the target for all other players. When  the  rabbit
36       (target)  is  destroyed,  the  live  player with the next highest score
37       becomes the rabbit. The object is to remain the rabbit for as  long  as
38       possible. The rabbit is marked as a white tank.
39
40   Joining a Game
41       To  get  quickly  started,  select  the  "Join Game" menu in the BZFlag
42       client using the arrow keys on your keyboard.   Choose  the  "Select  a
43       Server"  link  and  pick  one  of the servers near the top of the menu.
44       This should take you back to the "Join Game" menu where you should then
45       provide  a  callsign.   Select the "Connect".  Within a few seconds you
46       should be on that server ready to play.
47
48       BZFlag includes a global registration system  that  allows  players  to
49       register  a  callsign that defines them uniquely on the BZFlag network.
50       Some servers require registration for all users,  some  require  it  to
51       obtain administrative abilities.  If you attempt to use a callsign that
52       is already registered, you may be  denied  access  to  a  server.   See
53       http://my.B  ZFlag.org/bb/  for details regarding callsign registration
54       and to check on available names.  Once registered, you will be able  to
55       provide  your  password  in  the  "Join Game" menu and have it used for
56       authentication.  You are encouraged to register your callsign.
57
58       There are generally public BZFlag servers running around the clock  all
59       around  the  world,  available  over  the Internet.  Similarly, private
60       servers can be set up for running local network games.   See  the  bzfs
61       manual  page  (bzfs.6)  for details on starting a new server, public or
62       private.
63
64   Options
65       -3dfx          For Mesa users with a pass-through  3Dfx  card,  e.g.  a
66                      Voodoo   or   Voodoo   2  based  card.   This  sets  the
67                      MESA_GLX_FX  environment  variable  to  use   fullscreen
68                      pass-through  mode.   Use  -geometry to use a resolution
69                      other than 640x480 on the pass-through card.  You should
70                      not use this option with -window.
71
72       -no3dfx        For  Mesa  users  with a pass-through 3Dfx card, such as
73                      Voodoo  or  Voodoo  2  based  cards.   This  unsets  the
74                      MESA_GLX_FX    environment    variable   so   that   the
75                      pass-through  card  isn't  used.   Use  this  option  if
76                      MESA_GLX_FX  is normally set in your environment and you
77                      don't want bzflag to use the  pass-through  card.   This
78                      option  is only a convenience;  you can achieve the same
79                      effect by unsetting MESA_GLX_FX in your environment.
80
81       -anonymous     Uses  the  email  address  anonymous  instead  of  user‐
82                      name@hostname.
83
84       -d or -debug   Adds  some  diagnostic output. Can be specified multiple
85                      times to increase verbosity.
86
87       -dir or -directory directory
88                      Looks for data files in directory first.  This  defaults
89                      to  a directory named data in the current directory.  If
90                      not found there, the game looks for data  files  in  the
91                      current  directory,  then  in  the  default installation
92                      location /usr/share/bzflag.
93
94       -config        Specify the configuration file to load. The name is rel‐
95                      ative  to  the  default configuration directory. This is
96                      usually only used by developers.
97
98       -configdir     Specify the configuration directory to use. This will be
99                      the  default  config  directory used by this instance of
100                      the game. This is realy only needed if you can  not  use
101                      the default directory.
102
103       -echo          Copies  all  message  window output to the shell on *nux
104                      and OSX, to stdout.txt on windows
105
106       -echoAnsi      Copies all message window output like  -echo  preserving
107                      the ANSI color coding on *nix, same as -echo on windows.
108
109       -geometry widthxheight[{+|-}x{+|-}y]
110                      This specifies the size and, optionally, the position of
111                      the window. It can be used with or without  the  -window
112                      option.  It may be necessary to use this on some systems
113                      when bzflag cannot correctly determine the display size.
114
115       -latitude latitude
116                      Uses latitude when computing celestial object positions.
117
118       -list url      Look for list servers using url.  A built-in url is used
119                      by  default  (the same url is the default for bzfs).  If
120                      url is default then the url is reset to the built-in url
121                      (the  url  is  remembered across invocations of bzflag).
122                      list servers keep a list of bzfs servers accessible from
123                      the  internet and are queried when using the Find Server
124                      menu.
125
126       -locale locale Set the locale used  to  display  messages,  menus,  hud
127                      alerts, etc.
128
129       -longitude longitude
130                      Uses  longitude  when  computing  celestial object posi‐
131                      tions.
132
133       -multisample   Uses a multisample buffer for rendering.   If  multisam‐
134                      pling  isn't  available then the application will termi‐
135                      nate.
136
137       -mute          Disables sound.
138
139       -nolist        Disables list server querying.  See -list.
140
141       -solo number-of-robots
142                      When you join a game, you'll also cause number-of-robots
143                      robots  to join too.  This is an experimental option and
144                      the robots are extremely  stupid  players.   Robots  are
145                      added to teams at random.
146
147       -team team-name
148                      Chooses  the  player's team.  If there are no team posi‐
149                      tions available and the team-name is  set  to  be  auto‐
150                      matic, the player will try to join as an observer.
151
152       -version       Prints the version number of the executable.
153
154       -view {normal | stereo | stacked | three | anaglyph}
155                      Chooses  one  of  the  possible display options.  Normal
156                      will render a single view to the entire screen.   Stereo
157                      will try to allocate a stereo (in-a-window) capable buf‐
158                      fer and then draw a single view in stereo.  Your  system
159                      must  support  stereo-in-a-window  buffers.   Three will
160                      render the front view to the upper right quadrant of the
161                      display,  a  left view to the lower left quadrant, and a
162                      right  view  to  the  lower  right  quadrant.   This  is
163                      intended  for  systems capable of driving multiple moni‐
164                      tors from various areas of the display surface, yielding
165                      a  wrap  around  view. stacked will render the two right
166                      eye view on the upper half of the display and  the  left
167                      eye on the lower half. anaglyph supports red-cyan stereo
168                      viewing glasses. Note that setting an  unsupported  view
169                      option  will  often  lead to BZFlag not running success‐
170                      fully. To correct this, run with -view normal.
171
172       -window        Runs the application in a window instead of full screen.
173
174       -zbuffer {on | off}
175                      When off is chosen the game will not attempt to allocate
176                      a  depth  (z)  buffer and will use a different rendering
177                      technique for hidden surface removal.  Some systems  may
178                      be  capable  of  using  a  higher screen resolution if a
179                      depth buffer isn't allocated.
180
181       [callsign[:password]@]server[:port]
182                      Specifies the callsign you want, and  the  host  running
183                      the  bzfs  server. Multiple independent games can be run
184                      on a single network, or even on  different  ports  on  a
185                      single  computer.  Which  server  and  port  you  choose
186                      decides which game you enter.  The callsign and the port
187                      are  optional.  If you don't specify a port the standard
188                      server port will be used, and if  you  don't  specify  a
189                      callsign  the  callsign  used  for  the previous game is
190                      used.  If that cannot be found then the callsign is  the
191                      value of the BZFLAGID environment variable.  If BZFLAGID
192                      is empty or undefined then  bzflag  will  prompt  for  a
193                      callsign when joining a game.
194
195   Controls
196       Tanks are controlled by moving the mouse within the large yellow box in
197       the main view.  When the mouse is inside the small yellow box, the tank
198       is motionless.  The large box is the limit of the tank's speed.
199
200       Shots are fired by pressing the R left mouse button .  The type of shot
201       fired depends on what flag the tank has.  Normal shots last  about  3.5
202       seconds.  Reloading also takes 3.5 seconds for normal shots.
203
204       Pressing  the  R middle mouse button drops a flag.  Nothing will happen
205       if the tank has no flag or is not allowed to drop  the  flag  for  some
206       reason  (e.g.  it's  a  bad flag).  Flags are picked up by driving over
207       them.  A dropped flag gets tossed straight up;  it falls to the  ground
208       in about 3 seconds.
209
210       Pressing  the  R  right mouse button identifies the closest player cen‐
211       tered in the view.  If your tank has  the  guided  missile  super-flag,
212       this will also lock the missile on target.  However, the target must be
213       carefully centered for the missile to lock.
214
215       When the server allows jumping or if the tank has the jumping flag, the
216       R  Tab  key  jumps.  Tanks can jump onto buildings, however there is no
217       way to shoot downward (or upward) with a regular shot.  The guided mis‐
218       sile  and the shock wave are two ways of destroying a tank on or from a
219       building.
220
221       The current radar range can be changed by pressing the R 1, R 2, or R 3
222       keys above the alphabetic keys for low, medium, and long range, respec‐
223       tively.  The R f key toggles the flag help display, which describes the
224       flag  in  the  tank's  possession.   Displaying help does not pause the
225       game.
226
227       The R Pause key pauses and resumes play.  When paused, the tank  cannot
228       be  destroyed  nor  can  its  shots  destroy other players.  The reload
229       countdown is suspended and the radar and view are blanked when  paused.
230       A  paused  tank has a transparent black sphere surrounding it.  Since a
231       paused tank is invulnerable a player could cheat by pausing just before
232       being  destroyed,  so  there's  a  brief  delay  before the pause takes
233       effect.  This delay is long enough to make pausing effectively  useless
234       for  cheating.   Pressing R Pause before the pause takes effect cancels
235       the pause request.
236
237       The R Delete key initiates a self destruct sequence.  You  will  see  a
238       countdown  that  can  be stopped by pressing R Delete once more. Other‐
239       wise, you tank will self destruct. This can be useful if your tank gets
240       stuck and there is no other tank around to shoot you.
241
242       The list of players and scores is displayed when your tank is paused or
243       dead.  Pressing the R s key toggles the score display  when  alive  and
244       not paused.
245
246       The  R b key toggles binoculars, which gives a close up view of distant
247       objects.  The R 9 key toggles Otto, the automatic pilot, on and off.  R
248       t  key  toggles the frame rate display and the R y key toggle the frame
249       time display. The time of day can be changed with  the  R  plus  and  R
250       minus  keys,  which  advance and reverse the time by 5 minutes, respec‐
251       tively.  The time of day in the game is  initialized  to  the  system's
252       clock.   In  addition, the latitude and longitude are used to calculate
253       the positions of celestial objects.
254
255       The R Esc key shows the game menu.  Use the R Enter and arrow  keys  to
256       navigate  the  menu and the R Esc key to return to the previous menu or
257       hide the main menu.  The menus allow you to start a new server, join  a
258       game,  leave  a  game  and enter another, change the rendering options,
259       change the display resolution, change the sound volume, remap the mean‐
260       ings of keys, browse online help, and quit the game.
261
262       The display resolution is not always available for changing.  If it is,
263       use the R t key to test a selected resolution;  it will be loaded for a
264       few  seconds  and  then  the previous resolution restored.  Press the R
265       Enter key to permanently select a new resolution.  When  you  quit  the
266       game,  the  resolution  is  restored  to  what  it  was before the game
267       started.
268
269       Options are recorded between game sessions in  the  .bzf/<version>/con‐
270       fig.cfg file (or config.cfg.${HOST} if the HOST environment variable is
271       defined) in  the  user's  home  directory.   This  file  has  a  simple
272       name/value  pair format.  This file is completely rewritten by the game
273       after each session.
274
275       You can send typed messages to other players by pressing the R m or R n
276       keys.   The  R m key will send a message to your teammates only.  Rogue
277       players cannot send these messages.  The R n key will send a message to
278       all  the other players.  After pressing the key, just type your message
279       and press enter or Control-D.  To cancel a message,  you  can  enter  a
280       blank  message  or press Delete, Escape, or Control-C.  Be careful with
281       the Escape key;  pressing Escape once will cancel the message, pressing
282       it  again  will  show  the  main  menu.  Backspace will delete the most
283       recently typed character.  The Tab key doesn't add a tab to the message
284       but  instead  causes  the tank to jump (as usual).  You can also send a
285       direct message to a single player by pressing the R , or R .  keys. The
286       R  , key will send your message to your 'nemesis', i.e. the last player
287       who killed you or was killed by you. The R .  key will send  a  private
288       message  to  another  player. You can choose the recipient by using the
289       left and right arrow keys.  R o toggles the quick-admin interface.  Use
290       the  arrow  keys  to  select  a command, and then fill in the necessary
291       parameters
292
293   Scoring
294       An individual's score is the difference between that player's wins  and
295       losses.   A  win  is  scored  for each enemy tank destroyed.  A loss is
296       scored for each teammate destroyed and for  each  time  the  player  is
297       destroyed.  The score sheet displays each player's score and the number
298       of wins and losses.
299
300       A team's score is calculated differently depending on the  game  style.
301       In  the  capture-the-flag  style, the team score is the number of enemy
302       flags captured minus the number of times the team's flag was  captured.
303       Capturing  your  own flag (by taking it onto an enemy base) counts as a
304       loss.  In the free-for-all style, the team score is sum of the wins  of
305       all  the  players  on  the  team minus the sum of the losses of all the
306       players on the team. In the rabbit-hunt style, scoring  is  similar  to
307       free-for-all.
308
309       The  score sheet also lists the number times you have destroyed or been
310       destroyed by each other player under the Kills heading.  This lets  you
311       compare your one-on-one performance against other players.
312
313   Teleporters
314       The server can be configured to place teleporters in the game.  A tele‐
315       porter is a tall black transparent object  that  instantaneously  moves
316       any  object  (tanks  and  shots) passing through it to some other tele‐
317       porter.  The teleporter connections are fixed for the entire game.   In
318       the capture-the-flag style the connections are always the same.  In the
319       free-for-all style the connections are  random  and  reversible  (going
320       back through where you come out puts you back where you started).
321
322       Each  side  of  a teleporter teleports independently of the other side.
323       However, it's possible for each side to go to the  other.   This  is  a
324       thru-teleporter and it's almost as if it weren't there.  It's also pos‐
325       sible for a side to teleport to itself.  This is a  reverse-teleporter.
326       Shooting  at  a  reverse  teleporter  is likely to be self-destructive.
327       Shooting a laser at a reverse teleporter is invariably fatal.
328
329   Radar
330       The radar is displayed on the left side of the control panel.  It  pro‐
331       vides  a  satellite view of the game.  Buildings and the outer wall are
332       light blue.  Team bases are outlined squares in the team colors.  Tele‐
333       porters  are short yellow lines.  Tanks are dots the in the tank's team
334       color, except for rogues which are yellow.  The size of a tank's dot is
335       a  rough  indication  of  the tank's altitude: higher tanks have larger
336       dots.  Flags are small crosses.  Team flags have the team  color  while
337       super-flags  are white.  Shots are small white dots (except laser beams
338       which are line segments and shock waves which are circles).
339
340       The tank always appears in the center of the radar and the  radar  dis‐
341       play  rotates  with  the  tank so that forward is always up.  There's a
342       small tick mark indicating forward.  The left and right extremes of the
343       current  view  are represented by a yellow V whose tip is at the center
344       of the radar.  North is indicated by the letter N.
345
346   Heads Up Display
347       The heads-up-display, or HUD, has several displays.  First,  there  are
348       two boxes in the center of the view.  As explained above, these delimit
349       the ranges for the mouse.  These boxes are  yellow  when  you  have  no
350       flag.   Otherwise they take the color of the flag you're holding (white
351       for superflags).
352
353       Above the larger box is a heading tape showing  your  current  heading.
354       North  is  0, east is 90, etc.  If jumping is allowed, an altitude tape
355       appears to the right of the larger box.
356
357       Small colored diamonds or arrows may appear on the  heading  tape.   An
358       arrow  pointing  left  means that a particular flag is to your left, an
359       arrow pointing right means that the flag is to your right, and  a  dia‐
360       mond  indicates  the heading to the flag by its position on the heading
361       tape.  In capture-the-flag mode a marker in your team's color is always
362       present,  showing  you  the  direction  to  your team's flag.  A yellow
363       marker shows the way to the antidote flag (when you have a bad flag and
364       antidote flags are enabled).
365
366       At  the  top  of the HUD are several text readouts.  At the very top on
367       the left is your callsign and score, in your team's color.  At the very
368       top  on the right is the name of the flag you're holding (or nothing if
369       you have no flag).  In the center at the top is  your  current  status:
370       ready,  dead,  sealed,  zoned, or reloading. If you have a bad flag and
371       shaking time is enabled and your status is ready, the  status  displays
372       how  much  time is left before the bad flag is shaken.  When reloading,
373       the time until you're reloaded is displayed.  A tank is sealed when  it
374       has  the  oscillation  overthruster  flag  and  any part of the tank is
375       inside a building. A tank is zoned when it has the  phantom  zone  flag
376       and  has passed through a teleporter.  When there's a time limit on the
377       game, the time left in the game is displayed to the left of the status.
378
379   Flags
380       Team flags are supplied by the server  in  the  capture-the-flag  style
381       game.   While  at least one player is on a team, that team's flag is in
382       the game.  When captured, the flag is returned to the team's base.   If
383       the  flag  is dropped in a Bad Place, it is moved to a safety position.
384       Bad Places are:  on top of a building or on an enemy  team  base.   The
385       flag  can be dropped on a team base only by a player from a third team;
386       for example, when a blue player drops the red flag on the green base.
387
388       A team flag is captured when a tank takes an enemy flag onto  its  base
389       or  when  a  tank takes its flag onto an enemy base (even if there's no
390       one playing on that team).  You must be on  the  ground  to  capture  a
391       flag.
392
393       The  server  can  be  configured  to  supply  a  fixed or random set of
394       super-flags.  These flags are white and come in many flavors.  However,
395       you  cannot  tell what a super-flag is until it's picked up.  There are
396       two broad categories of super-flags:  good and bad.   Good  super-flags
397       may  be  dropped  and  will  remain  for  up  to  4  possessions.   Bad
398       super-flags are sticky -- in general,  they  cannot  be  dropped.   The
399       server  may  provide  a  yellow  antidote  flag.   Driving over it will
400       release the bad flag.  The server may also allow  a  timeout  and/or  a
401       number of wins to shake the flag.  Scoring the required number of wins,
402       surviving the required amount of time or being destroyed will automati‐
403       cally drop the flag.  Bad flags disappear after the first possession.
404
405       Here is a brief description of each good superflag with the flag's code
406       in parentheses:
407
408       High Speed (V) Boosts top speed by 50%.
409
410       Quick Turn (QT)
411                      Boosts turn rate by 50%.
412
413       Agility (A)    Improves a tank's dodging capabilities.
414
415       Oscillation Overthruster (OO)
416                      Let's the tank go through buildings.  You cannot back up
417                      in or into a building, nor can you shoot while inside.
418
419       Rapid Fire (F) Increases  shot  speed  and  decreases  range and reload
420                      delay.
421
422       Machine Gun (MG)
423                      Increases shot speed and  dramatically  decreases  range
424                      and reload delay.
425
426       Guided Missile (GM)
427                      Shots  guide themselves when locked on.  The missile can
428                      be retargeted at any time during its  flight  (with  the
429                      right  mouse  button).  This allows the player some con‐
430                      trol over the missile's steering.
431
432       Laser (L)      Shoots a laser,  with  effectively  infinite  speed  and
433                      range.   Just point and shoot.  The binoculars are handy
434                      for lining up distant targets.  The downside  (you  knew
435                      it was coming) is that the reload time is doubled.
436
437       Ricochet (R)   Shots  reflect  off  walls.  It is exceptionally easy to
438                      kill yourself with this flag.
439
440       Super Bullet (SB)
441                      Shots can go through buildings  (possibly  destroying  a
442                      tank  with  the  oscillation  overthruster flag) and can
443                      also destroy (phantom) zoned tanks.
444
445       Stealth (ST)   Tank becomes invisible on radar  but  is  still  visible
446                      out-the-window.
447
448       Cloaking (CL)  Tank becomes invisible out-the-window but is still visi‐
449                      ble on radar.
450
451       Invisible Bullet (IB)
452                      Shots are invisible on radar (except  your  own).   They
453                      are visible out-the-window.  Sort of stealth for shots.
454
455       Tiny (T)       Tank becomes much smaller and harder to hit.
456
457       Narrow (N)     Tank becomes paper thin.  It's very hard (but not impos‐
458                      sible) to hit a narrow tank  from  the  front  or  back.
459                      However, the tank is as long as usual so hitting it from
460                      the side has normal difficulty.
461
462       Shield (SH)    Getting shot while in possession  of  this  flag  simply
463                      drops  the flag (instead of destroying the tank).  Since
464                      the flag may not disappear you may want to  wait  around
465                      for  it  to fall to the ground so you can grab it again,
466                      but, be warned, the shield flag flies for an extra  long
467                      time (longer than the normal reload time).
468
469       Steamroller (SR)
470                      Tank  can  destroy other tanks by driving over them (but
471                      you must get quite close).
472
473       Shock Wave (SW)
474                      Tank doesn't fire shells.  Instead it sends out a  shock
475                      wave  in all directions.  Any tank caught in the wave is
476                      destroyed (including tanks on or in buildings).
477
478       Phantom Zone (PZ)
479                      Driving through a teleporter phantom zones the tank.   A
480                      zoned tank cannot shoot, but can drive through buildings
481                      and cannot be destroyed except by a Super  Bullet  or  a
482                      Shock Wave (or if the team's flag is captured).
483
484       Genocide (G)   Destroying  any  tank on a team destroys every player on
485                      that team.
486
487       Jumping (JP)   Allows the tank to jump.  You cannot steer while in  the
488                      air.
489
490       Identify (ID)  Displays  the identity of the closest flag in the vicin‐
491                      ity.
492
493       Masquerade (MQ)
494                      You tank looks like a teammate when viewed  out  of  the
495                      window.   Bullets,  radar and targeting reveal your true
496                      identity.
497
498       Burrow {BU}    You tank burrows into the ground up to your muzzle, mak‐
499                      ing  you  impervious to normal shots, as they sail above
500                      you. However your tank controls are sluggish,  and  any‐
501                      one, no matter what flag they have, can crush you like.
502
503       Seer (SE)      See  Stealthed, Cloaked and Masqueraded tanks as normal,
504                      as well as Invisible Bullets.
505
506       Thief (TH)     Tank is small and fast, when you shoot an  opponent,  he
507                      is not killed, but instead, you steal his flag.
508
509       Useless (US)   It's useless!
510
511       Wings (WG)     Tank  can  drive  around  in the air, and may be able to
512                      jump multiple times.  This can be useful when jumping or
513                      falling.
514
515       A  brief  description  of  each  bad  superflag with the flag's code in
516       parentheses:
517
518       Colorblindness (CB)
519                      Prevents tank from seeing  any  team  information  about
520                      other  tanks.   You have to be careful to avoid shooting
521                      teammates.
522
523       Obesity (O)    The tank becomes very large and easy to  hit.   It's  so
524                      big that it can't fit through teleporters.
525
526       Left Turn Only (<-)
527                      Prevents the tank from turning right.
528
529       Right Turn Only (->)
530                      Prevents the tank from turning left.
531
532       Forward Only (FO)
533                      Prevents the tank from going backwards.
534
535       Reverse Only (RO)
536                      Prevents the tank from going forward.
537
538       Momentum (M)   Gives the tank a lot of inertia.
539
540       Blindness (B)  Blanks  the out-the-window view.  The radar still works.
541                      It is effectively impossible to  detect  any  tank  with
542                      Stealth;  shooting a Stealth with Blindness is the stuff
543                      legends are made of.
544
545       Jamming (JM)   Disables the radar but you can still see.
546
547       Wide Angle (WA)
548                      Gives the tank a fish eye lens that's rather  disorient‐
549                      ing.
550
551       No Jumping (NJ)
552                      Tank is not allowed to jump.
553
554       Trigger Happy (TR)
555                      Tank can't stop shooting.  Watch out for that richochet.
556
557       Reverse Controls (RC)
558                      Tank  driving  controls  are  reversed  from their usual
559                      behavior.
560
561   Observing
562       If a server is full or if you just  want  to  watch  a  battle  without
563       interfering  in  it, you can use the observer mode. To join a server as
564       an observer, select R Observer as your tank's team. The maximum  number
565       of  observers can be restricted by the server admin, so you might still
566       not be able to join a full server.
567
568       When in observer mode, you can freely roam the world. Using  the  arrow
569       keys  you  can  rotate the camera in every direction. Holding shift and
570       using the arrow keys moves the camera left,  right,  forward  or  back.
571       Pressing  the  up or down arrow while holding the R ALT key will change
572       the camera's altitude. The R F9 and R  F10  keys  change  the  camera's
573       focal lengths, giving a zoom effect. The R F11 key will reset the zoom.
574       Pressing R l lets you toggle the display of tank labels.
575
576       Repeatedly pressing R F8 cycles through different roaming modes:  free,
577       tracking,  following,  first  person  (driving  with) and tracking team
578       flag.  In tracking mode, the camera will automatically look at a  tank.
579       You  can  cycle through available tanks with the R F6 and R F7 keys. In
580       follow mode, the camera is positioned right behind the  targeted  tank,
581       whereas  you actually look from within the tank when using first person
582       mode. The last  mode,  track  team  flag  is  only  available  in  cap‐
583       ture-the-flag  games and will track the team flags. Again, use R F6 and
584       R F7 to choose which flag to track. One special option that can be used
585       with follow, tracking, and first person modes is that you can choose to
586       do it with the winning tank.  This is selected by cycling  through  the
587       tanks until you see the winner option. In this mode, you will always be
588       engaged with whoever has the best score (and is alive).  The default is
589       drive with winner mode.
590

User Commands

592       The  following commands can be executed by sending a message to all and
593       using these strings as the message
594
595       SILENCE playerName
596                      Does not display any message  coming  from  player  with
597                      playerName name
598
599       UNSILENCE playerName
600                      Reshow messages coming from player with playerName name
601
602       SAVEWORLD filename
603                      Save the current world to filename.
604

FILES

606       ~/.bzf/<version>/config.cfg
607                      Stores options between game sessions.  Used when HOST is
608                      not defined.
609
610       ~/.bzf/<version>/config.cfg.${HOST}
611                      Stores options between game sessions.  Used when HOST is
612                      defined.
613

SEE ALSO

615       bzadmin(6), bzfs(6), bzw(5)
616
617
618
619bzflag-2.0.10                     2007-12-20                         bzflag(6)
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