1BZFLAG(6) BZFlag BZFLAG(6)
2
3
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6 BZFlag - a tank battle game
7
9 bzflag [-badwords filterfile] [-config filename] [-configdir directory‐
10 name] [-d | -debug] [-date mm/dd/yyyy] [-dir | -directory directory]
11 [-e | -echo] [-ea | -echoAnsi] [-h | -help | --help] [-latitude lati‐
12 tude] [-list list-server-url] [-locale locale] [-longitude longitude]
13 [-m | -mute] [-motd URL] [-multisample] [-nolist] [-nomotd] [-notime]
14 [-solo number-of-robots] [-team {automatic | red | green | blue | pur‐
15 ple | rogue}] [-time hh:mm:ss] [-v | -version | --version] [-view {nor‐
16 mal | stereo | stacked | three | anaglyph}] [-window widthx‐
17 height[{+|-}x{+|-}y]] [-zbuffer {on | off}] [[callsign[:pass‐
18 word]@]server[:port]]
19
21 BZFlag is a 3D multi-player tank battle game that allows users to play
22 against each other in a networked environment. There are five teams:
23 red, green, blue, purple and rogue (rogue tanks are black). Destroying
24 a player on another team scores a win, while being destroyed or de‐
25 stroying a teammate scores a loss. Rogues have no teammates (not even
26 other rogues), so they cannot shoot teammates and they do not have a
27 team score.
28
29 There are three main styles of play: capture-the-flag, free-for-all,
30 and rabbit-chase. In capture-the-flag, each team (except rogues) has a
31 team base and each team with at least one player has a team flag. The
32 object is to capture an enemy team's flag by bringing it to your team's
33 base. This destroys every player on the captured team, subtracts one
34 from that team's score, and adds one to your team's score. In
35 free-for-all, there are no team flags or team bases. The object is
36 simply to get as high a score as possible. In rabbit-chase, the lead
37 player is chosen as the target for all other players. When the rabbit
38 (target) is destroyed, the live player with the next highest score be‐
39 comes the rabbit. The object is to remain the rabbit for as long as
40 possible. The rabbit is marked as a white tank.
41
42 Joining a Game
43 To get quickly started, select the "Join Game" menu in the BZFlag
44 client using the arrow keys on your keyboard. Choose the "Select a
45 Server" link and pick one of the servers near the top of the menu.
46 This should take you back to the "Join Game" menu where you should then
47 provide a callsign. Select the "Connect". Within a few seconds you
48 should be on that server ready to play.
49
50 BZFlag includes a global registration system that allows players to
51 register a callsign that defines them uniquely on the BZFlag network.
52 Some servers require registration for all users, some require it to ob‐
53 tain administrative abilities. If you attempt to use a callsign that
54 is already registered, you may be denied access to a server. See
55 https://forums.bzflag.org/ for details regarding callsign registration
56 and to check on available names. Once registered, you will be able to
57 provide your password in the "Join Game" menu and have it used for au‐
58 thentication. You are encouraged to register your callsign.
59
60 There are generally public BZFlag servers running around the clock all
61 around the world, available over the Internet. Similarly, private
62 servers can be set up for running local network games. See the bzfs
63 manual page (bzfs.6) for details on starting a new server, public or
64 private.
65
66 Options
67 -badwords filterFile
68 Specify a file containing bad words to be replaced with
69 !@#$%^&* characters when they appear in chat.
70
71 -d or -debug Adds some diagnostic output. Can be specified multiple
72 times to increase verbosity.
73
74 -dir or -directory directory
75 Looks for data files in directory first. This defaults
76 to a directory named data in the current directory. If
77 not found there, the game looks for data files in the
78 current directory, then in the default installation lo‐
79 cation /usr/share/bzflag.
80
81 -config Specify the configuration file to load. The name is rel‐
82 ative to the default configuration directory. This is
83 usually only used by developers.
84
85 -configdir Specify the configuration directory to use. This will be
86 the default config directory used by this instance of
87 the game. This is really only needed if you can not use
88 the default directory.
89
90 -date mm/dd/yyyy
91 Specifies the date for positioning celestial objects.
92 This option is available only when bzflag is compiled
93 with debugging enabled.
94
95 -e, -echo Copies all message window output to the shell on *nux
96 and OSX, to stdout.txt on windows
97
98 -ea, -echoAnsi Copies all message window output like -echo preserving
99 the ANSI color coding on *nix, same as -echo on windows.
100
101 -h, -help, --help
102 Prints a concise list of the bzflag command line op‐
103 tions.
104
105 -latitude latitude
106 Uses latitude when computing celestial object positions.
107
108 -list url Look for list servers using url. A built-in url is used
109 by default (the same url is the default for bzfs). If
110 url is default then the url is reset to the built-in url
111 (the url is remembered across invocations of bzflag).
112 list servers keep a list of bzfs servers accessible from
113 the internet and are queried when using the Find Server
114 menu.
115
116 -locale locale Set the locale used to display messages, menus, hud
117 alerts, etc.
118
119 -longitude longitude
120 Uses longitude when computing celestial object posi‐
121 tions.
122
123 -m, -mute Disables sound.
124
125 -motd URL Specify an alternate URL for the message of the day dis‐
126 played when bzflag starts.
127 https://www.bzflag.org/motd.php is the default. See
128 -nomotd.
129
130 -multisample Uses a multisample buffer for rendering. If multisam‐
131 pling isn't available then the application will termi‐
132 nate.
133
134 -nolist Disables list server querying. See -list.
135
136 -nomotd Disables queries for the message of the day when bzflag
137 starts.
138
139 -notime Removes a previously set fixed time for celestial object
140 positions. See -time.
141
142 -solo number-of-robots
143 When you join a game, you'll also cause number-of-robots
144 robots to join too. This is an experimental option and
145 the robots are extremely stupid players. Robots are
146 added to teams at random.
147
148 -team team-name
149 Chooses the player's team. If there are no team posi‐
150 tions available and the team-name is set to be auto‐
151 matic, the player will try to join as an observer.
152
153 -time hh:mm:ss Specifies the local time used for positioning celestial
154 objects, which will remain fixed rather than move
155 through the sky as the day advances. Use -notime to
156 undo this setting.
157
158 -v, -version, --version
159 Prints the version number of the executable.
160
161 -view {normal | stereo | stacked | three | anaglyph}
162 Chooses one of the possible display options. Normal
163 will render a single view to the entire screen. Stereo
164 will try to allocate a stereo (in-a-window) capable buf‐
165 fer and then draw a single view in stereo. Your system
166 must support stereo-in-a-window buffers. Three will
167 render the front view to the upper right quadrant of the
168 display, a left view to the lower left quadrant, and a
169 right view to the lower right quadrant. This is in‐
170 tended for systems capable of driving multiple monitors
171 from various areas of the display surface, yielding a
172 wrap around view. stacked will render the two right eye
173 view on the upper half of the display and the left eye
174 on the lower half. anaglyph supports red-cyan stereo
175 viewing glasses. Note that setting an unsupported view
176 option will often lead to BZFlag not running success‐
177 fully. To correct this, run with -view normal.
178
179 -window widthxheight
180 Runs the application in a window instead of full screen.
181 Specify the width and height of the window after the op‐
182 tion.
183
184 -zbuffer {on | off}
185 When off is chosen the game will not attempt to allocate
186 a depth (z) buffer and will use a different rendering
187 technique for hidden surface removal. Some systems may
188 be capable of using a higher screen resolution if a
189 depth buffer isn't allocated.
190
191 [callsign[:password]@]server[:port]
192 Specifies the callsign you want, and the host running
193 the bzfs server. Multiple independent games can be run
194 on a single network, or even on different ports on a
195 single computer. Which server and port you choose de‐
196 cides which game you enter. The callsign and the port
197 are optional. If you don't specify a port the standard
198 server port will be used, and if you don't specify a
199 callsign the callsign used for the previous game is
200 used. If that cannot be found then bzflag will prompt
201 for a callsign when joining a game.
202
203 Controls
204 Tanks are controlled by moving the mouse within the large yellow box in
205 the main view. When the mouse is inside the small yellow box, the tank
206 is motionless. The large box is the limit of the tank's speed.
207
208 Shots are fired by pressing the R left mouse button . The type of shot
209 fired depends on what flag the tank has. Normal shots last about 3.5
210 seconds. Reloading also takes 3.5 seconds for normal shots.
211
212 Pressing the R middle mouse button drops a flag. Nothing will happen
213 if the tank has no flag or is not allowed to drop the flag for some
214 reason (e.g. it's a bad flag). Flags are picked up by driving over
215 them. A dropped flag gets tossed straight up; it falls to the ground
216 in about 3 seconds.
217
218 Pressing the R right mouse button identifies the closest player cen‐
219 tered in the view. If your tank has the guided missile super-flag,
220 this will also lock the missile on target. However, the target must be
221 carefully centered for the missile to lock.
222
223 When the server allows jumping or if the tank has the jumping flag, the
224 R Tab key jumps. Tanks can jump onto buildings, however there is no
225 way to shoot downward (or upward) with a regular shot. The guided mis‐
226 sile and the shock wave are two ways of destroying a tank on or from a
227 building.
228
229 The current radar range can be changed by pressing the R 1, R 2, or R 3
230 keys above the alphabetic keys for low, medium, and long range, respec‐
231 tively. The R f key toggles the flag help display, which describes the
232 flag in the tank's possession. Displaying help does not pause the
233 game.
234
235 The R Pause key pauses and resumes play. When paused, the tank cannot
236 be destroyed nor can its shots destroy other players. The reload
237 countdown is suspended and the radar and view are blanked when paused.
238 A paused tank has a transparent black sphere surrounding it. Since a
239 paused tank is invulnerable a player could cheat by pausing just before
240 being destroyed, so there's a brief delay before the pause takes ef‐
241 fect. This delay is long enough to make pausing effectively useless
242 for cheating. Pressing R Pause before the pause takes effect cancels
243 the pause request.
244
245 The R Delete key initiates a self destruct sequence. You will see a
246 countdown that can be stopped by pressing R Delete once more. Other‐
247 wise, you tank will self destruct. This can be useful if your tank gets
248 stuck and there is no other tank around to shoot you.
249
250 The list of players and scores is displayed when your tank is paused or
251 dead. Pressing the R s key toggles the score display when alive and
252 not paused.
253
254 The R b key toggles binoculars, which gives a close up view of distant
255 objects. The R 9 key toggles Otto, the automatic pilot, on and off. R
256 t key toggles the frame rate display and the R y key toggle the frame
257 time display. The time of day can be changed with the R plus and R mi‐
258 nus keys, which advance and reverse the time by 5 minutes, respec‐
259 tively. The time of day in the game is initialized to the system's
260 clock. In addition, the latitude and longitude are used to calculate
261 the positions of celestial objects.
262
263 The R Esc key shows the game menu. Use the R Enter and arrow keys to
264 navigate the menu and the R Esc key to return to the previous menu or
265 hide the main menu. The menus allow you to start a new server, join a
266 game, leave a game and enter another, change the rendering options,
267 change the display resolution, change the sound volume, remap the mean‐
268 ings of keys, browse online help, and quit the game.
269
270 The display resolution is not always available for changing. If it is,
271 use the R t key to test a selected resolution; it will be loaded for a
272 few seconds and then the previous resolution restored. Press the R En‐
273 ter key to permanently select a new resolution. When you quit the game,
274 the resolution is restored to what it was before the game started.
275
276 Options are recorded between game sessions in the .bzf/<version>/con‐
277 fig.cfg file in the user's home directory. This file has a simple
278 name/value pair format. This file is completely rewritten by the game
279 after each session.
280
281 You can send typed messages to other players by pressing the R m or R n
282 keys. The R m key will send a message to your teammates only. Rogue
283 players cannot send these messages. The R n key will send a message to
284 all the other players. After pressing the key, just type your message
285 and press enter or Control-D. To cancel a message, you can enter a
286 blank message or press Delete, Escape, or Control-C. Be careful with
287 the Escape key; pressing Escape once will cancel the message, pressing
288 it again will show the main menu. Backspace will delete the most re‐
289 cently typed character. The Tab key doesn't add a tab to the message
290 but instead causes the tank to jump (as usual). You can also send a
291 direct message to a single player by pressing the R , or R . keys. The
292 R , key will send your message to your 'nemesis', i.e. the last player
293 who killed you or was killed by you. The R . key will send a private
294 message to another player. You can choose the recipient by using the
295 left and right arrow keys. R o toggles the quick-admin interface. Use
296 the arrow keys to select a command, and then fill in the necessary pa‐
297 rameters
298
299 Scoring
300 An individual's score is the difference between that player's wins and
301 losses. A win is scored for each enemy tank destroyed. A loss is
302 scored for each teammate destroyed and for each time the player is de‐
303 stroyed. The score sheet displays each player's score and the number
304 of wins and losses.
305
306 A team's score is calculated differently depending on the game style.
307 In the capture-the-flag style, the team score is the number of enemy
308 flags captured minus the number of times the team's flag was captured.
309 Capturing your own flag (by taking it onto an enemy base) counts as a
310 loss. In the free-for-all style, the team score is sum of the wins of
311 all the players on the team minus the sum of the losses of all the
312 players on the team. In the rabbit-chase style, scoring is similar to
313 free-for-all.
314
315 The score sheet also lists the number times you have destroyed or been
316 destroyed by each other player under the Kills heading. This lets you
317 compare your one-on-one performance against other players.
318
319 Teleporters
320 The server can be configured to place teleporters in the game. A tele‐
321 porter is a tall black transparent object that instantaneously moves
322 any object (tanks and shots) passing through it to some other tele‐
323 porter. The teleporter connections are fixed for the entire game. In
324 the capture-the-flag style the connections are always the same. In the
325 free-for-all style the connections are random and reversible (going
326 back through where you come out puts you back where you started).
327
328 Each side of a teleporter teleports independently of the other side.
329 However, it's possible for each side to go to the other. This is a
330 through-teleporter and it's almost as if it weren't there. It's also
331 possible for a side to teleport to itself. This is a reverse-tele‐
332 porter. Shooting at a reverse teleporter is likely to be self-destruc‐
333 tive. Shooting a laser at a reverse teleporter is invariably fatal.
334
335 Radar
336 The radar is displayed on the left side of the control panel. It pro‐
337 vides a satellite view of the game. Buildings and the outer wall are
338 light blue. Team bases are outlined squares in the team colors. Tele‐
339 porters are short yellow lines. Tanks are dots the in the tank's team
340 color, except for rogues which are yellow. The size of a tank's dot is
341 a rough indication of the tank's altitude: higher tanks have larger
342 dots. Flags are small crosses. Team flags have the team color while
343 super-flags are white. Shots are small white dots (except laser beams
344 which are line segments and shock waves which are circles).
345
346 The tank always appears in the center of the radar and the radar dis‐
347 play rotates with the tank so that forward is always up. There's a
348 small tick mark indicating forward. The left and right extremes of the
349 current view are represented by a yellow V whose tip is at the center
350 of the radar. North is indicated by the letter N.
351
352 Heads Up Display
353 The heads-up-display, or HUD, has several displays. First, there are
354 two boxes in the center of the view. As explained above, these delimit
355 the ranges for the mouse. These boxes are yellow when you have no
356 flag. Otherwise they take the color of the flag you're holding (white
357 for superflags).
358
359 Above the larger box is a heading tape showing your current heading.
360 North is 0, east is 90, etc. If jumping is allowed, an altitude tape
361 appears to the right of the larger box.
362
363 Small colored diamonds or arrows may appear on the heading tape. An
364 arrow pointing left means that a particular flag is to your left, an
365 arrow pointing right means that the flag is to your right, and a dia‐
366 mond indicates the heading to the flag by its position on the heading
367 tape. In capture-the-flag mode a marker in your team's color is always
368 present, showing you the direction to your team's flag. A yellow
369 marker shows the way to the antidote flag (when you have a bad flag and
370 antidote flags are enabled).
371
372 At the top of the HUD are several text readouts. At the very top on
373 the left is your callsign and score, in your team's color. At the very
374 top on the right is the name of the flag you're holding (or nothing if
375 you have no flag). In the center at the top is your current status:
376 ready, dead, sealed, zoned, or reloading. If you have a bad flag and
377 shaking time is enabled and your status is ready, the status displays
378 how much time is left before the bad flag is shaken. When reloading,
379 the time until you're reloaded is displayed. A tank is sealed when it
380 has the oscillation overthruster flag and any part of the tank is in‐
381 side a building. A tank is zoned when it has the phantom zone flag and
382 has passed through a teleporter. When there's a time limit on the
383 game, the time left in the game is displayed to the left of the status.
384
385 Flags
386 Team flags are supplied by the server in the capture-the-flag style
387 game. While at least one player is on a team, that team's flag is in
388 the game. When captured, the flag is returned to the team's base. If
389 the flag is dropped in a Bad Place, it is moved to a safety position.
390 Bad Places are: on top of a building or on an enemy team base. The
391 flag can be dropped on a team base only by a player from a third team;
392 for example, when a blue player drops the red flag on the green base.
393
394 A team flag is captured when a tank takes an enemy flag onto its base
395 or when a tank takes its flag onto an enemy base (even if there's no
396 one playing on that team). You must be on the ground to capture a
397 flag.
398
399 The server can be configured to supply a fixed or random set of su‐
400 per-flags. These flags are white and come in many flavors. However,
401 you cannot tell what a super-flag is until it's picked up. There are
402 two broad categories of super-flags: good and bad. Good super-flags
403 may be dropped and will remain for up to 4 possessions. Bad su‐
404 per-flags are sticky -- in general, they cannot be dropped. The server
405 may provide a yellow antidote flag. Driving over it will release the
406 bad flag. The server may also allow a timeout and/or a number of wins
407 to shake the flag. Scoring the required number of wins, surviving the
408 required amount of time or being destroyed will automatically drop the
409 flag. Bad flags disappear after the first possession.
410
411 Here is a brief description of each good superflag with the flag's code
412 in parentheses:
413
414 High Speed (V) Boosts top speed by 50%.
415
416 Quick Turn (QT)
417 Boosts turn rate by 50%.
418
419 Agility (A) Improves a tank's dodging capabilities.
420
421 Oscillation Overthruster (OO)
422 Let's the tank go through buildings. You cannot back up
423 in or into a building, nor can you shoot while inside.
424
425 Rapid Fire (F) Increases shot speed and decreases range and reload de‐
426 lay.
427
428 Machine Gun (MG)
429 Increases shot speed and dramatically decreases range
430 and reload delay.
431
432 Guided Missile (GM)
433 Shots guide themselves when locked on. The missile can
434 be retargeted at any time during its flight (with the
435 right mouse button). This allows the player some con‐
436 trol over the missile's steering.
437
438 Laser (L) Shoots a laser, with effectively infinite speed and
439 range. Just point and shoot. The binoculars are handy
440 for lining up distant targets. The downside (you knew
441 it was coming) is that the reload time is doubled.
442
443 Ricochet (R) Shots reflect off walls. It is exceptionally easy to
444 kill yourself with this flag.
445
446 Super Bullet (SB)
447 Shots can go through buildings (possibly destroying a
448 tank with the oscillation overthruster flag) and can
449 also destroy (phantom) zoned tanks.
450
451 Stealth (ST) Tank becomes invisible on radar but is still visible
452 out-the-window.
453
454 Cloaking (CL) Tank becomes invisible out-the-window but is still visi‐
455 ble on radar.
456
457 Invisible Bullet (IB)
458 Shots are invisible on radar (except your own). They
459 are visible out-the-window. Sort of stealth for shots.
460
461 Tiny (T) Tank becomes much smaller and harder to hit.
462
463 Narrow (N) Tank becomes paper thin. It's very hard (but not impos‐
464 sible) to hit a narrow tank from the front or back.
465 However, the tank is as long as usual so hitting it from
466 the side has normal difficulty.
467
468 Shield (SH) Getting shot while in possession of this flag simply
469 drops the flag (instead of destroying the tank). Since
470 the flag may not disappear you may want to wait around
471 for it to fall to the ground so you can grab it again,
472 but, be warned, the shield flag flies for an extra long
473 time (longer than the normal reload time).
474
475 Steamroller (SR)
476 Tank can destroy other tanks by driving over them (but
477 you must get quite close).
478
479 Shock Wave (SW)
480 Tank doesn't fire shells. Instead it sends out a shock
481 wave in all directions. Any tank caught in the wave is
482 destroyed (including tanks on or in buildings).
483
484 Phantom Zone (PZ)
485 Driving through a teleporter phantom zones the tank. A
486 zoned tank cannot shoot, but can drive through buildings
487 and cannot be destroyed except by a Super Bullet or a
488 Shock Wave (or if the team's flag is captured).
489
490 Genocide (G) Destroying any tank on a team destroys every player on
491 that team.
492
493 Jumping (JP) Allows the tank to jump. You cannot steer while in the
494 air.
495
496 Identify (ID) Displays the identity of the closest flag in the vicin‐
497 ity.
498
499 Masquerade (MQ)
500 You tank looks like a teammate when viewed out of the
501 window. Bullets, radar and targeting reveal your true
502 identity.
503
504 Burrow {BU} You tank burrows into the ground up to your muzzle, mak‐
505 ing you impervious to normal shots, as they sail above
506 you. However your tank controls are sluggish, and any‐
507 one, no matter what flag they have, can crush you like.
508
509 Seer (SE) See Stealthed, Cloaked and Masqueraded tanks as normal,
510 as well as Invisible Bullets.
511
512 Thief (TH) Tank is small and fast, when you shoot an opponent, he
513 is not killed, but instead, you steal his flag.
514
515 Useless (US) It's useless!
516
517 Wings (WG) Tank can drive around in the air, and may be able to
518 jump multiple times. This can be useful when jumping or
519 falling.
520
521 A brief description of each bad superflag with the flag's code in
522 parentheses:
523
524 Colorblindness (CB)
525 Prevents tank from seeing any team information about
526 other tanks. You have to be careful to avoid shooting
527 teammates.
528
529 Obesity (O) The tank becomes very large and easy to hit. It's so
530 big that it can't fit through teleporters.
531
532 Left Turn Only (<-)
533 Prevents the tank from turning right.
534
535 Right Turn Only (->)
536 Prevents the tank from turning left.
537
538 Forward Only (FO)
539 Prevents the tank from going backwards.
540
541 Reverse Only (RO)
542 Prevents the tank from going forward.
543
544 Momentum (M) Gives the tank a lot of inertia.
545
546 Blindness (B) Blanks the out-the-window view. The radar still works.
547 It is effectively impossible to detect any tank with
548 Stealth; shooting a Stealth with Blindness is the stuff
549 legends are made of.
550
551 Jamming (JM) Disables the radar but you can still see.
552
553 Wide Angle (WA)
554 Gives the tank a fish eye lens that's rather disorient‐
555 ing.
556
557 No Jumping (NJ)
558 Tank is not allowed to jump.
559
560 Trigger Happy (TR)
561 Tank can't stop shooting. Watch out for that ricochet.
562
563 Reverse Controls (RC)
564 Tank driving controls are reversed from their usual be‐
565 havior.
566
567 Observing
568 If a server is full or if you just want to watch a battle without in‐
569 terfering in it, you can use the observer mode. To join a server as an
570 observer, select R Observer as your tank's team. The maximum number of
571 observers can be restricted by the server admin, so you might still not
572 be able to join a full server.
573
574 When in observer mode, you can freely roam the world. Using the arrow
575 keys you can rotate the camera in every direction. Holding shift and
576 using the arrow keys moves the camera left, right, forward or back.
577 Pressing the up or down arrow while holding the R ALT key will change
578 the camera's altitude. The R F9 and R F10 keys change the camera's fo‐
579 cal lengths, giving a zoom effect. The R F11 key will reset the zoom.
580 Pressing R l lets you toggle the display of tank labels.
581
582 Repeatedly pressing R F8 cycles through different roaming modes: free,
583 tracking, following, first person (driving with) and tracking team
584 flag. In tracking mode, the camera will automatically look at a tank.
585 You can cycle through available tanks with the R F6 and R F7 keys. In
586 follow mode, the camera is positioned right behind the targeted tank,
587 whereas you actually look from within the tank when using first person
588 mode. The last mode, track team flag is only available in cap‐
589 ture-the-flag games and will track the team flags. Again, use R F6 and
590 R F7 to choose which flag to track. One special option that can be used
591 with follow, tracking, and first person modes is that you can choose to
592 do it with the winning tank. This is selected by cycling through the
593 tanks until you see the winner option. In this mode, you will always be
594 engaged with whoever has the best score (and is alive). The default is
595 drive with winner mode.
596
598 The following commands can be executed by sending a message to all and
599 using these strings as the message
600
601 /bind key press action
602 Bind a key press to an action. press can be up, down or
603 both
604
605 /cmds Show a list of all client and server commands
606
607 /debug [level] Show or set the debug level to level
608
609 /diff List all BZDB server variables that are not set to the
610 default value
611
612 /dumpvars Dump a list of all local variables and their values to
613 the standard output
614
615 /forceradar Force the radar to be displayed (only works for ob‐
616 servers)
617
618 /highlight pattern
619 Highlight all messages containing pattern on the console
620
621 /localset variable [value]
622 Read a local variable or set it to value
623
624 /quit Exit the game
625
626 /retexture Reload the textures of the game
627
628 /roampos {reset|send|angle|x y z [theta [phi [zoom]]]}
629 Manipulate the observer camera (only useful in Roaming
630 and Tracking modes). Without arguments, it shows a usage
631 message and the current camera location. reset resets
632 the camera's location to the center of the map and send
633 sends information about the camera to the server. angle
634 moves the camera outside the map at a certain angle,
635 looking towards its center. x, y and z are used to set
636 the camera's location, theta defines the camera's hori‐
637 zontal angle, phi defines its vertical angle and zoom
638 sets the camera's zoom level. All angles are defined in
639 degrees.
640
641 /savemsgs [-s] [-t]
642 Save all messages to a file in your config directory. If
643 -s is provided, coloring data are stripped. If -t is
644 provided, timestamps are added to the messages.
645
646 /saveworld [-g] [-m] [-o] filename
647 Save the current world to filename. Specify -g to pre‐
648 vent the creation of groups, -m to save some primitives
649 as meshes and -o to create a WaveFront OBJ file instead
650 of a BZW one.
651
652 /silence playerName
653 Do not display any message coming from player with play‐
654 erName name
655
656 /unsilence playerName
657 Reshow messages coming from player with playerName name
658
660 ~/.bzf/<version>/config.cfg
661 Stores options between game sessions.
662
664 bzadmin(6), bzfs(6), bzw(5)
665
666
667
668BZFlag 2.4.26 2023-01-18 BZFLAG(6)