BZFlag
bzflag(g)                                               bzflag(g)



NAME
       BZFlag - a tank battle game

SYNOPSIS
       bzflag [-3dfx] [-no3dfx] [-anonymous] [-callsign callsign]
       [-directory   directory]   [-echo]   [-geometry    widthx-
       height[{+|-}x{+|-}y]]  [-interface  interface]  [-latitude
       latitude] [-list url] [-longitude  longitude]  [-multisam-
       ple]  [-mute]  [-nolist]  [-port  port]  [-solo number-of-
       robots] [-team {red | green |  blue  |  purple  |  rogue}]
       [-ttl  ttl]  [-version]  [-view {normal | stereo | three}]
       [-window] [-zbuffer {on | off}] [server]

DESCRIPTION
       BZFlag is a 3D multi-player tank battle game  that  allows
       users  to  play against each other in a networked environ-
       ment.  There are five teams:  red, green, blue, purple and
       rogue  (rogue  tanks  are  black).  Destroying a player on
       another team  scores  a  win,  while  being  destroyed  or
       destroying a teammate scores a loss.  Rogues have no team-
       mates (not even other rogues), so they cannot shoot  team-
       mates and they do not have a team score.

       There  are  two main styles of play:  capture-the-flag and
       free-for-all.   In  capture-the-flag,  each  team  (except
       rogues)  has  a  team base and each team with at least one
       player has a team flag.  The object is to capture an enemy
       team's  flag  by  bringing  it  to your team's base.  This
       destroys every player on the captured team, subtracts  one
       from that team's score, and adds one to your team's score.
       In free-for-all, there are no team flags  or  team  bases.
       The object is simply to get as high a score as possible.

   Options
              -3dfx          For  Mesa  users  with a passthrough
                             3Dfx card, e.g. a Voodoo or Voodoo 2
                             based    card.     This   sets   the
                             MESA_GLX_FX environment variable  to
                             use   fullscreen  passthrough  mode.
                             Use -geometry to  use  a  resolution
                             other    than    640x480    on   the
                             passthrough card.   You  should  not
                             use this option with -window.

              -no3dfx        For  Mesa  users  with a passthrough
                             3Dfx card, such as Voodoo or  Voodoo
                             2  based  cards.   This  unsets  the
                             MESA_GLX_FX environment variable  so
                             that   the  passthrough  card  isn't
                             used.    Use    this    option    if
                             MESA_GLX_FX  is normally set in your
                             environment  and  you   don't   want
                             bzflag  to use the passthrough card.
                             This option is only  a  convenience;
                             you  can  achieve the same effect by
                             unsetting MESA_GLX_FX in your  envi-
                             ronment.

              -anonymous     Uses  the  email  address  anonymous
                             instead of username@hostname.

              -callsign callsign
                             Uses callsign as the player's  call-
                             sign.   The  callsign  is taken from
                             the command line if provided.   Oth-
                             erwise  the  callsign  used  for the
                             previous game is used.  If that can-
                             not  be  found  then the callsign is
                             the value of the  BZFLAGID  environ-
                             ment variable.  If BZFLAGID is empty
                             or undefined then bzflag will prompt
                             for  a callsign when joining a game.

              -directory directory
                             Looks for data  files  in  directory
                             first.  This defaults to a directory
                             named data in the current directory.
                             If  not  found there, the game looks
                             for data files in the current direc-
                             tory,  then in the default installa-
                             tion location /usr/share/bzflag.

              -echo          Copies all message window output  to
                             the shell.

              -geometry widthxheight[{+|-}x{+|-}y]
                             This specifies the size and, option-
                             ally, the position of the window. It
                             can  be  used  with  or  without the
                             -window option. It may be  necessary
                             to  use  this  on  some systems when
                             bzflag  cannot  correctly  determine
                             the display size.

              -interface interface
                             Send  all  multicast packets through
                             interface, which should  be  the  IP
                             address  of one the host's multicast
                             capable  interfaces.   Communication
                             between players is normally via mul-
                             ticast as this is  much  more  effi-
                             cient  than  unicasting to all other
                             players and more flexible and  effi-
                             cient   than   broadcasting  to  all
                             hosts.  The first multicast  capable
                             interface is used by default.

              -latitude latitude
                             Uses latitude when computing celesi-
                             tal object positions.

              -longitude longitude
                             Uses longitude when computing  cele-
                             sital object positions.

              -list url      Look for bzfls servers using url.  A
                             built-in url is used by default (the
                             same  url  is the default for bzfs).
                             See bzfls for a description  of  the
                             format  of  url.   If url is default
                             then the url is reset to the  built-
                             in url (the url is remembered across
                             invokations   of   bzflag).    Bzfls
                             servers  keep a list of bzfs servers
                             accessible from the internet and are
                             queried  when  using the Find Server
                             menu.

              -multisample   Uses a multisample buffer  for  ren-
                             dering.    If   multisampling  isn't
                             available then the application  will
                             terminate.

              -mute          Disables sound.

              -nolist        Disables bzfls server querying.  See
                             -list.

              -port port     Connect to server on port instead of
                             the  default.   The  server  must be
                             listening on this port (see  the  -p
                             option on bzfs).

              -solo number-of-robots
                             When  you  join  a game, you'll also
                             cause  number-of-robots  robots   to
                             join  too.   This is an experimental
                             option and the robots are  extremely
                             stupid players.  Robots are added to
                             teams at random.

              -team team-name
                             Chooses the player's team.

              -ttl time-to-live
                             Sets the maximum time-to-live of the
                             inter-player multicast packets.  Any
                             site more than this many  hops  away
                             will not be reachable.

              -version       Prints  the  version  number  of the
                             executable.

              -view {normal | stereo | three}
                             Chooses one of three  possible  dis-
                             play  options.  Normal will render a
                             single view to  the  entire  screen.
                             Stereo will try to allocate a stereo
                             (in-a-window)  capable  buffer   and
                             then  draw  a single view in stereo.
                             You're system must  support  stereo-
                             in-a-window  buffers and stereo gog-
                             gles.  Three will render  the  front
                             view  to the upper right quadrant of
                             the display,  a  left  view  to  the
                             lower  left  quadrant,  and  a right
                             view to the  lower  right  quadrant.
                             This is intended for systems capable
                             of driving  multiple  moniters  from
                             various  areas  of  the display sur-
                             face, yielding a wrap around view.

              -window        Runs the  application  in  a  window
                             instead of full screen.

              -zbuffer {on | off}
                             When off is chosen the game will not
                             attempt  to  allocate  a  depth  (z)
                             buffer and will use a different ren-
                             dering technique for hidden  surface
                             removal.   Some systems may be capa-
                             ble of using a higher screen resolu-
                             tion  if  a depth buffer isn't allo-
                             cated.

              server         Specifies the host running the  bzfs
                             server.   Multiple independent games
                             can be  run  on  a  single  network.
                             Which   server  you  choose  decides
                             which game you enter.

   Controls
       Tanks are controlled by moving the mouse within the  large
       yellow box in the main view.  When the mouse is inside the
       small yellow box, the tank is motionless.  The  large  box
       is the limit of the tank's speed.

       Shots  are  fired  by pressing the left mouse button.  The
       type of shot fired depends on  what  flag  the  tank  has.
       Normal shots last about 3.5 seconds.  Reloading also takes
       3.5 seconds for normal shots.

       Pressing the middle mouse button drops  a  flag.   Nothing
       will  happen  if the tank has no flag or is not allowed to
       drop the flag for some reason  (e.g.  it's  a  bad  flag).
       Flags  are picked up by driving over them.  A dropped flag
       gets tossed straight up;  it falls to the ground in  about
       3 seconds.

       Pressing  the  right  mouse  button identifies the closest
       player centered in the view.  If your tank has the  guided
       missile  super-flag,  this  will  also lock the missile on
       target.  However, the target must  be  carefully  centered
       for the missile to lock.

       When  the  server  allows  jumping  or if the tank has the
       jumping flag, the Tab key  jumps.   Tanks  can  jump  onto
       buildings,  however  there is no way to shoot downward (or
       upward) with a regular shot.  The guided missile  and  the
       shock  wave are two ways of destroying a tank on or from a
       building.

       The current radar range can be changed by pressing the  1,
       2,  or  3  keys above the alphabetic keys for low, medium,
       and long range, respectively.  The f key toggles the  flag
       help  display, which describes the flag in the tank's pos-
       session.  Displaying help does not pause the game.

       The Pause key pauses and resumes play.  When  paused,  the
       tank  cannot be destroyed nor can it's shots destroy other
       players.  The reload countdown is suspended and the  radar
       and  view  are  blanked  when paused.  A paused tank has a
       transparent black sphere surrounding it.  Since  a  paused
       tank  is invulnerable a player could cheat by pausing just
       before being destroyed, so there's a  brief  delay  before
       the pause takes effect.  This delay is long enough to make
       pausing effectively useless for cheating.  Pressing  Pause
       before the pause takes effect cancels the pause request.

       The list of players and scores is displayed when your tank
       is paused or dead.  Pressing the s key toggles  the  score
       display when alive and not paused.

       The  b key toggles binoculars, which gives a close up view
       of distant objects.  The t key toggles the frame rate dis-
       play and the y key toggle the frame time display. The time
       of day can be changed with the plus and minus keys,  which
       advance  and  reverse the time by 5 minutes, respectively.
       The time of day in the game is initialized to the system's
       clock.   In  addition, the latitude and longitude are used
       to calculate the positions of celestial objects.

       The Esc key shows the game menu.  Use the Enter and  arrow
       keys to navigate the menu and the Esc key to return to the
       previous menu or hide the main menu.  The menus allow  you
       to start a new server, join a game, leave a game and enter
       another, change the rendering options, change the  display
       resolution, change the sound volume, remap the meanings of
       keys, browse online help, and quit the game.

       The display resolution is not always available for  chang-
       ing.   If  it is, use the t key to test a selected resolu-
       tion;  it will be loaded for a few seconds  and  then  the
       previous resolution restored.  Press the Enter key to per-
       manently select a new resolution. When you quit the  game,
       the  resolution is restored to what it was before the game
       started.

       Options are recorded between game sessions in the  .bzflag
       file  (or .bzflag.$(HOST) if the HOST environment variable
       is defined) in the user's home directory.  This file has a
       simple  name/value  pair  format.  This file is completely
       rewritten by the game after each session.

       You can send typed messages to other players  by  pressing
       the  m  or  n keys.  The m key will send a message to your
       teammates only.  Rogue players cannot send these messages.
       The  n  key  will send a message to all the other players.
       After pressing the key, just type your message  and  press
       enter  or Control-D.  To cancel a message, you can enter a
       blank message or press Delete, Escape, or  Control-C.   Be
       careful  with  the  Escape key;  pressing Escape once will
       cancel the message, pressing it again will show  the  main
       menu.  Backspace will delete the most recently typed char-
       acter.  The Tab key doesn't add a tab to the  message  but
       instead causes the tank to jump (as usual).

   Scoring
       An  individual's  score  is  the  difference  between that
       player's wins and losses.  A win is scored for each  enemy
       tank  destroyed.   A  loss  is  scored  for  each teammate
       destroyed and for each time the player is destroyed.   The
       score sheet displays each player's score and the number of
       wins and losses.

       A team's score is calculated differently depending on  the
       game style.  In the capture-the-flag style, the team score
       is the number of enemy flags captured minus the number  of
       times  the  team's  flag was captured.  Capturing your own
       flag (by taking it onto an enemy base) counts as  a  loss.
       In  the  free-for-all  style, the team score is sum of the
       wins of all the players on the team minus the sum  of  the
       losses of all the players on the team.

       The  score  sheet  also  lists  the  number times you have
       destroyed or been destroyed by each other player under the
       Kills heading.  This lets you compare your one-on-one per-
       formance against other players.

   Teleporters
       The server can be configured to place teleporters  in  the
       game.   A  teleporter  is  a tall black transparent object
       that instantaneously moves any object  (tanks  and  shots)
       passing  through  it  to some other teleporter.  The tele-
       porter connections are fixed for the entire game.  In  the
       capture-the-flag  style  the  connections  are  always the
       same.  In the free-for-all style the connections are  ran-
       dom  and reversable (going back through where you come out
       puts you back where you started).

       Each side of a teleporter teleports independently  of  the
       other side.  However, it's possible for each side to go to
       the other.  This is a thru-teleporter and it's  almost  as
       if  it  weren't  there.   It's also possible for a side to
       teleport to itself.  This is a reverse-teleporter.  Shoot-
       ing  at a reverse teleporter is likely to be self-destruc-
       tive.  Shooting a laser at a reverse teleporter is invari-
       ably fatal.

   Radar
       The  radar  is  displayed  on the left side of the control
       panel.  It provides a satellite view of the game.   Build-
       ings  and  the  outer wall are light blue.  Team bases are
       outlined squares in  the  team  colors.   Teleporters  are
       short yellow lines.  Tanks are dots the in the tank's team
       color, except for rogues which are yellow.  The size of  a
       tank's  dot  is a rough indication of the tank's altitude:
       higher tanks have larger dots.  Flags are  small  crosses.
       Team  flags  have  the  team  color  while super-flags are
       white.  Shots are small white  dots  (except  laser  beams
       which  are  line  segments  and shock waves which are cir-
       cles).

       The tank always appears in the center of the radar and the
       radar  display  rotates  with  the tank so that forward is
       always up.  There's a small tick mark indicating  forward.
       The left and right extremes of the current view are repre-
       sented by a yellow V who's tip is at  the  center  of  the
       radar.  North is indicated by the letter N.

   Heads Up Display
       The   heads-up-display,  or  HUD,  has  several  displays.
       First, there are two boxes in the center of the view.   As
       explained  above,  these delimit the ranges for the mouse.
       These boxes are yellow when you have no  flag.   Otherwise
       they  take the color of the flag you're holding (white for
       superflags).

       Above the larger box is a heading tape showing  your  cur-
       rent heading.  North is 0, east is 90, etc.  If jumping is
       allowed, an altitude tape appears  to  the  right  of  the
       larger box.

       Small colored diamonds or arrows may appear on the heading
       tape.  An arrow pointing left means that a particular flag
       is  to  your  left, an arrow pointing right means that the
       flag is to your right, and a diamond indicates the heading
       to  the flag by its position on the heading tape.  In cap-
       ture-the-flag mode a marker in your team's color is always
       present, showing you the direction to your team's flag.  A
       yellow marker shows the way to the antidote flag (when you
       have a bad flag and antidote flags are enabled).

       At  the  top of the HUD are several text readouts.  At the
       very top on the left is your callsign and score,  in  your
       team's color.  At the very top on the right is the name of
       the flag you're holding (or nothing if you have no  flag).
       In  the  center  at the top is your current status: ready,
       dead, sealed, zoned, or reloading. If you have a bad  flag
       and  shaking time is enabled and your status is ready, the
       status displays how much time is left before the bad  flag
       is shaken.  When reloading, the time until you're reloaded
       is displayed.  A tank is sealed when it has  the  oscilla-
       tion  overthruster flag and any part of the tank is inside
       a building. A tank is zoned when it has the  phantom  zone
       flag  and has passed through a teleporter.  When there's a
       time limit on the game, the time left in the game is  dis-
       played to the left of the status.

   Flags
       Team  flags are supplied by the server in the capture-the-
       flag style game.  While at least one player is on a  team,
       that  team's flag is in the game.  When captured, the flag
       is returned to the team's base.  If the flag is dropped in
       a Bad Place, it is moved to a safety position.  Bad Places
       are:  on top of a building or on an enemy team base.   The
       flag can be dropped on a team base only by a player from a
       third team;  for example, when a blue player drops the red
       flag on the green base.

       A  team  flag  is captured when a tank takes an enemy flag
       onto its base or when a tank takes its flag onto an  enemy
       base  (even  if there's no one playing on that team).  You
       must be on the ground to capture a flag.

       The server can be configured to supply a fixed  or  random
       set  of  super-flags.   These  flags are white and come in
       many flavors.  However, you cannot tell what a  super-flag
       is  until  it's picked up.  There are two broad catagories
       of super-flags:  good and bad.  Good  super-flags  may  be
       dropped  and  will  remain  for  up to 4 possessions.  Bad
       super-flags are sticky  --  in  general,  they  cannot  be
       dropped.   The  server may provide a yellow antidote flag.
       Driving over it will release the bad flag.  The server may
       also  allow a timeout and/or a number of wins to shake the
       flag.  Scoring the required number of wins, surviving  the
       required  amount of time or being destroyed will automati-
       cally drop the flag.  Bad flags disappear after the  first
       possession.

       Here  is  a  brief description of each good superflag with
       the flag's code in parentheses:

              High Speed (V) Boosts top speed by 50%.

              Quick Turn (A) Boosts turn rate by 50%.

              Oscillation Overthruster (OO)
                             Let's the tank go through buildings.
                             You  cannot  back  up  in  or into a
                             building, nor can  you  shoot  while
                             inside.

              Rapid Fire (F) Increases  shot  speed and decreases
                             range and reload delay.

              Machine Gun (MG)
                             Increases shot  speed  and  dramati-
                             cally  decreases  range  and  reload
                             delay.

              Guided Missile (GM)
                             Shots guide themselves  when  locked
                             on.   The  missile can be retargeted
                             at any time during its flight  (with
                             the   right   mouse  button).   This
                             allows the player some control  over
                             the missile's steering.

              Laser (L)      Shoots  a  laser,  with  effectively
                             infinite  speed  and  range.    Just
                             point and shoot.  The binoculars are
                             handy for lining up distant targets.
                             The  downside  (you knew it was com-
                             ing) is that the reload time is dou-
                             bled.

              Ricochet (R)   Shots  reflect  off  walls.   It  is
                             exceptionally easy to kill  yourself
                             with this flag.

              Super Bullet (SB)
                             Shots can go through buildings (pos-
                             sibly destroying  a  tank  with  the
                             oscillation  overthruster  flag) and
                             can  also  destroy  (phantom)  zoned
                             tanks.

              Stealth (ST)   Tank  becomes invisible on radar but
                             is still visible out-the-window.

              Cloaking (CL)  Tank becomes invisible  out-the-win-
                             dow but is still visible on radar.

              Invisible Bullet (IB)
                             Shots are invisible on radar (except
                             your own).  They  are  visible  out-
                             the-window.   Sort  of  stealth  for
                             shots.

              Tiny (T)       Tank becomes much smaller and harder
                             to hit.

              Narrow (N)     Tank  becomes paper thin.  It's very
                             hard (but not impossible) to  hit  a
                             narrow  tank from the front or back.
                             However, the  tank  is  as  long  as
                             usual  so  hitting  it from the side
                             has normal difficulty.

              Shield (SH)    Getting shot while in possession  of
                             this  flag  simply  drops  the  flag
                             (instead of  destroying  the  tank).
                             Since the flag may not disappear you
                             may want to wait around  for  it  to
                             fall  to  the ground so you can grab
                             it again, but, be warned, the shield
                             flag  flies  for  an extra long time
                             (longer  than  the   normal   reload
                             time).

              Steamroller (SR)
                             Tank  can  destroy  other  tanks  by
                             driving over them (but you must  get
                             quite close).

              Shock Wave (SW)
                             Tank  doesn't  fire shells.  Instead
                             it sends out a  shock  wave  in  all
                             directions.   Any tank caught in the
                             wave is destroyed  (including  tanks
                             on or in buildings).

              Phantom Zone (PZ)
                             Driving through a teleporter phantom
                             zones the tank.  A zoned tank cannot
                             shoot,  but can drive through build-
                             ings and cannot be destroyed  except
                             by  a  Super  Bullet or a Shock Wave
                             (or if the team's flag is captured).

              Genocide (G)   Destroying   any   tank  on  a  team
                             destroys every player on that  team.

              Jumping (JP)   Allows the tank to jump.  You cannot
                             steer while in the air.

              Identify (ID)  Displays the identity of the closest
                             flag in the vicinity.

       A  brief description of each bad superflag with the flag's
       code in parentheses:

              Colorblindness (CB)
                             Prevents tank from seeing  any  team
                             information  about other tanks.  You
                             have to be careful to avoid shooting
                             teammates.

              Obesity (O)    The tank becomes very large and easy
                             to hit.  It's so big that  it  can't
                             fit through teleporters.

              Left Turn Only (<-)
                             Prevents   the   tank  from  turning
                             right.

              Right Turn Only (->)
                             Prevents the tank from turning left.

              Momentum (M)   Gives the tank a lot of inertia.

              Blindness (B)  Blanks the out-the-window view.  The
                             radar still  works.   It  is  effec-
                             tively impossible to detect any tank
                             with Stealth;   shooting  a  Stealth
                             with  Blindness is the stuff legends
                             are made of.

              Jamming (JM)   Disables the radar but you can still
                             see.

              Wide Angle (WA)
                             Gives  the  tank  a  fish  eye  lens
                             that's rather disorienting.

FILES
              $(HOME)/.bzflag
                             Stores  options  between  game  ses-
                             sions.    Used   when  HOST  is  not
                             defined.

              $(HOME)/.bzflag.$(HOST)
                             Stores  options  between  game  ses-
                             sions.  Used when HOST is defined.

SEE ALSO
       bzfls(s), bzfs(s)



                                                        bzflag(g)