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bzflag(6)			    BZFlag			     bzflag(6)

NAME
       BZFlag - a tank battle game

SYNOPSIS
       bzflag [-badwords filterfile] [-config filename] [-configdir directory‐
       name] [-d | -debug] [-date mm/dd/yyyy] [-dir  |	-directory  directory]
       [-e  |  -echo] [-ea | -echoAnsi] [-h | -help | --help] [-latitude lati‐
       tude] [-list list-server-url] [-locale locale]  [-longitude  longitude]
       [-m  |  -mute] [-motd URL] [-multisample] [-nolist] [-nomotd] [-notime]
       [-solo number-of-robots] [-team {automatic | red | green | blue |  pur‐
       ple | rogue}] [-time hh:mm:ss] [-v | -version | --version] [-view {nor‐
       mal  |  stereo  |  stacked  |  three  |	anaglyph}]  [-window   widthx‐
       height[{+|-}x{+|-}y]]   [-zbuffer   {on	 |   off}]   [[callsign[:pass‐
       word]@]server[:port]]

DESCRIPTION
       BZFlag is a 3D multi-player tank battle game that allows users to  play
       against	each  other in a networked environment.	 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  teammates  (not
       even other rogues), so they cannot shoot teammates and they do not have
       a team score.

       There are three main styles of play:   capture-the-flag,	 free-for-all,
       and  rabbit-hunt.  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.  In rabbit-hunt, the lead
       player is chosen as the target for all other players. When  the	rabbit
       (target)	 is  destroyed,	 the  live  player with the next highest score
       becomes the rabbit. The object is to remain the rabbit for as  long  as
       possible. The rabbit is marked as a white tank.

   Joining a Game
       To  get	quickly	 started,  select  the	"Join Game" menu in the BZFlag
       client using the arrow keys on your keyboard.   Choose  the  "Select  a
       Server"	link  and  pick	 one  of the servers near the top of the menu.
       This should take you back to the "Join Game" menu where you should then
       provide	a  callsign.   Select the "Connect".  Within a few seconds you
       should be on that server ready to play.

       BZFlag includes a global registration system  that  allows  players  to
       register	 a  callsign that defines them uniquely on the BZFlag network.
       Some servers require registration for all users,	 some  require	it  to
       obtain administrative abilities.	 If you attempt to use a callsign that
       is already registered, you may be  denied  access  to  a	 server.   See
       http://my.B  ZFlag.org/bb/  for details regarding callsign registration
       and to check on available names.	 Once registered, you will be able  to
       provide	your  password	in  the	 "Join Game" menu and have it used for
       authentication.	You are encouraged to register your callsign.

       There are generally public BZFlag servers running around the clock  all
       around  the  world,  available  over  the Internet.  Similarly, private
       servers can be set up for running local network games.	See  the  bzfs
       manual  page  (bzfs.6)  for details on starting a new server, public or
       private.

   Options
       -badwords filterFile
		      Specify a file containing bad words to be replaced  with
		      !@#$%^&* characters when they appear in chat.

       -d or -debug   Adds  some  diagnostic output. Can be specified multiple
		      times to increase verbosity.

       -dir or -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  directory,  then	 in  the  default installation
		      location /usr/local/share/bzflag.

       -config	      Specify the configuration file to load. The name is rel‐
		      ative  to	 the  default configuration directory. This is
		      usually only used by developers.

       -configdir     Specify the configuration directory to use. This will be
		      the  default  config  directory used by this instance of
		      the game. This is really only needed if you can not  use
		      the default directory.

       -date mm/dd/yyyy
		      Specifies	 the  date  for positioning celestial objects.
		      This option is available only when  bzflag  is  compiled
		      with debugging enabled.

       -e, -echo      Copies  all  message  window output to the shell on *nux
		      and OSX, to stdout.txt on windows

       -ea, -echoAnsi Copies all message window output like  -echo  preserving
		      the ANSI color coding on *nix, same as -echo on windows.

       -h, -help, --help
		      Prints  a	 concise  list	of  the	 bzflag	 command  line
		      options.

       -latitude latitude
		      Uses latitude when computing celestial object positions.

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

       -locale locale Set the locale used  to  display	messages,  menus,  hud
		      alerts, etc.

       -longitude longitude
		      Uses  longitude  when  computing	celestial object posi‐
		      tions.

       -m, -mute      Disables sound.

       -motd URL      Specify an alternate URL for the message of the day dis‐
		      played  when  bzflag starts.  http://bzflag.org/motd.php
		      is the default.  See -nomotd.

       -multisample   Uses a multisample buffer for rendering.	 If  multisam‐
		      pling  isn't  available then the application will termi‐
		      nate.

       -nolist	      Disables list server querying.  See -list.

       -nomotd	      Disables queries for the message of the day when	bzflag
		      starts.

       -notime	      Removes a previously set fixed time for celestial object
		      positions.  See -time.

       -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.  If there are no team posi‐
		      tions available and the team-name is  set	 to  be	 auto‐
		      matic, the player will try to join as an observer.

       -time hh:mm:ss Specifies	 the local time used for positioning celestial
		      objects,	which  will  remain  fixed  rather  than  move
		      through  the  sky	 as  the day advances.	Use -notime to
		      undo this setting.

       -v, -version, --version
		      Prints the version number of the executable.

       -view {normal | stereo | stacked | three | anaglyph}
		      Chooses one of the  possible  display  options.	Normal
		      will  render a single view to the entire screen.	Stereo
		      will try to allocate a stereo (in-a-window) capable buf‐
		      fer  and then draw a single view in stereo.  Your system
		      must support  stereo-in-a-window	buffers.   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	 moni‐
		      tors from various areas of the display surface, yielding
		      a wrap around view. stacked will render  the  two	 right
		      eye  view	 on the upper half of the display and the left
		      eye on the lower half. anaglyph supports red-cyan stereo
		      viewing  glasses.	 Note that setting an unsupported view
		      option will often lead to BZFlag	not  running  success‐
		      fully. To correct this, run with -view normal.

       -window widthxheight
		      Runs the application in a window instead of full screen.
		      Specify the width and height of  the  window  after  the
		      option.

       -zbuffer {on | off}
		      When off is chosen the game will not attempt to allocate
		      a depth (z) buffer and will use  a  different  rendering
		      technique	 for hidden surface removal.  Some systems may
		      be capable of using a  higher  screen  resolution	 if  a
		      depth buffer isn't allocated.

       [callsign[:password]@]server[:port]
		      Specifies	 the  callsign	you want, and the host running
		      the bzfs server. Multiple independent games can  be  run
		      on  a  single  network,  or even on different ports on a
		      single  computer.	 Which	server	and  port  you	choose
		      decides which game you enter.  The callsign and the port
		      are optional. If you don't specify a port	 the  standard
		      server  port  will  be  used, and if you don't specify a
		      callsign the callsign used  for  the  previous  game  is
		      used.   If that cannot be found then the callsign is the
		      value of the BZFLAGID environment variable.  If BZFLAGID
		      is  empty	 or  undefined	then  bzflag will prompt for a
		      callsign when joining a game.

   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 R 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 R 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 R right mouse button identifies the	 closest  player  cen‐
       tered  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
       R Tab key jumps.	 Tanks can jump onto buildings, however	 there	is  no
       way to shoot downward (or upward) with a regular shot.  The guided mis‐
       sile 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 R 1, R 2, or R 3
       keys above the alphabetic keys for low, medium, and long range, respec‐
       tively.	The R f key toggles the flag help display, which describes the
       flag in the tank's possession.  Displaying  help	 does  not  pause  the
       game.

       The  R Pause key pauses and resumes play.  When paused, the tank cannot
       be destroyed nor can its	 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 R Pause before the pause takes  effect  cancels
       the pause request.

       The  R  Delete  key  initiates a self destruct sequence. You will see a
       countdown that can be stopped by pressing R Delete  once	 more.	Other‐
       wise, you tank will self destruct. This can be useful if your tank gets
       stuck and there is no other tank around to shoot you.

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

       The R b key toggles binoculars, which gives a close up view of  distant
       objects.	 The R 9 key toggles Otto, the automatic pilot, on and off.  R
       t key toggles the frame rate display and the R y key toggle  the	 frame
       time  display.  The  time  of  day can be changed with the R plus and R
       minus keys, which advance and reverse the time by  5  minutes,  respec‐
       tively.	 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  R  Esc key shows the game menu.  Use the R Enter and arrow keys to
       navigate the menu and the R 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 mean‐
       ings of keys, browse online help, and quit the game.

       The display resolution is not always available for changing.  If it is,
       use the R t key to test a selected resolution;  it will be loaded for a
       few seconds and then the previous resolution  restored.	 Press	the  R
       Enter  key  to  permanently  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 .bzf/<version>/con‐
       fig.cfg file (or config.cfg.${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 R m or R n
       keys.  The R m key will send a message to your teammates	 only.	 Rogue
       players cannot send these messages.  The R 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 character.  The Tab key doesn't add a tab to the message
       but instead causes the tank to jump (as usual).	You can	 also  send  a
       direct message to a single player by pressing the R , or R .  keys. The
       R , key will send your message to your 'nemesis', i.e. the last	player
       who  killed  you or was killed by you. The R .  key will send a private
       message to another player. You can choose the recipient	by  using  the
       left  and right arrow keys.  R o toggles the quick-admin interface. Use
       the arrow keys to select a command, and	then  fill  in	the  necessary
       parameters

   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. In the rabbit-hunt style, scoring is similar to
       free-for-all.

       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 performance against other players.

   Teleporters
       The server can be configured to place teleporters in the game.  A tele‐
       porter  is  a  tall black transparent object that instantaneously moves
       any object (tanks and shots) passing through it	to  some  other	 tele‐
       porter.	 The teleporter 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 random and reversible (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
       through-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-tele‐
       porter.	Shooting at a reverse teleporter is likely to be self-destruc‐
       tive.  Shooting a laser at a reverse teleporter is invariably fatal.

   Radar
       The  radar is displayed on the left side of the control panel.  It pro‐
       vides a satellite view of the game.  Buildings and the outer  wall  are
       light blue.  Team bases are outlined squares in the team colors.	 Tele‐
       porters 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 circles).

       The  tank  always appears in the center of the radar and the radar dis‐
       play 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 represented by a yellow V whose 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 current 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 dia‐
       mond indicates the heading to the flag by its position on  the  heading
       tape.  In capture-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 oscillation 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 displayed 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  categories 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 (QT)
		      Boosts turn rate by 50%.

       Agility (A)    Improves a tank's dodging capabilities.

       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 dramatically 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  con‐
		      trol 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 coming) is that the reload time is doubled.

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

       Super Bullet (SB)
		      Shots  can  go  through buildings (possibly 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-window but is still visi‐
		      ble 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 impos‐
		      sible)  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 buildings
		      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	vicin‐
		      ity.

       Masquerade (MQ)
		      You  tank	 looks	like a teammate when viewed out of the
		      window.  Bullets, radar and targeting reveal  your  true
		      identity.

       Burrow {BU}    You tank burrows into the ground up to your muzzle, mak‐
		      ing you impervious to normal shots, as they  sail	 above
		      you.  However  your tank controls are sluggish, and any‐
		      one, no matter what flag they have, can crush you like.

       Seer (SE)      See Stealthed, Cloaked and Masqueraded tanks as  normal,
		      as well as Invisible Bullets.

       Thief (TH)     Tank  is	small and fast, when you shoot an opponent, he
		      is not killed, but instead, you steal his flag.

       Useless (US)   It's useless!

       Wings (WG)     Tank can drive around in the air, and  may  be  able  to
		      jump multiple times.  This can be useful when jumping or
		      falling.

       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.

       Forward Only (FO)
		      Prevents the tank from going backwards.

       Reverse Only (RO)
		      Prevents the tank from going forward.

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

       Blindness (B)  Blanks the out-the-window view.  The radar still	works.
		      It  is  effectively  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 disorient‐
		      ing.

       No Jumping (NJ)
		      Tank is not allowed to jump.

       Trigger Happy (TR)
		      Tank can't stop shooting.	 Watch out for that ricochet.

       Reverse Controls (RC)
		      Tank driving controls  are  reversed  from  their	 usual
		      behavior.

   Observing
       If  a  server  is  full	or  if you just want to watch a battle without
       interfering in it, you can use the observer mode. To join a  server  as
       an  observer, select R Observer as your tank's team. The maximum number
       of observers can be restricted by the server admin, so you might	 still
       not be able to join a full server.

       When  in	 observer mode, you can freely roam the world. Using the arrow
       keys you can rotate the camera in every direction.  Holding  shift  and
       using  the  arrow  keys	moves the camera left, right, forward or back.
       Pressing the up or down arrow while holding the R ALT key  will	change
       the  camera's  altitude.	 The  R	 F9 and R F10 keys change the camera's
       focal lengths, giving a zoom effect. The R F11 key will reset the zoom.
       Pressing R l lets you toggle the display of tank labels.

       Repeatedly  pressing R F8 cycles through different roaming modes: free,
       tracking, following, first person  (driving  with)  and	tracking  team
       flag.   In tracking mode, the camera will automatically look at a tank.
       You can cycle through available tanks with the R F6 and R F7  keys.  In
       follow  mode,  the camera is positioned right behind the targeted tank,
       whereas you actually look from within the tank when using first	person
       mode.  The  last	 mode,	track  team  flag  is  only  available in cap‐
       ture-the-flag games and will track the team flags. Again, use R F6  and
       R F7 to choose which flag to track. One special option that can be used
       with follow, tracking, and first person modes is that you can choose to
       do  it  with the winning tank.  This is selected by cycling through the
       tanks until you see the winner option. In this mode, you will always be
       engaged with whoever has the best score (and is alive).	The default is
       drive with winner mode.

User Commands
       The following commands can be executed by sending a message to all  and
       using these strings as the message

       SILENCE playerName
		      Does  not	 display  any  message coming from player with
		      playerName name

       UNSILENCE playerName
		      Reshow messages coming from player with playerName name

       SAVEWORLD filename
		      Save the current world to filename.

FILES
       ~/.bzf/<version>/config.cfg
		      Stores options between game sessions.  Used when HOST is
		      not defined.

       ~/.bzf/<version>/config.cfg.${HOST}
		      Stores options between game sessions.  Used when HOST is
		      defined.

SEE ALSO
       bzadmin(6), bzfs(6), bzw(5)

bzflag-2.4.2			  2016-02-18			     bzflag(6)
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