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bzflag(6)			    BZFlag			     bzflag(6)

NAME
       BZFlag - a tank battle game

SYNOPSIS
       bzflag  [-3dfx]	[-no3dfx]  [-anonymous] [-config filename] [-configdir
       directoryname] [-d | -debug]  [-dir  |  -directory  directory]  [-echo]
       [-echoAnsi] [-geometry widthxheight[{+|-}x{+|-}y]] [-latitude latitude]
       [-list list-server-url] [-locale locale] [-longitude longitude]	[-mul‐
       tisample]  [-mute] [-nolist] [-solo number-of-robots] [-team {automatic
       | red | green | blue | purple | rogue}]	[-version]  [-view  {normal  |
       stereo  |  stacked | three | anaglyph}] [-window] [-zbuffer {on | off}]
       [[callsign[:password]@]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
       -3dfx	      For Mesa users with a pass-through  3Dfx	card,  e.g.  a
		      Voodoo   or   Voodoo   2	based  card.   This  sets  the
		      MESA_GLX_FX  environment	variable  to  use   fullscreen
		      pass-through  mode.   Use	 -geometry to use a resolution
		      other than 640x480 on the pass-through card.  You should
		      not use this option with -window.

       -no3dfx	      For  Mesa	 users	with a pass-through 3Dfx card, such as
		      Voodoo  or  Voodoo  2  based  cards.   This  unsets  the
		      MESA_GLX_FX    environment    variable   so   that   the
		      pass-through  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  pass-through  card.	  This
		      option  is only a convenience;  you can achieve the same
		      effect by unsetting MESA_GLX_FX in your environment.

       -anonymous     Uses  the	 email	address	 anonymous  instead  of	 user‐
		      name@hostname.

       -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/share/games/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 realy only needed if you can  not  use
		      the default directory.

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

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

       -geometry widthxheight[{+|-}x{+|-}y]
		      This specifies the size and, optionally, 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.

       -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.

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

       -mute	      Disables sound.

       -nolist	      Disables list server querying.  See -list.

       -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.

       -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	      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 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
       thru-teleporter and it's almost as if it weren't there.	It's also pos‐
       sible for a side to teleport to itself.	This is a  reverse-teleporter.
       Shooting	 at  a	reverse	 teleporter  is likely to be self-destructive.
       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 richochet.

       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-2.0.16			  2010-04-24			     bzflag(6)
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