bzflag(6)

NAME
BZFlag - a tank battle game

SYNOPSIS
bzflag [-3dfx] [-no3dfx] [-anonymous] [-callsign callsign] [-directory directory] [-echo] [-geometry widthxheight[{+|-}x{+|-}y]] [-interface interface] [-latitude latitude] [-list url] [-longitude longitude] [-multisample] [-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 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 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 environment.

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

    -callsign callsign
        Uses callsign as the player's callsign. The callsign is taken from the command line if provided. Otherwise 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.

    -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/data.

    -echo
        Copies all message window output to the shell.

    -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.

    -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 multicast as this is much more efficient than unicasting to all other players and more flexible and efficient than broadcasting to all hosts. The first multicast capable interface is used by default.

    -latitude latitude
        Uses latitude when computing celesital object positions.

    -longitude longitude
        Uses longitude when computing celesital 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 rendering. 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 display 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 goggles. 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 surface, 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 rendering technique for hidden surface removal. Some systems may be capable of using a higher screen resolution if a depth buffer isn't allocated.

    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 possession. 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 display 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 changing. If it is, use the t key to test a selected resolution; it will be loaded for a few seconds and then the previous resolution restored. Press the 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 .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 character. 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 performance 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 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 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. 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 provides a satellite view of the game. Buildings 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 circles).

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 represented 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 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 diamond 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 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 automatically 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 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 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 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 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 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 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 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 disorienting.

FILES

    $(HOME)/.bzflag
        Stores options between game sessions. Used when HOST is not defined.

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

SEE ALSO
bzfls(6), bzfs(6)