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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  de-
       stroying	 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-chase.  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-chase,  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  be-
       comes  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 ob-
       tain administrative abilities.  If you attempt to use a	callsign  that
       is  already  registered,	 you  may  be  denied access to	a server.  See
       https://forums.bzflag.org/ 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  au-
       thentication.  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  lo-
		      cation /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  op-
		      tions.

       -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.
		      https://www.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
		      buffer and then draw a single view in stereo.  Your sys-
		      tem 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  in-
		      tended  for systems capable of driving multiple monitors
		      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 op-
		      tion.

       -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  de-
		      cides  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 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  ef-
       fect.   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  mi-
       nus  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 En-
       ter 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  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 re-
       cently 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  pa-
       rameters

   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 de-
       stroyed.	 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-chase 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  in-
       side  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  su-
       per-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  su-
       per-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 (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 de-
		      lay.

       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  be-
		      havior.

   Observing
       If  a  server is	full or	if you just want to watch a battle without in-
       terfering 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  fo-
       cal  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

       /bind key press action
		      Bind a key press to an action. press can be up, down  or
		      both

       /cmds	      Show a list of all client	and server commands

       /debug [level] Show or set the debug level to level

       /diff	      List  all	 BZDB server variables that are	not set	to the
		      default value

       /dumpvars      Dump a list of all local variables and their  values  to
		      the standard output

       /forceradar    Force  the  radar	 to  be	 displayed (only works for ob-
		      servers)

       /highlight pattern
		      Highlight	all messages containing	pattern	on the console

       /localset variable [value]
		      Read a local variable or set it to value

       /quit	      Exit the game

       /retexture     Reload the textures of the game

       /roampos	{reset|send|angle|x y z	[theta [phi [zoom]]]}
		      Manipulate the observer camera (only useful  in  Roaming
		      and Tracking modes). Without arguments, it shows a usage
		      message  and  the	 current camera	location. reset	resets
		      the camera's location to the center of the map and  send
		      sends  information about the camera to the server. angle
		      moves the	camera outside the map	at  a  certain	angle,
		      looking  towards	its center. x, y and z are used	to set
		      the camera's location, theta defines the camera's	 hori-
		      zontal  angle,  phi  defines its vertical	angle and zoom
		      sets the camera's	zoom level. All	angles are defined  in
		      degrees.

       /savemsgs [-s] [-t]
		      Save all messages	to a file in your config directory. If
		      -s  is  provided,	 coloring data are stripped.  If -t is
		      provided,	timestamps are added to	the messages.

       /saveworld [-g] [-m] [-o] filename
		      Save the current world to	filename. Specify -g  to  pre-
		      vent  the	creation of groups, -m to save some primitives
		      as meshes	and -o to create a WaveFront OBJ file  instead
		      of a BZW one.

       /silence	playerName
		      Do not display any message coming	from player with play-
		      erName name

       /unsilence playerName
		      Reshow messages coming from player with playerName name

FILES
       ~/.bzf/<version>/config.cfg
		      Stores options between game sessions.

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

BZFlag 2.4.26			  2026-02-26			     BZFLAG(6)

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