Provided by: bzflag-client_2.4.12-1_amd64 bug

NAME

       BZFlag - a tank battle game

SYNOPSIS

       bzflag  [-badwords  filterfile]  [-config  filename]  [-configdir  directoryname]  [-d  |  -debug] [-date
       mm/dd/yyyy] [-dir | -directory directory] [-e | -echo] [-ea | -echoAnsi] [-h | -help | --help] [-latitude
       latitude] [-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 | purple | rogue}] [-time hh:mm:ss] [-v | -version | --version] [-view {normal | stereo | stacked  |
       three     |     anaglyph}]     [-window     widthxheight[{+|-}x{+|-}y]]    [-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 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 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/share/games/bzflag.

       -config        Specify  the configuration file to load. The name is relative 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 positions.

       -m, -mute      Disables sound.

       -motd URL      Specify  an  alternate  URL  for  the  message  of  the  day displayed when bzflag starts.
                      https://www.bzflag.org/motd.php is the default.  See -nomotd.

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

       -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 positions available and the team-name is
                      set to be automatic, 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 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 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 successfully. 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 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 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 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
       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 R 1, R 2, or R 3 keys above the alphabetic keys
       for low, medium, and long range, respectively.  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. Otherwise, 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, 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 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 meanings 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>/config.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 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 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  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-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 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
       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  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 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 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.

       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, making you impervious to normal shots,
                      as they sail above you. However your tank controls are sluggish,  and  anyone,  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 disorienting.

       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 capture-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 observers)

       /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
                      horizontal  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 prevent 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 playerName 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 2.4.12                                      2017-11-04                                          BZFLAG(6)