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NAME battleball - military version of soccer


       battleball [options] Players ...


       BattleBall  is  essentially  the  game  of soccer, played with military
       vehicles rather than with people.  Each player drives a tank or flies a
       helicopter,  and tries to move the ball down the playfield to the other
       team’s goal.  In BattleBall, the teams’ "goals" are their  headquarters
       buildings,  positioned  at  the ends of the playfield.  Hitting another
       team’s headquarters building with the ball scores a point, knocking the
       building  over  in  the  process.  Yes, realism was my ultimate goal in
       this game.


       -ag ##l
              Set players’ auto-gunner settings.  The argument of this  option
              is  three  characters:  a  single-digit number specifying firing
              accuracy, a single-digit number specifying firing frequency, and
              one of the following letters specifying target selection:
              a - fire at all targets
              b - fire only at the ball
              v - fire only at vehicles
              n - no targets (i.e. do not fire)
              This option affects players which appear after it on the command
              line.  The default is 43a.

       -ff d|b|t
              Make accidental ’friendly fire’ from fellow teammates:
              d - dangerous (the default)
              b - blocked or
              t - transparent.

       -grav #
              Set gravity.  Defaults to 0.031 m/iteration^2.

       -help  Show the help screen

       -id #  Set the inter-frame delay.  If the game runs too slow, set  this
              lower; if the game seems to lag behind your keystrokes, set this
              higher.  Defaults to 30 milliseconds.

       -mtns #
              Set the number of mountains.  Defaults to 8.

       -noag  Disable human players’ auto-gunner capability.

       -noap  Disable human players’ auto-pilot capability.

              Disable ’bangs’ (the flashes at the end of a gun barrel)

              Disable aircraft fly-bys.

              Disable players’ use of the pause (’P’) key.

              Do not automatically resize the window to fit the graphics.

              Disable shadows.  Uses less cpu time.

       -out   Allow vehicles to go outside of the playfield.

       -pts # Set number of points required to win.  Defaults to 3.

       -rad # Set the ’radius’ of the playfield.  Defaults to 100 meters.

       -sb    Single-buffer the game windows.

       -sd #  Set the startup delay.  The game will wait for this many seconds
              for players to get ready.

              Use simpler graphics.  Uses less cpu time.

       -snum #
              Set number of shells per player.  Defaults to 3.

       -spow #
              Set shell power.  Defaults to 1.6.

       -svel #
              Set  shell  muzzle  velocity.  Defaults to 1.5 meters/frame.  At
              higher velocities, some collisions may not be reliably detected.

       -train Include a train running on a track around the playfield.

       -trees #
              Set the number of trees.  Defaults to 12.

       -wf    Use wireframe rendering.  Uses less cpu time.


       Battleball  is  played  with teams of human and computer players. Up to
       six teams can play at once, and teams may have any combination of human
       and  computer players.  Human players are created by giving the name of
       an X display on the command line. Computer players are created by using
       the magic name ’comp’ instead.

       Computer  players  may  be  created with specific auto-gunner settings.
       Use ’comp’, followed by (no space) the three characters used in the -ag
       option, e.g. ’comp67b’.  This overrides the -ag option.

       Commas between names put players on the same team; spaces between names
       separate teams.  Teams may have any mix of human and computer  players.

       At  least  one player (one team) must be specified on the command line.
       However, soccer with just one team is rather boring; using two or  more
       is strongly suggested.

       Each  team  is  assigned  a color.  Tanks, helicopters, and headquarter
       buildings are all marked with the team’s color.


       When the game starts, each player is seated in her vehicle, in front of
       her  goal,  facing  the  ball at the center of the playfield.  Vehicles
       are, of course, armed with cannons, but these are primarily a means  to
       an  end.   Gunfire  is good for forcing obstinate opponents out of your
       way, but gunfire doesn’t destroy anything.  Gunfire is  also  good  for
       blasting the ball across the playfield and into your opponent’s HQ.

       You  use  the  keyboard to control your vehicle.  The commands that are
       available at any given time are shown at the bottom of the screen.

       Commands for all vehicles:I’    (or up arrow.) Move forward.

              ’J’    (or left arrow.) Turn left.

              ’K’    (or down arrow.) Move back.

              ’L’    (or right arrow.) Turn right.

              Space  Fire.

              ’P’    Pause.

              ’Q’    Quit.

              ’T’    Transform tank to helicopter or vice versa.

              ’A’    Toggle autopilot.

              ’G’    Toggle autogunner.

              ’V’    Switch between view from vehicle,  and  view  of  vehicle
                     from HQ.

              Tab    Show teams and scores.

       Extra commands for tanks:E’    Raise barrel (shots go farther).

              ’S’    Rotate turret left.

              ’D’    Lower barrel.

              ’F’    Rotate turret right.

       The  current  angle of the barrel and turret are shown beneath the main
       display, next to the team insignia.

       Commands for helicopters:E’    Go up (note, your helicopter cannot fly on the ground).

              ’S’    Fly left.

              ’D’    Go down.

              ’F’    Fly right.

              ’Y’    Pitch forward.

              ’H’    Pitch back.

       The current elevation and pitch are shown  beneath  the  main  display,
       next to the team insignia.

       The  controls  which are available to your vehicle  are always shown at
       the bottom of the screen.


       When there are two teams, scoring is the  same  as  it  is  in  soccer:
       scoring a "goal" is worth 1 point.  When there are more than two teams,
       scoring a goal earns 2 points, and the other teams besides  the  losing
       team receive 1 point each for defending their headquarters.


       battleball :0
              Starts  a  game  with  only one player on only one team, a human
              player on the local X display.  Not a very interesting game.

       battleball :0 comp
              A single human player vs. the computer, one-on-one.

       battleball ford:0 chevy:0
              Two humans, head-to-head, one on the display  "ford:0",  one  on

       battleball flavio:0  chirp:0,roar:0
              Sets up a one-player team against a two-player team.

       battleball parrot:0,comp  raven:0  comp,comp
              Creates three teams with a mix of human and computer players.

       battleball dunce:0  comp75a  comp,comp
              Creates  three  teams.   The  first computer player gets special
              auto-gunner settings; the other  computer  players  get  default


       Using  multiple X displays introduces certain security risks (which are
       beyond the scope of this document).  Networked games will  require  the
       use  of  the  incredibly insecure xhost(1) command or the less insecure
       but rather complicated xauth(1) utility.  Do not play  this  game  with
       people you don’t know and trust.

       Using multiple X displays also imposes performance overheads.  You will
       need fast network connections for multi-player games.

       The game must render 3d graphics for each player in the game.  This can
       slow  the  game  down  dramatically as the number of players increases.
       You can use various  options  to  speed  up  the  game,  but  you  will
       eventually reach a point of diminishing returns.


       See  battleball  -help and /usr/share/doc/battleball/README.gz for more


       Battleball was written by Philip A. Hardin.

       This man page was written by Chris Waters <>.