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       BZFlag - a tank battle game


       bzflag  [-3dfx]  [-no3dfx]  [-anonymous] [-config filename] [-configdir
       directoryname] [-d | -debug]  [-dir  |  -directory  directory]  [-echo]
       [-echoAnsi] [-geometry widthxheight[{+|-}x{+|-}y]] [-latitude latitude]
       [-list  list-server-url]  [-locale   locale]   [-longitude   longitude]
       [-multisample]   [-mute]   [-nolist]  [-solo  number-of-robots]  [-team
       {automatic | red | green | blue | purple |  rogue}]  [-version]  [-view
       {normal | stereo | stacked | three | anaglyph}] [-window] [-zbuffer {on
       | off}] [[callsign[:password]@]server[:port]]


       BZFlag is a 3D multi-player tank battle game that allows users to  play
       against  each  other in a networked environment.  There are five teams:
       red, green, blue, purple and rogue (rogue tanks are black).  Destroying
       a  player  on  another  team  scores  a  win,  while being destroyed or
       destroying a teammate scores a loss.  Rogues  have  no  teammates  (not
       even other rogues), so they cannot shoot teammates and they do not have
       a team score.

       There are three main styles of play:   capture-the-flag,  free-for-all,
       and  rabbit-hunt.  In capture-the-flag, each team (except rogues) has a
       team base and each team with at least one player has a team flag.   The
       object is to capture an enemy team's flag by bringing it to your team's
       base.  This destroys every player on the captured team,  subtracts  one
       from  that  team's  score,  and  adds  one  to  your  team's score.  In
       free-for-all, there are no team flags or team  bases.   The  object  is
       simply  to  get  as high a score as possible.  In rabbit-hunt, the lead
       player is chosen as the target for all other players. When  the  rabbit
       (target)  is  destroyed,  the  live  player with the next highest score
       becomes the rabbit. The object is to remain the rabbit for as  long  as
       possible. The rabbit is marked as a white tank.

   Joining a Game
       To  get  quickly  started,  select  the  "Join Game" menu in the BZFlag
       client using the arrow keys on your keyboard.   Choose  the  "Select  a
       Server"  link  and  pick  one  of the servers near the top of the menu.
       This should take you back to the "Join Game" menu where you should then
       provide  a  callsign.   Select the "Connect".  Within a few seconds you
       should be on that server ready to play.

       BZFlag includes a global registration system  that  allows  players  to
       register  a  callsign that defines them uniquely on the BZFlag network.
       Some servers require registration for all users,  some  require  it  to
       obtain administrative abilities.  If you attempt to use a callsign that
       is already registered, you may be  denied  access  to  a  server.   See
       http://my.B  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

       -3dfx          For Mesa users with a pass-through  3Dfx  card,  e.g.  a
                      Voodoo   or   Voodoo   2  based  card.   This  sets  the
                      MESA_GLX_FX  environment  variable  to  use   fullscreen
                      pass-through  mode.   Use  -geometry to use a resolution
                      other than 640x480 on the pass-through card.  You should
                      not use this option with -window.

       -no3dfx        For  Mesa  users  with a pass-through 3Dfx card, such as
                      Voodoo  or  Voodoo  2  based  cards.   This  unsets  the
                      MESA_GLX_FX    environment    variable   so   that   the
                      pass-through  card  isn't  used.   Use  this  option  if
                      MESA_GLX_FX  is normally set in your environment and you
                      don't want bzflag to use the  pass-through  card.   This
                      option  is only a convenience;  you can achieve the same
                      effect by unsetting MESA_GLX_FX in your environment.

       -anonymous     Uses   the   email   address   anonymous   instead    of

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

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

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

       -geometry widthxheight[{+|-}x{+|-}y]
                      This specifies the size and, optionally, the position of
                      the  window.  It can be used with or without the -window
                      option. It may be necessary to use this on some  systems
                      when bzflag cannot correctly determine the display size.

       -latitude latitude
                      Uses latitude when computing celestial object positions.

       -list url      Look for list servers using url.  A built-in url is used
                      by default (the same url is the default for  bzfs).   If
                      url is default then the url is reset to the built-in url
                      (the url is remembered across  invocations  of  bzflag).
                      list servers keep a list of bzfs servers accessible from
                      the internet and are queried when using the Find  Server

       -locale locale Set  the  locale  used  to  display messages, menus, hud
                      alerts, etc.

       -longitude longitude
                      Uses   longitude   when   computing   celestial   object

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

       -mute          Disables sound.

       -nolist        Disables list server querying.  See -list.

       -solo number-of-robots
                      When you join a game, you'll also cause number-of-robots
                      robots to join too.  This is an experimental option  and
                      the  robots  are  extremely  stupid players.  Robots are
                      added to teams at random.

       -team team-name
                      Chooses  the  player's  team.   If  there  are  no  team
                      positions  available  and  the  team-name  is  set to be
                      automatic, the player will try to join as an observer.

       -version       Prints the version number of the executable.

       -view {normal | stereo | stacked | three | anaglyph}
                      Chooses one of the  possible  display  options.   Normal
                      will  render a single view to the entire screen.  Stereo
                      will try to  allocate  a  stereo  (in-a-window)  capable
                      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        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.

                      Specifies the callsign you want, and  the  host  running
                      the  bzfs  server. Multiple independent games can be run
                      on a single network, or even on  different  ports  on  a
                      single  computer.  Which  server  and  port  you  choose
                      decides which game you enter.  The callsign and the port
                      are  optional.  If you don't specify a port the standard
                      server port will be used, and if  you  don't  specify  a
                      callsign  the  callsign  used  for  the previous game is
                      used.  If that cannot be found then the callsign is  the
                      value of the BZFLAGID environment variable.  If BZFLAGID
                      is empty or undefined then  bzflag  will  prompt  for  a
                      callsign when joining a game.

       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

       Options    are    recorded    between    game    sessions    in     the
       .bzf/<version>/config.cfg  file  (or  config.cfg.${HOST}  if  the  HOST
       environment variable is defined) in the user's  home  directory.   This
       file  has  a  simple  name/value  pair format.  This file is completely
       rewritten by the game after each session.

       You can send typed messages to other players by pressing the R m or R n
       keys.   The  R m key will send a message to your teammates only.  Rogue
       players cannot send these messages.  The R n key will send a message to
       all  the other players.  After pressing the key, just type your message
       and press enter or Control-D.  To cancel a message,  you  can  enter  a
       blank  message  or press Delete, Escape, or Control-C.  Be careful with
       the Escape key;  pressing Escape once will cancel the message, pressing
       it  again  will  show  the  main  menu.  Backspace will delete the most
       recently typed character.  The Tab key doesn't add a tab to the message
       but  instead  causes  the tank to jump (as usual).  You can also send a
       direct message to a single player by pressing the R , or R .  keys. The
       R  , key will send your message to your 'nemesis', i.e. the last player
       who killed you or was killed by you. The R .  key will send  a  private
       message  to  another  player. You can choose the recipient by using the
       left and right arrow keys.  R o toggles the quick-admin interface.  Use
       the  arrow  keys  to  select  a command, and then fill in the necessary

       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

       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.

       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
       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.

       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.

       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

       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

       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

       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

       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

       Identify (ID)  Displays  the  identity  of  the  closest  flag  in  the

       Masquerade (MQ)
                      You tank looks like a teammate when viewed  out  of  the
                      window.   Bullets,  radar and targeting reveal your true

       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

       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

       A brief description of each bad  superflag  with  the  flag's  code  in

       Colorblindness (CB)
                      Prevents  tank  from  seeing  any team information about
                      other tanks.  You have to be careful to  avoid  shooting

       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

       No Jumping (NJ)
                      Tank is not allowed to jump.

       Trigger Happy (TR)
                      Tank can't stop shooting.  Watch out for that richochet.

       Reverse Controls (RC)
                      Tank  driving  controls  are  reversed  from their usual

       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

       SILENCE playerName
                      Does not display any message  coming  from  player  with
                      playerName name

       UNSILENCE playerName
                      Reshow messages coming from player with playerName name

       SAVEWORLD filename
                      Save the current world to filename.


                      Stores options between game sessions.  Used when HOST is
                      not defined.

                      Stores options between game sessions.  Used when HOST is


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