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bzflag(6)						bzflag(6)

NAME
       BZFlag - a tank battle game

SYNOPSIS
       bzflag [-3dfx] [-no3dfx] [-anonymous] [-debug] [-directory
       directory]   [-echo]   [-echoAnsi]   [-geometry	  widthx-
       height[{+|-}x{+|-}y]]  [-latitude  latitude]  [-list  url]
       [-locale	 locale]  [-longitude  longitude]  [-multisample]
       [-mute]	[-nolist]  [-solo number-of-robots] [-team {auto-
       matic | red | green | blue | purple |  rogue}]  [-version]
       [-view  {normal | stereo | three}] [-window] [-zbuffer {on
       | off}] [[callsign@]server[:port]]

DESCRIPTION
       BZFlag is a 3D multi-player tank battle game  that  allows
       users  to  play against each other in a networked environ-
       ment.  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 team-
       mates (not even other rogues), so they cannot shoot  team-
       mates 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  cap-
       ture  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.

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

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

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

	      -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 direc-
			     tory,  then in the default installa-
			     tion location INSTALL_DATA_DIR.

	      -debug	     Increase debugging level. Use multi-
			     ple  -debug  options  to obtain more
			     debugging info.

	      -echo	     Copies all message window output  to
			     the shell.

	      -echoAnsi	     Copies  all message window output to
			     the shell preserving the ANSI  color
			     coding.

	      -geometry widthxheight[{+|-}x{+|-}y]
			     This specifies the size and, option-
			     ally, 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 celes-
			     tial object positions.

	      -list url	     Look for bzfls servers using url.	A
			     built-in url is used by default (the
			     same url is the default  for  bzfs).
			     See  bzfls	 for a description of the
			     format of url.  If	 url  is  default
			     then  the url is reset to the built-
			     in url (the url is remembered across
			     invocations   of	bzflag).    Bzfls
			     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 mes-
			     sages, menus, hud alerts, etc.

	      -longitude longitude
			     Uses longitude when computing celes-
			     tial object positions.

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

	      -mute	     Disables sound.

	      -nolist	     Disables bzfls 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  auto-
			     matic,  the  player will try to join
			     as an observer.

	      -version	     Prints the	 version  number  of  the
			     executable.

	      -view {normal | stereo | three}
			     Chooses  one  of three possible dis-
			     play 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 and stereo goggles.
			     Three  will render the front view to
			     the upper right quadrant of the dis-
			     play,  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 vari-
			     ous areas of  the	display	 surface,
			     yielding  a  wrap around view.  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 ren-
			     dering  technique for hidden surface
			     removal.  Some systems may be  capa-
			     ble of using a higher screen resolu-
			     tion if a depth buffer  isn't  allo-
			     cated.

	      [callsign@]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 com-
			     puter. Which  server  and	port  you
			     choose decides which game you enter.
			     The  callsign  and	  the	port   is
			     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 can-
			     not be found then	the  callsign  is
			     the  value	 of the BZFLAGID environ-
			     ment variable.  If BZFLAGID is empty
			     or undefined 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 motion-
	      less.  The large box is the  limit  of  the  tank's
	      speed.

       Shots  are  fired  by pressing the left mouse button.  The
       type of shot fired depends on  what  flag  the  tank  has.
       Normal shots last about 3.5 seconds.  Reloading also takes
       3.5 seconds for normal shots.

       Pressing the middle mouse button drops  a  flag.	  Nothing
       will  happen  if the tank has no flag or is not allowed to
       drop the flag for some reason  (e.g.  it's  a  bad  flag).
       Flags  are picked up by driving over them.  A dropped flag
       gets tossed straight up;	 it falls to the ground in  about
       3 seconds.

       Pressing	 the  right  mouse  button identifies the closest
       player centered in the view.  If your tank has the  guided
       missile	super-flag,  this  will	 also lock the missile on
       target.	However, the target must  be  carefully	 centered
       for the missile to lock.

       When  the  server  allows  jumping  or if the tank has the
       jumping flag, the Tab key  jumps.   Tanks  can  jump  onto
       buildings,  however  there is no way to shoot downward (or
       upward) with a regular shot.  The guided missile	 and  the
       shock  wave are two ways of destroying a tank on or from a
       building.

       The current radar range can be changed by pressing the  1,
       2,  or  3  keys above the alphabetic keys for low, medium,
       and long range, respectively.  The f key toggles the  flag
       help  display, which describes the flag in the tank's pos-
       session.	 Displaying help does not pause the game.

       The Pause key pauses and resumes play.  When  paused,  the
       tank  cannot be destroyed nor can it's shots destroy other
       players.	 The reload countdown is suspended and the  radar
       and  view  are  blanked	when paused.  A paused tank has a
       transparent black sphere surrounding it.	 Since	a  paused
       tank  is invulnerable a player could cheat by pausing just
       before being destroyed, so there's a  brief  delay  before
       the pause takes effect.	This delay is long enough to make
       pausing effectively useless for cheating.  Pressing  Pause
       before the pause takes effect cancels the pause request.

       The  Delete  key	 initiates  a self destruct sequence. You
       will see a countdown  that  can	be  stopped  by	 pressing
       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 s key toggles  the  score
       display when alive and not paused.

       The  b key toggles binoculars, which gives a close up view
       of distant objects.  The The 9 key toggles Otto, the auto-
       matic  pilot,  on  and  off.  t key toggles the frame rate
       display and the y key toggle the frame time  display.  The
       time  of	 day can be changed with the plus and minus keys,
       which advance and reverse the time by 5	minutes,  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 Esc key shows the game menu.	 Use the Enter and  arrow
       keys to navigate the menu and the Esc key to return to the
       previous menu or hide the main menu.  The menus allow  you
       to start a new server, join a game, leave a game and enter
       another, change the rendering options, change the  display
       resolution, change the sound volume, remap the meanings of
       keys, browse online help, and quit the game.

       The display resolution is not always available for  chang-
       ing.   If  it is, use the t key to test a selected resolu-
       tion;  it will be loaded for a few seconds  and	then  the
       previous resolution restored.  Press the Enter key to per-
       manently select a new resolution. When you quit the  game,
       the  resolution is restored to what it was before the game
       started.

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

       You can send typed messages to other players  by	 pressing
       the  m  or  n keys.  The m key will send a message to your
       teammates only.	Rogue players cannot send these messages.
       The  n  key  will send a message to all the other players.
       After pressing the key, just type your message  and  press
       enter  or Control-D.  To cancel a message, you can enter a
       blank message or press Delete, Escape, or  Control-C.   Be
       careful	with  the  Escape key;	pressing Escape once will
       cancel the message, pressing it again will show	the  main
       menu.  Backspace will delete the most recently typed char-
       acter.  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 ,
       or  .   keys.  The  ,  key  will send your message to your
       'nemesis', i.e. the last player	who  killed  you  or  was
       killed  by  you. The .  key will send a private message to
       another player. You can choose the recipient by using  the
       left  and  right	 arrow	keys.	o toggles the quick-admin
       interface. Use the arrow keys to select	a  command,  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 per-
       formance 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  tele-
       porter  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 ran-
       dom and reversable (going back through where you come  out
       puts you back where you started).

       Each  side  of a teleporter teleports independently of the
       other side.  However, it's possible for each side to go to
       the  other.   This is a thru-teleporter and it's almost as
       if it weren't there.  It's also possible	 for  a	 side  to
       teleport to itself.  This is a reverse-teleporter.  Shoot-
       ing at a reverse teleporter is likely to be  self-destruc-
       tive.  Shooting a laser at a reverse teleporter is invari-
       ably fatal.

   Radar
       The radar is displayed on the left  side	 of  the  control
       panel.	It provides a satellite view of the game.  Build-
       ings 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  cir-
       cles).

       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 repre-
       sented  by  a  yellow  V who's tip is at the center of the
       radar.  North is indicated by the letter N.

   Heads Up Display
       The  heads-up-display,  or  HUD,	 has  several	displays.
       First,  there are two boxes in the center of the view.  As
       explained above, these delimit the ranges for  the  mouse.
       These  boxes  are yellow when you have no flag.	Otherwise
       they take the color of the flag you're holding (white  for
       superflags).

       Above  the  larger box is a heading tape showing your cur-
       rent 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  cap-
       ture-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 oscilla-
       tion 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 dis-
       played 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	automati-
       cally  drop the flag.  Bad flags disappear after the first
       possession.

       Here is a brief description of each  good  superflag  with
       the flag's code in parentheses:

	      High Speed (V) Boosts top speed by 50%.

	      Quick Turn (A) Boosts turn rate by 50%.

	      Oscillation Overthruster (OO)
			     Let's the tank go through buildings.
			     You cannot back  up  in  or  into	a
			     building,	nor  can  you shoot while
			     inside.

	      Rapid Fire (F) Increases shot speed  and	decreases
			     range and reload delay.

	      Machine Gun (MG)
			     Increases	shot  speed  and dramati-
			     cally  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  com-
			     ing) is that the reload time is dou-
			     bled.

	      Ricochet (R)   Shots  reflect  off  walls.   It  is
			     exceptionally  easy to kill yourself
			     with this flag.

	      Super Bullet (SB)
			     Shots can go through buildings (pos-
			     sibly  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-win-
			     dow 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  build-
			     ings  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	 impervi-
			     ous  to  normal  shots, as they sail
			     above you. However	 your  tank  con-
			     trols  are	 sluggish, and anyone, no
			     matter  what  flag	 they  have,  can
			     crush you like.

	      Seer (SE)	     See  Stealthed, Cloaked and Masquer-
			     aded tanks as normal.

	      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!

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

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

	      Obesity (O)    The tank becomes very large and easy
			     to	 hit.	It's so big that it can't
			     fit through teleporters.

	      Left Turn Only (<-)
			     Prevents  the  tank   from	  turning
			     right.

	      Right Turn Only (->)
			     Prevents the tank from turning left.

	      Momentum (M)   Gives the tank a lot of inertia.

	      Blindness (B)  Blanks the out-the-window view.  The
			     radar  still  works.   It	is effec-
			     tively 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.

   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 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 the ALT	key  will  change
       the camera's altitude. The F9 and F10 keys change the cam-
       era's focal lengths, giving a zoom  effect.  The	 F11  key
       will  reset  the zoom. Pressing l lets you toggle the dis-
       play of tank labels.

       Repeatedly pressing F8 cycles  through  different  roaming
       modes:  free,  tracking,	 following, first person (driving
       with) and tracking team flag.  In tracking mode, the  cam-
       era  will  automatically	 look  at  a  tank. You can cycle
       through available tanks with the F6 and 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 F6 and 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  whomever	 has  the
       best score (and is alive).  The default is drive with win-
       ner mode.

User Commands
	      The following commands can be executed by sending a
	      message  to all and using these strings as the mes-
	      sage

	      CLIENTQUERY    Requests that  all	 users	send  you
			     there version information

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

	      UNSILENCE playerName
			     Reshow messages coming  from  player
			     with playerName name

FILES
	      $(HOME)/.bzflag
			     Stores  options  between  game  ses-
			     sions.   Used  when  HOST	 is   not
			     defined.

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

SEE ALSO
       bzfls(6), bzfs(6)

							bzflag(6)
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