bzfs(6)
bzfs - bzflag game server
Showing IRIX 6.5.7. Unchanged since IRIX 6.5.
NAME bzfs - bzflag game server SYNOPSIS bzfs [-a velocity rotation] [-b] [-c] [+f flag-id] [-f flag-id] [-h] [-i interface] [-j] [-mp {count|[red-count],[green-count],[blue- count],[purple-count],[rogue-count]}] [-ms shots] [-p port] [-q] [+r] [-r] [+s flag-count] [-s flag-count] [-sa] [-st time] [-sw count] [-t] [-ttl ttl] DESCRIPTION Bzfs is the server for bzflag, and it must be running to play. It can be run on any system on the network (including a player's system or one without graphics). Terminating the server terminates the game in progress. Options -a velocity rotation Enables inertia and sets the maximum linear and angular accelerations. -b When -c is supplied, this option randomly rotates the buildings. -c Enables the capture-the-flag style game. By default, the shooting gallery style is used. +f flag-id Forces the existance of the given flag. If specified multiple times for the same flag-id, then that many flags will appear. -f flag-id Disallows random flags of the given type. Required flags given by the +f option are still provided. -h Buildings are given random heights. -help Shows a help page and lists all the valid flag id's. -i interface Server will listen for and respond to ``pings'' on the given interface. -j Allows jumping. -mp {count|[rogue],[red],[green],[blue],[purple]} Sets the maximum number of players, total or per team. A single value sets the total number of players allowed. Five comma separated values set the maximum for each team. If a count is left blank then no limit is set for that team, except for the limit on the total number of players. Boths forms may be provided. -ms shots Allows up to shots simultaneous shots for each player. This is 1 by default. -p port Listen for game connections on port instead of the default port. -q If specified, the server will not listen for nor respond to ``pings''. Bzflag sends out these pings during startup to give the user a list of available servers. This effectively makes the server private, especially if the -p option is also used. +r Makes most shots ricochet. Super bullets, shock waves, and guided missiles do not. -r Allows rogues to join the game. By default, no rogue players are allowed. +s num-flags The server will have an extra num-flags random super flags available at all times. The -f option can be used to restrict which types of flags will be added. Required flags given by the +f option are not included in the num-flags total. -s num-flags The server will have up to num-flags random super flags available at any time. The -f option can be used to restrict which types of flags will be added. Required flags given by the +f option are not included in the num-flags total. -sa Antidote flags are provided for players with bad flags. -st time Bad flags are automatically dropped after time seconds. -sw count Bad flags are automatically dropped after count wins. Capturing a team flag does not count as a win. -t Adds teleporters to the game. -ttl time-to-live Sets the maximum number of hops a ``ping'' reply will take. This effectively limits the range of the server in the network. Clients more than time-to- live hops away will not receive notification of the server's existance. -v Prints the version number of the executable. NOTES The server uses very little CPU time, so it's not a burden on the system to leave one running and it won't interfere with a player using the same system. The server will continue to run until terminated. If a game is in progress when the server goes down, all players will be kicked off and the game will be aborted without warning. The server resets itself after every player has quit. The following game styles are recommended starting points. -c [-b] Basic capture-the-flag game. It teaches teamwork and dogfighting skills. -h -r -s -t Shooting gallery with superflags and teleporters. Rogues are allowed. Teaches players how to use superflags and teleporters for maximum effect. You may want to allow players to drop bad flags with any of -sa, -st, and -sw. Notice that the maximum number of shots for these styles is one. Having only one shot greatly increases playability and learning speed. Multiple shots decrease the required skill level and make it virtually impossible for even a skilled player to avoid getting shot for any length of time, taking much of the fun out of the game. SEE ALSO bzflag(6) AUTHOR Chris Schoeneman, Winner of the Best Reality Engine Category for IndiZone3