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	<updated>2026-05-19T12:23:00Z</updated>
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	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=8599</id>
		<title>Flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Flag_ideas&amp;diff=8599"/>
		<updated>2013-02-16T03:51:55Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Unrated Flag Ideas */ No Ricochet (NR)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This article describes various flag suggestions for the game.&lt;br /&gt;
&lt;br /&gt;
==Rejections==&lt;br /&gt;
Most flag ideas are rejected, mostly because they are not well thought out, or they take the game in a direction that the project management does not wish it to go. Rejected flags are moved to the [[Flag ideas/Rejected]] page.&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;span style=&amp;quot;color:#cc0000&amp;quot;&amp;gt;Idea Submission Guidelines&amp;lt;/span&amp;gt; ===&lt;br /&gt;
Users should read and understand the following guidelines before submitting a flag idea.&lt;br /&gt;
&lt;br /&gt;
* Check that the idea isn&#039;t already listed on this page or the [[Flag ideas/Rejected|flag ideas already rejected]] page. If the idea has been considered and dismissed, it will not be accepted if submitted again.&lt;br /&gt;
* Think carefully about the flag idea. Ideas must be described in a short and succinct sentence or paragraph. Ideas that are difficult to describe do not make for fun features, and will most likely be rejected.&lt;br /&gt;
* Flag ideas should not be overpowering, or do something that you think simply looks &#039;&#039;&#039;Cool&#039;&#039;&#039;. Flags must not be &#039;mean&#039; to players, both those who have it and those who get shot by it. Flags must maintain gameplay balance and have a disadvantage for every advantage. Flags that combine features of other flags will be rejected. Flags that simply let you &amp;quot;win&amp;quot; will be rejected. These are often called &#039;munchkin&#039; flags.&lt;br /&gt;
* Add the flag idea to the Unrated Flag Ideas section, following the format of the other items.&lt;br /&gt;
&lt;br /&gt;
  If a flag idea is approved, it does not mean that it will automatically happen or be put into the game.&lt;br /&gt;
  It simply means that it is not a bad idea. The idea will not be implemented until a developer takes &lt;br /&gt;
  the time to implement the code for the feature into a version. Most new flag ideas require a change &lt;br /&gt;
  in protocol and must wait for the next major release, and can take some time to complete.&lt;br /&gt;
&lt;br /&gt;
This list is intended for information and discussions only. Information listed on this page does not imply any form of official acceptance of an idea into the game.&lt;br /&gt;
&lt;br /&gt;
===Things to remember===&lt;br /&gt;
* All powerful flags aren&#039;t fun.&lt;br /&gt;
* Flags that ensure your immediate destruction aren&#039;t fun.&lt;br /&gt;
* Flags that aren&#039;t useful aren&#039;t fun.&lt;br /&gt;
* Flags boost/modulate tactical trait of tanks&lt;br /&gt;
&lt;br /&gt;
===Flag Rules===&lt;br /&gt;
The project management uses these rules for good flag ideas:&lt;br /&gt;
&lt;br /&gt;
====Flag power must be limited====&lt;br /&gt;
For example, BZFlag has stealth and cloaking flags, but no stealth-and-cloak flag. Such a tank would be virtually impossible to destroy. Nobody likes to play against someone who can&#039;t lose.&lt;br /&gt;
The guided missile and laser flags are both exceptionally powerful flags, but neither make the owner invincible. Laser takes twice as long to reload and a guided missile can be dodged while still firing on the owner. &lt;br /&gt;
&lt;br /&gt;
====Flag powers can counteract/balance each other====&lt;br /&gt;
Some flags are handily defeated with another kind of flag. The oscillation overthruster can be destroyed by a super bullet or a shock wave (or a genocide). Cloaking is effective against laser and stealth is good against guided missile. Ricochet is useful against ricochet.&lt;br /&gt;
&lt;br /&gt;
Counterbalancing flags should be added/suggested together, or counterbalanced by an existing flag; super bullet is often a good choice.&lt;br /&gt;
&lt;br /&gt;
====Flags never instantly kill the owner====&lt;br /&gt;
Flags should not kill people in what seems to be a random manner, this includes flags that kill on pickup, or &amp;quot;mines&amp;quot;. Players should be able to use skills to avoid death. No flag should be debilitating to anyone.&lt;br /&gt;
&lt;br /&gt;
====Shots should kill====&lt;br /&gt;
Except in rare cases (Thief) any time you hit someone with a shot, it should kill them. While other affects on shots may seem funny to describe, they are not fun. Shooting someone and making them &amp;quot;pause&amp;quot; for 5 seconds, has the exact same gameplay as getting killed and respawning.&lt;br /&gt;
&lt;br /&gt;
====Flags should require new skills====&lt;br /&gt;
Flags that require new skills keep the game interesting. The more there is to learn about the game, the longer people will play. Bad flags should simply provide a challenge that must be overcome.&lt;br /&gt;
&lt;br /&gt;
====Flags should not require other server settings====&lt;br /&gt;
With few exceptions, flags should not require other server settings to be enabled, such as more then one shot, radar, or some other options. Many mode specific flag ideas can be implemented as custom flags in a plug-in.&lt;br /&gt;
&lt;br /&gt;
==Suggesting Flags==&lt;br /&gt;
This page is locked to normal users due to abuse by some silly users, flag ideas should go into the features request tracker on sourceforge. https://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=353248&lt;br /&gt;
&lt;br /&gt;
== Implemented Flag Ideas==&lt;br /&gt;
===Good Flags===&lt;br /&gt;
====Cloaked Shot (CS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots are invisible out-the-window. Still visible on radar. Glow is still visible out HUD. Watch out for ricochet! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Implemented in:&#039;&#039; 2.99.x&lt;br /&gt;
&lt;br /&gt;
====Low Gravity(LG)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Gravity is reduced to a large degree allowing the tank to jump very high in the air.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Implemented in:&#039;&#039; 2.99.x&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Approved Good Flag Ideas==&lt;br /&gt;
None&lt;br /&gt;
&lt;br /&gt;
== Possible Flag Ideas==&lt;br /&gt;
===Good Flags===&lt;br /&gt;
&lt;br /&gt;
====Long Shot(LS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots have increased range.&lt;br /&gt;
====BackFire (BF)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots fire to rear of tank instead of front.&lt;br /&gt;
====Extra Shot (ES)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Player gets an extra shot.&lt;br /&gt;
&lt;br /&gt;
===Bad Flags===&lt;br /&gt;
====Long Reload (LR)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots take longer to reload.&lt;br /&gt;
====Don&#039;t Stop (DS))====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank always moves forward or backwards, it cannot stop.&lt;br /&gt;
====Sensor Echo (SE)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; All tanks show up twice (or more) on radar. Echoes behave like the tank they mirror, down to the flag.&lt;br /&gt;
====Delayed Shot (DS)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Shots wait some prescribed amount of time (2 seconds?) between clicking and actually firing.&lt;br /&gt;
====SlowMotion (SM)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank moves and turns with half speed.&lt;br /&gt;
====High Gravity(HG)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Gravity is higher for the tank (faster fall, lower jumps).&lt;br /&gt;
====Daze (DZ)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Tank see all other tank as enemy&lt;br /&gt;
&lt;br /&gt;
== Unrated Flag Ideas==&lt;br /&gt;
&lt;br /&gt;
===Good Flags===&lt;br /&gt;
&lt;br /&gt;
====Spread (SP)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039;This flag will split your bullets into three. Two bullets will go at 45 degree angles away from you and the last will travel the normal trajectory. Careful about teamkills!&lt;br /&gt;
&lt;br /&gt;
====Radar (RD)====&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; Like how in some maps that have jumping flags or ricochet flags when those things are normally disabled, in maps with radar disabled, this would give you radar ability. It would counteract the Jamming flag in normal maps.&lt;br /&gt;
&lt;br /&gt;
====Boomerang (BR)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; Your normal shot is changed to take a boomerang pattern once fired, killing anything caught in the firing line. You cant kill yourself with your own shots with this flag. Really long reload time, and relatively short range.&lt;br /&gt;
&lt;br /&gt;
====Mysteriously Mysterious (MY)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; A random flag effect will be obtained, its up to the player to find out what flag it is that this flag has given them. *WARNING* You might get a bad flag from this!&lt;br /&gt;
&lt;br /&gt;
===Bad Flags===&lt;br /&gt;
&lt;br /&gt;
====SlowShot (SS)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; Your shots travel at half speed for the same time meaning also 1/2 distance.&lt;br /&gt;
&lt;br /&gt;
====Negativity (NG)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; Once picked up, one random bad flag effect will be obtained such as colorblindness, then a few seconds later, it will change to another bad flag effect such as reversecontrols, and so on.&lt;br /&gt;
&lt;br /&gt;
====Healing (HL)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; Uses the thief-type ray. Shooting a target (friend or foe!) removes a bad flag if the target has one, or grants target a random good flag (or perhaps just shield) if they have none (while generally shots should kill, this inspires teamwork, and introduces an interesting new role for a team member to take).  Optionally: must wait a configurable time before affecting any given target again.&lt;br /&gt;
&lt;br /&gt;
====No Ricochet (NR)====&lt;br /&gt;
&#039;&#039;&#039;Description&#039;&#039;&#039; The counterpart to the Jumping, No Jumping, and Ricochet flags. Not to be confused with [[Jargon|not responding]] [nr].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=DevelopmentPlans/ShotIDCleanup&amp;diff=8598</id>
		<title>DevelopmentPlans/ShotIDCleanup</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=DevelopmentPlans/ShotIDCleanup&amp;diff=8598"/>
		<updated>2013-02-16T02:41:40Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Decouple Reload List From Shot List */ it[&amp;#039;]s&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The current method of having a fixed list of shots per player is not very good. It does not allow the server to do much with the shots and often runs into problems with the reload code&lt;br /&gt;
&lt;br /&gt;
==Decouple Reload List From Shot List==&lt;br /&gt;
The first thing to do to clean up the shot ID system is to give each client and the server a single dynamically allocated shot list, with unique IDs per shot.&lt;br /&gt;
&lt;br /&gt;
When a player fires a shot, they allocate an item in the existing per player shot array that is limited to the value of MaxShots from the server. This list represents the shots the tank has fired normally and is used for reload computations. These shots are given a temporary ID based on the slot number and sent to the server. The server will then add the shot to the master shot list and give the shot a global ID. The shot will then be sent back to all players including the shooter. The shot data will include the temporary shot ID the client assigned it in addition to the GUID. Players other then the shooter will add the shot to their global list and draw it as normal. The shooter will add the shot to the global list and replace the shot in his local per player list with a reference to the new global shot.&lt;br /&gt;
&lt;br /&gt;
World weapons or server created shots will simply be added to the global list and processed. Shots need to contain more info then they do now, including the flag fired, shot data, and player data. This allows a shot to be processed independent of its shooter.&lt;br /&gt;
&lt;br /&gt;
When clients draw and process shots they must process the entire global list, and any local shots with temporary IDs.&lt;br /&gt;
&lt;br /&gt;
==Server Side Shot Paths==&lt;br /&gt;
Once the server has a global shot list, it would then need to have shot paths for each shot that is updated with time. This can lead to the ability to detect hits and deaths server side if the simulation is actuate enough.&lt;br /&gt;
&lt;br /&gt;
This can be done in stages.&lt;br /&gt;
&lt;br /&gt;
# Add a message to let the server update the location of any shot&lt;br /&gt;
# Move the GM logic to the server, it is a simple shot path that doesn&#039;t need rico and already has lag.&lt;br /&gt;
# Add server side paths for the other shots and then compare death messages to predicted death locations and see how close they are.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=DevelopmentPlans/ShotIDCleanup&amp;diff=8597</id>
		<title>DevelopmentPlans/ShotIDCleanup</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=DevelopmentPlans/ShotIDCleanup&amp;diff=8597"/>
		<updated>2013-02-16T02:40:25Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Decouple Reload List From Shot List */ [re|ir]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The current method of having a fixed list of shots per player is not very good. It does not allow the server to do much with the shots and often runs into problems with the reload code&lt;br /&gt;
&lt;br /&gt;
==Decouple Reload List From Shot List==&lt;br /&gt;
The first thing to do to clean up the shot ID system is to give each client and the server a single dynamically allocated shot list, with unique IDs per shot.&lt;br /&gt;
&lt;br /&gt;
When a player fires a shot, they allocate an item in the existing per player shot array that is limited to the value of MaxShots from the server. This list represents the shots the tank has fired normally and is used for reload computations. These shots are given a temporary ID based on the slot number and sent to the server. The server will then add the shot to the master shot list and give the shot a global ID. The shot will then be sent back to all players including the shooter. The shot data will include the temporary shot ID the client assigned it in addition to the GUID. Players other then the shooter will add the shot to their global list and draw it as normal. The shooter will add the shot to the global list and replace the shot in his local per player list with a reference to the new global shot.&lt;br /&gt;
&lt;br /&gt;
World weapons or server created shots will simply be added to the global list and processed. Shots need to contain more info then they do now, including the flag fired, shot data, and player data. This allows a shot to be processed independent of it&#039;s shooter.&lt;br /&gt;
&lt;br /&gt;
When clients draw and process shots they must process the entire global list, and any local shots with temporary IDs.&lt;br /&gt;
&lt;br /&gt;
==Server Side Shot Paths==&lt;br /&gt;
Once the server has a global shot list, it would then need to have shot paths for each shot that is updated with time. This can lead to the ability to detect hits and deaths server side if the simulation is actuate enough.&lt;br /&gt;
&lt;br /&gt;
This can be done in stages.&lt;br /&gt;
&lt;br /&gt;
# Add a message to let the server update the location of any shot&lt;br /&gt;
# Move the GM logic to the server, it is a simple shot path that doesn&#039;t need rico and already has lag.&lt;br /&gt;
# Add server side paths for the other shots and then compare death messages to predicted death locations and see how close they are.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Tank&amp;diff=8593</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Tank&amp;diff=8593"/>
		<updated>2013-02-15T06:44:26Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* 2.0.10 and earlier */ Change tank.obj link to point to now-existent svn copy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tank is the primary avatar of the player in BZFlag.[[image:Blue_tank_small.png|right]]&lt;br /&gt;
&lt;br /&gt;
==2.0.10 and earlier==&lt;br /&gt;
This Classic BZFlag tank model has been in the game since its inception, and is an integral part of game play.  This tank model has received few graphical upgrades over the years, and looks today much the same as it has since the first version of the game. &lt;br /&gt;
&lt;br /&gt;
The classic tank model is [http://en.wikipedia.org/wiki/Hardcoded hard coded] as a series of [http://en.wikipedia.org/wiki/OpenGL OpenGL] instructions in the [[BZFlag Source]] code. The model may not be changed externally without modifications to the game client itself.&lt;br /&gt;
&lt;br /&gt;
The 2.0.10 tank model has been exported from the code, and can be found as a wavefront obj file at https://bzflag.svn.sourceforge.net/svnroot/bzflag/trunk/bzflag/misc/tank.obj This model is licensed under the LGPL as it is pulled from the bzflag sources.&lt;br /&gt;
This can be imported into most 3d modeling packages.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
The tank model has 7 different colors, or &amp;quot;skins&amp;quot;, that it can appear in. The color of the tank results from the team in which the tank is playing, or some other game logic (such as Hunters and Rabbits in [[Rabbit Hunt]]) &lt;br /&gt;
The 7 tank colors are as follows:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Red_tank.png‎|Red Team Tank&lt;br /&gt;
image:Blue_tank.png‎|Blue Team Tank&lt;br /&gt;
image:Green_tank.png‎|Green Team Tank&lt;br /&gt;
image:Purple_tank.png‎|Purple Team Tank&lt;br /&gt;
image:Black_tank.png‎|Rogue (black) Team Tank&lt;br /&gt;
image:Orange_tank.png‎|Hunter Team Tank&lt;br /&gt;
image:White_tank.png‎|Rabbit Team Tank&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depending on an individual client&#039;s graphical settings, the tank may have animated treads and spinning wheels. The tanks shown are the most basic version of the tank.&lt;br /&gt;
&lt;br /&gt;
===Dimensions===&lt;br /&gt;
[[image:Tank_sizes.png|frame|right|Tank dimensions in [[world units]]]]&lt;br /&gt;
The Tank&#039;s visible model is 8.04 [[world units]] long, 2.8 [[World units|units]] wide, and 2.05 [[World units|units]] tall as shown in the image. If one assumes that one [[World units|world unit]] is equivalent to one real world meter, then the tank would be 26 feet 4.5 inches long, 9 feet 2 inches wide, and 6 feet 10 inches tall.&lt;br /&gt;
&lt;br /&gt;
The tank bounding box (used in collisions with world objects) is 6 [[world units]] long, 2.8 [[World units|units]] wide, and 2.05 [[World units|units]] tall, and does not include the barrel forward of the tip of the treads. The muzzle of the barrel is 1.57 (visually only 1.53) [[World units|world units]] from the ground, meaning that a tank can shoot over a box 1.5 [[World units|units]] high.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The tank model was originally created by [[Tamar Cohen]] for the first versions of BZFlag and has since been extended and modified by the BZFlag developers.&lt;br /&gt;
&lt;br /&gt;
==Future Versions==&lt;br /&gt;
The tank model will most likely be redone for a future version. [[Image:3 0 tank test render.png]]&lt;br /&gt;
&lt;br /&gt;
It will be an external loaded model and have the same basic dimensions as the older tank.&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Tank&amp;diff=8592</id>
		<title>Tank</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Tank&amp;diff=8592"/>
		<updated>2013-02-13T21:17:32Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Dimensions */ _muzzleHeight/model difference&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The tank is the primary avatar of the player in BZFlag.[[image:Blue_tank_small.png|right]]&lt;br /&gt;
&lt;br /&gt;
==2.0.10 and earlier==&lt;br /&gt;
This Classic BZFlag tank model has been in the game since its inception, and is an integral part of game play.  This tank model has received few graphical upgrades over the years, and looks today much the same as it has since the first version of the game. &lt;br /&gt;
&lt;br /&gt;
The classic tank model is [http://en.wikipedia.org/wiki/Hardcoded hard coded] as a series of [http://en.wikipedia.org/wiki/OpenGL OpenGL] instructions in the [[BZFlag Source]] code. The model may not be changed externally without modifications to the game client itself.&lt;br /&gt;
&lt;br /&gt;
The 2.0.10 tank model has been exported from the code, and can be found as a wavefront obj file at http://my.bzflag.org/resources/models/Tank.obj This model is licensed under the LGPL as it is pulled from the bzflag sources.&lt;br /&gt;
This can be imported into most 3d modeling packages.&lt;br /&gt;
&lt;br /&gt;
===Appearance===&lt;br /&gt;
The tank model has 7 different colors, or &amp;quot;skins&amp;quot;, that it can appear in. The color of the tank results from the team in which the tank is playing, or some other game logic (such as Hunters and Rabbits in [[Rabbit Hunt]]) &lt;br /&gt;
The 7 tank colors are as follows:&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
image:Red_tank.png‎|Red Team Tank&lt;br /&gt;
image:Blue_tank.png‎|Blue Team Tank&lt;br /&gt;
image:Green_tank.png‎|Green Team Tank&lt;br /&gt;
image:Purple_tank.png‎|Purple Team Tank&lt;br /&gt;
image:Black_tank.png‎|Rogue (black) Team Tank&lt;br /&gt;
image:Orange_tank.png‎|Hunter Team Tank&lt;br /&gt;
image:White_tank.png‎|Rabbit Team Tank&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Depending on an individual client&#039;s graphical settings, the tank may have animated treads and spinning wheels. The tanks shown are the most basic version of the tank.&lt;br /&gt;
&lt;br /&gt;
===Dimensions===&lt;br /&gt;
[[image:Tank_sizes.png|frame|right|Tank dimensions in [[world units]]]]&lt;br /&gt;
The Tank&#039;s visible model is 8.04 [[world units]] long, 2.8 [[World units|units]] wide, and 2.05 [[World units|units]] tall as shown in the image. If one assumes that one [[World units|world unit]] is equivalent to one real world meter, then the tank would be 26 feet 4.5 inches long, 9 feet 2 inches wide, and 6 feet 10 inches tall.&lt;br /&gt;
&lt;br /&gt;
The tank bounding box (used in collisions with world objects) is 6 [[world units]] long, 2.8 [[World units|units]] wide, and 2.05 [[World units|units]] tall, and does not include the barrel forward of the tip of the treads. The muzzle of the barrel is 1.57 (visually only 1.53) [[World units|world units]] from the ground, meaning that a tank can shoot over a box 1.5 [[World units|units]] high.&lt;br /&gt;
&lt;br /&gt;
===History===&lt;br /&gt;
The tank model was originally created by [[Tamar Cohen]] for the first versions of BZFlag and has since been extended and modified by the BZFlag developers.&lt;br /&gt;
&lt;br /&gt;
==Future Versions==&lt;br /&gt;
The tank model will most likely be redone for a future version. [[Image:3 0 tank test render.png]]&lt;br /&gt;
&lt;br /&gt;
It will be an external loaded model and have the same basic dimensions as the older tank.&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Map Making]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Ricochet&amp;diff=8488</id>
		<title>Ricochet</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Ricochet&amp;diff=8488"/>
		<updated>2013-01-31T00:34:09Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: spelling of pass, change laser to ray to include thief, one less rico requirement, one more rico requirement&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The ricochet effect causes standard and ray shot types to rebound off of objects.&lt;br /&gt;
&lt;br /&gt;
The effect can be acquired with the Ricochet (R) superflag or as a server option with the +r [[BZFS Command Line Options|BZFS Command Line Option]].&lt;br /&gt;
&lt;br /&gt;
The ricochet flag is often under-estimated, in the right hands and on a map not expecting it ricochet can be a deadly weapon.&lt;br /&gt;
&lt;br /&gt;
The ricochet effect is used extensively on HIX-style maps.&lt;br /&gt;
&lt;br /&gt;
A ricocheting bullet or laser follows the rule &#039;arrival angle equals emergent angle&#039;, so you cannot bend ricochets by shooting in a turn or similar tactics. Maps with few pyramids to cause shots to go airborne can be deadly when it comes to ricochets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note&#039;&#039;&#039; that as of version 2.4.0, maps may specify ricochets per object and mesh face. This means that while the global ricochet option may be turned off, some objects may allow bullets to still ricochet.&lt;br /&gt;
&lt;br /&gt;
==Unaffected Flags==&lt;br /&gt;
Ricochet on the server does not affect Super bullet, Phantom Zone, Guided Missile, and Shockwave superflags.  See the [[Flag List|Flag List]] for a list of all flags available in BZFlag.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
Ricochet introduces some unique strategies to BZFlag. Here are some moves that involve ricochet. Variations are encouraged.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Brief&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Details&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Requirements&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Simple Bounce&lt;br /&gt;
|When you cannot fire at your enemy directly turn towards the wall and fire a couple shots far apart. Use the radar to track the shots and when you have the best angle to ricochet off of shoot a spray of bullets. If you don&#039;t kill your enemy repeat, if they jump round the corner and fire under them.&lt;br /&gt;
|A wall almost parallel to the line between you and your enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Pseudo-cide&lt;br /&gt;
|If you find yourself being pursued with no chance of turning around try driving straight for a wall, at the last minute fire a spray of bullets and jump. The bullets will ricochet off the wall and hopefully hit the enemy behind you. If the enemy dodges, you&#039;re screwed, otherwise if they jump you will likely land before them and be able to turn around or repeat the move.&lt;br /&gt;
|Enemy trailing you, jump-height wall perpendicular to the line of pursuit in front of you, jumping enabled by server.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Often, Players forget about bullets that pass their tank, only to be hit by them soon afterward. This is a common situation and learning how to avoid bullets ricocheting back toward you is a good skill to learn.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eShotRicochetEvent&amp;diff=8487</id>
		<title>Bz eShotRicochetEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eShotRicochetEvent&amp;diff=8487"/>
		<updated>2013-01-31T00:31:58Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Data */ whos(e)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eShotRicochetEvent&#039;&#039;&#039; is an API event that is called each time a shot ricochetes.&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eShotRicochetEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_ShotRicochetEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eShotRicochetEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |playerID&lt;br /&gt;
  |int&lt;br /&gt;
  |ID of the player whose shot ricocheted&lt;br /&gt;
  |-&lt;br /&gt;
  |shotID&lt;br /&gt;
  |int&lt;br /&gt;
  |ID of the shot that ricocheted&lt;br /&gt;
  |-&lt;br /&gt;
  |type&lt;br /&gt;
  |[[bz_APIString]]&lt;br /&gt;
  |What type the shot was&lt;br /&gt;
  |-&lt;br /&gt;
  |pos&lt;br /&gt;
  |float[3]&lt;br /&gt;
  |Where the shot ricocheted&lt;br /&gt;
  |-&lt;br /&gt;
  |obstacleGUID&lt;br /&gt;
  |unsigned int&lt;br /&gt;
  |ID of what obstacle the shot ricocheted off of&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
Data returned can not be modified.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_removePlayerFlag&amp;diff=8474</id>
		<title>Bz removePlayerFlag</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_removePlayerFlag&amp;diff=8474"/>
		<updated>2013-01-28T03:02:03Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: rewording to not call a player &amp;quot;it&amp;quot;, but &amp;quot;who&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Funcs}}&lt;br /&gt;
==Prototype==&lt;br /&gt;
BZF_API bool bz_removePlayerFlag ( int playerID );&lt;br /&gt;
==Parameters==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |playerId &lt;br /&gt;
  |int &lt;br /&gt;
  |the player whose flag is to be removed&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Description==&lt;br /&gt;
This API function forces the specified player to drop the flag that is currently carried. The flag will be reset following the standard flag spawn logic.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eTeleportEvent&amp;diff=8473</id>
		<title>Bz eTeleportEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eTeleportEvent&amp;diff=8473"/>
		<updated>2013-01-27T23:31:13Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eTeleportEvent&#039;&#039;&#039; is called when a tank passes through a teleportor.  &lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eTeleportEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_TeleportEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eTeleportEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |playerID&lt;br /&gt;
  |int&lt;br /&gt;
  |The player who teleported&lt;br /&gt;
  |-&lt;br /&gt;
  |from&lt;br /&gt;
  |int&lt;br /&gt;
  |The teleporter side ID entered by the player&lt;br /&gt;
  |-&lt;br /&gt;
  |to&lt;br /&gt;
  |int&lt;br /&gt;
  |The teleporter side ID exited by the player&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned can be changed.&lt;br /&gt;
&lt;br /&gt;
[[Category:BZFS_API_Docs]]&lt;br /&gt;
[[Category:BZFS_API_Events]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eHostBanNotifyEvent&amp;diff=8472</id>
		<title>Bz eHostBanNotifyEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eHostBanNotifyEvent&amp;diff=8472"/>
		<updated>2013-01-27T23:31:09Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eHostBanNotifyEvent&#039;&#039;&#039; is an API event that is called each time a&lt;br /&gt;
hostban is executed.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eHostBanNotifyEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_HostBanEventData_V1&#039;&#039;&#039; data&lt;br /&gt;
class.&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType&lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eHostBanNotifyEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |bannerID&lt;br /&gt;
  |int&lt;br /&gt;
  |This value is the player ID for the banner.&lt;br /&gt;
  |-&lt;br /&gt;
  |duration&lt;br /&gt;
  |int&lt;br /&gt;
  |This value is the duration of the ban in minutes.&lt;br /&gt;
  |-&lt;br /&gt;
  |reason&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |This value contains the reason why and by who a player got banned.&lt;br /&gt;
  |-&lt;br /&gt;
  |hostPattern&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |This value contains the host pattern that is banned.&lt;br /&gt;
  |-&lt;br /&gt;
  |eventTime&lt;br /&gt;
  |double&lt;br /&gt;
  |This value is the local server time of the event.&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned&lt;br /&gt;
can be changed.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eIdBanEvent&amp;diff=8471</id>
		<title>Bz eIdBanEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eIdBanEvent&amp;diff=8471"/>
		<updated>2013-01-27T23:31:05Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eIdBanEvent&#039;&#039;&#039; is an API event that is called each time a&lt;br /&gt;
ban on bzid (idban) is executed.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eIdBanEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_IdBanEventData_V1&#039;&#039;&#039; data&lt;br /&gt;
class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eIdBanEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |bannerID&lt;br /&gt;
  |int&lt;br /&gt;
  |This value is the player ID for the banner.&lt;br /&gt;
  |-&lt;br /&gt;
  |banneeID&lt;br /&gt;
  |int&lt;br /&gt;
  |This value is the player ID for the bannee.&lt;br /&gt;
  |-&lt;br /&gt;
  |duration&lt;br /&gt;
  |int&lt;br /&gt;
  |This value is the duration of the ban in minutes.&lt;br /&gt;
  |-&lt;br /&gt;
  |reason&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |This value contains the reason why and by who a player got banned.&lt;br /&gt;
  |-&lt;br /&gt;
  |bzId&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |This value contains the BZFlag unique player identifier aka the bzid.&lt;br /&gt;
  |-  &lt;br /&gt;
  |eventTime&lt;br /&gt;
  |double&lt;br /&gt;
  |This value is the local server time of the event.&lt;br /&gt;
  |}&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned&lt;br /&gt;
can be changed.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eFlagGrabbedEvent&amp;diff=8470</id>
		<title>Bz eFlagGrabbedEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eFlagGrabbedEvent&amp;diff=8470"/>
		<updated>2013-01-27T23:31:00Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eFlagGrabbedEvent&#039;&#039;&#039; is an API event that is called each time a flag is grabbed by a player.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eFlagGrabbedEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_FlagGrabbedEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value desription&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eFlagGrabbedEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |playerID     &lt;br /&gt;
  |int&lt;br /&gt;
  |The player that grabbed the flag&lt;br /&gt;
  |-&lt;br /&gt;
  |flagID       &lt;br /&gt;
  |int&lt;br /&gt;
  |The flag ID that was grabbed&lt;br /&gt;
  |-&lt;br /&gt;
  |pos&lt;br /&gt;
  |float[3]&lt;br /&gt;
  |The position at which the flag was grabbed&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned can be changed.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eBanEvent&amp;diff=8469</id>
		<title>Bz eBanEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eBanEvent&amp;diff=8469"/>
		<updated>2013-01-27T23:30:56Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eBanEvent&#039;&#039;&#039; is an API event that is called each time a&lt;br /&gt;
regular ban is executed.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eBanEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_BanEventData_V1&#039;&#039;&#039; data&lt;br /&gt;
class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType&lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eBanEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |bannerID&lt;br /&gt;
  |int&lt;br /&gt;
  |This value is the player ID for the banner.&lt;br /&gt;
  |-&lt;br /&gt;
  |banneeID&lt;br /&gt;
  |int&lt;br /&gt;
  |This value is the player ID for the bannee.&lt;br /&gt;
  |-&lt;br /&gt;
  |duration&lt;br /&gt;
  |int&lt;br /&gt;
  |This value is the duration of the ban in minutes.&lt;br /&gt;
  |-&lt;br /&gt;
  |reason&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |This value contains the reason why and by who a player got banned.&lt;br /&gt;
  |-&lt;br /&gt;
  |ipAddress&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |This value contains the ipaddress of the bannee.&lt;br /&gt;
  |-&lt;br /&gt;
  |eventTime&lt;br /&gt;
  |double&lt;br /&gt;
  |This value is the local server time of the event.&lt;br /&gt;
  |}&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned&lt;br /&gt;
can be changed.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_ePlayerSpawnEvent&amp;diff=8468</id>
		<title>Bz ePlayerSpawnEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_ePlayerSpawnEvent&amp;diff=8468"/>
		<updated>2013-01-27T23:30:52Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_ePlayerSpawnEvent&#039;&#039;&#039; is an API event that is called each time a playing tank is being spawned into the world.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_ePlayerSpawnEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_PlayerSpawnEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_ePlayerSpawnEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |playerID&lt;br /&gt;
  |int&lt;br /&gt;
  |ID of the player who was added to the world.&lt;br /&gt;
  |-&lt;br /&gt;
  |team&lt;br /&gt;
  |[[bz_eTeamType]]&lt;br /&gt;
  |The team the player is a member of.&lt;br /&gt;
  |-&lt;br /&gt;
  |state&lt;br /&gt;
  |[[bz_PlayerUpdateState]]&lt;br /&gt;
  |The state record for the spawning player&lt;br /&gt;
  |-&lt;br /&gt;
  |eventTime&lt;br /&gt;
  |double&lt;br /&gt;
  |Time local server time for the event.&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned can be changed.&lt;br /&gt;
&lt;br /&gt;
[[Category:BZFS_API_Docs]]&lt;br /&gt;
[[Category:BZFS_API_Events]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eFilteredChatMessageEvent&amp;diff=8467</id>
		<title>Bz eFilteredChatMessageEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eFilteredChatMessageEvent&amp;diff=8467"/>
		<updated>2013-01-27T23:30:48Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eFilteredChatMessageEvent&#039;&#039;&#039; is an API event that is called for each chat message the server receives. It is called after the server or any plug-ins have done chat filtering.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eFilteredChatMessageEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_ChatEventData_V1&#039;&#039;&#039; data class, this class is shared with the [[bz_eRawChatMessageEvent]] event.&lt;br /&gt;
&lt;br /&gt;
 {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eFilteredChatMessageEvent.&lt;br /&gt;
  |-&lt;br /&gt;
  |from&lt;br /&gt;
  |int&lt;br /&gt;
  |The player ID sending the message.&lt;br /&gt;
  |-&lt;br /&gt;
  |to&lt;br /&gt;
  |int&lt;br /&gt;
  |The player ID that the message is to if the message is to an individual, or a broadcast. If the message is a broadcast the id will be BZ_ALLUSERS.&lt;br /&gt;
  |-&lt;br /&gt;
  |team&lt;br /&gt;
  |[[bz_eTeamType]]&lt;br /&gt;
  |The team the message is for if it not for an individual or a broadcast. If it is not a team message the team will be eNoTeam.&lt;br /&gt;
  |-&lt;br /&gt;
  |message&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |The filtered final text of the message.&lt;br /&gt;
  |-&lt;br /&gt;
  |eventTime&lt;br /&gt;
  |double&lt;br /&gt;
  |The time of the event.&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This is a notification-only event. The text of the chat message can not be changed, and has been pre-filtered. This event is the primary hook for plug-ins that wish to implement chat logging or chat relay. Plug-ins that wish to do chat filtering should use the [[bz_eRawChatMessageEvent]] event.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eReportFiledEvent&amp;diff=8466</id>
		<title>Bz eReportFiledEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eReportFiledEvent&amp;diff=8466"/>
		<updated>2013-01-27T23:30:43Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eReportFiledEvent&#039;&#039;&#039; is an API event that is called each time a&lt;br /&gt;
player or plugin files a report.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eReportFiledEvent&#039;&#039;&#039; returns the&lt;br /&gt;
&#039;&#039;&#039;bz_ReportFiledEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType&lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eReportFiledEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |playerID&lt;br /&gt;
  |int&lt;br /&gt;
  |The player ID that is filing the report.&lt;br /&gt;
  |-&lt;br /&gt;
  |message&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |The report message that is filed.&lt;br /&gt;
  |-&lt;br /&gt;
  |eventTime&lt;br /&gt;
  |double&lt;br /&gt;
  |Time of event.&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned can&lt;br /&gt;
be changed.&lt;br /&gt;
&lt;br /&gt;
[[Category:BZFS_API_Docs]]&lt;br /&gt;
[[Category:BZFS_API_Events]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_ePlayerPartEvent&amp;diff=8465</id>
		<title>Bz ePlayerPartEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_ePlayerPartEvent&amp;diff=8465"/>
		<updated>2013-01-27T23:30:39Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_ePlayerPartEvent&#039;&#039;&#039; is an API event that is called each time a player parts (ie, leaves) a game.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_ePlayerPartEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_PlayerJoinPartEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
The event data record is shared between both join and part events.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_ePlayerPartEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |playerID     &lt;br /&gt;
  |int&lt;br /&gt;
  |The player ID that is leaving.&lt;br /&gt;
  |-&lt;br /&gt;
  |record&lt;br /&gt;
  |[[bz_BasePlayerRecord]] *&lt;br /&gt;
  |The player record for the leaving player.&lt;br /&gt;
  |-&lt;br /&gt;
  |reason&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |The reason for the part, such as a kick or a ban.&lt;br /&gt;
  |-&lt;br /&gt;
  |eventTime&lt;br /&gt;
  |double&lt;br /&gt;
  |Time of event.&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned can be changed.&lt;br /&gt;
&lt;br /&gt;
[[Category:BZFS_API_Docs]]&lt;br /&gt;
[[Category:BZFS_API_Events]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eCaptureEvent&amp;diff=8464</id>
		<title>Bz eCaptureEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eCaptureEvent&amp;diff=8464"/>
		<updated>2013-01-27T23:30:35Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eCaptureEvent&#039;&#039;&#039; is an API event that is called each time a team&#039;s flag has been captured.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eCaptureEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_CTFCaptureEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eCaptureEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |teamCapped&lt;br /&gt;
  |[[bz_eTeamType]]&lt;br /&gt;
  |The team whose flag was captured.&lt;br /&gt;
  |-&lt;br /&gt;
  |teamCapping&lt;br /&gt;
  |[[bz_eTeamType]]&lt;br /&gt;
  |The team who did the capturing.&lt;br /&gt;
  |-&lt;br /&gt;
  |playerCapping&lt;br /&gt;
  |int&lt;br /&gt;
  |The player who captured the flag.&lt;br /&gt;
  |-&lt;br /&gt;
  |pos&lt;br /&gt;
  |float[3]&lt;br /&gt;
  |The world position(X,Y,Z) where the flag has been captured&lt;br /&gt;
  |-&lt;br /&gt;
  |rot&lt;br /&gt;
  |float&lt;br /&gt;
  |The rotational orientation of the capturing player&lt;br /&gt;
  |-&lt;br /&gt;
  |time&lt;br /&gt;
  |double&lt;br /&gt;
  |The time on which the flag was captured&lt;br /&gt;
  |}&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned can be changed.&lt;br /&gt;
&lt;br /&gt;
[[Category:BZFS_API_Docs]]&lt;br /&gt;
[[Category:BZFS_API_Events]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_ePlayerJoinEvent&amp;diff=8463</id>
		<title>Bz ePlayerJoinEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_ePlayerJoinEvent&amp;diff=8463"/>
		<updated>2013-01-27T23:30:31Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_ePlayerJoinEvent&#039;&#039;&#039; is an API event that is called each time a player joins the game.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_ePlayerJoinEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_PlayerJoinPartEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
The event data record is shared between both join and part events.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value description&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_ePlayerJoinEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |playerID     &lt;br /&gt;
  |int&lt;br /&gt;
  |The player ID that is joining&lt;br /&gt;
  |-&lt;br /&gt;
  |record&lt;br /&gt;
  |[[bz_BasePlayerRecord]] *&lt;br /&gt;
  |The player record for the joining player&lt;br /&gt;
  |-&lt;br /&gt;
  |reason&lt;br /&gt;
  |[[bz_ApiString]]&lt;br /&gt;
  |The reason for the event, unused for join events&lt;br /&gt;
  |-&lt;br /&gt;
  |eventTime&lt;br /&gt;
  |double&lt;br /&gt;
  |Time of event.&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned can be changed.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Bz_eFlagDroppedEvent&amp;diff=8462</id>
		<title>Bz eFlagDroppedEvent</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Bz_eFlagDroppedEvent&amp;diff=8462"/>
		<updated>2013-01-27T23:30:26Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Uses */ hyphenated compound adjective&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BZFS_API_Doc}}&lt;br /&gt;
{{BZFS_API_Events}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The &#039;&#039;&#039;bz_eFlagDroppedEvent&#039;&#039;&#039; is an API event that is called each time a flag is dropped by a player.&lt;br /&gt;
&lt;br /&gt;
==Data==&lt;br /&gt;
&#039;&#039;&#039;bz_eFlagDroppedEvent&#039;&#039;&#039; returns the &#039;&#039;&#039;bz_FlagDroppedEventData_V1&#039;&#039;&#039; data class.&lt;br /&gt;
&lt;br /&gt;
  {| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;20&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
  !name&lt;br /&gt;
  !type&lt;br /&gt;
  !value desription&lt;br /&gt;
  |-&lt;br /&gt;
  |eventType    &lt;br /&gt;
  |[[Event(API)|bz_eEventType]]&lt;br /&gt;
  |bz_eFlagDroppedEvent&lt;br /&gt;
  |-&lt;br /&gt;
  |playerID     &lt;br /&gt;
  |int&lt;br /&gt;
  |The player that dropped the flag&lt;br /&gt;
  |-&lt;br /&gt;
  |flagID       &lt;br /&gt;
  |int&lt;br /&gt;
  |The flag ID that was dropped&lt;br /&gt;
  |-&lt;br /&gt;
  |pos&lt;br /&gt;
  |float[3]&lt;br /&gt;
  |The position at which the flag was dropped&lt;br /&gt;
  |}&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
This event is a notification-only event, none of the data returned can be changed. If the plug-in wishes to change the spawning position of a flag it should use the [[bz_eFlagResetEvent]]&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
In Version 2.0.x of BZFlag the data class for this event was named &#039;&#039;&#039;bz_FlagDroppedEventData&#039;&#039;&#039; and contains the same data.&lt;br /&gt;
&lt;br /&gt;
[[Category:BZFS_API_Docs]]&lt;br /&gt;
[[Category:BZFS_API_Events]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Plug-ins&amp;diff=8461</id>
		<title>Plug-ins</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Plug-ins&amp;diff=8461"/>
		<updated>2013-01-27T23:17:50Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* History */ its!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFS can be built to support the loading of external libraries as plug-ins. These plug-ins can alter or replace the logic applied by the server, as well as automate many common tasks. &lt;br /&gt;
&lt;br /&gt;
Plug-ins are one of the more popular ways to apply modifications to the game. They do not require modifications of the BZFS application source code so it can be kept up to date with out the need to constantly apply patches. They have also proven to be a very simple method for distributing modifications from developers to players.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Plug-ins are compiled dynamic link libraries, that are built for the same OS/RuntimeEnvironment as the BZFS server that hosts them. On [http://www.microsoft.com/windows Microsoft Windows] they are built as [http://en.wikipedia.org/wiki/Dynamic-link_library DLL] files. On [http://www.linux.org Linux] and other [http://www.unix.org/ Unix]-like systems they are built as .so files.&lt;br /&gt;
&lt;br /&gt;
==Use==&lt;br /&gt;
Plug-ins are loaded at startup by the &#039;&#039;&#039;-loadplugin&#039;&#039;&#039; option, or at run time with the &#039;&#039;/loadplugin&#039;&#039; command. If the full path to the plug-in is not specified, then [[BZFS]] will search a number of known sub directories for the plug-in as it attempts to load it. Using a valid path to the plug-in on load is highly recommended. While playing, all plug-ins loaded onto the server are visible with the /listplugins command.&lt;br /&gt;
===Parameters===&lt;br /&gt;
Some plug-ins take parameters that are passed to the plug-in on load. This is often a numeric value, or a path to a file. To pass a parameter to a plug-in, simply add a &#039;,&#039; after the plug-in name or path, and then add the parameter. Parameters can not have spaces, due to the way [[BZFS]] parses command line options and / commands.&lt;br /&gt;
&lt;br /&gt;
On load, plug-ins install a number of callbacks and event handlers with the hosting [[BZFS]] that are called when specific events happen. This allows the plug-in to perform additional actions on these events, or if need be, alter the results of the default logic of the server.&lt;br /&gt;
===Search Paths===&lt;br /&gt;
[[BZFS]] searches for plug-ins in two standard locations: the config directory and the global plug-ins directory.  The config directory is where the BZFlag config.cfg file is located, and the global plug-ins directory is $(prefix)/lib/bzflag/.&lt;br /&gt;
&lt;br /&gt;
==BZFS API==&lt;br /&gt;
All plug-ins are linked to the [[BZFS API]]. This programing layer provides the interface to the BZFS application. All events and functions that a plug-in can call are in the [[BZFS API]].&lt;br /&gt;
&lt;br /&gt;
==Standard plug-ins==&lt;br /&gt;
The [[BZFlag Source]] distribution contains a number of plug-ins that are maintained by the project [http://my.bzflag.org/wiki/index.php/Category:Developer developers].&lt;br /&gt;
These plug-ins are located in the &#039;&#039;/plugins&#039;&#039; directory.&lt;br /&gt;
&lt;br /&gt;
As of August 2009, [[BZFlag SVN|SVN]] TRUNK( version [[BZFlag 3.0|2.99]]) contains the following plug-ins:&lt;br /&gt;
&lt;br /&gt;
*[[airspawn]]&lt;br /&gt;
*[[bzfscron]]&lt;br /&gt;
*[[chathistory]]&lt;br /&gt;
*[[chatlog]]&lt;br /&gt;
*[[customflagsample]]&lt;br /&gt;
*[[fastmap]]&lt;br /&gt;
*[[flagStay]]&lt;br /&gt;
*[[hiddenAdmin]]&lt;br /&gt;
*[[HoldTheFlag]]&lt;br /&gt;
*[[HTTPServer]]&lt;br /&gt;
*[[httpTest]]&lt;br /&gt;
*[[keepaway]]&lt;br /&gt;
*[[killall]]&lt;br /&gt;
*[[koth]]&lt;br /&gt;
*[[logDetail]]&lt;br /&gt;
*[[mapchange]]&lt;br /&gt;
*[[nagware]]&lt;br /&gt;
*[[Phoenix]]&lt;br /&gt;
*[[playHistoryTracker]]&lt;br /&gt;
*[[python(plug-in)|python]]&lt;br /&gt;
*[[rabidRabbit]]&lt;br /&gt;
*[[recordmatch]]&lt;br /&gt;
*[[regFlag]]&lt;br /&gt;
*[[RogueGenocide]]&lt;br /&gt;
*[[SAMPLE_PLUGIN]]&lt;br /&gt;
*[[serverControl]]&lt;br /&gt;
*[[serverSideBotSample]]&lt;br /&gt;
*[[shockwaveDeath]]&lt;br /&gt;
*[[soundTest]]&lt;br /&gt;
*[[teamflagreset]]&lt;br /&gt;
*[[thiefControl]]&lt;br /&gt;
*[[timedctf]]&lt;br /&gt;
*[[torBlock]]&lt;br /&gt;
*[[unrealCTF]]&lt;br /&gt;
*[[weaponArena]]&lt;br /&gt;
*[[webadmin]]&lt;br /&gt;
*[[webReport]]&lt;br /&gt;
*[[webstats]]&lt;br /&gt;
*[[wwzones]]&lt;br /&gt;
&lt;br /&gt;
==Third Party Plug-ins==&lt;br /&gt;
A number of non-developers have created plug-ins for BZFS, and usually release them on the [http://my.bzflag.org/bb/ BZFlag Forums].&lt;br /&gt;
&lt;br /&gt;
Here are the steps to compile a hypothetical third party plug-in named &amp;quot;Example&amp;quot;:&lt;br /&gt;
&lt;br /&gt;
# In the plugins directory of the BZFlag source tree run the command &#039;&#039;&#039;./newplugin.sh Example&#039;&#039;&#039;&lt;br /&gt;
# Remove all of the files from the newly created plugins/Example directory (they were created by newplugin.sh)&lt;br /&gt;
# Copy all of the distributed Example files into the plugins/Example directory&lt;br /&gt;
# In the top-level BZFlag source directory, edit configure.ac, and add plugins/Example/Makefile to the list of AC_CONFIG_FILES&lt;br /&gt;
# In the top-level BZFlag source directory run &#039;&#039;&#039;autogen.sh&#039;&#039;&#039;, &#039;&#039;&#039;configure&#039;&#039;&#039;, and &#039;&#039;&#039;make&#039;&#039;&#039; as usual&lt;br /&gt;
&lt;br /&gt;
When that finishes successfully the plug-in should be ready to use as described above.&lt;br /&gt;
&lt;br /&gt;
In Xcode on Mac OS X, follow these instructions:&lt;br /&gt;
&lt;br /&gt;
# Click on the BZFlag project name in the project navigator. Click Add Target, and create a new C/C++ Library. Name the plugin, and select &amp;quot;Dynamic&amp;quot; for type.&lt;br /&gt;
# In the project navigator, move the new library target from the bottom of the screen into the &amp;quot;Targets&amp;quot; group.&lt;br /&gt;
# Click on the BZFlag project name in the project navigator again. In the list of targets, select the BZFlag application target. In the Build Phases tab, in the Target Dependencies pane, add your new library target as a dependency of the application target. Also add it to the Copy Files phase for the PlugIns directory.&lt;br /&gt;
# Select your new library target. Select the Build Settings tab, and locate the Other Linker Flags option. Add the option &amp;quot;-undefined dynamic_lookup&amp;quot;&lt;br /&gt;
# Find the Architecture build setting for your new library. Make sure it is the same architecture as the main codebase, or click Levels, click the Architecture setting under your library target, click Other, and delete the setting. This will make it assume the overall project build architecture.&lt;br /&gt;
# Add your source file(s) to the project, and make them members of your library target.&lt;br /&gt;
# Build as usual.&lt;br /&gt;
&lt;br /&gt;
==Preparing a Linux BZFS==&lt;br /&gt;
&lt;br /&gt;
In order to run plugins in BZFS, you need to recompile it with the --enable-shared option on the configure script.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note that as of 2.4.0 the BZFlag configuration has --enable-shared automatically enabled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
 $ ./configure --enable-shared --disable-client;&lt;br /&gt;
       make;&lt;br /&gt;
       make install;&lt;br /&gt;
&lt;br /&gt;
==Plug-in Development==&lt;br /&gt;
{{DoDoc|Describe the basics of plug-in development.}}&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The plug-in system was added in BZFlag V. 2.0.4 and was initially met with a lukewarm reception by some of the core developers and the maintainer. The community has since embraced the concept and built a multitude of useful modifications, many that have been incorporated into the project as standard plug-ins.&lt;br /&gt;
&lt;br /&gt;
For Version 3.0 major changes to the [[BZFS API]] have been made to increase its lifespan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Plug-Ins]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Category:Development&amp;diff=8425</id>
		<title>Category:Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Category:Development&amp;diff=8425"/>
		<updated>2013-01-06T03:57:52Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Release Managers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
BZFlag is developed as an open source distributed development process by a number of developers all over the world.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
The development community has a loose organizational structure but there are a few groups of developers that are responsible for various aspects of development.&lt;br /&gt;
&lt;br /&gt;
===Maintainer===&lt;br /&gt;
Tim Riker (TimRiker) is the copyright holder and intellectual property manager for the project. He is responsible for the overall direction of the project and manages its various legal operations.&lt;br /&gt;
&lt;br /&gt;
===Release Managers===&lt;br /&gt;
Scott Wichser (Blast007) and Jeffery Myers (JeffM) are the release managers. They are responsible for the day to day development and planning of the various releases of BZFlag. They maintain the [[BZFlag Source]] Code, [[BZFlag_SVN|SVN]] repository, and ensure that development of features in a release are completed on time.&lt;br /&gt;
&lt;br /&gt;
===Service Managers===&lt;br /&gt;
Scott Wichser (Blast007) and Joe Vano (JoeVano) manage the public services that BZFlag clients and servers use such as the [[List Server]] and [[Global Registration]] System.&lt;br /&gt;
&lt;br /&gt;
====Forum Administrators====&lt;br /&gt;
A number of people maintain the [[BZFlag Forums]] including;&lt;br /&gt;
&lt;br /&gt;
* L4m3r&lt;br /&gt;
* DTRemenak&lt;br /&gt;
* Learner&lt;br /&gt;
* Blast007&lt;br /&gt;
* TimRiker&lt;br /&gt;
* Bryjen&lt;br /&gt;
* joevano&lt;br /&gt;
* Bullet Catcher&lt;br /&gt;
* Constitution&lt;br /&gt;
&lt;br /&gt;
==Communications==&lt;br /&gt;
Development communications mostly happens in the [[BZFlag_on_IRC|BZFlag IRC channel]]. There are development mailing lists on the sourceforge site but they are rarely used. Many developers are often on the IRC channel and are more then willing to discuss things relating to bzflag development.&lt;br /&gt;
&lt;br /&gt;
==Coding Policy==&lt;br /&gt;
BZFlag has a documented coding policy that is in the DEVINFO file that is included with every source code release.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[SVN]] repository stored on sourceforge.&lt;br /&gt;
&lt;br /&gt;
[[BZFlag Source]] Information on the source code for the game.&lt;br /&gt;
&lt;br /&gt;
[[BZFS API]] Information on the API for plug-in development.&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=303248 SourceForge Patch Tracker] where code changes from new developers are submitted.&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=103248 SourceForge Bug Tracker] where users report bugs or problems in the game.&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=353248 SourceForge Feature Requests] where users request new features ( pending approval).&lt;br /&gt;
&lt;br /&gt;
==Helping Out==&lt;br /&gt;
BZFlag can always use new developers. Users that wish to become more involved in the development process are encouraged to join the IRC channel and talk to the developers and players there.&lt;br /&gt;
&lt;br /&gt;
The next step is to submit patches to the patch tracker so the new developer can get the hang of how the codebase works and so that project management can evaluate the coding ability/style of the new developer.&lt;br /&gt;
&lt;br /&gt;
If a new developer fits into the project well and is productive they will often be given &#039;&#039;&#039;commit access&#039;&#039;&#039; to the SVN system so they may make changes directly to the code.&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
The current shipping version is based on the 2.0.x branch &#039;&#039;&#039;branches/release_maint/v2_0&#039;&#039;&#039; in svn&lt;br /&gt;
&lt;br /&gt;
The current development version is 2.3 to be released as 2.4.0.0 it is located in &#039;&#039;&#039;trunk/bzflag&#039;&#039;&#039; in svn.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Category:Development&amp;diff=8424</id>
		<title>Category:Development</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Category:Development&amp;diff=8424"/>
		<updated>2013-01-06T03:57:19Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Maintainer */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
BZFlag is developed as an open source distributed development process by a number of developers all over the world.&lt;br /&gt;
&lt;br /&gt;
==Organization==&lt;br /&gt;
The development community has a loose organizational structure but there are a few groups of developers that are responsible for various aspects of development.&lt;br /&gt;
&lt;br /&gt;
===Maintainer===&lt;br /&gt;
Tim Riker (TimRiker) is the copyright holder and intellectual property manager for the project. He is responsible for the overall direction of the project and manages its various legal operations.&lt;br /&gt;
&lt;br /&gt;
===Release Managers===&lt;br /&gt;
Scott Wichser (Blast007) and Jeffery Myers (JeffM) are the release managers. They are responsible for the day to day development and planing of the various releases of BZFlag. They maintain the [[BZFlag Source]] Code, [[BZFlag_SVN|SVN]] repository, and ensure that development of features in a release are completed on time.&lt;br /&gt;
&lt;br /&gt;
===Service Managers===&lt;br /&gt;
Scott Wichser (Blast007) and Joe Vano (JoeVano) manage the public services that BZFlag clients and servers use such as the [[List Server]] and [[Global Registration]] System.&lt;br /&gt;
&lt;br /&gt;
====Forum Administrators====&lt;br /&gt;
A number of people maintain the [[BZFlag Forums]] including;&lt;br /&gt;
&lt;br /&gt;
* L4m3r&lt;br /&gt;
* DTRemenak&lt;br /&gt;
* Learner&lt;br /&gt;
* Blast007&lt;br /&gt;
* TimRiker&lt;br /&gt;
* Bryjen&lt;br /&gt;
* joevano&lt;br /&gt;
* Bullet Catcher&lt;br /&gt;
* Constitution&lt;br /&gt;
&lt;br /&gt;
==Communications==&lt;br /&gt;
Development communications mostly happens in the [[BZFlag_on_IRC|BZFlag IRC channel]]. There are development mailing lists on the sourceforge site but they are rarely used. Many developers are often on the IRC channel and are more then willing to discuss things relating to bzflag development.&lt;br /&gt;
&lt;br /&gt;
==Coding Policy==&lt;br /&gt;
BZFlag has a documented coding policy that is in the DEVINFO file that is included with every source code release.&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
[[SVN]] repository stored on sourceforge.&lt;br /&gt;
&lt;br /&gt;
[[BZFlag Source]] Information on the source code for the game.&lt;br /&gt;
&lt;br /&gt;
[[BZFS API]] Information on the API for plug-in development.&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=303248 SourceForge Patch Tracker] where code changes from new developers are submitted.&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=103248 SourceForge Bug Tracker] where users report bugs or problems in the game.&lt;br /&gt;
&lt;br /&gt;
[http://sourceforge.net/tracker/?group_id=3248&amp;amp;atid=353248 SourceForge Feature Requests] where users request new features ( pending approval).&lt;br /&gt;
&lt;br /&gt;
==Helping Out==&lt;br /&gt;
BZFlag can always use new developers. Users that wish to become more involved in the development process are encouraged to join the IRC channel and talk to the developers and players there.&lt;br /&gt;
&lt;br /&gt;
The next step is to submit patches to the patch tracker so the new developer can get the hang of how the codebase works and so that project management can evaluate the coding ability/style of the new developer.&lt;br /&gt;
&lt;br /&gt;
If a new developer fits into the project well and is productive they will often be given &#039;&#039;&#039;commit access&#039;&#039;&#039; to the SVN system so they may make changes directly to the code.&lt;br /&gt;
&lt;br /&gt;
==Versions==&lt;br /&gt;
The current shipping version is based on the 2.0.x branch &#039;&#039;&#039;branches/release_maint/v2_0&#039;&#039;&#039; in svn&lt;br /&gt;
&lt;br /&gt;
The current development version is 2.3 to be released as 2.4.0.0 it is located in &#039;&#039;&#039;trunk/bzflag&#039;&#039;&#039; in svn.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Teleporter&amp;diff=8421</id>
		<title>Teleporter</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Teleporter&amp;diff=8421"/>
		<updated>2013-01-04T21:03:02Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[Teleporter]] is a [[BZW]] map structure that defines a object which transports the user to another teleporter in a different part of the world/map.&lt;br /&gt;
To be used effectively, one or more teleporters must be combined with [[link|links]].&lt;br /&gt;
&lt;br /&gt;
==Code==&lt;br /&gt;
[[Image:Teleporter.jpg|frame|right|Teleporter with the default textures]]&lt;br /&gt;
The code for a teleporter object is as follows&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
  teleporter example_teleporter_name&lt;br /&gt;
   position 0.0 0.0 0.0 &lt;br /&gt;
   size 0.125 5 20&lt;br /&gt;
   rotation 0.0&lt;br /&gt;
   border 1.12&lt;br /&gt;
  end &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Valid parameters for a teleporter are&lt;br /&gt;
&lt;br /&gt;
;name: defines a name for the teleport (3.0+ only - put the name after the word &#039;teleporter&#039; in 2.0). This is used when [[Link|linking]] teleporters together.&lt;br /&gt;
;position: defines the center of the teleporter in X and Y and the bottom of the teleporter in Z.&lt;br /&gt;
;rotation: defines a rotation around the Z axis for the teleporter, in degrees.&lt;br /&gt;
;size: defines the distance from the center to the side of the teleporter in X and Y, and the total height of the teleporter in Z.&lt;br /&gt;
;border: defines the yellow caution border around the teleporter entry point.&lt;br /&gt;
&lt;br /&gt;
Note: Teleporters are entered through X. As such, it is recommended to keep X fairly small (.125 works well). However, if X is zero, it will cause BZFlag bugs. If you need to enter a teleport from Y, rotating it 90 degrees is the suggested solution. X shouldn&#039;t be larger than the border size either, or else the shimmering portal will extend outside the teleporter frame, and create an invisible wall in between. Teleports are 2-sided, not 4.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
Teleporters appear with a yellow/black caution texture on the outer border of the object and with a pulsing texture in the middle.&lt;br /&gt;
&lt;br /&gt;
 #Teleporters may be textured with a magic material name , LinkMaterial. &lt;br /&gt;
 #There is no need for &amp;quot;matref LinkMaterial&amp;quot; in the teleporter definition.&lt;br /&gt;
 &lt;br /&gt;
  dynamicColor&lt;br /&gt;
   name LinkDynCol&lt;br /&gt;
   red limits 0 0.25&lt;br /&gt;
   red sinusoid 2 0 1&lt;br /&gt;
   green limits 0 0.25&lt;br /&gt;
   green sinusoid 2 0.666667 1&lt;br /&gt;
   blue limits 0 0.25&lt;br /&gt;
   blue sinusoid 2 1.33333 1&lt;br /&gt;
   alpha limits 0.75 0.75&lt;br /&gt;
 end &lt;br /&gt;
 textureMatrix&lt;br /&gt;
   name LinkTrix&lt;br /&gt;
   shift 0 -0.05 &lt;br /&gt;
   center 0 0&lt;br /&gt;
 end&lt;br /&gt;
 material  &lt;br /&gt;
 name LinkMaterial&lt;br /&gt;
   nolighting&lt;br /&gt;
   addtexture   telelink.png&lt;br /&gt;
     texmat LinkTrix&lt;br /&gt;
     dyncol LinkDynCol &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The teleporters first appeared in BZFlag 1.0.0. In [[BZFlag 2.0.0]], they were redesigned, introducing the name field, making link creation easier for designers.&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
Supported by all known editors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Map Making]]&lt;br /&gt;
[[category:Map Objects]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Administrator&amp;diff=8333</id>
		<title>Administrator</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Administrator&amp;diff=8333"/>
		<updated>2012-07-18T22:18:00Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Server Admins */ etc.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The term &#039;&#039;&#039;Administrator&#039;&#039;&#039; or &#039;&#039;&#039;Admin&#039;&#039;&#039; is commonly used in the BZFlag community. It may refer to a [[BZFS]] Server owner or its associated staff, or one of the Project [[:Category:Developer|Developers]] or administration staff.&lt;br /&gt;
&lt;br /&gt;
===Server Admins===&lt;br /&gt;
The owner of a server will often empower a group of users to assist in maintaining the desired order and play-style of a server. These users are often called Admins or Administrators. The most common way of identifying these users to the general player-base is to give the users permissions to use the /kick and/or /ban [[Slash_Commands|Commands]]. By default any user that has rights to use these commands will have the &#039;&#039;&#039;@&#039;&#039;&#039; symbol preceding their call-sign in the scoreboard. There are instances where a server uses a plug-in or is modified to show the &#039;&#039;&#039;@&#039;&#039;&#039; symbol for different reasons.&lt;br /&gt;
&lt;br /&gt;
====Common Roles====&lt;br /&gt;
Server admins are commonly tasked with enforcing the specific rules of the server and making sure that the general player-base has an employable time. The most common act of an admin is to kick or ban players that are cheating or are using the chat system inappropriately (verbal abuse, profanity, etc..). These administrators are acting on the behalf of the server owner.&lt;br /&gt;
&lt;br /&gt;
====Common Permissions====&lt;br /&gt;
Many server owners give admins additional [[Server Permissions|permissions]] such as;&lt;br /&gt;
*/kick&lt;br /&gt;
*/ban&lt;br /&gt;
*/banlist&lt;br /&gt;
*/mute&lt;br /&gt;
*/say&lt;br /&gt;
*/set&lt;br /&gt;
*/flag (reset,give/take)&lt;br /&gt;
&lt;br /&gt;
====Administrator Recruitment====&lt;br /&gt;
How a server is administered is up to the the server owner. Users that wish to become administrators should talk to the owner in private to see if they are looking for additional staff members. It is common for users who ask to be included in a staff position to be automatically denied, as it is highly likely that the user simply wishes to get the position in order to abuse the permissions that it grants. The most successful server owners choose staff members from the players that they know and trust for a significant time.&lt;br /&gt;
&lt;br /&gt;
====Communication====&lt;br /&gt;
Often the best way to contact a server admin to resolve an issue is to send them a private message on the [http://my.bzflag.org/bb/ BZFlag Project Forums]. Most servers use forum users-names as call-signs so the same name that is seen in game can be used on the forums. If an admin is unresponsive a user may be better served by contacting a server owner via the same system.&lt;br /&gt;
&lt;br /&gt;
==Forum Administrators==&lt;br /&gt;
The [http://my.bzflag.org/bb/ BZFlag Project Forums] maintains a separate administration staff. These admins are tasked with enforcing the [http://my.bzflag.org/bb/viewtopic.php?f=8&amp;amp;t=890| Forum rules] and maintaining the user group system that is used with [[Global_Registration|Global Registration]].&lt;br /&gt;
&lt;br /&gt;
The best way to communicate with these admins is to send them a private message on the forums.&lt;br /&gt;
&lt;br /&gt;
These administrators have no inherent permissions on any game server, although many do serve as staff on some game servers.&lt;br /&gt;
&lt;br /&gt;
==Project Administrators==&lt;br /&gt;
The BZFlag open source project on [http://sourceforge.net/projects/bzflag/ | Sourceforge] has a set of administrators who are tasked with the management of development related issues including, patches, bug fixes, and releases.&lt;br /&gt;
&lt;br /&gt;
Like forum admins these users do not have any inherent permissions on game servers.&lt;br /&gt;
&lt;br /&gt;
Project administrators are often on [[BZFlag_on_IRC|The BZFlag IRC channel]].&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Administrator&amp;diff=8332</id>
		<title>Administrator</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Administrator&amp;diff=8332"/>
		<updated>2012-07-18T22:15:46Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Overview */ &amp;quot;it&amp;#039;s&amp;quot; means &amp;quot;it is&amp;quot; or &amp;quot;it has&amp;quot;. &amp;quot;Its&amp;quot; is possessive.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
The term &#039;&#039;&#039;Administrator&#039;&#039;&#039; or &#039;&#039;&#039;Admin&#039;&#039;&#039; is commonly used in the BZFlag community. It may refer to a [[BZFS]] Server owner or its associated staff, or one of the Project [[:Category:Developer|Developers]] or administration staff.&lt;br /&gt;
&lt;br /&gt;
===Server Admins===&lt;br /&gt;
The owner of a server will often empower a group of users to assist in maintaining the desired order and play-style of a server. These users are often called Admins or Administrators. The most common way of identifying these users to the general player-base is to give the users permissions to use the /kick and/or /ban [[Slash_Commands|Commands]]. By default any user that has rights to use these commands will have the &#039;&#039;&#039;@&#039;&#039;&#039; symbol preceding there call-sign in the scoreboard. There are instances where a server uses a plug-in or is modified to show the &#039;&#039;&#039;@&#039;&#039;&#039; symbol for different reasons.&lt;br /&gt;
&lt;br /&gt;
====Common Roles====&lt;br /&gt;
Server admins are commonly tasked with enforcing the specific rules of the server and making sure that the general player-base has an employable time. The most common act of an admin is to kick or ban players that are cheating or are using the chat system inappropriately (verbal abuse, profanity, etc..). These administrators are acting on the behalf of the server owner.&lt;br /&gt;
&lt;br /&gt;
====Common Permissions====&lt;br /&gt;
Many server owners give admins additional [[Server Permissions|permissions]] such as;&lt;br /&gt;
*/kick&lt;br /&gt;
*/ban&lt;br /&gt;
*/banlist&lt;br /&gt;
*/mute&lt;br /&gt;
*/say&lt;br /&gt;
*/set&lt;br /&gt;
*/flag (reset,give/take)&lt;br /&gt;
&lt;br /&gt;
====Administrator Recruitment====&lt;br /&gt;
How a server is administered is up to the the server owner. Users that wish to become administrators should talk to the owner in private to see if they are looking for additional staff members. It is common for users who ask to be included in a staff position to be automatically denied, as it is highly likely that the user simply wishes to get the position in order to abuse the permissions that it grants. The most successful server owners choose staff members from the players that they know and trust for a significant time.&lt;br /&gt;
&lt;br /&gt;
====Communication====&lt;br /&gt;
Often the best way to contact a server admin to resolve an issue is to send them a private message on the [http://my.bzflag.org/bb/ BZFlag Project Forums]. Most servers use forum users-names as call-signs so the same name that is seen in game can be used on the forums. If an admin is unresponsive a user may be better served by contacting a server owner via the same system.&lt;br /&gt;
&lt;br /&gt;
==Forum Administrators==&lt;br /&gt;
The [http://my.bzflag.org/bb/ BZFlag Project Forums] maintains a separate administration staff. These admins are tasked with enforcing the [http://my.bzflag.org/bb/viewtopic.php?f=8&amp;amp;t=890| Forum rules] and maintaining the user group system that is used with [[Global_Registration|Global Registration]].&lt;br /&gt;
&lt;br /&gt;
The best way to communicate with these admins is to send them a private message on the forums.&lt;br /&gt;
&lt;br /&gt;
These administrators have no inherent permissions on any game server, although many do serve as staff on some game servers.&lt;br /&gt;
&lt;br /&gt;
==Project Administrators==&lt;br /&gt;
The BZFlag open source project on [http://sourceforge.net/projects/bzflag/ | Sourceforge] has a set of administrators who are tasked with the management of development related issues including, patches, bug fixes, and releases.&lt;br /&gt;
&lt;br /&gt;
Like forum admins these users do not have any inherent permissions on game servers.&lt;br /&gt;
&lt;br /&gt;
Project administrators are often on [[BZFlag_on_IRC|The BZFlag IRC channel]].&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Jargon&amp;diff=8331</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Jargon&amp;diff=8331"/>
		<updated>2012-07-15T05:09:38Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Acronyms */ tk is only part of a team, not killing whole team&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page hopes to clarify some common jargon, acronyms and slang used by many players in game. They can be useful to know, especially in team situations, as other players will assume that you know what they are talking about.&lt;br /&gt;
&lt;br /&gt;
Many players use map &amp;quot;landmarks,&amp;quot; like &amp;quot;mid tower&amp;quot; or &amp;quot;@ R jump,&amp;quot; to signify places on the map, so it&#039;s a good idea to learn your maps as well as the jargon.&lt;br /&gt;
&lt;br /&gt;
= Acronyms =&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CTF=[[Capture the Flag]]&lt;br /&gt;
&lt;br /&gt;
FFA=[[Free For All]]&lt;br /&gt;
&lt;br /&gt;
OFFA=Open Free For All (Everyone may kill each other regardless of team color)&lt;br /&gt;
&lt;br /&gt;
RH=[[Rabbit Hunt]]&lt;br /&gt;
&lt;br /&gt;
HTF=Hold the Flag&lt;br /&gt;
&lt;br /&gt;
KOTH=King of the Hill&lt;br /&gt;
&lt;br /&gt;
R=(Team&#039;s) Right&lt;br /&gt;
&lt;br /&gt;
L=(Team&#039;s) Left&lt;br /&gt;
&lt;br /&gt;
RF=Red flag&lt;br /&gt;
&lt;br /&gt;
GF=Green flag&lt;br /&gt;
&lt;br /&gt;
BF=Blue flag&lt;br /&gt;
&lt;br /&gt;
PF=Purple flag&lt;br /&gt;
&lt;br /&gt;
HF=Have fun&lt;br /&gt;
&lt;br /&gt;
GC=Good Cap. - Used when your team caps an opposing teams flag&lt;br /&gt;
&lt;br /&gt;
GJ=Good Job. Often said to the team when a teammate has just captured the opposing team&#039;s flag&lt;br /&gt;
&lt;br /&gt;
GL=Good Luck&lt;br /&gt;
&lt;br /&gt;
GS=Good shot. Generally used when a particularly difficult shot kills you&lt;br /&gt;
&lt;br /&gt;
GG=Good game&lt;br /&gt;
&lt;br /&gt;
G1=Good One (shot)&lt;br /&gt;
&lt;br /&gt;
NP=No Problem - mostly used as a response if you&#039;re teamkilled&lt;br /&gt;
&lt;br /&gt;
NR=Not Responding - as seen on the scoreboard, indicating a problem with a player&#039;s connection to the server&lt;br /&gt;
&lt;br /&gt;
NS=Nice Shot&lt;br /&gt;
&lt;br /&gt;
N1=Nice One (shot)&lt;br /&gt;
&lt;br /&gt;
SRY=Sorry&lt;br /&gt;
&lt;br /&gt;
THX=Thank You&lt;br /&gt;
&lt;br /&gt;
TK=Team Kill, to kill another member of one&#039;s own team.&lt;br /&gt;
&lt;br /&gt;
TY=Thank You&lt;br /&gt;
&lt;br /&gt;
WTF?=Something&#039;s not quite right..... (Vulgar)&lt;br /&gt;
&lt;br /&gt;
WTH?=Similar to WTF - cleaner version&lt;br /&gt;
&lt;br /&gt;
PC=Pass Camp: Stand on the enemies base waiting for a teammate to capture the flag. Then, after the cap immediately grab the enemies flag and pass it to the center of the map &lt;br /&gt;
or to its map specific save-point. Saying this could either mean, that your own team is getting &amp;quot;passcamped&amp;quot; or that there is a chance to passcamp for the own team&#039;s score.&lt;br /&gt;
&lt;br /&gt;
= Jargon =&lt;br /&gt;
&lt;br /&gt;
Base=Usually referring to your own base. (eg: ST base! &amp;quot;There&#039;s someone with stealth in/at/near our base&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Boom=Players of a team about to be capped will all explode. Thus a &amp;quot;boom&amp;quot; is appropriate.&lt;br /&gt;
&lt;br /&gt;
Bots=Non-human-player tanks.&lt;br /&gt;
&lt;br /&gt;
Camping=Staying in one place with the same flag for a long time. If you do this you are &#039;&#039;a camper&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Capping=Capturing the other teams flag, verb &#039;&#039;to cap&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Flag Running=Working against your own team, taking your team&#039;s flag towards the other team&#039;s base. If you do this you are a &#039;&#039;flag runner&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Flag Shopping=Rapidly picking up and dropping flags, in order to find a particularly powerful or useful one. Also known as &#039;&#039;flag farming&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Geno, G, or GGG =Genocide Flag, usually when seen it chat by itself it warns that an opposing team player has the flag so be careful.&lt;br /&gt;
&lt;br /&gt;
In=Inside the base (if applicable)&lt;br /&gt;
&lt;br /&gt;
J/Jump/Jumper/Launcher=Either a world object that launches a tank in the air, or a tank that has used said world object. &amp;quot;st j r&amp;quot; means stealth jumper right.&lt;br /&gt;
&lt;br /&gt;
Lang=Language, Watch your language. (Please don&#039;t respond with the language you speak.)&lt;br /&gt;
&lt;br /&gt;
Laser Spamming=Uselessly, blindly, rapidly shooting with the laser flag, often resulting in team kills.&lt;br /&gt;
&lt;br /&gt;
N, S, E, W=North, South, East, West. Compass points relative to the map. (eg: &amp;quot;Where the rabbit?&amp;quot; &amp;quot;N inside hut&amp;quot; or &amp;quot;SE corner&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
Out=Directly outside the base (if applicable)&lt;br /&gt;
&lt;br /&gt;
Mid, or Ctr=Middle of the map&lt;br /&gt;
&lt;br /&gt;
Pass=Send the flag to the middle, or to a safe zone. See [[Jumping#Dropping_Flags|this article]].&lt;br /&gt;
&lt;br /&gt;
Pyr/Pyra=Pyramid&lt;br /&gt;
&lt;br /&gt;
Runner=Usually means &amp;quot;flag runner&amp;quot;, above as in &amp;quot;we have a runner&amp;quot; but may also mean teammate carrying enemy flag as in &amp;quot;cover our runner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Spamming=Filling the chat box with meaningless text.&lt;br /&gt;
&lt;br /&gt;
Spawn camping=Sitting near a team&#039;s spawn site waiting to kill them when they respawn after their flag is captured.&lt;br /&gt;
&lt;br /&gt;
Spawn killing=Killing someone as soon as they spawn.&lt;br /&gt;
&lt;br /&gt;
Tele=Teleporter&lt;br /&gt;
&lt;br /&gt;
Theirs=Attack the other team&#039;s flag, or used to signify the other team&#039;s base.&lt;br /&gt;
&lt;br /&gt;
Twr=Tower, as in &amp;quot;ST on the right GM Twr&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Ours=Protect your team flag, or used to signify your team&#039;s base.&lt;br /&gt;
&lt;br /&gt;
Watch!=Watch out! or Guard! (eg: Watch ours!)&lt;br /&gt;
&lt;br /&gt;
Win=Kill everyone on the map. At the same time.&lt;br /&gt;
&lt;br /&gt;
= See Also =&lt;br /&gt;
* [[Flag List|Flag Abbreviations]]&lt;br /&gt;
* [http://en.wiktionary.org/wiki/Appendix:Internet_slang Common Internet Slang]&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Single_Player_Mode&amp;diff=8330</id>
		<title>Single Player Mode</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Single_Player_Mode&amp;diff=8330"/>
		<updated>2012-07-15T05:03:46Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Starting a Single Player Session */ missing single quote terminating bold text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Single Player Mode is a term (misnomer) often used to describe the act of playing BZFlag on a local server using the computer-controlled player (bots) of a client. BZFlag itself is designed to be a multiplayer game.&lt;br /&gt;
&lt;br /&gt;
=Overview=&lt;br /&gt;
Using bots on a local server is a way to play the game without an internet connection, or to gain experience in playing without the need for other human players. Bots are currently only run by the game client and can be run on any server. The term &amp;quot;Single Player Mode&amp;quot; is most commonly used to describe a single client that is logged in to a local server with a number of bots. It is mostly used to test maps, as the simple robots do not offer any real gameplay challenge.&lt;br /&gt;
&lt;br /&gt;
Bots can be used on remote servers, but many of the owners of public servers do not allow bots to join with players. Use of bots on public servers is not recommended and can lead to being banned from the server.&lt;br /&gt;
&lt;br /&gt;
=Starting a Single Player Session=&lt;br /&gt;
The basic idea behind starting a single player session is the following.&lt;br /&gt;
#Start a local server, ether by using the in-game menu, or via the command line.&lt;br /&gt;
#Start the game client using the &#039;&#039;&#039;-solo&#039;&#039;&#039; [[BZFS Command Line Options| command line option]].&lt;br /&gt;
#Join the local server using the client and begin play.&lt;br /&gt;
&lt;br /&gt;
==Starting a local server==&lt;br /&gt;
The simplest way to start a local server is to use the in-game &#039;&#039;&#039;Start Server&#039;&#039;&#039; menu. This menu is found on the [[Join Game Menu]] at the very bottom. This menu gives a number of settings for the server, including shot counts, and world options such as [[jumping]] and [[ricochet]]. Specific flags or more advanced options can not be set via the &#039;&#039;&#039;Start Server&#039;&#039;&#039; menu.&lt;br /&gt;
&lt;br /&gt;
To set additional options one must run [[BZFS]] manually and enter in a number of [[BZFS Command Line Options| command line options]]. See [[Creating A Server|creating a server]] for more options. To keep the server local, do not use the &#039;&#039;&#039;-public&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
==Starting the client with bots==&lt;br /&gt;
The game client must be started with a command-line option to enable bots. Bots can not be enabled from within the game menus.&lt;br /&gt;
&lt;br /&gt;
===Linux and Unix===&lt;br /&gt;
On Linux or other Unix-like systems the game client can be started with command line options directly from the terminal.&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 bzflag -solo ##&lt;br /&gt;
|}&lt;br /&gt;
Where &amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt; is the number of bots you want to run.&lt;br /&gt;
&lt;br /&gt;
===Microsoft Windows===&lt;br /&gt;
Microsoft Windows users can follow the following steps to create a shortcut that starts the game client with bots.&lt;br /&gt;
# Locate the BZFlag shortcut installed in the programs section of the start menu.&lt;br /&gt;
# Drag the BZFlag shortcut with the right mouse button on to the desktop.&lt;br /&gt;
# Pick the &amp;quot;Copy here&amp;quot; item from the context menu that pops up when the drag is complete.&lt;br /&gt;
# Click on the Copied shortcut with the right mouse button and pick the &amp;quot;properties&amp;quot; item.&lt;br /&gt;
# Find the &amp;quot;Target&amp;quot; field in the shortcut properties window that is opened, and click in it.&lt;br /&gt;
# Use the right arrow key to find the end of the text in the target field. It will end in bzflag.exe&amp;quot;.&lt;br /&gt;
# After the last quote(&amp;quot;) add a space and then &#039;&#039;&#039;-solo&#039;&#039;&#039; &amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt;. Where &amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt; is the number of bots you wish to have.&lt;br /&gt;
# Save the changes by hitting the OK button at the bottom.&lt;br /&gt;
&lt;br /&gt;
Running this shortcut will now start the server with bot support.&lt;br /&gt;
&lt;br /&gt;
===Mac OS X===&lt;br /&gt;
The Mac OS X method for starting the game with bot support is the same as the Linux method, but the path to the bzflag client is required. If you installed BZFlag in your applications folder, then the command that needs to be typed into terminal will be along the lines of:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 /Applications/BZFlag.app/Contents/MacOS/bzflag -solo &amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Where &amp;lt;nowiki&amp;gt;##&amp;lt;/nowiki&amp;gt; is the number of bots you want to run.&lt;br /&gt;
&lt;br /&gt;
==Joining the Local Server==&lt;br /&gt;
Once the client is started with bot support you must do the following to join the local server&lt;br /&gt;
# Go to the Join Game menu.&lt;br /&gt;
# Enter &amp;quot;127.0.0.1&amp;quot; in the server name field. This is called &amp;quot;localhost&amp;quot;.&lt;br /&gt;
# Enter &amp;quot;5154&amp;quot; in the port field.&lt;br /&gt;
# Choose the &amp;quot;Connect&amp;quot; item to join the server.&lt;br /&gt;
&lt;br /&gt;
This will connect to the local server with the number of bots specified to with the &#039;&#039;&#039;-solo&#039;&#039;&#039; option.&lt;br /&gt;
&lt;br /&gt;
=Autopilot=&lt;br /&gt;
The aforementioned bot method creates what may be called &#039;simple&#039; bots, which simply shoot and attempt to dodge bullets.&lt;br /&gt;
A feature called autopilot, is activated when you press the &amp;quot;9&amp;quot; key on your keyboard while in-game, although as stated earlier, many servers do not allow this.&lt;br /&gt;
Some players may decide they want to open up 5 or 10 clients and place them on autopilot. When they do, it allows them to be able to jump, grab flags, and are slightly smarter than the &#039;simple&#039; bots.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Creating A Server]]&lt;br /&gt;
&lt;br /&gt;
[[BZFS Command Line Options]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Client]]&lt;br /&gt;
[[Category:Tutorials]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=CustomTanks&amp;diff=8329</id>
		<title>CustomTanks</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=CustomTanks&amp;diff=8329"/>
		<updated>2012-07-15T00:29:52Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Radar */ -noradardish&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This feature is intended to allow players to add some level of customization to tank avatars&lt;br /&gt;
&lt;br /&gt;
==Idea==&lt;br /&gt;
Instead of making the tank be a single hard coded model, the tank can be built up out of a number of predefined &amp;quot;parts&amp;quot; put together in a user specified order. The ordering info will be sent to the game server and out to all other clients to allow the remote representation of each players tank layout.&lt;br /&gt;
&lt;br /&gt;
This gets around the problems that full model uploads have, inappropriate models, and invalid models. Also there does not need to be an &amp;quot;approval&amp;quot; process for models, and maintains a consistent art style for the game.&lt;br /&gt;
&lt;br /&gt;
Servers can disallow specific parts if they wish. And a global update system could be created to add new parts as they are created, or limit specific parts/textures to specific groups ( league flags, developer parts, etc..)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Part Categories==&lt;br /&gt;
Parts will be broken up in to three categories, Base, Turret, and Rear Option, Top Option. The Base and Turret parts will be required, while the two options will be optional.&lt;br /&gt;
&lt;br /&gt;
===Bases===&lt;br /&gt;
&lt;br /&gt;
====Covered====&lt;br /&gt;
[[image:Treads_Covered.png|250px|Covered]]&lt;br /&gt;
&lt;br /&gt;
Normal &amp;quot;covered&amp;quot; treads like we have now&lt;br /&gt;
&lt;br /&gt;
====Open====&lt;br /&gt;
[[image:Treads_Open.png|250px|Open]]&lt;br /&gt;
&lt;br /&gt;
Norm &amp;quot;open&amp;quot; treads like we have now&lt;br /&gt;
&lt;br /&gt;
====Big Front====&lt;br /&gt;
[[image:Treads_BigFront.png|250px|Big Front Concept]]&lt;br /&gt;
&lt;br /&gt;
Treads where there are 2 rollers to the front of the tank and one in the rear. &lt;br /&gt;
&lt;br /&gt;
====Double====&lt;br /&gt;
[[image:Treads_Double.png|250px|Double Treads]]&lt;br /&gt;
&lt;br /&gt;
Each side has small front and rear treads with a gap in the middle of the body&lt;br /&gt;
&lt;br /&gt;
====Triple====&lt;br /&gt;
Each side has a thinner set of double treads with a third tread outside the gap to the bounding box.&lt;br /&gt;
&lt;br /&gt;
====Squish 8====&lt;br /&gt;
[[image:Tread_Squish8.png|250px|Squish 8 concept]] [[image:MetalSlugTank.jpg|250px|Metal Slug like tank]]&lt;br /&gt;
&lt;br /&gt;
Open treads that get pinched in the middle by an armor plate&lt;br /&gt;
&lt;br /&gt;
====Hover====&lt;br /&gt;
Jets at each corner.&lt;br /&gt;
&lt;br /&gt;
====BigWheel====&lt;br /&gt;
Large off-road wheels instead of tracks&lt;br /&gt;
&lt;br /&gt;
====Half-track====&lt;br /&gt;
Wheels in the front, treads in the back.&lt;br /&gt;
&lt;br /&gt;
====Batman====&lt;br /&gt;
[[image:Popsci_robotank.png|250px|Image from a popular science article on robot tanks]]&lt;br /&gt;
&lt;br /&gt;
Large rear wheels to edge, smaller front wheels in an &amp;quot;inside fork&amp;quot; configuration&lt;br /&gt;
&lt;br /&gt;
===Turrets===&lt;br /&gt;
&lt;br /&gt;
====Long Smoothbore====&lt;br /&gt;
Current &lt;br /&gt;
&lt;br /&gt;
====Long Split====&lt;br /&gt;
Turret with mussle break&lt;br /&gt;
&lt;br /&gt;
====Double====&lt;br /&gt;
a pair of smaller barrels&lt;br /&gt;
&lt;br /&gt;
====Quad====&lt;br /&gt;
4 machine gun style barrels&lt;br /&gt;
&lt;br /&gt;
====Offset====&lt;br /&gt;
Barrel offset to the side, sci-fi style&lt;br /&gt;
&lt;br /&gt;
====Square Long====&lt;br /&gt;
Sci-fi squared off barrel&lt;br /&gt;
&lt;br /&gt;
====Square Short====&lt;br /&gt;
Like above but shorter.&lt;br /&gt;
&lt;br /&gt;
====Short====&lt;br /&gt;
[[image:Popsci_robotank.png|250px|More Futuristic turret design]]&lt;br /&gt;
&lt;br /&gt;
Round short barrel, no brake&lt;br /&gt;
&lt;br /&gt;
====Pug====&lt;br /&gt;
super short wide barrel&lt;br /&gt;
&lt;br /&gt;
===Rear Options===&lt;br /&gt;
&lt;br /&gt;
====Cans====&lt;br /&gt;
Fuel cans&lt;br /&gt;
&lt;br /&gt;
====Bundle====&lt;br /&gt;
Tarp with shovels.&lt;br /&gt;
&lt;br /&gt;
====Minigun====&lt;br /&gt;
Gatling cannon.&lt;br /&gt;
&lt;br /&gt;
====Missie====&lt;br /&gt;
Box of misses&lt;br /&gt;
&lt;br /&gt;
====Empty====&lt;br /&gt;
Nothing&lt;br /&gt;
&lt;br /&gt;
====Radar====&lt;br /&gt;
A radar dish, which could be removed in the case of -noradar&lt;br /&gt;
&lt;br /&gt;
===Top Options===&lt;br /&gt;
&lt;br /&gt;
Mostly small team and group flags.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Development_RoadMap&amp;diff=8324</id>
		<title>Development RoadMap</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Development_RoadMap&amp;diff=8324"/>
		<updated>2012-06-23T03:59:37Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* 2.6 (Next Breaking Release) */ patch moved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This document discusses the general development road-map for Future BZFlag Releases.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Individual features may move up or down the roadmap depending on how/when they get done. Entire releases may be pushed up the roadmap or merged depending on how development goes.&lt;br /&gt;
&lt;br /&gt;
==Current Development Target==&lt;br /&gt;
The current development target (trunk) is the [[DevelopmentPlans/2.4.2|2.4.2]] release &lt;br /&gt;
&lt;br /&gt;
==2.4==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Get a release out&lt;br /&gt;
&lt;br /&gt;
2.4 will be the next release of BZFlag and is protocol incompatible with all previous versions.&lt;br /&gt;
===2.4.0 (Wake the dead)===&lt;br /&gt;
Released on 2011/07/03 [[BZFlag 2.4]]&lt;br /&gt;
&lt;br /&gt;
===2.4.2===&lt;br /&gt;
[[DevelopmentPlans/2.4.2|Planning page for 2.4.2]]&lt;br /&gt;
&lt;br /&gt;
2.4.2 will be the first maintenance release of the 2.4.x compatibility line. It does contain some bug fixes but it&#039;s primary function is to provide an updated package for the debian system. It does include non breaking items that were not ready during the initial release including:&lt;br /&gt;
&lt;br /&gt;
* Fastmap&lt;br /&gt;
* Ensure bzadmin on Windows gets built with PDCurses&lt;br /&gt;
&lt;br /&gt;
===2.4.4===&lt;br /&gt;
[[DevelopmentPlans/2.4.4|Planning page for 2.4.4]]&lt;br /&gt;
&lt;br /&gt;
2.4.4 will be a bug fix maintenance release of the 2.4.x compatibility line. Its primary function is to fix bugs found in the 2.4.0/2 releases and to include non breaking items that were not ready during the initial release including:&lt;br /&gt;
&lt;br /&gt;
* All the horrible things we missed&lt;br /&gt;
* BZFScron&lt;br /&gt;
* Push Stats&lt;br /&gt;
* Joystick fixes&lt;br /&gt;
* CIDR/subnet bans from Filter.cxx&lt;br /&gt;
&lt;br /&gt;
===2.4.6===&lt;br /&gt;
* New Death effects&lt;br /&gt;
* HTTP Management plugins&lt;br /&gt;
* Bug fixes&lt;br /&gt;
* New Font System&lt;br /&gt;
* New Server List&lt;br /&gt;
* New Translations&lt;br /&gt;
* Download Authorization Dialog&lt;br /&gt;
* GM lock-on markers on the radar.&lt;br /&gt;
* Fix mac .app build system (make it just use a script not xcode?)&lt;br /&gt;
* Sever side IP/Host/callsign (not perm base) mute&lt;br /&gt;
* Graphic tank on radar at high zoom&lt;br /&gt;
* Evaluate rabbit logic.&lt;br /&gt;
* how to deal with third party libs in plugins, specialy ones we build optionaly.&lt;br /&gt;
* command line options that have -set &amp;lt;name&amp;gt; &amp;lt;value&amp;gt; equivalents should be reviewed and possibly eliminated&lt;br /&gt;
* bzfs should error out if no users or groups have SPAWN&lt;br /&gt;
* Teach Roger not to drive into deadly physics drivers&lt;br /&gt;
* Test anti permissions.&lt;br /&gt;
* Translation update push.&lt;br /&gt;
* Set app icon for as many OSs as possible (SDL does not do this)&lt;br /&gt;
* Case insensitive bans.&lt;br /&gt;
* Block spamers on rejoin (using BZID?)&lt;br /&gt;
* Max chat rate (using filters?) with auto scilence. (maybe a plugin?)&lt;br /&gt;
* Windows BZAdmin cleanup ( eval if it works the same as linux)&lt;br /&gt;
* Sanity check list server input ( players over limit, etc..)&lt;br /&gt;
* Extend player name cycling (like on /kick and /ban) to /poll kick and /poll ban&lt;br /&gt;
* When game is over, autoboot everyone after some time, so server cannot be blocked forever by one player just sitting there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2.4.x (Maintenance)===&lt;br /&gt;
Continuing releases to fix critical bugs. New features should go into 2.6 at this point.&lt;br /&gt;
&lt;br /&gt;
==2.6 (Next Breaking Release)==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Continue Development and cleanup gameplay.&lt;br /&gt;
&lt;br /&gt;
This version may be rolled into the 3.0 release if that code base is still usable. If the code is extended from 2.4 it may have these features;&lt;br /&gt;
* Lua (Client side)&lt;br /&gt;
* Acceleration changes&lt;br /&gt;
* Flag Drop &amp;quot;Zone&amp;quot; feature&lt;br /&gt;
* XFire ?&lt;br /&gt;
* OpenAL/Support, OGG, Hardware mixing and 3d (replace platform audio?)&lt;br /&gt;
* Solution for dropped shots (TCP? confirm message? logging?)&lt;br /&gt;
* Tank parts? Customization? [[CustomTanks]]&lt;br /&gt;
* Team After Join?&lt;br /&gt;
* More colors in OFFA?&lt;br /&gt;
* Dialogs and prompts?&lt;br /&gt;
* Eval ID and ID label markers (MMO style? Always show teammates?)&lt;br /&gt;
* Graphics settings cleanup, optimize for GF2 or newer. Make low good for GMA chipsets.&lt;br /&gt;
* List server indication of game options that are per object or zone ( rico, jump, etc..)&lt;br /&gt;
* Server List showing that games require ID ( cool little icon?)&lt;br /&gt;
* Use BZID for all saved user identifiers not names.&lt;br /&gt;
* Cleanup MOTD into optimal system ( using db?).&lt;br /&gt;
* Grouping for links (with  relative and absolute names)&lt;br /&gt;
* Grouping for weapons and entry zones (with transforms)&lt;br /&gt;
* Grouping for physics drivers (with transforms and copying)&lt;br /&gt;
* Grouping for texture matrices, dynamic color, xforms, and materials&lt;br /&gt;
* Extern cleanup&lt;br /&gt;
* Vector class use instead of float[3]&lt;br /&gt;
* Incorporate the player&#039;s handicap value and physic drivers into the check calculations.&lt;br /&gt;
* Decide what a GM is and how it should behave when guided when the user has or does not have the flag, and how the lock should work with ST and CL&lt;br /&gt;
* -noSelfKills server option at [https://sourceforge.net/tracker/?func=detail&amp;amp;aid=3537226&amp;amp;group_id=3248&amp;amp;atid=353248 tracker]&lt;br /&gt;
&lt;br /&gt;
==3.0 (Next Major)==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Get back to where V3 wanted to be.&lt;br /&gt;
&lt;br /&gt;
Using the 2.99 continuing branch, or the 2.6 branch with a lot of back-ports depending on code-base stability.&lt;br /&gt;
&lt;br /&gt;
* Have BZFS convert all world objects into mesh representations for consistent client collisions.&lt;br /&gt;
* Point in Polyhedron tests to remove inside/outside points.&lt;br /&gt;
* New Simulation&lt;br /&gt;
* Shot Type/Flag Type split&lt;br /&gt;
* Things added in previous versions that were not back-ported from the codebase this release uses.&lt;br /&gt;
* Lobby&lt;br /&gt;
* Support additional map objects inside definitions ([https://sourceforge.net/tracker/?func=detail&amp;amp;aid=2938335&amp;amp;group_id=3248&amp;amp;atid=103248 SF Bug 2938335])&lt;br /&gt;
&lt;br /&gt;
===3.0.2===&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; End user experience&lt;br /&gt;
&lt;br /&gt;
Compatible release ( if possible ) that makes the game easier for new users to play and for servers to manage players.&lt;br /&gt;
* UI Cleanup&lt;br /&gt;
* New Group and User Management.&lt;br /&gt;
* In game registration&lt;br /&gt;
* Tutorials&lt;br /&gt;
* Option to kick to observer.&lt;br /&gt;
* Make the texture manager give out IDs and have everyone use the ID, not the image pointer, as it can change. Or make the image pointer self updating.&lt;br /&gt;
* Binding keys to multiple actions (lua macros?)&lt;br /&gt;
&lt;br /&gt;
==3.2==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Modernization&lt;br /&gt;
&lt;br /&gt;
Goals for this release are to bring the game&#039;s networking and simulation system up to par with modern games.&lt;br /&gt;
* Lag compensation&lt;br /&gt;
* Threaded Networking&lt;br /&gt;
* Threaded Simulation&lt;br /&gt;
* UI customization&lt;br /&gt;
* General Resource Updates and Downloads (sounds, scripts etc..)?&lt;br /&gt;
* HTF as real mode&lt;br /&gt;
* IPV 6&lt;br /&gt;
&lt;br /&gt;
==3.4==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Server State&lt;br /&gt;
&lt;br /&gt;
* Server Side Radar&lt;br /&gt;
* Server Side Shots (Iterative octree cell shot collision detection)&lt;br /&gt;
* Server Side Deaths&lt;br /&gt;
* Server Side Bot API and good bot samples&lt;br /&gt;
* Removal of Client Side Logic&lt;br /&gt;
* Generic Simulation serialization for recordings that are independent of network format.&lt;br /&gt;
* Third party networking?&lt;br /&gt;
&lt;br /&gt;
==4.0==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Graphics Upgrades&lt;br /&gt;
&lt;br /&gt;
* Third party graphics engine? Ogre? Irrlicht? lightfeather?&lt;br /&gt;
* Patching?&lt;br /&gt;
* Shader/Material Support?&lt;br /&gt;
* OpenGL 2+?&lt;br /&gt;
* Better Lighting, light objects in maps ( shaders or projected textures?)&lt;br /&gt;
* A library of &amp;quot;smart server side bots&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==5.0==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Extensibility&lt;br /&gt;
&lt;br /&gt;
* Server defined game logic and settings&lt;br /&gt;
* Game mode plug-ins/scripts on the server&lt;br /&gt;
* Server defined graphics elements ( shots, models, etc)&lt;br /&gt;
* List server separation by game mode&lt;br /&gt;
* Require Registration and limit server choices until verified?&lt;br /&gt;
* Social Components for players ( player ratings, facebooklike stuff?)&lt;br /&gt;
* League Integration&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Development_RoadMap&amp;diff=8321</id>
		<title>Development RoadMap</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Development_RoadMap&amp;diff=8321"/>
		<updated>2012-06-22T17:56:04Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* 2.4 */ &amp;quot;Planing&amp;quot; -&amp;gt; &amp;quot;Planning&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This document discusses the general development road-map for Future BZFlag Releases.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Individual features may move up or down the roadmap depending on how/when they get done. Entire releases may be pushed up the roadmap or merged depending on how development goes.&lt;br /&gt;
&lt;br /&gt;
==Current Development Target==&lt;br /&gt;
The current development target (trunk) is the [[DevelopmentPlans/2.4.2|2.4.2]] release &lt;br /&gt;
&lt;br /&gt;
==2.4==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Get a release out&lt;br /&gt;
&lt;br /&gt;
2.4 will be the next release of BZFlag and is protocol incompatible with all previous versions.&lt;br /&gt;
===2.4.0 (Wake the dead)===&lt;br /&gt;
Released on 2011/07/03 [[BZFlag 2.4]]&lt;br /&gt;
&lt;br /&gt;
===2.4.2===&lt;br /&gt;
[[DevelopmentPlans/2.4.2|Planning page for 2.4.2]]&lt;br /&gt;
&lt;br /&gt;
2.4.2 will be the first maintenance release of the 2.4.x compatibility line. It does contain some bug fixes but it&#039;s primary function is to provide an updated package for the debian system. It does include non breaking items that were not ready during the initial release including:&lt;br /&gt;
&lt;br /&gt;
* Fastmap&lt;br /&gt;
* Ensure bzadmin on Windows gets built with PDCurses&lt;br /&gt;
&lt;br /&gt;
===2.4.4===&lt;br /&gt;
[[DevelopmentPlans/2.4.4|Planning page for 2.4.4]]&lt;br /&gt;
&lt;br /&gt;
2.4.4 will be a bug fix maintenance release of the 2.4.x compatibility line. Its primary function is to fix bugs found in the 2.4.0/2 releases and to include non breaking items that were not ready during the initial release including:&lt;br /&gt;
&lt;br /&gt;
* All the horrible things we missed&lt;br /&gt;
* BZFScron&lt;br /&gt;
* Push Stats&lt;br /&gt;
* Joystick fixes&lt;br /&gt;
* CIDR/subnet bans from Filter.cxx&lt;br /&gt;
&lt;br /&gt;
===2.4.6===&lt;br /&gt;
* New Death effects&lt;br /&gt;
* HTTP Management plugins&lt;br /&gt;
* Bug fixes&lt;br /&gt;
* New Font System&lt;br /&gt;
* New Server List&lt;br /&gt;
* New Translations&lt;br /&gt;
* Download Authorization Dialog&lt;br /&gt;
* GM lock-on markers on the radar.&lt;br /&gt;
* Fix mac .app build system (make it just use a script not xcode?)&lt;br /&gt;
* Sever side IP/Host/callsign (not perm base) mute&lt;br /&gt;
* Graphic tank on radar at high zoom&lt;br /&gt;
* Evaluate rabbit logic.&lt;br /&gt;
* how to deal with third party libs in plugins, specialy ones we build optionaly.&lt;br /&gt;
* command line options that have -set &amp;lt;name&amp;gt; &amp;lt;value&amp;gt; equivalents should be reviewed and possibly eliminated&lt;br /&gt;
* bzfs should error out if no users or groups have SPAWN&lt;br /&gt;
* Teach Roger not to drive into deadly physics drivers&lt;br /&gt;
* Test anti permissions.&lt;br /&gt;
* Translation update push.&lt;br /&gt;
* Set app icon for as many OSs as possible (SDL does not do this)&lt;br /&gt;
* Case insensitive bans.&lt;br /&gt;
* Block spamers on rejoin (using BZID?)&lt;br /&gt;
* Max chat rate (using filters?) with auto scilence. (maybe a plugin?)&lt;br /&gt;
* Windows BZAdmin cleanup ( eval if it works the same as linux)&lt;br /&gt;
* Sanity check list server input ( players over limit, etc..)&lt;br /&gt;
* Extend player name cycling (like on /kick and /ban) to /poll kick and /poll ban&lt;br /&gt;
* When game is over, autoboot everyone after some time, so server cannot be blocked forever by one player just sitting there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2.4.x (Maintenance)===&lt;br /&gt;
Continuing releases to fix critical bugs. New features should go into 2.6 at this point.&lt;br /&gt;
&lt;br /&gt;
==2.6 (Next Breaking Release)==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Continue Development and cleanup gameplay.&lt;br /&gt;
&lt;br /&gt;
This version may be rolled into the 3.0 release if that code base is still usable. If the code is extended from 2.4 it may have these features;&lt;br /&gt;
* Lua (Client side)&lt;br /&gt;
* Acceleration changes&lt;br /&gt;
* Flag Drop &amp;quot;Zone&amp;quot; feature&lt;br /&gt;
* XFire ?&lt;br /&gt;
* OpenAL/Support, OGG, Hardware mixing and 3d (replace platform audio?)&lt;br /&gt;
* Solution for dropped shots (TCP? confirm message? logging?)&lt;br /&gt;
* Tank parts? Customization? [[CustomTanks]]&lt;br /&gt;
* Team After Join?&lt;br /&gt;
* More colors in OFFA?&lt;br /&gt;
* Dialogs and prompts?&lt;br /&gt;
* Eval ID and ID label markers (MMO style? Always show teammates?)&lt;br /&gt;
* Graphics settings cleanup, optimize for GF2 or newer. Make low good for GMA chipsets.&lt;br /&gt;
* List server indication of game options that are per object or zone ( rico, jump, etc..)&lt;br /&gt;
* Server List showing that games require ID ( cool little icon?)&lt;br /&gt;
* Use BZID for all saved user identifiers not names.&lt;br /&gt;
* Cleanup MOTD into optimal system ( using db?).&lt;br /&gt;
* Grouping for links (with  relative and absolute names)&lt;br /&gt;
* Grouping for weapons and entry zones (with transforms)&lt;br /&gt;
* Grouping for physics drivers (with transforms and copying)&lt;br /&gt;
* Grouping for texture matrices, dynamic color, xforms, and materials&lt;br /&gt;
* Extern cleanup&lt;br /&gt;
* Vector class use instead of float[3]&lt;br /&gt;
* Incorporate the player&#039;s handicap value and physic drivers into the check calculations.&lt;br /&gt;
* Decide what a GM is and how it should behave when guided when the user has or does not have the flag, and how the lock should work with ST and CL&lt;br /&gt;
* -noSelfKills server option at [https://sourceforge.net/tracker/?func=detail&amp;amp;aid=3537226&amp;amp;group_id=3248&amp;amp;atid=303248 patch tracker]&lt;br /&gt;
&lt;br /&gt;
==3.0 (Next Major)==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Get back to where V3 wanted to be.&lt;br /&gt;
&lt;br /&gt;
Using the 2.99 continuing branch, or the 2.6 branch with a lot of back-ports depending on code-base stability.&lt;br /&gt;
&lt;br /&gt;
* Have BZFS convert all world objects into mesh representations for consistent client collisions.&lt;br /&gt;
* Point in Polyhedron tests to remove inside/outside points.&lt;br /&gt;
* New Simulation&lt;br /&gt;
* Shot Type/Flag Type split&lt;br /&gt;
* Things added in previous versions that were not back-ported from the codebase this release uses.&lt;br /&gt;
* Lobby&lt;br /&gt;
* Support additional map objects inside definitions ([https://sourceforge.net/tracker/?func=detail&amp;amp;aid=2938335&amp;amp;group_id=3248&amp;amp;atid=103248 SF Bug 2938335])&lt;br /&gt;
&lt;br /&gt;
===3.0.2===&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; End user experience&lt;br /&gt;
&lt;br /&gt;
Compatible release ( if possible ) that makes the game easier for new users to play and for servers to manage players.&lt;br /&gt;
* UI Cleanup&lt;br /&gt;
* New Group and User Management.&lt;br /&gt;
* In game registration&lt;br /&gt;
* Tutorials&lt;br /&gt;
* Option to kick to observer.&lt;br /&gt;
* Make the texture manager give out IDs and have everyone use the ID, not the image pointer, as it can change. Or make the image pointer self updating.&lt;br /&gt;
* Binding keys to multiple actions (lua macros?)&lt;br /&gt;
&lt;br /&gt;
==3.2==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Modernization&lt;br /&gt;
&lt;br /&gt;
Goals for this release are to bring the game&#039;s networking and simulation system up to par with modern games.&lt;br /&gt;
* Lag compensation&lt;br /&gt;
* Threaded Networking&lt;br /&gt;
* Threaded Simulation&lt;br /&gt;
* UI customization&lt;br /&gt;
* General Resource Updates and Downloads (sounds, scripts etc..)?&lt;br /&gt;
* HTF as real mode&lt;br /&gt;
* IPV 6&lt;br /&gt;
&lt;br /&gt;
==3.4==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Server State&lt;br /&gt;
&lt;br /&gt;
* Server Side Radar&lt;br /&gt;
* Server Side Shots (Iterative octree cell shot collision detection)&lt;br /&gt;
* Server Side Deaths&lt;br /&gt;
* Server Side Bot API and good bot samples&lt;br /&gt;
* Removal of Client Side Logic&lt;br /&gt;
* Generic Simulation serialization for recordings that are independent of network format.&lt;br /&gt;
* Third party networking?&lt;br /&gt;
&lt;br /&gt;
==4.0==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Graphics Upgrades&lt;br /&gt;
&lt;br /&gt;
* Third party graphics engine? Ogre? Irrlicht? lightfeather?&lt;br /&gt;
* Patching?&lt;br /&gt;
* Shader/Material Support?&lt;br /&gt;
* OpenGL 2+?&lt;br /&gt;
* Better Lighting, light objects in maps ( shaders or projected textures?)&lt;br /&gt;
* A library of &amp;quot;smart server side bots&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==5.0==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Extensibility&lt;br /&gt;
&lt;br /&gt;
* Server defined game logic and settings&lt;br /&gt;
* Game mode plug-ins/scripts on the server&lt;br /&gt;
* Server defined graphics elements ( shots, models, etc)&lt;br /&gt;
* List server separation by game mode&lt;br /&gt;
* Require Registration and limit server choices until verified?&lt;br /&gt;
* Social Components for players ( player ratings, facebooklike stuff?)&lt;br /&gt;
* League Integration&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Development_RoadMap&amp;diff=8320</id>
		<title>Development RoadMap</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Development_RoadMap&amp;diff=8320"/>
		<updated>2012-06-22T17:32:57Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* 2.6 (Next Breaking Release) */ -noSelfKills option&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
This document discusses the general development road-map for Future BZFlag Releases.&lt;br /&gt;
&lt;br /&gt;
===Features===&lt;br /&gt;
Individual features may move up or down the roadmap depending on how/when they get done. Entire releases may be pushed up the roadmap or merged depending on how development goes.&lt;br /&gt;
&lt;br /&gt;
==Current Development Target==&lt;br /&gt;
The current development target (trunk) is the [[DevelopmentPlans/2.4.2|2.4.2]] release &lt;br /&gt;
&lt;br /&gt;
==2.4==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Get a release out&lt;br /&gt;
&lt;br /&gt;
2.4 will be the next release of BZFlag and is protocol incompatible with all previous versions.&lt;br /&gt;
===2.4.0 (Wake the dead)===&lt;br /&gt;
Released on 2011/07/03 [[BZFlag 2.4]]&lt;br /&gt;
&lt;br /&gt;
===2.4.2===&lt;br /&gt;
[[DevelopmentPlans/2.4.2|Planing page for 2.4.2]]&lt;br /&gt;
&lt;br /&gt;
2.4.2 will be the first maintenance release of the 2.4.x compatibility line. It does contain some bug fixes but it&#039;s primary function is to provide an updated package for the debian system. It does include non breaking items that were not ready during the initial release including:&lt;br /&gt;
&lt;br /&gt;
* Fastmap&lt;br /&gt;
* Ensure bzadmin on Windows gets built with PDCurses&lt;br /&gt;
&lt;br /&gt;
===2.4.4===&lt;br /&gt;
[[DevelopmentPlans/2.4.4|Planing page for 2.4.4]]&lt;br /&gt;
&lt;br /&gt;
2.4.4 will be a bug fix maintenance release of the 2.4.x compatibility line. Its primary function is to fix bugs found in the 2.4.0/2 releases and to include non breaking items that were not ready during the initial release including:&lt;br /&gt;
&lt;br /&gt;
* All the horrible things we missed&lt;br /&gt;
* BZFScron&lt;br /&gt;
* Push Stats&lt;br /&gt;
* Joystick fixes&lt;br /&gt;
* CIDR/subnet bans from Filter.cxx&lt;br /&gt;
&lt;br /&gt;
===2.4.6===&lt;br /&gt;
* New Death effects&lt;br /&gt;
* HTTP Management plugins&lt;br /&gt;
* Bug fixes&lt;br /&gt;
* New Font System&lt;br /&gt;
* New Server List&lt;br /&gt;
* New Translations&lt;br /&gt;
* Download Authorization Dialog&lt;br /&gt;
* GM lock-on markers on the radar.&lt;br /&gt;
* Fix mac .app build system (make it just use a script not xcode?)&lt;br /&gt;
* Sever side IP/Host/callsign (not perm base) mute&lt;br /&gt;
* Graphic tank on radar at high zoom&lt;br /&gt;
* Evaluate rabbit logic.&lt;br /&gt;
* how to deal with third party libs in plugins, specialy ones we build optionaly.&lt;br /&gt;
* command line options that have -set &amp;lt;name&amp;gt; &amp;lt;value&amp;gt; equivalents should be reviewed and possibly eliminated&lt;br /&gt;
* bzfs should error out if no users or groups have SPAWN&lt;br /&gt;
* Teach Roger not to drive into deadly physics drivers&lt;br /&gt;
* Test anti permissions.&lt;br /&gt;
* Translation update push.&lt;br /&gt;
* Set app icon for as many OSs as possible (SDL does not do this)&lt;br /&gt;
* Case insensitive bans.&lt;br /&gt;
* Block spamers on rejoin (using BZID?)&lt;br /&gt;
* Max chat rate (using filters?) with auto scilence. (maybe a plugin?)&lt;br /&gt;
* Windows BZAdmin cleanup ( eval if it works the same as linux)&lt;br /&gt;
* Sanity check list server input ( players over limit, etc..)&lt;br /&gt;
* Extend player name cycling (like on /kick and /ban) to /poll kick and /poll ban&lt;br /&gt;
* When game is over, autoboot everyone after some time, so server cannot be blocked forever by one player just sitting there.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===2.4.x (Maintenance)===&lt;br /&gt;
Continuing releases to fix critical bugs. New features should go into 2.6 at this point.&lt;br /&gt;
&lt;br /&gt;
==2.6 (Next Breaking Release)==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Continue Development and cleanup gameplay.&lt;br /&gt;
&lt;br /&gt;
This version may be rolled into the 3.0 release if that code base is still usable. If the code is extended from 2.4 it may have these features;&lt;br /&gt;
* Lua (Client side)&lt;br /&gt;
* Acceleration changes&lt;br /&gt;
* Flag Drop &amp;quot;Zone&amp;quot; feature&lt;br /&gt;
* XFire ?&lt;br /&gt;
* OpenAL/Support, OGG, Hardware mixing and 3d (replace platform audio?)&lt;br /&gt;
* Solution for dropped shots (TCP? confirm message? logging?)&lt;br /&gt;
* Tank parts? Customization? [[CustomTanks]]&lt;br /&gt;
* Team After Join?&lt;br /&gt;
* More colors in OFFA?&lt;br /&gt;
* Dialogs and prompts?&lt;br /&gt;
* Eval ID and ID label markers (MMO style? Always show teammates?)&lt;br /&gt;
* Graphics settings cleanup, optimize for GF2 or newer. Make low good for GMA chipsets.&lt;br /&gt;
* List server indication of game options that are per object or zone ( rico, jump, etc..)&lt;br /&gt;
* Server List showing that games require ID ( cool little icon?)&lt;br /&gt;
* Use BZID for all saved user identifiers not names.&lt;br /&gt;
* Cleanup MOTD into optimal system ( using db?).&lt;br /&gt;
* Grouping for links (with  relative and absolute names)&lt;br /&gt;
* Grouping for weapons and entry zones (with transforms)&lt;br /&gt;
* Grouping for physics drivers (with transforms and copying)&lt;br /&gt;
* Grouping for texture matrices, dynamic color, xforms, and materials&lt;br /&gt;
* Extern cleanup&lt;br /&gt;
* Vector class use instead of float[3]&lt;br /&gt;
* Incorporate the player&#039;s handicap value and physic drivers into the check calculations.&lt;br /&gt;
* Decide what a GM is and how it should behave when guided when the user has or does not have the flag, and how the lock should work with ST and CL&lt;br /&gt;
* -noSelfKills server option at [https://sourceforge.net/tracker/?func=detail&amp;amp;aid=3537226&amp;amp;group_id=3248&amp;amp;atid=303248 patch tracker]&lt;br /&gt;
&lt;br /&gt;
==3.0 (Next Major)==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Get back to where V3 wanted to be.&lt;br /&gt;
&lt;br /&gt;
Using the 2.99 continuing branch, or the 2.6 branch with a lot of back-ports depending on code-base stability.&lt;br /&gt;
&lt;br /&gt;
* Have BZFS convert all world objects into mesh representations for consistent client collisions.&lt;br /&gt;
* Point in Polyhedron tests to remove inside/outside points.&lt;br /&gt;
* New Simulation&lt;br /&gt;
* Shot Type/Flag Type split&lt;br /&gt;
* Things added in previous versions that were not back-ported from the codebase this release uses.&lt;br /&gt;
* Lobby&lt;br /&gt;
* Support additional map objects inside definitions ([https://sourceforge.net/tracker/?func=detail&amp;amp;aid=2938335&amp;amp;group_id=3248&amp;amp;atid=103248 SF Bug 2938335])&lt;br /&gt;
&lt;br /&gt;
===3.0.2===&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; End user experience&lt;br /&gt;
&lt;br /&gt;
Compatible release ( if possible ) that makes the game easier for new users to play and for servers to manage players.&lt;br /&gt;
* UI Cleanup&lt;br /&gt;
* New Group and User Management.&lt;br /&gt;
* In game registration&lt;br /&gt;
* Tutorials&lt;br /&gt;
* Option to kick to observer.&lt;br /&gt;
* Make the texture manager give out IDs and have everyone use the ID, not the image pointer, as it can change. Or make the image pointer self updating.&lt;br /&gt;
* Binding keys to multiple actions (lua macros?)&lt;br /&gt;
&lt;br /&gt;
==3.2==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Modernization&lt;br /&gt;
&lt;br /&gt;
Goals for this release are to bring the game&#039;s networking and simulation system up to par with modern games.&lt;br /&gt;
* Lag compensation&lt;br /&gt;
* Threaded Networking&lt;br /&gt;
* Threaded Simulation&lt;br /&gt;
* UI customization&lt;br /&gt;
* General Resource Updates and Downloads (sounds, scripts etc..)?&lt;br /&gt;
* HTF as real mode&lt;br /&gt;
* IPV 6&lt;br /&gt;
&lt;br /&gt;
==3.4==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Server State&lt;br /&gt;
&lt;br /&gt;
* Server Side Radar&lt;br /&gt;
* Server Side Shots (Iterative octree cell shot collision detection)&lt;br /&gt;
* Server Side Deaths&lt;br /&gt;
* Server Side Bot API and good bot samples&lt;br /&gt;
* Removal of Client Side Logic&lt;br /&gt;
* Generic Simulation serialization for recordings that are independent of network format.&lt;br /&gt;
* Third party networking?&lt;br /&gt;
&lt;br /&gt;
==4.0==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Graphics Upgrades&lt;br /&gt;
&lt;br /&gt;
* Third party graphics engine? Ogre? Irrlicht? lightfeather?&lt;br /&gt;
* Patching?&lt;br /&gt;
* Shader/Material Support?&lt;br /&gt;
* OpenGL 2+?&lt;br /&gt;
* Better Lighting, light objects in maps ( shaders or projected textures?)&lt;br /&gt;
* A library of &amp;quot;smart server side bots&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==5.0==&lt;br /&gt;
&#039;&#039;&#039;Goals:&#039;&#039;&#039; Extensibility&lt;br /&gt;
&lt;br /&gt;
* Server defined game logic and settings&lt;br /&gt;
* Game mode plug-ins/scripts on the server&lt;br /&gt;
* Server defined graphics elements ( shots, models, etc)&lt;br /&gt;
* List server separation by game mode&lt;br /&gt;
* Require Registration and limit server choices until verified?&lt;br /&gt;
* Social Components for players ( player ratings, facebooklike stuff?)&lt;br /&gt;
* League Integration&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZW&amp;diff=8315</id>
		<title>BZW</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZW&amp;diff=8315"/>
		<updated>2012-06-22T15:58:34Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: link to bzw manpage&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BZW format is used by [[BZFS]] to define the game world, or &amp;quot;map&amp;quot;. This file is a plain text file that is loaded by the server application at start up and sent to each client when it joins the game. The map file contains a list of 3d world objects that populate the world, as well as optionally settings and options for the server to use when running.&lt;br /&gt;
&lt;br /&gt;
==Basic Format==&lt;br /&gt;
All structures in the BZW format are contained in this basic block structure&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 OBJECT_TYPE #comment&lt;br /&gt;
   KEY  VALUE&lt;br /&gt;
   KEY  VALUE&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
The object names are special keywords that are recognized by the BZW parser, unknown names will produce a warning at run time. Each object type has it&#039;s own subset of recognizedly keys and associated values, depending on what it does. All blocks must have an END statement to be valid.&lt;br /&gt;
&lt;br /&gt;
Words are defined in lowercase. Comments can be added to the file by preceding them with a # character. The comment will be in effect until the end of the line. &lt;br /&gt;
&lt;br /&gt;
There is no set limit to the number of times you may use any of the objects except for the world, options, and  waterLevel  objects, they can only be specified once. &lt;br /&gt;
&lt;br /&gt;
All distances in a map file are in [[world units]] and all angular values in are degrees.&lt;br /&gt;
&lt;br /&gt;
Here is small example world:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 world  # simple world containing a box, pyramid, and mesh&lt;br /&gt;
  name Simple World&lt;br /&gt;
  size 100.0&lt;br /&gt;
 end&lt;br /&gt;
 box&lt;br /&gt;
  position -20 -20 0&lt;br /&gt;
  size 10 20 10&lt;br /&gt;
 end&lt;br /&gt;
 pyramid&lt;br /&gt;
  position 20 20 0&lt;br /&gt;
  size 10 10 20&lt;br /&gt;
 end&lt;br /&gt;
 mesh&lt;br /&gt;
  vertex -10 0 0&lt;br /&gt;
  vertex 10 0 0&lt;br /&gt;
  vertex 0 10 0&lt;br /&gt;
  face&lt;br /&gt;
   vertices 0 1 2&lt;br /&gt;
  endface&lt;br /&gt;
 end&lt;br /&gt;
|}&lt;br /&gt;
==Object Types==&lt;br /&gt;
The format of this text file consists of any number of objects listed in any order (except that physics, textureMatrix, dynamicColor, and material must come before they are referenced) separated by newlines and grouped into blocks of types, and it is conventional (but not mandatory) that world, options and waterLevel will go at the top of files. &lt;br /&gt;
&lt;br /&gt;
The list of world types consists of:&lt;br /&gt;
&lt;br /&gt;
Headers:&lt;br /&gt;
*[[world (object)|world]]&lt;br /&gt;
*[[options (object)|options]]&lt;br /&gt;
*[[waterLevel]]&lt;br /&gt;
&lt;br /&gt;
Must be defined before being referenced:&lt;br /&gt;
*[[dynamicColor]]&lt;br /&gt;
*[[TextureMatrix|textureMatrix]]&lt;br /&gt;
*[[material]]&lt;br /&gt;
*[[physics]]&lt;br /&gt;
&lt;br /&gt;
Others:&lt;br /&gt;
*[[arc]]&lt;br /&gt;
*[[base]]&lt;br /&gt;
*[[box]]&lt;br /&gt;
*[[cone]]&lt;br /&gt;
*[[define]]&lt;br /&gt;
*[[group]]&lt;br /&gt;
*[[link]]&lt;br /&gt;
*[[mesh]]&lt;br /&gt;
*[[meshbox]]&lt;br /&gt;
*[[meshpyr]]&lt;br /&gt;
*[[pyramid]]&lt;br /&gt;
*[[sphere]]&lt;br /&gt;
*[[teleporter]]&lt;br /&gt;
*[[tetra]]&lt;br /&gt;
*[[weapon (object)|weapon]]&lt;br /&gt;
*[[zone]]&lt;br /&gt;
&lt;br /&gt;
==Map Usage==&lt;br /&gt;
Maps are loaded by [[BZFS]] at runtime. The most common way to load a map is with the &#039;&#039;&#039;-world&#039;&#039;&#039; [[BZFS Command Line Options|command line option]]. Other methods involve [[Plug-ins|plug-ins]] or scripts to automatically change or load the map.&lt;br /&gt;
&lt;br /&gt;
==Map Editors==&lt;br /&gt;
Several map editor applications exist and are commonly used to make complex maps.&lt;br /&gt;
They are listed in the [[:Category:Map Editors|Map Editor Category]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
&lt;br /&gt;
==Man BZW==&lt;br /&gt;
More detailed information on the specifics of the bzw file format is available in the [http://linux.die.net/man/5/bzw manpage].&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Rejected_flag_ideas&amp;diff=8266</id>
		<title>Talk:Rejected flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Rejected_flag_ideas&amp;diff=8266"/>
		<updated>2012-04-02T09:11:59Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[JeffM2501]], you rejected Piercing Shot for &amp;quot;It&#039;s called super bullet, at most this is an option for SB to rico&amp;quot;. However as far as I&#039;m aware, SB dies when it hits a tank. Whoever suggest Piercing Shot (&amp;quot;Shot does not disappear after hitting the target, instead it keeps going.&amp;quot;) was meaning that once the bullet hits a tank, the tank dies, but the bullet keeps going as if it hadn&#039;t hit anything. (Just wanted to point this out, in case you hadn&#039;t realized ;) ) --[[User:Wildrune11|Wildrune11]] 02:48, 3 February 2012 (CST)&lt;br /&gt;
&lt;br /&gt;
Baby Bullet: it should read that obesity does the same thing, not tiny. [[User:Khonkhortisan|Khonkhortisan]] 04:11, 2 April 2012 (CDT)&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Rejected_flag_ideas&amp;diff=8265</id>
		<title>Talk:Rejected flag ideas</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Rejected_flag_ideas&amp;diff=8265"/>
		<updated>2012-04-02T07:58:40Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: opposite meaning&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[JeffM2501]], you rejected Piercing Shot for &amp;quot;It&#039;s called super bullet, at most this is an option for SB to rico&amp;quot;. However as far as I&#039;m aware, SB dies when it hits a tank. Whoever suggest Piercing Shot (&amp;quot;Shot does not disappear after hitting the target, instead it keeps going.&amp;quot;) was meaning that once the bullet hits a tank, the tank dies, but the bullet keeps going as if it hadn&#039;t hit anything. (Just wanted to point this out, in case you hadn&#039;t realized ;) ) --[[User:Wildrune11|Wildrune11]] 02:48, 3 February 2012 (CST)&lt;br /&gt;
Baby Bullet: it should read that obesity does the same thing, not tiny.&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Known_Cheats&amp;diff=8262</id>
		<title>Known Cheats</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Known_Cheats&amp;diff=8262"/>
		<updated>2012-03-29T00:30:54Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Subtle Cheats */ thief radius&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Cheats performed on BZFlag are usually made by modifying your client. A great deal of power is invested in the client program, and therefore the client may cheat in every way from creating invincible tanks, to invisibility, to super killing. If you have seen any cheats, have performed them yourself, or have noticed a hole in the source, please add it here. Preventions for many of these cheats are being developed for inclusion in [[BZFlag 3.0|v3.0]].&lt;br /&gt;
&lt;br /&gt;
== Warning ==&lt;br /&gt;
Do not use a modified client on a public server. If you are found to be using a cheat client, you will likely be banned from multiple servers and could quickly find yourself with nowhere to play.  Cheating in BZflag is not the same as using a cheat code in a PlayStation game. See also the &#039;&#039;Notes on &amp;quot;CHEAT&amp;quot; servers&#039;&#039; at the bottom of the [[BZFlag_README | README]], which forbid the hosting of a &amp;quot;cheat&amp;quot; server. A copy of the README is included with the source code and is displayed when you install a pre-compiled copy of the game.&lt;br /&gt;
&lt;br /&gt;
== Blatant Cheats ==&lt;br /&gt;
The following cheats are considered &amp;quot;blatant&amp;quot; cheats because they are usually apparent, even to new players. &lt;br /&gt;
&lt;br /&gt;
NOTE: Some of these cheats may be prevented or already fixed in certain versions of BZFlag.&lt;br /&gt;
&lt;br /&gt;
A cheater may:&lt;br /&gt;
* shooting shots with vertical velocity while no vertical velocity is allowed on the map&lt;br /&gt;
* making it seem like a teammate keeps killing another player&lt;br /&gt;
* fly without Wings.&lt;br /&gt;
* steal from or give flags to other players.&lt;br /&gt;
* give flags to observers.&lt;br /&gt;
* rapidly pickup and drop every flag on the map, as if a flag reset were performed.&lt;br /&gt;
* spawn with a flag (usually Guided Missile or Genocide, but can be anything).&lt;br /&gt;
* be immune to the effects of bad flags.&lt;br /&gt;
* grab a new flag when passing through a teleporter (when no flag exists).&lt;br /&gt;
* move, pickup flags, or shoot other tanks while paused.&lt;br /&gt;
* move through buildings without Oscillation Overthruster (&amp;quot;wall walking&amp;quot;).&lt;br /&gt;
* move backwards through buildings with the Oscillation Overthruster.&lt;br /&gt;
* drive outside of the playing area.&lt;br /&gt;
* jump back briefly to avoid a bullet then return to where you were (&amp;quot;network jitter&amp;quot;).&lt;br /&gt;
* double jump.&lt;br /&gt;
* move vertically on a map very quickly or higher than settings would normally allow.&lt;br /&gt;
* instantaneous travel to a new location.&lt;br /&gt;
* jump and land at a pre-determined set of coordinates (i.e. the center of a team pad).&lt;br /&gt;
* shoot teammates without blowing them up.&lt;br /&gt;
* shoot bullets that travel at a different rate (usually faster).&lt;br /&gt;
* shoot bullets that travel at impossible linear paths (i.e. downwards, sideways).&lt;br /&gt;
* shoot bullets from any side of their tank.&lt;br /&gt;
* fire multiple shots simultaneously, often in spreads &amp;amp; separate impossible paths.&lt;br /&gt;
* shoot bullets which cannot be seen on radar or in the HUD.&lt;br /&gt;
* cause himself to be shot by any other player, even if no shots were fired or the player hasn&#039;t spawned (AKA &amp;quot;TK Cheat&amp;quot;).&lt;br /&gt;
* produce abnormally long laser blasts (in terms of length and time).&lt;br /&gt;
* be zoned, but yet still shoot tanks that are not zoned.&lt;br /&gt;
* become instantly unzoned.&lt;br /&gt;
* not lose flags when paused.&lt;br /&gt;
* cause the bullets of other tanks to explode prematurely.&lt;br /&gt;
* lock onto stealthed players while using Guided Missile.&lt;br /&gt;
* produce abnormally large, small, or frequent shockwave blasts.&lt;br /&gt;
* produce shockwaves at several locations simultaneously.&lt;br /&gt;
* respond differently to gravity.&lt;br /&gt;
* move at a different rate (usually faster).&lt;br /&gt;
* instantly self-destruct.&lt;br /&gt;
* be completely invincible to shots (&amp;quot;god mode&amp;quot;).&lt;br /&gt;
* be invincible while on auto-pilot.&lt;br /&gt;
* be partially invincible, repelling everything but some particular flags (often SW or SR are chosen).&lt;br /&gt;
* instantly kill everyone else.&lt;br /&gt;
* spawn without delay or very rapid respawns (Has been fixed in 2.0.11).&lt;br /&gt;
* be joined as an observer, but playing with a visible, invincible tank&lt;br /&gt;
* be able to strafe or slide left or right&lt;br /&gt;
* send chat messages that appear to have come from another player&lt;br /&gt;
&lt;br /&gt;
== Subtle Cheats ==&lt;br /&gt;
&#039;&#039;&#039;Subtle cheats&#039;&#039;&#039; are modifications to the BZFlag client that give the user an unfair advantage.  Unlike the obvious &amp;quot;blatant&amp;quot; cheats, these modifications are often difficult to detect by other players.  These modifications often involve small changes to existing source code, and will make their users appear luckier, more intuitive, or more accurate shooters, giving them a slight edge.&lt;br /&gt;
&lt;br /&gt;
Some of these cheats may be detected by examining long-term player statistics. For example, if a specific player picks up a certain superflag 80% of the time over an extended period, on a map where flag positions are completely randomized, then there is strong reason to suspect the player of using a flag identification cheat. &lt;br /&gt;
&lt;br /&gt;
The following is a list of known subtle cheats:&lt;br /&gt;
&lt;br /&gt;
[[Image:Bzfi0002.png|thumb|A screenshot taken on a typical cheat client. Various modifications and enhancements are visible.]]&lt;br /&gt;
[[Image:Coo.png|thumb|A screenshot taken on cheat client.]]&lt;br /&gt;
&lt;br /&gt;
;FlagColoring&lt;br /&gt;
:Flags are given unique colors (or some other identifying feature - colors are simplest). This can be applied to some, or all flags. For example, bad flags are brown, Shock Wave is cyan, Stealth is orange, Guided Missile is pink, etc. This allows the user to avoid bad flags, spot good flags from across the map, and tell what flags other players are carrying or picking up much more easily.&lt;br /&gt;
&lt;br /&gt;
;RadarPath&lt;br /&gt;
:The player can see bullet trajectories at an extended length, making shots easier to avoid, or aiding with targeting. The latter function is used mostly on ricochet maps.&lt;br /&gt;
&lt;br /&gt;
;StealthDetect&lt;br /&gt;
:The player can see stealthed tanks on the radar. Often times the cheater&#039;s client will flash the stealthed tank on the cheater&#039;s radar. This allows a cheater to know that he shouldn&#039;t be able to know that tanks position and allow him to &amp;quot;play dumb&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
;CloakDetect&lt;br /&gt;
:The player can see cloaked tanks on the field. Often times the cheater&#039;s client will show cloaked tanks as zoned tanks (as if holding the PZ flag).&lt;br /&gt;
&lt;br /&gt;
;DisableBadFlags&lt;br /&gt;
:Bad flags whose effects are invisible to other players are disabled from affecting the tank.&lt;br /&gt;
&lt;br /&gt;
;NoGenocide&lt;br /&gt;
:A teammate is  impervious to Genocide.&lt;br /&gt;
&lt;br /&gt;
;FunnyBullet&lt;br /&gt;
:Various cheats that affect the manner in which bullets are fired are possible. The simplest is to increase bullet velocity.  Other cheats include launching multiple bullets in different directions and giving bullets a vertical slope. Many of these cheats are less subtle, and discussed above.&lt;br /&gt;
&lt;br /&gt;
;SkinnyTank&lt;br /&gt;
:Normally, if your aim is a little bit off, you can still kill a tank. When this cheat is in effect, other players have to aim more accurately to kill the user.&lt;br /&gt;
&lt;br /&gt;
;ImprovedConsole&lt;br /&gt;
:The player&#039;s console provides more information than is normal. It&#039;s debatable whether this should be considered a cheat or not, but players with better consoles will have a slight advantage.&lt;br /&gt;
&lt;br /&gt;
;GuidedMissileWontUnlock&lt;br /&gt;
:When the user is killed, his guided missiles remain locked on their targets. This is harder to detect than a Guided Missile being able to lock onto stealthed players, which is discussed above.&lt;br /&gt;
&lt;br /&gt;
;Guided Laser&lt;br /&gt;
:A player can lock-on with the laser flag as if it were Guided Missile. Can fire in all directions, regardless of VerticalVelocity server settings&lt;br /&gt;
&lt;br /&gt;
[[Image:Bzfi0001.png|thumb|A hacked client equipped with the ProgressiveIdentify cheat. One flag has been identified so far.]]&lt;br /&gt;
&lt;br /&gt;
;BulletFreeZone&lt;br /&gt;
:Any player in the game can cause anyone else&#039;s bullets to explode prematurely (if their client is hacked). Here are a few possible effects:&lt;br /&gt;
:# A victim (or victims) will not be able to fire his weapon (bullets will explode shortly after leaving the muzzle). Others can&#039;t tell who is causing this.&lt;br /&gt;
:# Bullets will explode before hitting a cheater, as if the cheater has a forcefield.&lt;br /&gt;
:# Bullets will explode before hitting a &amp;quot;victim&amp;quot; who is not the cheater, creating the impression that the victim has a forcefield and is cheating. Or the cheater could create the impression that a whole group of tanks are cheating.&lt;br /&gt;
:# Bullets will not be allowed to enter a &amp;quot;bullet-free zone&amp;quot; (such as a building or platform). &lt;br /&gt;
&lt;br /&gt;
;TinyCloak&lt;br /&gt;
:The cheater&#039;s tank is modified to be smaller and harder to hit, but only when carrying the Cloaking flag.  Making a tank this hard to hit would be a blatant cheat if the tank wasn&#039;t cloaked.&lt;br /&gt;
&lt;br /&gt;
;ProgressiveIdentify&lt;br /&gt;
:A variation of the FlagColoring cheat. The client holds the identity of each flag in memory whenever it is picked up by any player and displays the flag type on the cheater&#039;s HUD.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In addition to the above subtle cheats, a cheater may:&lt;br /&gt;
* have a wider than normal field of vision (e.g. 120 degrees)&lt;br /&gt;
* have Guided Missles modified to not lock onto team mates&lt;br /&gt;
* modify the turn rate of his Guided Missles&lt;br /&gt;
* modify the way his targets are selected for Guided Missle lock&lt;br /&gt;
* have an indicator showing when an opponent is in reloading mode&lt;br /&gt;
* modify his client string&lt;br /&gt;
* automatically self-destruct if a geno bullet comes too close to him&lt;br /&gt;
* see the screen and radar when paused&lt;br /&gt;
* be able to see who locked on them with a Guided Missle&lt;br /&gt;
* have radar or different radar settings independent of server radar settings&lt;br /&gt;
* have lines on the radar showing which way each tank is facing &lt;br /&gt;
* see burrowed tanks as regular tanks on the radar&lt;br /&gt;
* have no limits imposed upon the radar &amp;quot;/set _radarLimit 0 or Burrow do not affect the radar&amp;quot;&lt;br /&gt;
* have shots by a zoned tank not show up on radar&lt;br /&gt;
* make slight turns when falling&lt;br /&gt;
* have different binocular zoom settings&lt;br /&gt;
* fire with no delay after stealing, or steal from far away, a flag using thief&lt;br /&gt;
* have an indicator showing how many wing jumps are left&lt;br /&gt;
* see invisible bullets on radar&lt;br /&gt;
* see opponent&#039;s team color despite opponent having masquerade flag&lt;br /&gt;
* have an auto-aiming ability that lines up on other tanks to fire upon&lt;br /&gt;
* be able to enable auto-pilot on non-auto-pilot maps&lt;br /&gt;
* be able to enable/disable/enable auto-pilot without delay&lt;br /&gt;
* be able to enable auto-pilot without notifying the server/other players&lt;br /&gt;
* be able to pause instantly in mid-air&lt;br /&gt;
&lt;br /&gt;
== Other Malicious Activities ==&lt;br /&gt;
The following is a list of malicious activities that cheaters might also engage in:&lt;br /&gt;
&lt;br /&gt;
* attempt to guess or &amp;quot;crack&amp;quot; the server or map&#039;s password.&lt;br /&gt;
* the use of &amp;quot;Bots&amp;quot; or &amp;quot;Drones&amp;quot; to lag a server by sending large amounts of data or using client commands rapidly&lt;br /&gt;
* the use of &amp;quot;Bots&amp;quot; or &amp;quot;Drones&amp;quot; to deny a poll or create and complete a poll in the favor of the cheater&lt;br /&gt;
* the use of thousands of private messages to &amp;quot;ddos&amp;quot; certain players, so their client just halts&lt;br /&gt;
* the use of a bunch of registered bot callsigns to start and win polls (usually to ban players)&lt;br /&gt;
&lt;br /&gt;
[[Category:Gameplay]]&lt;br /&gt;
[[Category:Server]]&lt;br /&gt;
[[Category:Server Security]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Quick_keys&amp;diff=8260</id>
		<title>Talk:Quick keys</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Quick_keys&amp;diff=8260"/>
		<updated>2012-03-23T04:19:37Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: defaults, no?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I question the value of &lt;br /&gt;
&lt;br /&gt;
# default mappings. Because they are easily customizable, players who use quick keys are most likely to set them in a way that works for their style of play. Since there are as many styles as there are players (or more) it will be very hard to come up with the &amp;quot;right&amp;quot; set of defaults.&lt;br /&gt;
# these mappings. These messages seem more appropriate to individual players than to team or all. Why would you tell the world &amp;quot;Thanks&amp;quot; or &amp;quot;Geno gone&amp;quot;.&lt;br /&gt;
My goal was to improve teamplay, so only the team messages would be important to default. What you say about playing styles means the would be no agreed-upon defaults for say-all messages. But team messages can be defaulted as playing styles don&#039;t vary as much when working as a team. Teams have the usual things they say, so this could be defaulted, no? [[User:Khonkhortisan|Khonkhortisan]] 23:19, 22 March 2012 (CDT)&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Quick_keys&amp;diff=8258</id>
		<title>Talk:Quick keys</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Quick_keys&amp;diff=8258"/>
		<updated>2012-03-22T05:11:51Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: guess I don&amp;#039;t need this after all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Quick_keys&amp;diff=8257</id>
		<title>Quick keys</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Quick_keys&amp;diff=8257"/>
		<updated>2012-03-22T05:08:03Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: stab 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DesignDocument}}&lt;br /&gt;
Options-&amp;gt;Input Settings-&amp;gt;[[Key_Mapping|Change Key Mapping]]-&amp;gt;Define Quick Keys&lt;br /&gt;
&lt;br /&gt;
This page is a proposal for default quick keys. Having default team messages can increase teamplay(verify).&lt;br /&gt;
[[BZFlagWiki:Be_bold|Be bold]] in editing this table. This is not a job for one person. See the discussion for any discrepancies.&lt;br /&gt;
When this table looks complete, it &#039;&#039;may&#039;&#039; be included and the design document tag removed.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quick &amp;lt;br&amp;gt; Keys|| Send to All &amp;lt;br&amp;gt; Alt || Send to Team &amp;lt;br&amp;gt; Ctrl&lt;br /&gt;
|-&lt;br /&gt;
| F1 || Thanks || Defend our base&lt;br /&gt;
|-&lt;br /&gt;
| F2 || || Our flag is out!&lt;br /&gt;
|- &lt;br /&gt;
| F3 || || &lt;br /&gt;
|-&lt;br /&gt;
| F4 || ||&lt;br /&gt;
|-&lt;br /&gt;
| F5 || You&#039;re Welcome || Attack their base&lt;br /&gt;
|-&lt;br /&gt;
| F6 || || Their flag is out! &lt;br /&gt;
|-&lt;br /&gt;
| F7 || || &lt;br /&gt;
|-&lt;br /&gt;
| F8 || || &lt;br /&gt;
|-&lt;br /&gt;
| F9 || Sorry || Don&#039;t shoot tanks on the same team as you please.&lt;br /&gt;
|-&lt;br /&gt;
| F10 || No problem || &lt;br /&gt;
|-&lt;br /&gt;
| F11 || || &lt;br /&gt;
|-&lt;br /&gt;
| F12 || Geno gone. || Genocide is held!&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Quick_keys&amp;diff=8256</id>
		<title>Quick keys</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Quick_keys&amp;diff=8256"/>
		<updated>2012-03-22T04:08:32Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: Initial stab at this&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DesignDocument}}&lt;br /&gt;
Options-&amp;gt;Input Settings-&amp;gt;[[Key_Mapping|Change Key Mapping]]-&amp;gt;Define Quick Keys&lt;br /&gt;
&lt;br /&gt;
This page is a proposal for default quick keys. Having default team messages can increase teamplay(verify).&lt;br /&gt;
[[BZFlagWiki:Be_bold|Be bold]] in editing this table. This is not a job for one person. See the discussion for any discrepancies.&lt;br /&gt;
When this table looks complete, it &#039;&#039;may&#039;&#039; be included and the design document tag removed.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quick &amp;lt;br&amp;gt; Keys|| Send to All &amp;lt;br&amp;gt; Alt || Send to Team &amp;lt;br&amp;gt; Ctrl&lt;br /&gt;
|-&lt;br /&gt;
| F1 || Sorry || Defend our base&lt;br /&gt;
|-&lt;br /&gt;
| F2 || Thanks || Our flag is out!&lt;br /&gt;
|- &lt;br /&gt;
| F3 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F4 ||  ||&lt;br /&gt;
|-&lt;br /&gt;
| F5 || No problem || Attack their base&lt;br /&gt;
|-&lt;br /&gt;
| F6 || You&#039;re Welcome || Their flag is out! &lt;br /&gt;
|-&lt;br /&gt;
| F7 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F8 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F9 || Nice shot || Don&#039;t shoot tanks on the same team as you please.&lt;br /&gt;
|-&lt;br /&gt;
| F10 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F11 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F12 ||  || Genocide is held!&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Talk:Quick_keys&amp;diff=8255</id>
		<title>Talk:Quick keys</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Talk:Quick_keys&amp;diff=8255"/>
		<updated>2012-03-22T03:40:03Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: Started discussion&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Optional: Most keyboards have function keys arranged in groups of four. F1 could have a similar to F5, F2 to F6, etc., to account for this. Also, this should be based in part on what people actually say in-game. [[User:Khonkhortisan|Khonkhortisan]] 22:40, 21 March 2012 (CDT)&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Quick_keys&amp;diff=8254</id>
		<title>Quick keys</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Quick_keys&amp;diff=8254"/>
		<updated>2012-03-22T03:40:00Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: Created quick keys table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DesignDocument}}&lt;br /&gt;
Options-&amp;gt;Input Settings-&amp;gt;[[Key_Mapping|Change Key Mapping]]-&amp;gt;Define Quick Keys&lt;br /&gt;
&lt;br /&gt;
This page is a proposal for default quick keys. Having default team messages can increase teamplay(verify).&lt;br /&gt;
[[BZFlagWiki:Be_bold|Be bold]] in editing this table. This is not a job for one person. See the discussion for any discrepancies.&lt;br /&gt;
When this table looks complete, it &#039;&#039;may&#039;&#039; be included and the design document tag removed.&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
| Quick &amp;lt;br&amp;gt; Keys|| Send to All &amp;lt;br&amp;gt; Alt || Send to Team &amp;lt;br&amp;gt; Ctrl&lt;br /&gt;
|-&lt;br /&gt;
| F1 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F2 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F3 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F4 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F5 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F6 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F7 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F8 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F9 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F10 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F11 ||  || &lt;br /&gt;
|-&lt;br /&gt;
| F12 ||  || &lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Key_Mapping&amp;diff=8253</id>
		<title>Key Mapping</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Key_Mapping&amp;diff=8253"/>
		<updated>2012-03-22T02:40:19Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: link to quick keys page soon to be&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Below is a list of the default key mappings within the [[BZFlag]] client. These can be changed in Options -&amp;gt; Input Settings -&amp;gt; Key Mapping.&lt;br /&gt;
&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|Key(s) || Description&lt;br /&gt;
|-&lt;br /&gt;
|- - || time backward&lt;br /&gt;
|-&lt;br /&gt;
| 1 || set displayRadarRange 0.25&lt;br /&gt;
|-&lt;br /&gt;
| 2 || set displayRadarRange 0.5&lt;br /&gt;
|-&lt;br /&gt;
| 3 || set displayRadarRange 1.0&lt;br /&gt;
|-&lt;br /&gt;
| 4 || radarZoom in&lt;br /&gt;
|-&lt;br /&gt;
| 5 || radarZoom out&lt;br /&gt;
|-&lt;br /&gt;
| 7 || addhunt&lt;br /&gt;
|-&lt;br /&gt;
| 9 || autopilot&lt;br /&gt;
|-&lt;br /&gt;
| = || time forward&lt;br /&gt;
|-&lt;br /&gt;
| A || toggle slowKeyboard&lt;br /&gt;
|-&lt;br /&gt;
| B || viewZoom toggle&lt;br /&gt;
|-&lt;br /&gt;
| F || toggle displayFlagHelp&lt;br /&gt;
|-&lt;br /&gt;
| H || toggleFlags radar&lt;br /&gt;
|-&lt;br /&gt;
| I || restart&lt;br /&gt;
|-&lt;br /&gt;
| J || toggleFlags main&lt;br /&gt;
|-&lt;br /&gt;
| K || silence&lt;br /&gt;
|-&lt;br /&gt;
| O || servercommand&lt;br /&gt;
|-&lt;br /&gt;
| P || pause&lt;br /&gt;
|-&lt;br /&gt;
| Q || toggleRadar&lt;br /&gt;
|-&lt;br /&gt;
| S || toggle displayScore&lt;br /&gt;
|-&lt;br /&gt;
| T || toggle frames-per-second display&lt;br /&gt;
|-&lt;br /&gt;
| U || hunt&lt;br /&gt;
|-&lt;br /&gt;
| W || toggleConsole&lt;br /&gt;
|-&lt;br /&gt;
| Y || toggle milliseconds for frame-drawing [added by hand]&lt;br /&gt;
|-&lt;br /&gt;
| F1 || fullscreen&lt;br /&gt;
|-&lt;br /&gt;
| F4 ||	iconify&lt;br /&gt;
|-&lt;br /&gt;
| F5 || screenshot&lt;br /&gt;
|-&lt;br /&gt;
| End || scrollpanel bottom&lt;br /&gt;
|-&lt;br /&gt;
| F12 || quit&lt;br /&gt;
|-&lt;br /&gt;
| Tab || jump&lt;br /&gt;
|-&lt;br /&gt;
| Enter || fire&lt;br /&gt;
|-&lt;br /&gt;
| Pause || pause&lt;br /&gt;
|-&lt;br /&gt;
| Space || drop flag&lt;br /&gt;
|-&lt;br /&gt;
| Delete || self-destruct&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl+Wheel Down || viewZoom out	&lt;br /&gt;
|-&lt;br /&gt;
| Ctrl+Wheel Up || viewZoom in				&lt;br /&gt;
|-&lt;br /&gt;
| Home (Pos1) || get shots statistic for players [added by hand]&lt;br /&gt;
|-&lt;br /&gt;
| Mouse Left || fire&lt;br /&gt;
|-&lt;br /&gt;
| Mouse Middle || drop&lt;br /&gt;
|-&lt;br /&gt;
| Mouse Right || restart&lt;br /&gt;
|-&lt;br /&gt;
| Page Down || scrollpanel down_page&lt;br /&gt;
|-&lt;br /&gt;
|Page Up || scrollpanel up_page&lt;br /&gt;
|-&lt;br /&gt;
| Shift+F1 || messagepanel all&lt;br /&gt;
|-&lt;br /&gt;
| Shift+F2 || messagepanel chat&lt;br /&gt;
|-&lt;br /&gt;
| Shift+F3 || messagepanel server&lt;br /&gt;
|-&lt;br /&gt;
| Shift+F4 || messagepanel misc				&lt;br /&gt;
|-&lt;br /&gt;
| Shift+Wheel Down || radarZoom out&lt;br /&gt;
|-&lt;br /&gt;
| Shift+Wheel Up || radarZoom in&lt;br /&gt;
|-&lt;br /&gt;
| Wheel Down || scrollpanel down 3&lt;br /&gt;
|-&lt;br /&gt;
| Wheel Up || scrollpanel up 3&lt;br /&gt;
|-&lt;br /&gt;
| Arrow Down || Drive backwards&lt;br /&gt;
|-&lt;br /&gt;
| Arrow Up || Drive forwards&lt;br /&gt;
|-&lt;br /&gt;
| Arrow Left || Turn left&lt;br /&gt;
|-&lt;br /&gt;
| Arrow Right || Turn right&lt;br /&gt;
|-&lt;br /&gt;
| , || Send PM to nemesis&lt;br /&gt;
|-&lt;br /&gt;
| . || Send PM to recipient&lt;br /&gt;
|-&lt;br /&gt;
| M || Send a message to your team&lt;br /&gt;
|-&lt;br /&gt;
| N || Send a message to all players&lt;br /&gt;
|-&lt;br /&gt;
| Z || Send a message to admins.&lt;br /&gt;
|-&lt;br /&gt;
| ALT+(F1-F10) || Custom [[quick keys]] to all.&lt;br /&gt;
|-&lt;br /&gt;
| CTRL+(F1-F10) || Custom quick keys to team.&lt;br /&gt;
|-&lt;br /&gt;
| L || Toggle display labels in observer&lt;br /&gt;
|-&lt;br /&gt;
| F6 || roam cycle subject backward&lt;br /&gt;
|-&lt;br /&gt;
| F7 || roam cycle subject forwards&lt;br /&gt;
|-&lt;br /&gt;
| F8 || change observer mode&lt;br /&gt;
|-&lt;br /&gt;
| F9 || zoom in&lt;br /&gt;
|-&lt;br /&gt;
| F10 || zoom out&lt;br /&gt;
|-&lt;br /&gt;
| F11 || normal zoom&lt;br /&gt;
|-&lt;br /&gt;
| ALT+Arrow Keys || move forward and backward, and strafe left and right while roaming&lt;br /&gt;
|-&lt;br /&gt;
| CTRL+Arrow Keys || rotate left, right, up and down while roaming&lt;br /&gt;
|-&lt;br /&gt;
| SHIFT+Arrow Keys || move up and down while roaming (up/down are reversed)&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Client]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Enhanced_Server_Listing&amp;diff=8252</id>
		<title>Enhanced Server Listing</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Enhanced_Server_Listing&amp;diff=8252"/>
		<updated>2012-03-21T03:50:51Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Mock-ups */ duplicate link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DesignDocument}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
This design document is for the enhancement of BZFlag&#039;s current server listing. These enhancements will include refactoring the current C++ code to make it easier to read, and more modular so that new features can easily be integrated in the future. New features will be also be added, such as the ability to filter the server list, sort the server list, and switch between a favorites and recent server list in addition to the regular server list.&lt;br /&gt;
&lt;br /&gt;
==Design==&lt;br /&gt;
&lt;br /&gt;
===Proposed Changes===&lt;br /&gt;
&lt;br /&gt;
Here&#039;s a list of all the proposed changes to the current server listing:&lt;br /&gt;
* &#039;&#039;&#039;Refactoring&#039;&#039;&#039;&lt;br /&gt;
** Create a HUDServerList class which provides the HUD functionality for the ServerLists&lt;br /&gt;
** Create a HUDServerInfo class which provides the HUD functionality for ServerItems&lt;br /&gt;
* &#039;&#039;&#039;Sort Options&#039;&#039;&#039;&lt;br /&gt;
** Sort by Domain Name&lt;br /&gt;
** Sort by Server Name&lt;br /&gt;
** Sort by Number of Players&lt;br /&gt;
** Sort by Sever Ping&lt;br /&gt;
* &#039;&#039;&#039;Filter Options&#039;&#039;&#039;&lt;br /&gt;
** Master On/Off Switch for Filters&lt;br /&gt;
** Filter Out Empty Servers&lt;br /&gt;
** Filter Out Full Servers&lt;br /&gt;
** Filter by Ricochet (On/Off/Either)&lt;br /&gt;
** Filter by Jumping (On/Off/Either)&lt;br /&gt;
** Filter by Super Flags (On/Off/Either)&lt;br /&gt;
** Filter by Server Name (Including Wildcards)&lt;br /&gt;
* &#039;&#039;&#039;Recent Servers List&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Keyboard Accessibility===&lt;br /&gt;
&lt;br /&gt;
The following requires a key press from the end user to activate/use:&lt;br /&gt;
* Sorting&lt;br /&gt;
** Sort By Domain Name&lt;br /&gt;
** Sort By Server Name&lt;br /&gt;
** Sort By Player Count&lt;br /&gt;
** Sort By Server Ping&lt;br /&gt;
* Filtering&lt;br /&gt;
* Switching Between Favorites/Recent/Normal&lt;br /&gt;
* Adding a Server to Favorites&lt;br /&gt;
&lt;br /&gt;
==Milestones==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Refactor and Comment Current ServerMenu Code&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;strike&amp;gt;Move the HUD drawing code for ServerLists into a new HUDServerList class&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Move the HUD drawing code for ServerItems into a new HUDServerInfo class&lt;br /&gt;
&#039;&#039;&#039;2. Implement Sorting Options on ServerLists&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;strike&amp;gt;Display the HUDServerList with columns&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &amp;lt;strike&amp;gt;Allow lists to be sorted by different information columns&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Lists retain sorting when switching between favorites, recent, and normal&lt;br /&gt;
&#039;&#039;&#039;3. Implement Filtering Options&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Remaining Things to Do==&lt;br /&gt;
* &amp;lt;strike&amp;gt;Display server pings&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &amp;lt;strike&amp;gt;Finish off the create new tab control&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Finalize column sizes&lt;br /&gt;
* Tweak drawing&lt;br /&gt;
* Finalize what information to display in server information&lt;br /&gt;
* &amp;lt;strike&amp;gt;Get recent servers working correctly&amp;lt;/strike&amp;gt;&lt;br /&gt;
* &amp;lt;strike&amp;gt;Custom tabs should save between sessions&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Implement an update function for the list&lt;br /&gt;
&lt;br /&gt;
== Links ==&lt;br /&gt;
&lt;br /&gt;
===Mock-ups===&lt;br /&gt;
* [http://www.uweb.ucsb.edu/~davidsanders/mockup.jpg Full Resolution Mock-up]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.uweb.ucsb.edu/~davidsanders/mockup_shrunk.jpg Resized Mock-up]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.uweb.ucsb.edu/~davidsanders/mockup2.jpg Bastardized Full Resolution Mock-up]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.uweb.ucsb.edu/~davidsanders/mockup2_shrunk.jpg Resized Bastardized Mock-up]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===References===&lt;br /&gt;
* [http://www.uweb.ucsb.edu/~davidsanders/BF2_server_browser.jpg Battlefield 2 Server Browser]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.uweb.ucsb.edu/~davidsanders/q4_server_browser.jpg Quake 4 Server Browser]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.uweb.ucsb.edu/~davidsanders/CSS_server_browser.jpg Counter Strike: Source Server Browser]&amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.uweb.ucsb.edu/~davidsanders/server_browser.jpg Tom Clancy&#039;s Rainbow Six: Vegas Server Browser]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Development]]&lt;br /&gt;
[[Category:Enhancements]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Current_Maintainer&amp;diff=8251</id>
		<title>Current Maintainer</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Current_Maintainer&amp;diff=8251"/>
		<updated>2012-03-21T03:35:37Z</updated>

		<summary type="html">&lt;p&gt;Khonkhortisan: /* Project Administrators */ corrected pluality&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Current Maintainer of BZFlag is the person who owns the copyright on the code and is responsible for the management of the project.&lt;br /&gt;
&lt;br /&gt;
==Current Maintainer==&lt;br /&gt;
The Current Maintainer as of 2008 is [[Tim Riker]]. He has been the maintainer since the initial open source release in 2000&lt;br /&gt;
&lt;br /&gt;
==Previous Maintainers==&lt;br /&gt;
[[Chris Schoeneman]] was the previous maintainer and the original author of the project.&lt;br /&gt;
&lt;br /&gt;
==Project Administrators==&lt;br /&gt;
The maintainer is not the only one of the [[Project Administrators]] for the project.&lt;br /&gt;
&lt;br /&gt;
[[Category:Concepts]]&lt;br /&gt;
[[Category:Developer]]&lt;/div&gt;</summary>
		<author><name>Khonkhortisan</name></author>
	</entry>
</feed>