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	<updated>2026-05-19T12:17:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Jargon&amp;diff=8170</id>
		<title>Jargon</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Jargon&amp;diff=8170"/>
		<updated>2011-12-25T12:10:29Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: /* Acronyms */&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 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>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=BZFlag_2.99&amp;diff=7394</id>
		<title>BZFlag 2.99</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=BZFlag_2.99&amp;diff=7394"/>
		<updated>2011-01-14T06:47:29Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: /* Release Date */ we are moving to the third quarter of 2020&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;BZFlag version 3.0 is the next planned release of BZFlag. &lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Version 3.0 is currently in development and marked as version v2.99.x. Upon release it will be marked as version v3.0. The primary goals for this version are improved server side stability and security in an effort to minimize the impact of clients that have been modified to provide their users benefit ( aka, cheating ). Additional efforts are being made to extend the server side customization of the game. v3.0 will be completely incompatible with all previous versions of the game. Users of v3.0 will only be able to play on 3.0 servers. This is similar to how v2.0 was incompatible with 1.10.&lt;br /&gt;
&lt;br /&gt;
==Development==&lt;br /&gt;
Development began on 3.0 on October 25th 2005.  After an initial rush of changes, development stalled, as a number of bugs were found in the current release build of the time ([[BZFlag 2.0.4|v2.0.4]]). These bugs ,a number of graphical changes from [[trepan]], as well as other problems necessitated the release of compatible [[BZFlag 2.0.6|v2.0.6]], [[BZFlag 2.0.8|v2.0.8]], [[BZFlag 2.0.10|v2.0.10]], [[BZFlag 2.0.12|v2.0.12]] and [[BZFlag 2.0.14|v2.0.14]] versions.&lt;br /&gt;
&lt;br /&gt;
==Version Number Change==&lt;br /&gt;
v3.0 is the first version to use the new version numbering system.  The 3.0 release initially began as the 2.1 development line, with the intent of being released as version 2.2.  Part of the way through development, however, the [[Versions|versioning]] number scheme changed and the development revision changed from 2.1 to 2.99.  With previous releases the minor version number in the version triplet (major.minor.revision) represented protocol and client compatibility.  With 3.0 compatibility is instead reflected in the major version number. This new scheme gives more &amp;quot;room&amp;quot; to deal with minor packaging revisions and patch release updates.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
v3.0 has a number of features that make for a much improved gameplay experience.&lt;br /&gt;
&lt;br /&gt;
===Fonts===&lt;br /&gt;
The font system has been replaced and now uses standard TrueType fonts([http://en.wikipedia.org/wiki/TrueType TTF]). This offers a number of advantages over the older bitmap based font system, including support for unicode character sets. &lt;br /&gt;
&lt;br /&gt;
Users can now set the default fonts that they wish to use on a per-locale basis so they can use the best fonts for their character set. (More info on how?)&lt;br /&gt;
&lt;br /&gt;
===Server Side Logic===&lt;br /&gt;
A number of gameplay features have been moved from the client to the server, to ensure more consistent gameplay and prevent cheating over the internet, including;&lt;br /&gt;
* Flag operations (pickup, capture, identify, etc)&lt;br /&gt;
* Pause/unpause&lt;br /&gt;
* Shot type&lt;br /&gt;
&lt;br /&gt;
===Game state and security checks===&lt;br /&gt;
Many changes and enhancements have been made to the network protocol to prevent errors in the network message stream or shared game state.&lt;br /&gt;
&lt;br /&gt;
===BZW Format===&lt;br /&gt;
*Links can now be included in groups, with relative naming.&lt;br /&gt;
*Mesh faces can now be used as teleportation link sources (with numerous options)&lt;br /&gt;
*Mesh faces can now be used as team bases (must be flat tops).&lt;br /&gt;
*Mesh faces can now be used as zones (must be flat tops).&lt;br /&gt;
*Meshes can now contain weapon objects.&lt;br /&gt;
*World Text objects have been added (with numerous options)&lt;br /&gt;
*Dynamic Colors now use a simpler format.&lt;br /&gt;
*Solid objects can now specify the &#039;ricochet&#039; property individually.&lt;br /&gt;
&lt;br /&gt;
===Graphics===&lt;br /&gt;
Changes have been made to the graphical quality settings. What was Experimental quality in 2.0.12 is now High quality. Medium quality is between the old High and Medium, and Low has remained mostly unchanged.&lt;br /&gt;
&lt;br /&gt;
The new Experimental mode includes new shot and flag graphics.&lt;br /&gt;
&lt;br /&gt;
===New Server List===&lt;br /&gt;
The list of servers has been enhanced to allow tabbed browsing as well as improved searching and sorting.&lt;br /&gt;
&lt;br /&gt;
===HUD Markers===&lt;br /&gt;
If HUD markers showing flag position, GM lockon are now shown to players. THe name and team of the closest target is also shown, helping prevent teamkills. Servers can turn off this feature for all players if desired.&lt;br /&gt;
&lt;br /&gt;
===BZFS API===&lt;br /&gt;
The [[BZFS API]] has been reviewed and re-factored for 3.0 and includes a number of new events and functions.&lt;br /&gt;
&lt;br /&gt;
====Server Side Players====&lt;br /&gt;
The API has experimental support for server side players (bots).&lt;br /&gt;
&lt;br /&gt;
====Custom Flag Names====&lt;br /&gt;
The API may define new custom flag names using any strings desired. The ammount of logic that can be processed for custom flags is limited.&lt;br /&gt;
&lt;br /&gt;
====HTTP based plug-ins====&lt;br /&gt;
The networking system for BZFS now allows for the support of HTTP (and other ) connections. A number of plugins have been made to take advantage of this new feature, such as;&lt;br /&gt;
* [[Fastmap]]&lt;br /&gt;
* [[Webadmin]]&lt;br /&gt;
* [[Webreport]]&lt;br /&gt;
* [[Webstats]]&lt;br /&gt;
&lt;br /&gt;
====BZFS API Versioning====&lt;br /&gt;
The versioning system in the BZFS API has been redone, and now event data classes are versioned for forward computability. Custom plug-ins that were written for v2.0.x must be updated to use the new classnames before they will work with v3.0.x. This should only be a one time change as the new classes are versioned and will remain the same in future releases. All standard plug-ins that ship with the bzflag source code have been updated.&lt;br /&gt;
&lt;br /&gt;
===Lua BZFS API===&lt;br /&gt;
The lua scripting language (http://lua.org), is now built into the bzfs executable, and exposes almost all of the features from the C++ BZFS API (and a few that the C++ API does not have). It has the advantages of being easier to learn and write than comparable C++ code, and it can be embedded in world files. The main disadvantage is that it is not as fast as native c++ code.&lt;br /&gt;
&lt;br /&gt;
===Server Administration===&lt;br /&gt;
Some changes have been made to help you server administrators.&lt;br /&gt;
&lt;br /&gt;
The [[Webadmin]] plug-in allows server owners to manage many aspects of the server from a standard web browsers.&lt;br /&gt;
&lt;br /&gt;
====Local Authentication====&lt;br /&gt;
Local authentication ( &#039;&#039;&#039;/identify&#039;&#039;&#039; ), has been removed from the game, servers can use global authentication services for all authentication needs.&lt;br /&gt;
&lt;br /&gt;
===Gameplay Changes===&lt;br /&gt;
A number of changes have been made to the game that will subtly affect gameplay.&lt;br /&gt;
====Acceleration====&lt;br /&gt;
Tank acceleration is now always on. The &amp;quot;-a&amp;quot; server option has been removed, and the acceleration values are pulled from BZDB variables. These variables are _inertiaLinear and _inertiaAngular.&lt;br /&gt;
&lt;br /&gt;
====Lag Compensation====&lt;br /&gt;
Clients now use a synced timestmap and attempt to compensate tank positions for lag. This can change the way the game feels for players that are used to &amp;quot;leading&amp;quot; the target based on its lag.&lt;br /&gt;
&lt;br /&gt;
====Hit Volume====&lt;br /&gt;
The volume that defines a &amp;quot;hit&amp;quot; on a tank has been changed. It is now a box around the tank that can be adjusted by the server using BZDB variables.&lt;br /&gt;
&lt;br /&gt;
====No TK Option====&lt;br /&gt;
A new server option (-noTeamKills) is available that will prevent players from killing their teammates.&lt;br /&gt;
&lt;br /&gt;
===Build System===&lt;br /&gt;
Much effort has been put into making the bzflag source tree easier to compile on various OSs. The makefile build system has been updated and attempts to detect as many items as possible from the host System. The windows build system has been updated to be compatible with Visual Studio 2008 Express Edition that is freely available. When possible, copies of third party libraries are included with the source code.&lt;br /&gt;
&lt;br /&gt;
===Bug Fixes===&lt;br /&gt;
A student is being paid as part of the Google Summer of Code program to evaluate and fix the backlog of reported bugs in the software. This will have the overall effect of increasing the stability of the game.&lt;br /&gt;
&lt;br /&gt;
===ChangeLog===&lt;br /&gt;
A full list of changes can be found in the [http://bzflag.svn.sourceforge.net/viewvc/*checkout*/bzflag/trunk/bzflag/NEWS NEWS] file in the [[BZFlag Source]] code in [[BZFlag SVN|SVN]].&lt;br /&gt;
&lt;br /&gt;
==Known Issues==&lt;br /&gt;
A lot of stuff needs testing, and probably doesn&#039;t work.&lt;br /&gt;
&lt;br /&gt;
==Release Date==&lt;br /&gt;
As is always the case for major updates to BZFlag, &#039;&#039;&#039;&#039;&#039;3.0 will be released when it is done&#039;&#039;&#039;&#039;&#039;. It is possible that the release will occur in the first quarter of 2011, or the third quarter of 2020.&lt;br /&gt;
&lt;br /&gt;
==Misconceptions about V3.0==&lt;br /&gt;
There have been a few misconceptions in the community regarding what this new version will and will not do. Most of this is simply due to the exceptionally long development time, or comments being taken out of context.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V3 will do everything Server Side, including shots&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is untrue. While more things have been moved to the server, shoots and hits are still handled by the client. Shots and hits will not be moved to the server until the code can be shown to maintain the level of response time that players have come to expect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;V3 will use more bandwith and be laggy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
V3 does a better job of handling network traffic to and from players. Many messages have been reduced in size. Server side handling of some events, (like flag grabs) have actually removed some messages from the network stream. Network performance should be similar to V2.x. In some cases, lag compensation may even improve apparent performance.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
[[Versions]]&lt;br /&gt;
&lt;br /&gt;
[[V3RCChecklist]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Versions]]&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=World_units&amp;diff=7393</id>
		<title>World units</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=World_units&amp;diff=7393"/>
		<updated>2011-01-13T08:30:48Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: Tank length is 6&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A world unit is the basic unit of measure when dealing with BZFlag. World units have no real-world counterpart, as they are a purely virtual concept, but they can be though of to be equivalent to about 1 meter in length if you assume a roughly real world sized [[tank]].&lt;br /&gt;
&lt;br /&gt;
All coordinates in the map file are specified in World Units. Many [[Server Variables]] are specified in terms of world units or world units per second as well.&lt;br /&gt;
&lt;br /&gt;
==Origin==&lt;br /&gt;
The origin for the World coordinate system is the center of the map.&lt;br /&gt;
&lt;br /&gt;
==Orientation==&lt;br /&gt;
World Units are oriented in a normal right hand rule coordinate system with positive Z being the &amp;quot;UP&amp;quot; direction.&lt;br /&gt;
&lt;br /&gt;
===North===&lt;br /&gt;
&amp;quot;north&amp;quot; on the in game radar is the positive Y direction in map coordinates.&lt;br /&gt;
&lt;br /&gt;
===Figure 1===&lt;br /&gt;
This image shows a typical map, with the origin and axis directions clearly marked out.&lt;br /&gt;
[[Image:MapCoordinateSystem.png]]&lt;br /&gt;
&lt;br /&gt;
== Some useful measures at default settings ==&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{| cellpadding=&amp;quot;0&amp;quot; cellspacing=&amp;quot;0&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;60%&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
|width=&amp;quot;60%&amp;quot;|Jump height limit (next to impossible)&lt;br /&gt;
|width=&amp;quot;20%&amp;quot;|See below&lt;br /&gt;
|width=&amp;quot;10%&amp;quot;|18.42&lt;br /&gt;
|- &lt;br /&gt;
|Common jump height&lt;br /&gt;
|See below&lt;br /&gt;
|17.0&lt;br /&gt;
|-&lt;br /&gt;
|Tank length&lt;br /&gt;
|_tankLength&lt;br /&gt;
|6.0&lt;br /&gt;
|-&lt;br /&gt;
|Tank width&lt;br /&gt;
|_tankWidth&lt;br /&gt;
|2.8&lt;br /&gt;
|-&lt;br /&gt;
|Tank height&lt;br /&gt;
|_tankHeight&lt;br /&gt;
|2.05&lt;br /&gt;
|-&lt;br /&gt;
|Barrel height&lt;br /&gt;
|_muzzleHeight&lt;br /&gt;
|1.57&lt;br /&gt;
|-&lt;br /&gt;
|Drivable bump height&lt;br /&gt;
|_bumpHeight&lt;br /&gt;
|0.33&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Calculating jump height ==&lt;br /&gt;
Jump height is determined by the gravity and jump velocity settings on the server (see [[Server Variables]] for details).  Note that the jump velocity and gravity may be altered by flags including [[Flag List|Low Gravity]] and [[Flag List|Wings]].&lt;br /&gt;
&lt;br /&gt;
:Max jump height = -(_jumpVelocity)&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt; / (2 * (_gravity))&lt;br /&gt;
&lt;br /&gt;
A typical BZFlag player can reliably jump a bit more than 90% of the maximum jump height.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
[[Category:Concepts]]&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7134</id>
		<title>Server Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7134"/>
		<updated>2010-08-05T04:46:50Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BZFlag Server (BZFS) allows administrators to configure a large number of gameplay and configuration settings from within the client.  The /set command in-game allows users with the appropriate permissions to change these values.  These may also be known as BZDB variables and &amp;quot;/set variables&amp;quot; depending on who you speak with.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, time values are measured in seconds, distances in [[world units]], and speeds in [[world units]] per second.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|Note|Some values, such as _worldSize, only take affect at server start since they affect the world file that is generated.  It is recommended to apply these in the map file so they are loaded with the map.}}&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)&lt;br /&gt;
|-&lt;br /&gt;
| _agilityTimeWindow || 1 || The amount of time (in seconds)that the tank will have the speed specified by _agilityAdVel&lt;br /&gt;
|-&lt;br /&gt;
| _agilityVelDelta || 0.3 || &lt;br /&gt;
|-&lt;br /&gt;
| _ambientLight || none ||&lt;br /&gt;
|-&lt;br /&gt;
| _angleTolerance || 0.05 || If a tank has turned more than it was expected to, plus this tolerance, a new update is sent so the other clients are aware of the change in heading&lt;br /&gt;
|-&lt;br /&gt;
| _angularAd || 1.5 || Multiplies _tankAngVel to determine how fast tanks can turn while holding the Quick Turn flag&lt;br /&gt;
|-&lt;br /&gt;
| _avenueSize || 2*_boxBase || Space to leave between objects in random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _baseSize || 60 || Width and Depth (bases have constant height) of the square bases for CTF games&lt;br /&gt;
|-&lt;br /&gt;
| _boxBase || 30 || Width and Depth of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _boxHeight || 6*_muzzleHeight || Height of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _burrowDepth || -1.32 || Determines how far down tanks drop when they have the Burrow Flag. Making this much lower makes it below the floor, and impossible to kill the tank without something like a ShockWave flag!&lt;br /&gt;
|-&lt;br /&gt;
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.&lt;br /&gt;
|-&lt;br /&gt;
| _burrowAngularAd || .55 || Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.&lt;br /&gt;
|-&lt;br /&gt;
| _coldetDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _coldetElements || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _countdownResumeDelay || 5 || This enforces a delay when resuming a paused countdown. If the argument is lower or equal to 0 then resuming is instantly, otherwise it is delayed according to the value (in seconds). &#039;&#039;Available in 2.1 and later&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _cullDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _cullDist || fog || Far plane culling distance (&#039;fog&#039; uses the fog parameters).&lt;br /&gt;
|-&lt;br /&gt;
| _cullElements || 16 || &lt;br /&gt;
|-&lt;br /&gt;
| _cullOccluders || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _disableBots || none || A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -prohibitbots command line option. &lt;br /&gt;
|-&lt;br /&gt;
| _disableSpeedChecks || 0 || Allows disabling/enabling the speed kicks.&lt;br /&gt;
|-&lt;br /&gt;
| _disableHeightChecks || 0 || Allows disabling/enabling the &amp;quot;too high&amp;quot; check (or maybe the out of the world boundaries check in general).&lt;br /&gt;
|-&lt;br /&gt;
| _drawCelestial || 1 || Draw the stars, sun, and moon.&lt;br /&gt;
|-&lt;br /&gt;
| _drawClouds || 1 || Draw the clouds.&lt;br /&gt;
|-&lt;br /&gt;
| _drawGround || 1 || Draw the ground plane.&lt;br /&gt;
|-&lt;br /&gt;
| _drawGroundLights || 1 || If set to 0, lights on the ground (such as the light from bullets) will not be drawn.&lt;br /&gt;
|-&lt;br /&gt;
| _drawMountains || 1 || Draw the mountains.&lt;br /&gt;
|-&lt;br /&gt;
| _drawSky || 1 || Draw the sky pyramid.&lt;br /&gt;
|-&lt;br /&gt;
| _enableDistanceCheck || 0 || Distance checking tries to verify if a player moved too far between updates (as in, cheating).&lt;br /&gt;
|-&lt;br /&gt;
| _endShotDetection || 5 || This setting controls how many &amp;quot;end shot&amp;quot; messages can be sent without corresponding deaths (or other reasons, such as a shield drop).&lt;br /&gt;
|-&lt;br /&gt;
| _explodeTime || 5 || After a tank is killed, this is how long it takes to blow up, and then &amp;quot;respawn&amp;quot;. Larger values translates into longer explosions and more client processor time. Note that an explosion is invisible if you are inside it, so large values may make it invisible up close, and extremely large values may make explosions entirely invisible.&lt;br /&gt;
|-&lt;br /&gt;
| _flagAltitude || 11 || The height that the flag flies up when dropped and the height that a flag spawns at.&lt;br /&gt;
|-&lt;br /&gt;
| _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect.&lt;br /&gt;
|-&lt;br /&gt;
| _flagHeight || 10 || The height of the flag (not its pole).&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleWidth || 0.025 || The diameter of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleSize || 0.8 || The height of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagRadius || 2.5 || Determines how close a tank must be to a flag to pick it up.&lt;br /&gt;
|-&lt;br /&gt;
| _fogMode || none || Valid values: linear, exp, or exp2.&lt;br /&gt;
|-&lt;br /&gt;
| _fogDensity || 0.001 || Used for exp and exp2 fog modes.&lt;br /&gt;
|-&lt;br /&gt;
| _fogNoSky || 0 || 1 will turn off fog drawing on the sky. The default is fog everywhere.&lt;br /&gt;
|-&lt;br /&gt;
| _fogStart || 0.5*_worldSize || Used for linear fog mode, the distance where fog begins to occlude vision.&lt;br /&gt;
|-&lt;br /&gt;
| _fogEnd || _worldSize || Used for linear fog mode, the distance where the fog occludes everything.&lt;br /&gt;
|-&lt;br /&gt;
| _fogColor || &amp;quot;0.25 0.25 0.25&amp;quot; || RGB or black, red, blue (alpha is ignored).&lt;br /&gt;
|-&lt;br /&gt;
| _friction || 0  || Zero is normal friction, the closer to 0 the harder it is to start and stop, and the higher the number the easier it is to start and stop.&lt;br /&gt;
|-&lt;br /&gt;
| _gmActivationTime || 0.5  || The amount of time (in seconds) it takes for a Guided Missile to become active after it is fired. Any contact under this time will not result in detonation (setting it too low could cause its owner to run into its own GM and be blown up!&lt;br /&gt;
|-&lt;br /&gt;
| _gmAdLife || 0.95 || Multiplied by _shotRange to determine the distance guided missiles will go.&lt;br /&gt;
|-&lt;br /&gt;
| _gmTurnAngle || 0.628319 || The angle at which a Guided Missile will turn to follow its target. (Measured in radians)&lt;br /&gt;
|-&lt;br /&gt;
| _gravity || -9.8 ||  The rate at which a tank will fall (or be kept from jumping) Measured in [[World units]]/Seconds^2. Setting this to a zero or positive value will result in tanks being unable to stay down and will float away.&lt;br /&gt;
|-&lt;br /&gt;
| _handicapScoreDiff || 50 || How much of a score difference (from the leader?) there must be for a player to get a handicap&lt;br /&gt;
|-&lt;br /&gt;
| _handicapVelAd || 2 || Player with handicap will receive this much more (_tankSpeed + _handicapVelAd) velocity than the normal _tankSpeed value.&amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapAngAd || 1.5 || Player with handicap will receive this much more (_angularAd + _handicapAngAd) turning ability than the normal _angularAd. &amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapShotAd || 1.75 || &#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _identifyRange || 50 || If a flag is this distance or closer to a tank carrying the Identify (ID) flag, it will display the closest flag&#039;s type.&lt;br /&gt;
|-&lt;br /&gt;
| _inertiaAngular || 38 || Sets the maximum angular acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _inertiaLinear || 45 || Sets the maximum linear acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _jumpVelocity || 19 || The speed a tank moves vertically while jumping.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdVel || 1000 || The length of each laser shot. Lasers aren&#039;t exactly &amp;quot;infinite&amp;quot; as their description states, they go on for as long as this variable states.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdLife || 0.1 || The amount of time (in seconds) that a laser remains after being fired.&lt;br /&gt;
|-&lt;br /&gt;
| _latitude || 37.5 ||  The latitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lgGravity|| 12.7 ||  Modifies the gravity for owners of the Low Gravity flag. Similar to the _gravity variable. &#039;&#039;Available starting in version 2.1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _lockOnAngle || 0.15 || Angle (in radians) in relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.&lt;br /&gt;
|-&lt;br /&gt;
| _longitude || 122 || The longitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lRAdRate || 0.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| _maxBumpHeight || 0.33 || Any difference between the surface a tank is on and the top surface of an object the tank runs into that is less than this value will allow the tank to simply move up to the object rather than being stopped by it.&lt;br /&gt;
|-&lt;br /&gt;
| _maxFlagGrabs || 4.0 || How many times a flag can be dropped before it respawns. At the first spawn, flags are assigned a random # between 1 and _maxFlagGrabs. Each grab reduces that number by 1, until zero is reached, then the flag spawns at a new location. Flags will always respawn no matter how many flag grabs they have left if dropped over an &#039;unsafe&#039; zone.&lt;br /&gt;
|-&lt;br /&gt;
| _maxLOD || 32767 || The max level of detail to allow.&lt;br /&gt;
|-&lt;br /&gt;
| _mirror || none || Options: &#039;&#039;&#039;white&#039;&#039;&#039;, &#039;&#039;&#039;black&#039;&#039;&#039;, &#039;&#039;&#039;red&#039;&#039;&#039;, &#039;&#039;&#039;blue&#039;&#039;&#039;, &#039;&#039;&#039;pink&#039;&#039;&#039;, &#039;&#039;&#039;purple&#039;&#039;&#039;, &#039;&#039;&#039;orange&#039;&#039;&#039;, etc... (&amp;quot;black 0.75&amp;quot; is a good setting, some invalid options such as &#039;&#039;&#039;mirror&#039;&#039;&#039; will give a mirror look)&lt;br /&gt;
|-&lt;br /&gt;
| _momentumLinAcc || 1 || Momentum flag&#039;s effect on going forwards and backwards.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumAngAcc || 1 || Momentum flag&#039;s effect on turning.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumFriction || 0 || Friction (same as _friction) when holding the Momentum flag.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun&#039;s bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdRate || 10 || _reloadTime divided by _mGunAdRate gives how long machine gun bullets take to reload.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleFront || _tankRadius + 0.1 || Location of muzzle of tank (affects bullets and player camera location).&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleHeight || 1.57 || See _muzzleFront.&lt;br /&gt;
|-&lt;br /&gt;
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noShadows || 0 || Enables or disables shadows. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noSmallPackets || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _notRespondingTime || 5 || The amount of time (in seconds) the server should wait before reporting a tank as not responding.&lt;br /&gt;
|-&lt;br /&gt;
| _obeseFactor || 2.5 || Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.&lt;br /&gt;
|-&lt;br /&gt;
| _pauseDropTime || 15 || The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.&lt;br /&gt;
|-&lt;br /&gt;
| _positionTolerance || 0.09 || &lt;br /&gt;
|-&lt;br /&gt;
| _pyrBase || 4 * _tankHeight || Base size of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _pyrHeight || 5 * _tankHeight || Height of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _radarLimit || _worldSize || The maximum area that the radar can see (when not rotated).&lt;br /&gt;
|-&lt;br /&gt;
| _rainBaseColor || none || When _rainType = rain, sets color of the bottom of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainDensity || none || Determines how many drops of rain are in the space defined by _rainSpread.&lt;br /&gt;
|-&lt;br /&gt;
| _rainEndZ || none || The height above the ground where rain should stop falling.&lt;br /&gt;
|-&lt;br /&gt;
| _rainMaxPuddleTime || none || The amount of time (in seconds) a rain puddle should exist before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleSpeed || none || The speed at which puddles should spread out.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleTexture ||none || Texture of puddles. Best to leave default.&lt;br /&gt;
|-&lt;br /&gt;
| _rainRoofs || 1 || &#039;&#039;&#039;0&#039;&#039;&#039; rain falls through everything&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; rain hits buildings, but puddles are only on the ground&amp;lt;br&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; rain hits buildings, and creates puddles on them&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpread || none || The radius from center of map where rain will fall.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeed || none || The speed at which the rain falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeedMod || none || Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop&#039;s speed&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpins || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not spin as it falls&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain spins as it falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainStartZ || none || The height above ground that rain should fall from.&lt;br /&gt;
|-&lt;br /&gt;
| _rainTexture || none || The name of the texture in data directory.&amp;lt;br&amp;gt;&#039;&#039;Works with _rainTypes of frog, particle, bubble, snow, fatrain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rainTopColor ||none || When _rainType = rain, sets color of the top of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainType || none || Adjusts all _rain* and _use* variables automatically&amp;lt;br&amp;gt;Valid Options : &#039;&#039;&#039;frog&#039;&#039;&#039;, &#039;&#039;&#039;particle&#039;&#039;&#039;, &#039;&#039;&#039;rain&#039;&#039;&#039;, &#039;&#039;&#039;bubble&#039;&#039;&#039;, &#039;&#039;&#039;snow&#039;&#039;&#039;, &#039;&#039;&#039;fatrain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.&lt;br /&gt;
|-&lt;br /&gt;
| _rejumpTime || 0.01 || From version 3.0. Time a tank has to wait before he can jump again after landing. Any value higher than 0 will make it difficult to jump away from sloped faces like pyramids.&lt;br /&gt;
|-&lt;br /&gt;
| _reloadTime || _shotRange/_shotSpeed || Time between shot reloads, note that this can cut shot range short.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdVel || 1.5 || Multiplied by _shotSpeed to determine the speed of the rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdRate || 2 || The reload time (in seconds) for rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdLife || 1/_rFireAdRate || How long the rapid fire bullets last.&lt;br /&gt;
|-&lt;br /&gt;
| _shieldFlight || 2.7 || The amount of time (in seconds) that a shield flag floats in the air (after you drop it) before coming down again.&lt;br /&gt;
|-&lt;br /&gt;
| _shockAdLife || 0.2 || The amount of time (in seconds) that a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _shockInRadius || _tankLength || The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
| _shockOutRadius || 60 || The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRadius || 0.5 || For collision detection.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime.&lt;br /&gt;
|-&lt;br /&gt;
| _shotSpeed || 100 || Speed of shots.&lt;br /&gt;
|-&lt;br /&gt;
| _shotTailLength || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _shotsKeepVerticalVelocity || 0 || If &#039;&#039;&#039;0&#039;&#039;&#039;, shots always move straight in relation to the ground. If &#039;&#039;&#039;1&#039;&#039;&#039;, shots are affected vertically by the tank&#039;s speed, and can fly up and down. Lasers are also affected. &lt;br /&gt;
|-&lt;br /&gt;
| _skyColor || white || Sets the sky to a specific color.&lt;br /&gt;
|-&lt;br /&gt;
| _spawnMaxCompTime || 0.01 || This controls the maximum amount of time to attempt finding a safe spawn location. If this time is exceeded, the tank will just get dropped in from maximum height. The time should be in seconds, so the default is to only wait for 10ms.&lt;br /&gt;
|-&lt;br /&gt;
| _spawnSafeRadMod || 20 || &lt;br /&gt;
|-&lt;br /&gt;
|_spawnSafeSRMod || 20 || prevent spawning people near steamroller.&lt;br /&gt;
|-&lt;br /&gt;
|_spawnSafeSWMod || 1.5 || prevent spawning people near shock wave.&lt;br /&gt;
|-&lt;br /&gt;
| _speedChecksLogOnly || 0 || If set to 1, someone moving too fast will not get kicked - it will just log it to the stdout.&lt;br /&gt;
|-&lt;br /&gt;
| _srRadiusMult || 2 || Radius of steamroller effect.&lt;br /&gt;
|-&lt;br /&gt;
| _squishFactor || 1 || How much tanks squish when landing.&lt;br /&gt;
|-&lt;br /&gt;
| _squishTime || 1 || How much squishy time you get after falling to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _syncTime || 1 || Whether or not to sync the players time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _syncLocation || 0 || Whether or not to sync the location time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _tankAngVel || 0.785398 || How fast the tank can turn.&lt;br /&gt;
|-&lt;br /&gt;
| _tankExplosionSize || 3.5 * _tankLength || How large the tank&#039;s explosion is.&lt;br /&gt;
|-&lt;br /&gt;
| _tankHeight || 2.05 || The height of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankLength || 6 || The length of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankRadius || 0.72 * _tankLength || The radius of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankSpeed || 25 || The speed of the tank&lt;br /&gt;
|-&lt;br /&gt;
| _tankWidth || 2.8 || The width of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _targetingAngle || 0.3|| Something to do with GM... &lt;br /&gt;
|-&lt;br /&gt;
| _teleportBreadth || 4.48|| Random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _teleportHeight || 10.08 || See _teleportBreadth.&lt;br /&gt;
|-&lt;br /&gt;
| _teleportTime || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| _teleportWidth || 1.12 || See _teleportHeight.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdLife || 0.05 || The amount of time (in seconds) that a thief shot lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdRate || 12 || The amount of time (in seconds) that the Thief &amp;quot;shot&amp;quot; reloads.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdShotVel || 8 || The speed of thief.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink a tank carrying the thief flag.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefDropTime || reloadTime * 0.5 ||The amount of time you must wait to fire a shot after stealing a flag.&lt;br /&gt;
|-&lt;br /&gt;
| _tinyFactor || 0.4 || Multiplied by the normal tank size to shrink a tank carrying the tiny flag.&lt;br /&gt;
|-&lt;br /&gt;
| _trackFade || 3 || The amount of time (in seconds) before track marks fade.&lt;br /&gt;
|-&lt;br /&gt;
| _updateThrottleRate || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| _useLineRain || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is not a vertical line&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor&lt;br /&gt;
|-&lt;br /&gt;
| _useRainPuddles || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not create puddles&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain creates puddles&lt;br /&gt;
|-&lt;br /&gt;
| _useRainBillboards || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is lines or polygons&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is billboards, textured and look the same from all angles&lt;br /&gt;
|-&lt;br /&gt;
| _velocityAd || 1.5 || Multiplies _tankSpeed to determine the speed of a tank carrying the high speed (V) flag&lt;br /&gt;
|-&lt;br /&gt;
| _wallHeight || 3 * _tankHeight|| The outer wall height.&lt;br /&gt;
|-&lt;br /&gt;
| _weapons || 1 || Used with world weapons, &#039;&#039;&#039;0&#039;&#039;&#039; world weapons will not fire&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; world weapons will fire&lt;br /&gt;
|-&lt;br /&gt;
| _wideAngleAng || 1.745329 || The viewing angle when a tank has the Wide Angle bad flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsGravity || _gravity || How much gravity affects tanks with the WG flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpCount || 1 || The number of jumps a tank with the wings flag can do before returning to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in [[world units]]/sec.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsSlideTime || 0 || When in the air, the tanks will slide for this long.&lt;br /&gt;
|-&lt;br /&gt;
| _worldSize || 400 || The size of the world. This should not be set during play, as the walls will not move for currently connected players. Setting this larger will allow tanks to go outside the map, and setting it smaller will cause tanks to be kicked for leaving the world boundaries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7133</id>
		<title>Server Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7133"/>
		<updated>2010-08-04T08:07:27Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BZFlag Server (BZFS) allows administrators to configure a large number of gameplay and configuration settings from within the client.  The /set command in-game allows users with the appropriate permissions to change these values.  These may also be known as BZDB variables and &amp;quot;/set variables&amp;quot; depending on who you speak with.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, time values are measured in seconds, distances in [[world units]], and speeds in [[world units]] per second.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|Note|Some values, such as _worldSize, only take affect at server start since they affect the world file that is generated.  It is recommended to apply these in the map file so they are loaded with the map.}}&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)&lt;br /&gt;
|-&lt;br /&gt;
| _agilityTimeWindow || 1 || The amount of time (in seconds)that the tank will have the speed specified by _agilityAdVel&lt;br /&gt;
|-&lt;br /&gt;
| _agilityVelDelta || 0.3 || &lt;br /&gt;
|-&lt;br /&gt;
| _angleTolerance || 0.05 || If a tank has turned more than it was expected to, plus this tolerance, a new update is sent so the other clients are aware of the change in heading&lt;br /&gt;
|-&lt;br /&gt;
| _angularAd || 1.5 || Multiplies _tankAngVel to determine how fast tanks can turn while holding the Quick Turn flag&lt;br /&gt;
|-&lt;br /&gt;
| _avenueSize || 2*_boxBase || Space to leave between objects in random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _baseSize || 60 || Width and Depth (bases have constant height) of the square bases for CTF games&lt;br /&gt;
|-&lt;br /&gt;
| _boxBase || 30 || Width and Depth of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _boxHeight || 6*_muzzleHeight || Height of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _burrowDepth || -1.32 || Determines how far down tanks drop when they have the Burrow Flag. Making this much lower makes it below the floor, and impossible to kill the tank without something like a ShockWave flag!&lt;br /&gt;
|-&lt;br /&gt;
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.&lt;br /&gt;
|-&lt;br /&gt;
| _burrowAngularAd || .55 || Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.&lt;br /&gt;
|-&lt;br /&gt;
| _coldetDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _coldetElements || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _countdownResumeDelay || 5 || This enforces a delay when resuming a paused countdown. If the argument is lower or equal to 0 then resuming is instantly, otherwise it is delayed according to the value (in seconds). &#039;&#039;Available in 2.1 and later&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _cullDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _cullDist || fog || Far plane culling distance (&#039;fog&#039; uses the fog parameters).&lt;br /&gt;
|-&lt;br /&gt;
| _cullElements || 16 || &lt;br /&gt;
|-&lt;br /&gt;
| _cullOccluders || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _disableBots || none || A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -prohibitbots command line option. &lt;br /&gt;
|-&lt;br /&gt;
| _drawCelestial || 1 || Draw the stars, sun, and moon.&lt;br /&gt;
|-&lt;br /&gt;
| _drawClouds || 1 || Draw the clouds.&lt;br /&gt;
|-&lt;br /&gt;
| _drawGround || 1 || Draw the ground plane.&lt;br /&gt;
|-&lt;br /&gt;
| _drawMountains || 1 || Draw the mountains.&lt;br /&gt;
|-&lt;br /&gt;
| _drawSky || 1 || Draw the sky pyramid.&lt;br /&gt;
|-&lt;br /&gt;
| _explodeTime || 5 || After a tank is killed, this is how long it takes to blow up, and then &amp;quot;respawn&amp;quot;. Larger values translates into longer explosions and more client processor time. Note that an explosion is invisible if you are inside it, so large values may make it invisible up close, and extremely large values may make explosions entirely invisible.&lt;br /&gt;
|-&lt;br /&gt;
| _flagAltitude || 11 || The height that the flag flies up when dropped and the height that a flag spawns at.&lt;br /&gt;
|-&lt;br /&gt;
| _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect.&lt;br /&gt;
|-&lt;br /&gt;
| _flagHeight || 10 || The height of the flag (not its pole).&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleWidth || 0.025 || The diameter of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleSize || 0.8 || The height of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagRadius || 2.5 || Determines how close a tank must be to a flag to pick it up.&lt;br /&gt;
|-&lt;br /&gt;
| _fogMode || none || Valid values: linear, exp, or exp2.&lt;br /&gt;
|-&lt;br /&gt;
| _fogDensity || 0.001 || Used for exp and exp2 fog modes.&lt;br /&gt;
|-&lt;br /&gt;
| _fogStart || 0.5*_worldSize || Used for linear fog mode, the distance where fog begins to occlude vision.&lt;br /&gt;
|-&lt;br /&gt;
| _fogEnd || _worldSize || Used for linear fog mode, the distance where the fog occludes everything.&lt;br /&gt;
|-&lt;br /&gt;
| _fogColor || &amp;quot;0.25 0.25 0.25&amp;quot; || RGB or black, red, blue (alpha is ignored).&lt;br /&gt;
|-&lt;br /&gt;
| _friction || 0  || Zero is normal friction, the closer to 0 the harder it is to start and stop, and the higher the number the easier it is to start and stop.&lt;br /&gt;
|-&lt;br /&gt;
| _gmActivationTime || 0.5  || The amount of time (in seconds) it takes for a Guided Missile to become active after it is fired. Any contact under this time will not result in detonation (setting it too low could cause its owner to run into its own GM and be blown up!&lt;br /&gt;
|-&lt;br /&gt;
| _gmAdLife || 0.95 || Multiplied by _shotRange to determine the distance guided missiles will go.&lt;br /&gt;
|-&lt;br /&gt;
| _gmTurnAngle || 0.628319 || The angle at which a Guided Missile will turn to follow its target. (Measured in radians)&lt;br /&gt;
|-&lt;br /&gt;
| _gravity || -9.8 ||  The rate at which a tank will fall (or be kept from jumping) Measured in [[World units]]/Seconds^2. Setting this to a zero or positive value will result in tanks being unable to stay down and will float away.&lt;br /&gt;
|-&lt;br /&gt;
| _handicapScoreDiff || 50 || How much of a score difference (from the leader?) there must be for a player to get a handicap&lt;br /&gt;
|-&lt;br /&gt;
| _handicapVelAd || 2 || Player with handicap will receive this much more (_tankSpeed + _handicapVelAd) velocity than the normal _tankSpeed value.&amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapAngAd || 1.5 || Player with handicap will receive this much more (_angularAd + _handicapAngAd) turning ability than the normal _angularAd. &amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapShotAd || 1.75 || &#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _identifyRange || 50 || If a flag is this distance or closer to a tank carrying the Identify (ID) flag, it will display the closest flag&#039;s type.&lt;br /&gt;
|-&lt;br /&gt;
| _inertiaAngular || 38 || Sets the maximum angular acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _inertiaLinear || 45 || Sets the maximum linear acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _jumpVelocity || 19 || The speed a tank moves vertically while jumping.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdVel || 1000 || The length of each laser shot. Lasers aren&#039;t exactly &amp;quot;infinite&amp;quot; as their description states, they go on for as long as this variable states.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdLife || 0.1 || The amount of time (in seconds) that a laser remains after being fired.&lt;br /&gt;
|-&lt;br /&gt;
| _latitude || 37.5 ||  The latitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lgGravity|| 12.7 ||  Modifies the gravity for owners of the Low Gravity flag. Similar to the _gravity variable. &#039;&#039;Available starting in version 2.1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _lockOnAngle || 0.15 || Angle (in radians) in relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.&lt;br /&gt;
|-&lt;br /&gt;
| _longitude || 122 || The longitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lRAdRate || 0.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| _maxBumpHeight || 0.33 || Any difference between the surface a tank is on and the top surface of an object the tank runs into that is less than this value will allow the tank to simply move up to the object rather than being stopped by it.&lt;br /&gt;
|-&lt;br /&gt;
| _maxFlagGrabs || 4.0 || How many times a flag can be dropped before it respawns. At the first spawn, flags are assigned a random # between 1 and _maxFlagGrabs. Each grab reduces that number by 1, until zero is reached, then the flag spawns at a new location. Flags will always respawn no matter how many flag grabs they have left if dropped over an &#039;unsafe&#039; zone.&lt;br /&gt;
|-&lt;br /&gt;
| _maxLOD || 32767 || The max level of detail to allow.&lt;br /&gt;
|-&lt;br /&gt;
| _mirror || none || Options: &#039;&#039;&#039;white&#039;&#039;&#039;, &#039;&#039;&#039;black&#039;&#039;&#039;, &#039;&#039;&#039;red&#039;&#039;&#039;, &#039;&#039;&#039;blue&#039;&#039;&#039;, &#039;&#039;&#039;pink&#039;&#039;&#039;, &#039;&#039;&#039;purple&#039;&#039;&#039;, &#039;&#039;&#039;orange&#039;&#039;&#039;, etc... (&amp;quot;black 0.75&amp;quot; is a good setting, some invalid options such as &#039;&#039;&#039;mirror&#039;&#039;&#039; will give a mirror look)&lt;br /&gt;
|-&lt;br /&gt;
| _momentumLinAcc || 1 || Momentum flag&#039;s effect on going forwards and backwards.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumAngAcc || 1 || Momentum flag&#039;s effect on turning.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumFriction || 0 || Friction (same as _friction) when holding the Momentum flag.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun&#039;s bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdRate || 10 || _reloadTime divided by _mGunAdRate gives how long machine gun bullets take to reload.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleFront || _tankRadius + 0.1 || Location of muzzle of tank (affects bullets and player camera location).&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleHeight || 1.57 || See _muzzleFront.&lt;br /&gt;
|-&lt;br /&gt;
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noShadows || 0 || Enables or disables shadows. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noSmallPackets || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _notRespondingTime || 5 || The amount of time (in seconds) the server should wait before reporting a tank as not responding.&lt;br /&gt;
|-&lt;br /&gt;
| _obeseFactor || 2.5 || Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.&lt;br /&gt;
|-&lt;br /&gt;
| _pauseDropTime || 15 || The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.&lt;br /&gt;
|-&lt;br /&gt;
| _positionTolerance || 0.09 || &lt;br /&gt;
|-&lt;br /&gt;
| _pyrBase || 4 * _tankHeight || Base size of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _pyrHeight || 5 * _tankHeight || Height of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _radarLimit || _worldSize || The maximum area that the radar can see (when not rotated).&lt;br /&gt;
|-&lt;br /&gt;
| _rainBaseColor || none || When _rainType = rain, sets color of the bottom of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainDensity || none || Determines how many drops of rain are in the space defined by _rainSpread.&lt;br /&gt;
|-&lt;br /&gt;
| _rainEndZ || none || The height above the ground where rain should stop falling.&lt;br /&gt;
|-&lt;br /&gt;
| _rainMaxPuddleTime || none || The amount of time (in seconds) a rain puddle should exist before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleSpeed || none || The speed at which puddles should spread out.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleTexture ||none || Texture of puddles. Best to leave default.&lt;br /&gt;
|-&lt;br /&gt;
| _rainRoofs || 1 || &#039;&#039;&#039;0&#039;&#039;&#039; rain falls through everything&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; rain hits buildings, but puddles are only on the ground&amp;lt;br&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; rain hits buildings, and creates puddles on them&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpread || none || The radius from center of map where rain will fall.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeed || none || The speed at which the rain falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeedMod || none || Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop&#039;s speed&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpins || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not spin as it falls&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain spins as it falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainStartZ || none || The height above ground that rain should fall from.&lt;br /&gt;
|-&lt;br /&gt;
| _rainTexture || none || The name of the texture in data directory.&amp;lt;br&amp;gt;&#039;&#039;Works with _rainTypes of frog, particle, bubble, snow, fatrain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rainTopColor ||none || When _rainType = rain, sets color of the top of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainType || none || Adjusts all _rain* and _use* variables automatically&amp;lt;br&amp;gt;Valid Options : &#039;&#039;&#039;frog&#039;&#039;&#039;, &#039;&#039;&#039;particle&#039;&#039;&#039;, &#039;&#039;&#039;rain&#039;&#039;&#039;, &#039;&#039;&#039;bubble&#039;&#039;&#039;, &#039;&#039;&#039;snow&#039;&#039;&#039;, &#039;&#039;&#039;fatrain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.&lt;br /&gt;
|-&lt;br /&gt;
| _rejumpTime || 0.01 || From version 3.0. Time a tank has to wait before he can jump again after landing. Any value higher than 0 will make it difficult to jump away from sloped faces like pyramids.&lt;br /&gt;
|-&lt;br /&gt;
| _reloadTime || _shotRange/_shotSpeed || Time between shot reloads, note that this can cut shot range short.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdVel || 1.5 || Multiplied by _shotSpeed to determine the speed of the rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdRate || 2 || The reload time (in seconds) for rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdLife || 1/_rFireAdRate || How long the rapid fire bullets last.&lt;br /&gt;
|-&lt;br /&gt;
| _shieldFlight || 2.7 || The amount of time (in seconds) that a shield flag floats in the air (after you drop it) before coming down again.&lt;br /&gt;
|-&lt;br /&gt;
| _shockAdLife || 0.2 || The amount of time (in seconds) that a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _shockInRadius || _tankLength || The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
| _shockOutRadius || 60 || The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRadius || 0.5 || For collision detection.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime.&lt;br /&gt;
|-&lt;br /&gt;
| _shotSpeed || 100 || Speed of shots.&lt;br /&gt;
|-&lt;br /&gt;
| _shotTailLength || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _shotsKeepVerticalVelocity || 0 || If &#039;&#039;&#039;0&#039;&#039;&#039;, shots always move straight in relation to the ground. If &#039;&#039;&#039;1&#039;&#039;&#039;, shots are affected vertically by the tank&#039;s speed, and can fly up and down. Lasers are also affected. &lt;br /&gt;
|-&lt;br /&gt;
| _skyColor || white || Sets the sky to a specific color.&lt;br /&gt;
|-&lt;br /&gt;
| _srRadiusMult || 2 || Radius of steamroller effect.&lt;br /&gt;
|-&lt;br /&gt;
| _squishFactor || 1 || How much tanks squish when landing.&lt;br /&gt;
|-&lt;br /&gt;
| _squishTime || 1 || How much squishy time you get after falling to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _syncTime || 1 || Whether or not to sync the players time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _syncLocation || 0 || Whether or not to sync the location time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _tankAngVel || 0.785398 || How fast the tank can turn.&lt;br /&gt;
|-&lt;br /&gt;
| _tankExplosionSize || 3.5 * _tankLength || How large the tank&#039;s explosion is.&lt;br /&gt;
|-&lt;br /&gt;
| _tankHeight || 2.05 || The height of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankLength || 6 || The length of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankRadius || 0.72 * _tankLength || The radius of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankSpeed || 25 || The speed of the tank&lt;br /&gt;
|-&lt;br /&gt;
| _tankWidth || 2.8 || The width of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _targetingAngle || 0.3|| Something to do with GM... &lt;br /&gt;
|-&lt;br /&gt;
| _teleportBreadth || 4.48|| Random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _teleportHeight || 10.08 || See _teleportBreadth.&lt;br /&gt;
|-&lt;br /&gt;
| _teleportTime || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| _teleportWidth || 1.12 || See _teleportHeight.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdLife || 0.05 || The amount of time (in seconds) that a thief shot lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdRate || 12 || The amount of time (in seconds) that the Thief &amp;quot;shot&amp;quot; reloads.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdShotVel || 8 || The speed of thief.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink a tank carrying the thief flag.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefDropTime || reloadTime * 0.5 ||The amount of time you must wait to fire a shot after stealing a flag.&lt;br /&gt;
|-&lt;br /&gt;
| _tinyFactor || 0.4 || Multiplied by the normal tank size to shrink a tank carrying the tiny flag.&lt;br /&gt;
|-&lt;br /&gt;
| _trackFade || 3 || The amount of time (in seconds) before track marks fade.&lt;br /&gt;
|-&lt;br /&gt;
| _updateThrottleRate || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| _useLineRain || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is not a vertical line&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor&lt;br /&gt;
|-&lt;br /&gt;
| _useRainPuddles || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not create puddles&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain creates puddles&lt;br /&gt;
|-&lt;br /&gt;
| _useRainBillboards || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is lines or polygons&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is billboards, textured and look the same from all angles&lt;br /&gt;
|-&lt;br /&gt;
| _velocityAd || 1.5 || Multiplies _tankSpeed to determine the speed of a tank carrying the high speed (V) flag&lt;br /&gt;
|-&lt;br /&gt;
| _wallHeight || 3 * _tankHeight|| The outer wall height.&lt;br /&gt;
|-&lt;br /&gt;
| _weapons || 1 || Used with world weapons, &#039;&#039;&#039;0&#039;&#039;&#039; world weapons will not fire&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; world weapons will fire&lt;br /&gt;
|-&lt;br /&gt;
| _wideAngleAng || 1.745329 || The viewing angle when a tank has the Wide Angle bad flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsGravity || _gravity || How much gravity affects tanks with the WG flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpCount || 1 || The number of jumps a tank with the wings flag can do before returning to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in [[world units]]/sec.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsSlideTime || 0 || When in the air, the tanks will slide for this long.&lt;br /&gt;
|-&lt;br /&gt;
| _worldSize || 400 || The size of the world. This should not be set during play, as the walls will not move for currently connected players. Setting this larger will allow tanks to go outside the map, and setting it smaller will cause tanks to be kicked for leaving the world boundaries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7131</id>
		<title>Server Variables</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Server_Variables&amp;diff=7131"/>
		<updated>2010-07-28T05:48:12Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: guess that&amp;#039;s right&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The BZFlag Server (BZFS) allows administrators to configure a large number of gameplay and configuration settings from within the client.  The /set command in-game allows users with the appropriate permissions to change these values.  These may also be known as BZDB variables and &amp;quot;/set variables&amp;quot; depending on who you speak with.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise noted, time values are measured in seconds, distances in [[world units]], and speeds in [[world units]] per second.&lt;br /&gt;
&lt;br /&gt;
{{InfoBox|Note|Some values, such as _worldSize, only take affect at server start since they affect the world file that is generated.  It is recommended to apply these in the map file so they are loaded with the map.}}&lt;br /&gt;
{|{{Prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Default&#039;&#039;&#039;&lt;br /&gt;
|{{Hl3}}|&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _agilityAdVel || 2.25 || Multiplies _tankSpeed for tanks holding Agility flag for a specified amount of time (_agilityTimeWindow)&lt;br /&gt;
|-&lt;br /&gt;
| _agilityTimeWindow || 1 || The amount of time (in seconds)that the tank will have the speed specified by _agilityAdVel&lt;br /&gt;
|-&lt;br /&gt;
| _agilityVelDelta || 0.3 || &lt;br /&gt;
|-&lt;br /&gt;
| _angleTolerance || 0.05 || If a tank has turned more than it was expected to, plus this tolerance, a new update is sent so the other clients are aware of the change in heading&lt;br /&gt;
|-&lt;br /&gt;
| _angularAd || 1.5 || Multiplies _tankAngVel to determine how fast tanks can turn while holding the Quick Turn flag&lt;br /&gt;
|-&lt;br /&gt;
| _avenueSize || 2*_boxBase || Space to leave between objects in random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _baseSize || 60 || Width and Depth (bases have constant height) of the square bases for CTF games&lt;br /&gt;
|-&lt;br /&gt;
| _boxBase || 30 || Width and Depth of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _boxHeight || 6*_muzzleHeight || Height of boxes on a random map?&lt;br /&gt;
|-&lt;br /&gt;
| _burrowDepth || -1.32 || Determines how far down tanks drop when they have the Burrow Flag. Making this much lower makes it below the floor, and impossible to kill the tank without something like a ShockWave flag!&lt;br /&gt;
|-&lt;br /&gt;
| _burrowSpeedAd || .8 || Multiplied by _tankSpeed to determine how fast tanks holding the Burrow Flag move.&lt;br /&gt;
|-&lt;br /&gt;
| _burrowAngularAd || .55 || Multiplied by _tankAngVel to determine how fast tanks can turn while holding the Burrow flag.&lt;br /&gt;
|-&lt;br /&gt;
| _coldetDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _coldetElements || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _countdownResumeTime || 5 || This enforces a delay when resuming a paused countdown. If the argument is lower or equal to 0 then resuming is instantly, otherwise it is delayed according to the value (in seconds). &#039;&#039;Available in 2.1 and later&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _cullDepth || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| _cullDist || fog || Far plane culling distance (&#039;fog&#039; uses the fog parameters).&lt;br /&gt;
|-&lt;br /&gt;
| _cullElements || 16 || &lt;br /&gt;
|-&lt;br /&gt;
| _cullOccluders || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _disableBots || none || A value of 1 in this variable does not allow autopilot or bots on the server, equivalent to the old -prohibitbots command line option. &lt;br /&gt;
|-&lt;br /&gt;
| _drawCelestial || 1 || Draw the stars, sun, and moon.&lt;br /&gt;
|-&lt;br /&gt;
| _drawClouds || 1 || Draw the clouds.&lt;br /&gt;
|-&lt;br /&gt;
| _drawGround || 1 || Draw the ground plane.&lt;br /&gt;
|-&lt;br /&gt;
| _drawMountains || 1 || Draw the mountains.&lt;br /&gt;
|-&lt;br /&gt;
| _drawSky || 1 || Draw the sky pyramid.&lt;br /&gt;
|-&lt;br /&gt;
| _explodeTime || 5 || After a tank is killed, this is how long it takes to blow up, and then &amp;quot;respawn&amp;quot;. Larger values translates into longer explosions and more client processor time. Note that an explosion is invisible if you are inside it, so large values may make it invisible up close, and extremely large values may make explosions entirely invisible.&lt;br /&gt;
|-&lt;br /&gt;
| _flagAltitude || 11 || The height that the flag flies up when dropped and the height that a flag spawns at.&lt;br /&gt;
|-&lt;br /&gt;
| _flagEffectTime || 0.64 || How much time it takes for the flag to go into effect.&lt;br /&gt;
|-&lt;br /&gt;
| _flagHeight || 10 || The height of the flag (not its pole).&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleWidth || 0.025 || The diameter of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagPoleSize || 0.8 || The height of the flag pole.&lt;br /&gt;
|-&lt;br /&gt;
| _flagRadius || 2.5 || Determines how close a tank must be to a flag to pick it up.&lt;br /&gt;
|-&lt;br /&gt;
| _fogMode || none || Valid values: linear, exp, or exp2.&lt;br /&gt;
|-&lt;br /&gt;
| _fogDensity || 0.001 || Used for exp and exp2 fog modes.&lt;br /&gt;
|-&lt;br /&gt;
| _fogStart || 0.5*_worldSize || Used for linear fog mode, the distance where fog begins to occlude vision.&lt;br /&gt;
|-&lt;br /&gt;
| _fogEnd || _worldSize || Used for linear fog mode, the distance where the fog occludes everything.&lt;br /&gt;
|-&lt;br /&gt;
| _fogColor || &amp;quot;0.25 0.25 0.25&amp;quot; || RGB or black, red, blue (alpha is ignored).&lt;br /&gt;
|-&lt;br /&gt;
| _friction || 0  || Zero is normal friction, the closer to 0 the harder it is to start and stop, and the higher the number the easier it is to start and stop.&lt;br /&gt;
|-&lt;br /&gt;
| _gmActivationTime || 0.5  || The amount of time (in seconds) it takes for a Guided Missile to become active after it is fired. Any contact under this time will not result in detonation (setting it too low could cause its owner to run into its own GM and be blown up!&lt;br /&gt;
|-&lt;br /&gt;
| _gmAdLife || 0.95 || Multiplied by _shotRange to determine the distance guided missiles will go.&lt;br /&gt;
|-&lt;br /&gt;
| _gmTurnAngle || 0.628319 || The angle at which a Guided Missile will turn to follow its target. (Measured in radians)&lt;br /&gt;
|-&lt;br /&gt;
| _gravity || -9.8 ||  The rate at which a tank will fall (or be kept from jumping) Measured in [[World units]]/Seconds^2. Setting this to a zero or positive value will result in tanks being unable to stay down and will float away.&lt;br /&gt;
|-&lt;br /&gt;
| _handicapScoreDiff || 50 || How much of a score difference (from the leader?) there must be for a player to get a handicap&lt;br /&gt;
|-&lt;br /&gt;
| _handicapVelAd || 2 || Player with handicap will receive this much more (_tankSpeed + _handicapVelAd) velocity than the normal _tankSpeed value.&amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapAngAd || 1.5 || Player with handicap will receive this much more (_angularAd + _handicapAngAd) turning ability than the normal _angularAd. &amp;lt;br&amp;gt;&#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _handicapShotAd || 1.75 || &#039;&#039;**Note: These could be factors rather than additions&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _identifyRange || 50 || If a flag is this distance or closer to a tank carrying the Identify (ID) flag, it will display the closest flag&#039;s type.&lt;br /&gt;
|-&lt;br /&gt;
| _inertiaAngular || 38 || Sets the maximum angular acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _inertiaLinear || 45 || Sets the maximum linear acceleration. Available in version 3.0. Replaces the &amp;quot;-a&amp;quot; option. &lt;br /&gt;
|-&lt;br /&gt;
| _jumpVelocity || 19 || The speed a tank moves vertically while jumping.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdVel || 1000 || The length of each laser shot. Lasers aren&#039;t exactly &amp;quot;infinite&amp;quot; as their description states, they go on for as long as this variable states.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdRate || 0.5 || Multiplied by _rFireAdRate to determine the firing rate for a laser.&lt;br /&gt;
|-&lt;br /&gt;
| _laserAdLife || 0.1 || The amount of time (in seconds) that a laser remains after being fired.&lt;br /&gt;
|-&lt;br /&gt;
| _latitude || 37.5 ||  The latitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lgGravity|| 12.7 ||  Modifies the gravity for owners of the Low Gravity flag. Similar to the _gravity variable. &#039;&#039;Available starting in version 2.1&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _lockOnAngle || 0.15 || Angle (in radians) in relation to tanks heading (positive or negative) that will allow a Guided Missile to lock onto a target.&lt;br /&gt;
|-&lt;br /&gt;
| _longitude || 122 || The longitude at which the world exists. This affects the timezone.&lt;br /&gt;
|-&lt;br /&gt;
| _lRAdRate || 0.5 ||&lt;br /&gt;
|-&lt;br /&gt;
| _maxBumpHeight || 0.33 || Any difference between the surface a tank is on and the top surface of an object the tank runs into that is less than this value will allow the tank to simply move up to the object rather than being stopped by it.&lt;br /&gt;
|-&lt;br /&gt;
| _maxFlagGrabs || 4.0 || How many times a flag can be dropped before it respawns. At the first spawn, flags are assigned a random # between 1 and _maxFlagGrabs. Each grab reduces that number by 1, until zero is reached, then the flag spawns at a new location. Flags will always respawn no matter how many flag grabs they have left if dropped over an &#039;unsafe&#039; zone.&lt;br /&gt;
|-&lt;br /&gt;
| _maxLOD || 32767 || The max level of detail to allow.&lt;br /&gt;
|-&lt;br /&gt;
| _mirror || none || Options: &#039;&#039;&#039;white&#039;&#039;&#039;, &#039;&#039;&#039;black&#039;&#039;&#039;, &#039;&#039;&#039;red&#039;&#039;&#039;, &#039;&#039;&#039;blue&#039;&#039;&#039;, &#039;&#039;&#039;pink&#039;&#039;&#039;, &#039;&#039;&#039;purple&#039;&#039;&#039;, &#039;&#039;&#039;orange&#039;&#039;&#039;, etc... (&amp;quot;black 0.75&amp;quot; is a good setting, some invalid options such as &#039;&#039;&#039;mirror&#039;&#039;&#039; will give a mirror look)&lt;br /&gt;
|-&lt;br /&gt;
| _momentumLinAcc || 1 || Momentum flag&#039;s effect on going forwards and backwards.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumAngAcc || 1 || Momentum flag&#039;s effect on turning.&lt;br /&gt;
|-&lt;br /&gt;
| _momentumFriction || 0 || Friction (same as _friction) when holding the Momentum flag.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdVel || 1/_mGunAdRate || The speed of the machine gun&#039;s bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdRate || 10 || _reloadTime divided by _mGunAdRate gives how long machine gun bullets take to reload.&lt;br /&gt;
|-&lt;br /&gt;
| _mGunAdLife || 1.5 || Multiplied by _shotRange to determine the distance machine gun bullets go.&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleFront || _tankRadius + 0.1 || Location of muzzle of tank (affects bullets and player camera location).&lt;br /&gt;
|-&lt;br /&gt;
| _muzzleHeight || 1.57 || See _muzzleFront.&lt;br /&gt;
|-&lt;br /&gt;
| _noClimb || 1 || Allow or disallow climbing on sloped surfaces. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noShadows || 0 || Enables or disables shadows. A value of 0 allows, 1 disallows.&lt;br /&gt;
|-&lt;br /&gt;
| _noSmallPackets || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| _notRespondingTime || 5 || The amount of time (in seconds) the server should wait before reporting a tank as not responding.&lt;br /&gt;
|-&lt;br /&gt;
| _obeseFactor || 2.5 || Multiplier of normal size that determines how big a tank gets when carrying the Obese flag.&lt;br /&gt;
|-&lt;br /&gt;
| _pauseDropTime || 15 || The amount of time (in seconds) that a tank needs to be paused before its flag is dropped automatically.&lt;br /&gt;
|-&lt;br /&gt;
| _positionTolerance || 0.09 || &lt;br /&gt;
|-&lt;br /&gt;
| _pyrBase || 4 * _tankHeight || Base size of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _pyrHeight || 5 * _tankHeight || Height of pyramids generated by the default random map generator.&lt;br /&gt;
|-&lt;br /&gt;
| _radarLimit || _worldSize || The maximum area that the radar can see (when not rotated).&lt;br /&gt;
|-&lt;br /&gt;
| _rainBaseColor || none || When _rainType = rain, sets color of the bottom of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainDensity || none || Determines how many drops of rain are in the space defined by _rainSpread.&lt;br /&gt;
|-&lt;br /&gt;
| _rainEndZ || none || The height above the ground where rain should stop falling.&lt;br /&gt;
|-&lt;br /&gt;
| _rainMaxPuddleTime || none || The amount of time (in seconds) a rain puddle should exist before disappearing.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleSpeed || none || The speed at which puddles should spread out.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleColor || none || Color of rain puddles. none means no puddle.&lt;br /&gt;
|-&lt;br /&gt;
| _rainPuddleTexture ||none || Texture of puddles. Best to leave default.&lt;br /&gt;
|-&lt;br /&gt;
| _rainRoofs || 1 || &#039;&#039;&#039;0&#039;&#039;&#039; rain falls through everything&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; rain hits buildings, but puddles are only on the ground&amp;lt;br&amp;gt;&#039;&#039;&#039;2&#039;&#039;&#039; rain hits buildings, and creates puddles on them&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpread || none || The radius from center of map where rain will fall.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeed || none || The speed at which the rain falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpeedMod || none || Randomizes _rainSpeed by adding/subtracting up to this number from each raindrop&#039;s speed&lt;br /&gt;
|-&lt;br /&gt;
| _rainSpins || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not spin as it falls&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain spins as it falls.&lt;br /&gt;
|-&lt;br /&gt;
| _rainStartZ || none || The height above ground that rain should fall from.&lt;br /&gt;
|-&lt;br /&gt;
| _rainTexture || none || The name of the texture in data directory.&amp;lt;br&amp;gt;&#039;&#039;Works with _rainTypes of frog, particle, bubble, snow, fatrain&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rainTopColor ||none || When _rainType = rain, sets color of the top of raindrops.&lt;br /&gt;
|-&lt;br /&gt;
| _rainType || none || Adjusts all _rain* and _use* variables automatically&amp;lt;br&amp;gt;Valid Options : &#039;&#039;&#039;frog&#039;&#039;&#039;, &#039;&#039;&#039;particle&#039;&#039;&#039;, &#039;&#039;&#039;rain&#039;&#039;&#039;, &#039;&#039;&#039;bubble&#039;&#039;&#039;, &#039;&#039;&#039;snow&#039;&#039;&#039;, &#039;&#039;&#039;fatrain&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| _rejoinTime || _explodeTime || The number of seconds before clients can rejoin a game, after they leave.&lt;br /&gt;
|-&lt;br /&gt;
| _rejumpTime || 0.01 || From version 3.0. Time a tank has to wait before he can jump again after landing. Any value higher than 0 will make it difficult to jump away from sloped faces like pyramids.&lt;br /&gt;
|-&lt;br /&gt;
| _reloadTime || _shotRange/_shotSpeed || Time between shot reloads, note that this can cut shot range short.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdVel || 1.5 || Multiplied by _shotSpeed to determine the speed of the rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdRate || 2 || The reload time (in seconds) for rapid fire bullets.&lt;br /&gt;
|-&lt;br /&gt;
| _rFireAdLife || 1/_rFireAdRate || How long the rapid fire bullets last.&lt;br /&gt;
|-&lt;br /&gt;
| _shieldFlight || 2.7 || The amount of time (in seconds) that a shield flag floats in the air (after you drop it) before coming down again.&lt;br /&gt;
|-&lt;br /&gt;
| _shockAdLife || 0.2 || The amount of time (in seconds) that a shockwave lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _shockInRadius || _tankLength || The starting radius of the shockwave. Negative values will make the shockwave shrink and expand.&lt;br /&gt;
|-&lt;br /&gt;
| _shockOutRadius || 60 || The outer radius of the shockwave. If greater than _shockInRadius, the shockwave expands outward. If less than _shockInRadius, the shockwave starts big and shrinks inward.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRadius || 0.5 || For collision detection.&lt;br /&gt;
|-&lt;br /&gt;
| _shotRange || 350 || Range of shots, note that they can be cut short by _reloadTime.&lt;br /&gt;
|-&lt;br /&gt;
| _shotSpeed || 100 || Speed of shots.&lt;br /&gt;
|-&lt;br /&gt;
| _shotTailLength || 4 || &lt;br /&gt;
|-&lt;br /&gt;
| _shotsKeepVerticalVelocity || 0 || If &#039;&#039;&#039;0&#039;&#039;&#039;, shots always move straight in relation to the ground. If &#039;&#039;&#039;1&#039;&#039;&#039;, shots are affected vertically by the tank&#039;s speed, and can fly up and down. Lasers are also affected. &lt;br /&gt;
|-&lt;br /&gt;
| _skyColor || white || Sets the sky to a specific color.&lt;br /&gt;
|-&lt;br /&gt;
| _srRadiusMult || 2 || Radius of steamroller effect.&lt;br /&gt;
|-&lt;br /&gt;
| _squishFactor || 1 || How much tanks squish when landing.&lt;br /&gt;
|-&lt;br /&gt;
| _squishTime || 1 || How much squishy time you get after falling to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _syncTime || 1 || Whether or not to sync the players time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _syncLocation || 0 || Whether or not to sync the location time with the servers&#039;.&lt;br /&gt;
|-&lt;br /&gt;
| _tankAngVel || 0.785398 || How fast the tank can turn.&lt;br /&gt;
|-&lt;br /&gt;
| _tankExplosionSize || 3.5 * _tankLength || How large the tank&#039;s explosion is.&lt;br /&gt;
|-&lt;br /&gt;
| _tankHeight || 2.05 || The height of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankLength || 6 || The length of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankRadius || 0.72 * _tankLength || The radius of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _tankSpeed || 25 || The speed of the tank&lt;br /&gt;
|-&lt;br /&gt;
| _tankWidth || 2.8 || The width of the tank.&lt;br /&gt;
|-&lt;br /&gt;
| _targetingAngle || 0.3|| Something to do with GM... &lt;br /&gt;
|-&lt;br /&gt;
| _teleportBreadth || 4.48|| Random maps?&lt;br /&gt;
|-&lt;br /&gt;
| _teleportHeight || 10.08 || See _teleportBreadth.&lt;br /&gt;
|-&lt;br /&gt;
| _teleportTime || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| _teleportWidth || 1.12 || See _teleportHeight.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdLife || 0.05 || The amount of time (in seconds) that a thief shot lasts.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdRate || 12 || The amount of time (in seconds) that the Thief &amp;quot;shot&amp;quot; reloads.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefAdShotVel || 8 || The speed of thief.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefTinyFactor || 0.5|| Multiplied by the normal tank size to shrink a tank carrying the thief flag.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefVelAd || 1.67 || Multiplied by _tankSpeed to determine how fast tanks holding the thief goes.&lt;br /&gt;
|-&lt;br /&gt;
| _thiefDropTime || reloadTime * 0.5 ||The amount of time you must wait to fire a shot after stealing a flag.&lt;br /&gt;
|-&lt;br /&gt;
| _tinyFactor || 0.4 || Multiplied by the normal tank size to shrink a tank carrying the tiny flag.&lt;br /&gt;
|-&lt;br /&gt;
| _trackFade || 3 || The amount of time (in seconds) before track marks fade.&lt;br /&gt;
|-&lt;br /&gt;
| _updateThrottleRate || 30 ||&lt;br /&gt;
|-&lt;br /&gt;
| _useLineRain || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is not a vertical line&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is vertical lines, smoothly shaded from _rainTopColor to _rainBaseColor&lt;br /&gt;
|-&lt;br /&gt;
| _useRainPuddles || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain does not create puddles&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain creates puddles&lt;br /&gt;
|-&lt;br /&gt;
| _useRainBillboards || none || &#039;&#039;&#039;0&#039;&#039;&#039; Rain is lines or polygons&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; Rain is billboards, textured and look the same from all angles&lt;br /&gt;
|-&lt;br /&gt;
| _velocityAd || 1.5 || Multiplies _tankSpeed to determine the speed of a tank carrying the high speed (V) flag&lt;br /&gt;
|-&lt;br /&gt;
| _wallHeight || 3 * _tankHeight|| The outer wall height.&lt;br /&gt;
|-&lt;br /&gt;
| _weapons || 1 || Used with world weapons, &#039;&#039;&#039;0&#039;&#039;&#039; world weapons will not fire&amp;lt;br&amp;gt;&#039;&#039;&#039;1&#039;&#039;&#039; world weapons will fire&lt;br /&gt;
|-&lt;br /&gt;
| _wideAngleAng || 1.745329 || The viewing angle when a tank has the Wide Angle bad flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsGravity || _gravity || How much gravity affects tanks with the WG flag.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpCount || 1 || The number of jumps a tank with the wings flag can do before returning to the ground.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsJumpVelocity || _jumpVelocity || The initial velocity of a jump with wings, in [[world units]]/sec.&lt;br /&gt;
|-&lt;br /&gt;
| _wingsSlideTime || 0 || When in the air, the tanks will slide for this long.&lt;br /&gt;
|-&lt;br /&gt;
| _worldSize || 400 || The size of the world. This should not be set during play, as the walls will not move for currently connected players. Setting this larger will allow tanks to go outside the map, and setting it smaller will cause tanks to be kicked for leaving the world boundaries.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Server]]&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Map_making_by_hand&amp;diff=7099</id>
		<title>Map making by hand</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Map_making_by_hand&amp;diff=7099"/>
		<updated>2010-07-06T11:06:18Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: /* Text Editors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DoDoc|Major re-organization, transform away from &amp;quot;chat&amp;quot; style. Need to reference pages elsewhere on the wiki in place of much of the content which appears to be building up here.  Create them if necessary, or see the list [[Special:Allpages|here]].}}&lt;br /&gt;
Although there are a number of GUI options for creating maps such as BZ-Edit, 3D modelers, many map-makers use a basic text-editor.  There are many times when it is necessary to make small changes to a map, such as including objects that are unavailable in GUI map-maker, but there are also some who enjoy the challenge of creating a map entirely from scratch with a text-editor.&lt;br /&gt;
&lt;br /&gt;
==Text Editors==&lt;br /&gt;
Most text-editors designed for coding/programming are more than sufficient for editing bzw files.  Although word-processing programs such as Microsoft Word can be used, there are many cheaper (free) and more efficient programs designed specifically for coding. If you are interested in syntax highlighting, look at the [http://my.bzflag.org/bb/viewtopic.php?f=24&amp;amp;t=16037&amp;amp;p=148953 forum topic].&lt;br /&gt;
===Windows===&lt;br /&gt;
*Notepad&lt;br /&gt;
*PSPad&lt;br /&gt;
*NoteTab&lt;br /&gt;
===Mac===&lt;br /&gt;
*TextWrangler&lt;br /&gt;
*TextEdit&lt;br /&gt;
===Linux===&lt;br /&gt;
*Command-line editors such as nano, emacs, pico, vim, or ed.&lt;br /&gt;
*GEdit&lt;br /&gt;
*Kate&lt;br /&gt;
&lt;br /&gt;
==Editing existing maps==&lt;br /&gt;
Beginning mapmakers should spend some time studying and making small changes in existing maps to see how things work.  In the client, maps can be saved for editing by joining the desired server and choosing: Options&amp;gt;Save World.  Maps can also be saved by issuing the /saveworld command.  The map should be a simple map when getting started.  One may find it easier to create a file in BZEdit and open the resulting file in the text-editor.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
If you have created a box in BZEdit you may see:&lt;br /&gt;
{|&lt;br /&gt;
|&lt;br /&gt;
 # World built with bzedit32 world class, available at&lt;br /&gt;
 # http://www.sourceforge.net/projects/bzflag&lt;br /&gt;
 world &lt;br /&gt;
   size 400 &lt;br /&gt;
 end &lt;br /&gt;
 options &lt;br /&gt;
   +r &lt;br /&gt;
   -j &lt;br /&gt;
   -set _tankSpeed 25 &lt;br /&gt;
   -ms 5 &lt;br /&gt;
   -mp 0,2,0,2,0,2 &lt;br /&gt;
 end &lt;br /&gt;
 box &lt;br /&gt;
   name box1 &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
 end &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===What that means===&lt;br /&gt;
&amp;quot;There are set variables that define various things such as how fast your tank is, how fast the bullets are, or if it&#039;s raining or foggy.  Put those in the options setting with &amp;quot;-set(space) &amp;quot; in front of it. You can also make those changes as an admin by using /set _variable (notice there is a space between the set and the _).  A full list of these settings can be found on the [[Server Variables]] page.  Other options, such as how many times a flag can be grabbed before it resets or if flags can land on buildings are explained [http://my.bzflag.org/bb/files/antigrav4teamconf_114.txt in this forum post]&lt;br /&gt;
Optionally, the variables can be placed in a separate configuration file and referenced when the server is started.&amp;quot;&lt;br /&gt;
&#039;&#039;&#039;old&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First, it says:&lt;br /&gt;
 # World built with bzedit32 world class, available at&lt;br /&gt;
 # http://www.sourceforge.net/projects/bzflag&lt;br /&gt;
(Note: the # sign is used for comments.)&lt;br /&gt;
&lt;br /&gt;
This is the text added by the application initially, kind of like advertising. This will be the first thing anyone sees when they look at the map.&lt;br /&gt;
&lt;br /&gt;
The next thing is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
world &lt;br /&gt;
  size 400 # Sets the world size to 400 (800 x 800 total)&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is rather self-explanatory. It&#039;s the &amp;lt;size&amp;gt; of the &amp;lt;world&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Next is:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
options &lt;br /&gt;
  +r   # Enable Ricochet&lt;br /&gt;
  -j   # Enable Jumping&lt;br /&gt;
  -set _tankSpeed 25  # Sets the tank speed to 25 bzunits/second&lt;br /&gt;
  -ms 5  # Sets the maximum shots (per tank) to 5&lt;br /&gt;
  -mp 0,2,0,2,0,2  # Maximum of 2 Red Players, 2 Blue Players, and 2 Observers&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is the &amp;lt;options&amp;gt;.&lt;br /&gt;
The commands listed here are:&lt;br /&gt;
Ricochet, Jumping, Tank speed, Max Shots, and Max Players.&lt;br /&gt;
These are rather self explanatory, except for Max Players. It works like this. Rouge, Red, Green, Blue, Purple, Observer. Each number defines the max number of players per category.&lt;br /&gt;
&lt;br /&gt;
For more, see [[Options_(object)|Options Object]].&lt;br /&gt;
&lt;br /&gt;
We now come to:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
box &lt;br /&gt;
  name box1      # Generally unused&lt;br /&gt;
  position 0 0 0 # X Y Z Position&lt;br /&gt;
  size 10 10 10  # X Y Z Size (bzunits from the position of the box)&lt;br /&gt;
  rotation 0     # Rotation (in degrees)&lt;br /&gt;
end &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
This is a &amp;lt;box&amp;gt; with a &amp;lt;name&amp;gt; of &amp;lt;box1&amp;gt;.&lt;br /&gt;
The &amp;lt;position&amp;gt; is 0,0,0 in R3[http://en.wikipedia.org/wiki/R3].&lt;br /&gt;
The rest is pretty self explanatory.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; EVERY STATEMENT MUST HAVE AN END.&lt;br /&gt;
&lt;br /&gt;
===Basic Definitions===&lt;br /&gt;
;Objects&lt;br /&gt;
:Objects are the basic building blocks of the bzw file.  Objects begin with a line declaring the object, some fields describing that object, and a line that closes the object (usually with &amp;quot;end&amp;quot;).  Each of these sections of the object is important.&lt;br /&gt;
;Comments&lt;br /&gt;
:BZFS ignores anything in a line following the #; the line has been &amp;quot;commented out.&amp;quot;  It is highly recommended that comments be used often, both for the mapmaker and for others that may see the map.&lt;br /&gt;
;3D Cartesian Coordinate System&lt;br /&gt;
:In most objects, you will see three numbers after position and size. These numbers are coordinates on a graph. The first number is the x coordinate (left and right) the middle number is the y coordinate (forward and backward) and the third number is the z coordinate (height and depth). Another way of thinking of it is: x = width, y = depth, z = height. (Those accustomed to the Y axis determining height will have to slightly adjust their thinking.) &lt;br /&gt;
&lt;br /&gt;
==Sample Objects==&lt;br /&gt;
===The Box===&lt;br /&gt;
Perhaps the simplest object is the box.  There is actually nothing special you can do to it (but in versions of BZFlag from 2.0.8 up, you can do a lot more to it).  Here is an example of a box:&lt;br /&gt;
&lt;br /&gt;
 box&lt;br /&gt;
   name box1             # Optional, but good to include&lt;br /&gt;
   position 0 0 0&lt;br /&gt;
   size 10 10 10&lt;br /&gt;
   rotation 0&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
In the first line, notice the word &amp;quot;box&amp;quot;.  It simply says the next object is a box.  The next line is the name of the object.  It is defined with the syntax &amp;quot;&amp;lt;tt&amp;gt;name &#039;&#039;objectName&#039;&#039;&amp;lt;/tt&amp;gt;&amp;quot;.  It is not required, but is good to include.  The third line defines the position of the center of the bottom of the object.  The three arguments of &amp;lt;tt&amp;gt;position&amp;lt;/tt&amp;gt; are the x, y, and z coordinates of the box, respectively.  The x and y coordinates can be positive or negative, but the z coordinate should just be positive or zero.  On the fourth line, the size of the box is defined.  The arguments of &amp;lt;tt&amp;gt;size&amp;lt;/tt&amp;gt; are the x, y, and z sizes of the object, respectively.  The x and y arguments make the box that wide on both sides of it&#039;s position.  However, the z argument makes the object exactly the number of units tall as defined.  The next line just says how much the object is rotated.  This number is the number of degrees of rotation, and can be negative or positive.  The last line just tells BZFlag the object is done, and a new one can be defined.  Be sure to &#039;&#039;&#039;always&#039;&#039;&#039; use this.&lt;br /&gt;
&lt;br /&gt;
===The Cone===&lt;br /&gt;
Most objects have similar parameters as the basic box.  For instance, the code for a cone may look something like this:&lt;br /&gt;
&lt;br /&gt;
 cone&lt;br /&gt;
   name cone1&lt;br /&gt;
   position 0 0 0&lt;br /&gt;
   size 10 10 20&lt;br /&gt;
   divisions 128&lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
Divisions basically decide how smooth the cone is.  The higher the divisions the more smooth the cone is.  A division of 4 would look like a pyramid.  Another parameter that can be added to the cone object is angle. If you say angle 180, that would make 1/2 of a cone, 90 would make 1/4 of a cone, and so on. &lt;br /&gt;
&lt;br /&gt;
===The Arc===&lt;br /&gt;
&lt;br /&gt;
An arc is basically a cylinder. However it doesn’t have to be a perfect cylinder depending on certain options you select. For an arc the only required options are divisions, position and size. Just like the cone divisions have the same effect, position and size are all the same. Once again you can have an oval shaped cylinder type thing. Now, you WILL find more options to an arc than to a cone, for example the ratio option. The ratio options let you basically put a hole in the cylinder. So if you have the option: ratio 1 you would have a full cylinder. If you say for example ratio .3 or any number less than 1 you will get a whole in the cylinder. The bigger the number, the smaller the hole. Angle allows you to do a simi-circle. Rotation once again isn&#039;t really needed. all the options like spin and shear are the same for this object too! phydrv and matref I’ll show later. Let’s move to the sphere &lt;br /&gt;
&lt;br /&gt;
===The Sphere===&lt;br /&gt;
&lt;br /&gt;
The only options required to make a sphere are position, size, and divisions. &lt;br /&gt;
All these options do the same thing as they did in the objects above.  You may also have an oval like sphere.  You make an oval like sphere simply by making the x and y&#039;s different sizes just like in the cone and arc.  The radius option is just a substitute for size.  You can write size 10 10 10 or radius 10.  Both do the same thing. However if you want an oval shaped sphere you have to use size.  Rotation wouldn&#039;t really have an effect and the shear and spin works the same for this object.&lt;br /&gt;
&lt;br /&gt;
==Getting more help==&lt;br /&gt;
*The links at the bottom of the [[:Category:Map Making|Map Making]] page.&lt;br /&gt;
*The original creator of this page is flight, you can email him at dirtbikerdude_91@yahoo.com and he will be happy to answer any questions that he is capable of answering.&lt;br /&gt;
&lt;br /&gt;
==Special Objects==&lt;br /&gt;
There are certain objects that are often coded by hand because it is simpler or it is impossible to do with graphical map creation tools.  &lt;br /&gt;
&lt;br /&gt;
===Materials ===&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   addtexture blue_bolt.png &lt;br /&gt;
 end &lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   matref mat1 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
Material is letting the computer know that a material is about to be explained to it.  You name it so that way you can reference it with the matref.  The name can be any thing you want as long as it does not have any spaces.  You type in &amp;lt;tt&amp;gt;addtexture&amp;lt;/tt&amp;gt; and you state a texture name.  Now, how do you know what texture names there are to use?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Linux&#039;&#039;&#039;: Running &amp;lt;tt&amp;gt;ls /usr/share/bzflag/*.png&amp;lt;/tt&amp;gt; in a terminal will show the list of pictures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Mac&#039;&#039;&#039;: If you control click (right click) on the bzflag icon, click show package contents, click contents, and click resources, those are the pictures you may use. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;On Windows&#039;&#039;&#039;: The default path is &amp;lt;tt&amp;gt;C:\Program Files\BZFlag\data\*.png&amp;lt;/tt&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What you will find are images that are used in every day games.  The top of a base, the wall of a base. A bullet which is blue_bolt.png (as was used above).  The full path to the texture needs to be used if the texture is not found in that directory.  Any customized textures should be uploaded to the [http://images.bzflag.org/submitimages/ BZFlag Image Submission System] before the map is hosted publicly.&lt;br /&gt;
&lt;br /&gt;
Servers running bzfs 2.0.8 and earlier will require &amp;quot;meshbox&amp;quot; and &amp;quot;meshpyr&amp;quot; in order to apply textures and physics to these objects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Instead of creating a new texture, many interesting and creative things can be done with the &amp;quot;diffuse&amp;quot; parameter in the material object.  You can add the diffuse command and it will look like this diffuse 1 1 1 1.  The first number is the amount of red that will be in the meshobject.  The second number is the amount of green, the third is the amount of blue.  So you can mix those colors to make more colors.  You may use a range from 0-1.  For example diffuse .3 .5 .26 1.  The fourth number determines the opacity or transparency (the see-throughability).  0 is invisible, .5 is half invisible, and 1 is normal. &lt;br /&gt;
&lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   diffuse .5 .25 .1 .6 &lt;br /&gt;
   addtexture mesh.png &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===Physics===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Physics make your tank behave in different ways.  If you have ever played laser mania by Louman than you know on the outskirts of the map there is something you can jump on and you go really fast, that is a physics. Physics and materials work the same way.  Physics is to material as phydrv is to matref.  You must specify a physics then on a meshbox, meshpyr cone arc sphere or whatever, you can reference that physics by using the phydrv command just like you would use the matref command for materials.  There are different physics commands.  Linear, angular, slide and death.  In the Louman map I mentioned above is a linear physics.  Linear physics makes your tank move in a line.  The numbers after a linear command are just like position x y z.  Example:&lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy1 &lt;br /&gt;
   linear 50 0 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank move at a speed of 50 in a positive x direction you may use -50 and it will make it go the other way.&lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy2 &lt;br /&gt;
   linear 0 50 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank move at a speed of 50 in a positive y direction &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy3 &lt;br /&gt;
   linear 0 0 50 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank jump at a speed of 50 &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy4 &lt;br /&gt;
   slide 5 0 &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make your tank basically feel like it&#039;s on ice.  Whichever way the tank is moving it will keep moving that way. &lt;br /&gt;
&lt;br /&gt;
 physics &lt;br /&gt;
   name phy5 &lt;br /&gt;
   death haha! you died &lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This will make the tank die when it touches the object that refers to this and the message haha! you died will be displayed to that person. &lt;br /&gt;
&lt;br /&gt;
example:&lt;br /&gt;
 physics &lt;br /&gt;
   name phy1 &lt;br /&gt;
   death I like you better dead! &lt;br /&gt;
 end &lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   phydrv phy1                       # Or what ever you named the physics.&lt;br /&gt;
 end &lt;br /&gt;
&lt;br /&gt;
This works just like the material &lt;br /&gt;
&lt;br /&gt;
The thing about physics and materials is that they have to be written before they are referenced. &lt;br /&gt;
&lt;br /&gt;
This &#039;&#039;&#039;won&#039;t&#039;&#039;&#039; work &lt;br /&gt;
&lt;br /&gt;
 meshbox &lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   size 10 10 10 &lt;br /&gt;
   rotation 0 &lt;br /&gt;
   matref mat1 &lt;br /&gt;
 end &lt;br /&gt;
 material &lt;br /&gt;
   name mat1 &lt;br /&gt;
   addtexture blue_team.png &lt;br /&gt;
 end&lt;br /&gt;
&lt;br /&gt;
===Groups===&lt;br /&gt;
A group is a defined group of objects that can be called to gether as one.&lt;br /&gt;
&lt;br /&gt;
For example if a map editor is makeing a forest, and each tree contains 2 objects, the editor doesn&#039;t want to type up the code for each tree over and over again. What he can do is tell BZFS that these objects = tree. and then whenever he wants to make a tree he just types tree.&lt;br /&gt;
&lt;br /&gt;
Example-----------&lt;br /&gt;
&lt;br /&gt;
first define a group of obects as a tree &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  define tree&lt;br /&gt;
  &lt;br /&gt;
  box&lt;br /&gt;
  position 0 0 0&lt;br /&gt;
  size 2 2 4&lt;br /&gt;
  end&lt;br /&gt;
  &lt;br /&gt;
  pyramid&lt;br /&gt;
  position 0 0 3&lt;br /&gt;
  size 5 5 10&lt;br /&gt;
  end&lt;br /&gt;
  &lt;br /&gt;
  enddef&lt;br /&gt;
&lt;br /&gt;
then to add a tree simpily type&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  group tree&lt;br /&gt;
  position 0 0 0&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
==Transformations==&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
Transformations are simple ways of modifying objects so that maps have some variety. These can get complicated so I will only give you a sample of what they can do. There are 3 transformations shift, spin, and shear. You can find a different also helpful page here [[3d Transformations]]&lt;br /&gt;
&lt;br /&gt;
The one is will tell you about is &#039;&#039;&#039;Shift&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shift&#039;&#039;&#039; moves an object by the amount of units that you specify from its present position.&lt;br /&gt;
the object..&lt;br /&gt;
  box&lt;br /&gt;
  position 10 10 0&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
is at place 10 10 0&lt;br /&gt;
&lt;br /&gt;
while the object..&lt;br /&gt;
&lt;br /&gt;
  box&lt;br /&gt;
  position 10 10 0&lt;br /&gt;
  shift 0 0 10&lt;br /&gt;
  end&lt;br /&gt;
&lt;br /&gt;
is at position 10 10 10.&lt;br /&gt;
&lt;br /&gt;
====Spin====&lt;br /&gt;
Spinning an object is just like rotating an object but can be on a different axis. (y and x)&lt;br /&gt;
When you rotate it is around the center of the object.&lt;br /&gt;
Remember: Only spin-able objects can be spun.&lt;br /&gt;
Here is what the code looks like:&lt;br /&gt;
 meshbox&lt;br /&gt;
   position 0 0 0 &lt;br /&gt;
   rotation 0&lt;br /&gt;
   size 10 10 10&lt;br /&gt;
   spin 45 0 1 0&lt;br /&gt;
 end&lt;br /&gt;
The meshbox will now be tilted 45 degrees on its y axis.&lt;br /&gt;
Spin code has four numbers, the first one is how many degrees to spin.&lt;br /&gt;
The last three are for which axis&#039;s to spin, by placing a value of more than 0.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Meshpyr&amp;diff=7098</id>
		<title>Meshpyr</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Meshpyr&amp;diff=7098"/>
		<updated>2010-07-04T06:27:26Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: /* Appearance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:MeshpyrAppearance.jpg|right|thumb|400px|Several meshpyr, with the one in the middle having the default texture]]&lt;br /&gt;
A meshpyr is a [[BZW]] map object that constructs a specialized [[Mesh|mesh]] that has the geometric appearance of a [[Pyramid]]. It replaces the [[pyramid]] object as of [[BZFlag 2.0.0|v2.0.0]] and is compatible with [[material|materials]] and [[physics|physics drivers]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
An meshpyr without a material definition will use the default material used by a standard [[pyramid]] object. Geometrically a meshpyr is identical to a standard [[pyramid]] object.&lt;br /&gt;
&lt;br /&gt;
    meshpyr&lt;br /&gt;
    name example 1&lt;br /&gt;
    position 0.0 0.0 0.0&lt;br /&gt;
    size 15 15 15 &lt;br /&gt;
    rotation 0.0&lt;br /&gt;
    matref Mymaterial&lt;br /&gt;
    phydrv MyPhydrv&lt;br /&gt;
    end&lt;br /&gt;
&lt;br /&gt;
  name=name&lt;br /&gt;
  position=positon on map&lt;br /&gt;
  rotation=rotate on z axis&lt;br /&gt;
  size=size amount&lt;br /&gt;
  matref=apply a material/texture here&lt;br /&gt;
  phydrv=assign a physics driver&lt;br /&gt;
&lt;br /&gt;
==Editor Support==&lt;br /&gt;
The meshpyr object is only fully supported by the [[BZWTools]] blender plug-in.&lt;br /&gt;
&lt;br /&gt;
[[Category:Map Making]]&lt;br /&gt;
[[Category:Map_Objects]]&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6902</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6902"/>
		<updated>2010-02-06T20:04:12Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;STOP editing this page, it&#039;s the user subpage, I use it as a draft/test page. If you want the final result, look at [[Tricks with no skills]]. If you want to talk tome, use talk page instead. Or the talk page of the article u are interested in.&lt;br /&gt;
&lt;br /&gt;
Getting the most from your client can give considerable advantages without [[Known Cheats|cheating]] and any [[Essential skills|skills]].&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
This only affects systems with VERY low FPS(under 60) Most systems get well over 100fps on even old hardware. Also Fog is enforced in 3.0--[[User:JeffM2501|JeffM2501]] 14:26, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I know fog forced in 3.0. And thats not about performance, its all about better aiming --- without fog and rain you concentrate better. Btw, I&#039;m still writing and its my personal draft. [[User:Yrogirg|Yrogirg]] 14:35, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy with laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer. And note, that in [[BZFlag 3.0|3.0]] fog is enforced.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? These settings affect the image contrast. Lightning may distort the appearance of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help you to identify them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you can&#039;t tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly. Experiment with the texturing display options. The setting &amp;quot;Linear Mipmap Linear&amp;quot; is fastest on  almost all OS&#039;s and graphics cards.   &lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- time of the day. When you spawn on the server you will see the map at the server time. You have to use - and = keys to adjust time of the day and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the [[radar]] is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will fool you, if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;br /&gt;
&lt;br /&gt;
==Get the most information during the game==&lt;br /&gt;
Use look button (the same you lock with GM) to find what flag someone carries. This button is a great help on maps without radar --- use it to figure where other tanks are, especially cloacked.&lt;br /&gt;
&lt;br /&gt;
Hear attentively the sounds to figure weather there is a stealth jumping. It works well if you are somewhere high, so the enemy needs to jump to you.&lt;br /&gt;
&lt;br /&gt;
As already mentioned, watch tanks marks to figure st&#039;s and cl&#039;s. Shadows from stealthed tanks can also help.&lt;br /&gt;
&lt;br /&gt;
Listen for your teammates --- they provide some valuable information, e.g. enemy&#039;s st positions. You should be familiar with [[Jargon|bzflag jargon]].&lt;br /&gt;
&lt;br /&gt;
Use you radar against campers. Imagine there is a laser camper higher then you. Get laser flag, hide some where he cant see you and turn to him. Then use 4 and 5 keys (or shift + wheel) to make him coincide with a special tick on the radar. So now you are aiming at him. Then jump and when you&#039;ll see camper, shoot. If you are lucky he won&#039;t be able to react fast enough and shoot you.&lt;br /&gt;
&lt;br /&gt;
==Key mapping==&lt;br /&gt;
There certainly must be a separate article. Players usually find there own input settings, however there are some styles and useful ideas.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6897</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6897"/>
		<updated>2010-02-06T19:56:44Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages without [[Known Cheats|cheating]] and any [[Essential skills|skills]].&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
This only affects systems with VERY low FPS(under 60) Most systems get well over 100fps on even old hardware. Also Fog is enforced in 3.0--[[User:JeffM2501|JeffM2501]] 14:26, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I know fog forced in 3.0. And thats not about performance, its all about better aiming --- without fog and rain you concentrate better. Btw, I&#039;m still writing and its my personal draft. [[User:Yrogirg|Yrogirg]] 14:35, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy with laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer. And note, that in [[BZFlag 3.0|3.0]] fog is enforced.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? These settings affect the image contrast. Lightning may distort the appearance of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help you to identify them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you can&#039;t tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- time of the day. When you spawn on the server you will see the map at the server time. You have to use - and = keys to adjust time of the day and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the [[radar]] is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will fool you, if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;br /&gt;
&lt;br /&gt;
==Get the most information during the game==&lt;br /&gt;
Use look button (the same you lock with GM) to find what flag someone carries. This button is a great help on maps without radar --- use it to figure where other tanks are, especially cloacked.&lt;br /&gt;
&lt;br /&gt;
Hear attentively the sounds to figure weather there is a stealth jumping. It works well if you are somewhere high, so the enemy needs to jump to you.&lt;br /&gt;
&lt;br /&gt;
As already mentioned, watch tanks marks to figure st&#039;s and cl&#039;s. Shadows from stealthed tanks can also help.&lt;br /&gt;
&lt;br /&gt;
Listen for your teammates --- they provide some valuable information, e.g. enemy&#039;s st positions. You should be familiar with [[Jargon|bzflag jargon]].&lt;br /&gt;
&lt;br /&gt;
Use you radar against campers. Imagine there is a laser camper higher then you. Get laser flag, hide some where he cant see you and turn to him. Then use 4 and 5 keys (or shift + wheel) to make him coincide with a special tick on the radar. So now you are aiming at him. Then jump and when you&#039;ll see camper, shoot. If you are lucky he won&#039;t be able to react fast enough and shoot you.&lt;br /&gt;
&lt;br /&gt;
==Key mapping==&lt;br /&gt;
There certainly must be a separate article. Players usually find there own input settings, however there are some styles and useful ideas.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=Optimizations&amp;diff=6896</id>
		<title>Optimizations</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=Optimizations&amp;diff=6896"/>
		<updated>2010-02-06T19:54:41Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: Let it be.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages without [[Known Cheats|cheating]] and any [[Essential skills|skills]].&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy with laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer. And note, that in [[BZFlag 3.0|3.0]] fog is enforced.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? These settings affect the image contrast. Lightning may distort the appearance of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help you to identify them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you can&#039;t tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- time of the day. When you spawn on the server you will see the map at the server time. You have to use - and = keys to adjust time of the day and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the [[radar]] is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will fool you, if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;br /&gt;
&lt;br /&gt;
==Get the most information during the game==&lt;br /&gt;
Use look button (the same you lock with GM) to find what flag someone carries. This button is a great help on maps without radar --- use it to figure where other tanks are, especially cloacked.&lt;br /&gt;
&lt;br /&gt;
Hear attentively the sounds to figure weather there is a stealth jumping. It works well if you are somewhere high, so the enemy needs to jump to you.&lt;br /&gt;
&lt;br /&gt;
As already mentioned, watch tanks marks to figure st&#039;s and cl&#039;s. Shadows from stealthed tanks can also help.&lt;br /&gt;
&lt;br /&gt;
Listen for your teammates --- they provide some valuable information, e.g. enemy&#039;s st positions. You should be familiar with [[Jargon|bzflag jargon]].&lt;br /&gt;
&lt;br /&gt;
Use you radar against campers. Imagine there is a laser camper higher then you. Get laser flag, hide some where he cant see you and turn to him. Then use 4 and 5 keys (or shift + wheel) to make him coincide with a special tick on the radar. So now you are aiming at him. Then jump and when you&#039;ll see camper, shoot. If you are lucky he won&#039;t be able to react fast enough and shoot you.&lt;br /&gt;
&lt;br /&gt;
==Key mapping==&lt;br /&gt;
There certainly must be a separate article. Players usually find there own input settings, however there are some styles and useful ideas.&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6895</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6895"/>
		<updated>2010-02-06T19:47:42Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages without cheating and any [[Essential skills|skills]].&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
This only affects systems with VERY low FPS(under 60) Most systems get well over 100fps on even old hardware. Also Fog is enforced in 3.0--[[User:JeffM2501|JeffM2501]] 14:26, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I know fog forced in 3.0. And thats not about performance, its all about better aiming --- without fog and rain you concentrate better. Btw, I&#039;m still writing and its my personal draft. [[User:Yrogirg|Yrogirg]] 14:35, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy with laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer. And note, that in [[BZFlag 3.0|3.0]] fog is enforced.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? These settings affect the image contrast. Lightning may distort the appearance of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help you to identify them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you can&#039;t tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- time of the day. When you spawn on the server you will see the map at the server time. You have to use - and = keys to adjust time of the day and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the [[radar]] is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will fool you, if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;br /&gt;
&lt;br /&gt;
==Get the most information during the game==&lt;br /&gt;
Use look button (the same you lock with GM) to find what flag someone carries. This button is a great help on maps without radar --- use it to figure where other tanks are, especially cloacked.&lt;br /&gt;
&lt;br /&gt;
Hear attentively the sounds to figure weather there is a stealth jumping. It works well if you are somewhere high, so the enemy needs to jump to you.&lt;br /&gt;
&lt;br /&gt;
As already mentioned, watch tanks marks to figure st&#039;s and cl&#039;s. Shadows from stealthed tanks can also help.&lt;br /&gt;
&lt;br /&gt;
Listen for your teammates --- they provide some valuable information, e.g. enemy&#039;s st positions. You should be familiar with [[Jargon|bzflag jargon]].&lt;br /&gt;
&lt;br /&gt;
Use you radar against campers. Imagine there is a laser camper higher then you. Get laser flag, hide some where he cant see you and turn to him. Then use 4 and 5 keys (or shift + wheel) to make him coincide with a special tick on the radar. So now you are aiming at him. Then jump and when you&#039;ll see camper, shoot. If you are lucky he won&#039;t be able to react fast enough and shoot you.&lt;br /&gt;
&lt;br /&gt;
==Key mapping==&lt;br /&gt;
There certainly must be a separate article. Players usually find there own input settings, however there are some styles and useful ideas.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6894</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6894"/>
		<updated>2010-02-06T19:35:58Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages without cheating and any skills.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
This only affects systems with VERY low FPS(under 60) Most systems get well over 100fps on even old hardware. Also Fog is enforced in 3.0--[[User:JeffM2501|JeffM2501]] 14:26, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
I know fog forced in 3.0. And thats not about performance, its all about better aiming --- withou fog and rain you concentrate better. Btw, I&#039;m still writing and its my personal draft. [[User:Yrogirg|Yrogirg]] 14:35, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy with laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? These settings affect the image contrast. Lightning may distort the apppearence of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help you to indicate them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you can&#039;t tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- daytime. When you spawn on the server you will see the map at the server daytime. You have to use - and = keys to adjust daytime and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the [[radar]] is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will fool you, if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;br /&gt;
&lt;br /&gt;
==Get the most information during the game==&lt;br /&gt;
Use look button (the same you lock with GM) to find what flag someone carries. This button is a great help on maps without radar --- use it to figure where other tanks are, especially cloacked.&lt;br /&gt;
&lt;br /&gt;
Hear attentively the sounds to figure weather there is a stealth jumping. It works well if you are somewhere high, so the enemy needs to jump to you.&lt;br /&gt;
&lt;br /&gt;
As already mentioned, watch tanks marks to figure st&#039;s and cl&#039;s. Shadows from stealthed tanks can also help.&lt;br /&gt;
&lt;br /&gt;
Listen for your teammates --- they provide some valuable information, e.g. enemy&#039;s st positions. You should be familiar with [[Jargon|bzflag jargon]].&lt;br /&gt;
&lt;br /&gt;
Use you radar against campers. Imagine there is a laser camper higher then you. Get laser flag, hide some where he cant see you and turn to him. Then use 4 and 5 keys (or shift plus wheel) to make him coincide with a special tick on the radar. So now you are aiming at him. Then jump and when you&#039;ll see camper, shoot. If you are lucky he won&#039;t be able to react fast enough or shoot you.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6893</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6893"/>
		<updated>2010-02-06T19:31:33Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages without cheating and any skills.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
This only affects systems with VERY low FPS(under 60) Most systems get well over 100fps on even old hardware. Also Fog is enforced in 3.0--[[User:JeffM2501|JeffM2501]] 14:26, 6 February 2010 (EST)&lt;br /&gt;
&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy with laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? These settings affect the image contrast. Lightning may distort the appearance of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help you to identify them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you can&#039;t tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- time of the day. When you spawn on the server you will see the map at the server time. You have to use - and = keys to adjust time of the day and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the [[radar]] is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will fool you, if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;br /&gt;
&lt;br /&gt;
==Get the most information during the game==&lt;br /&gt;
Use look button (the same you lock with GM) to find what flag someone carries. This button is a great help on maps without radar --- use it to figure where other tanks are, especially cloacked.&lt;br /&gt;
&lt;br /&gt;
Hear attentively the sounds to figure weather there is a stealth jumping. It works well if you are somewhere high, so the enemy needs to jump to you.&lt;br /&gt;
&lt;br /&gt;
As already mentioned, watch tanks marks to figure st&#039;s and cl&#039;s. Shadows from stealthed tanks can also help.&lt;br /&gt;
&lt;br /&gt;
Listen for your teammates --- they provide some valuable information, e.g. enemy&#039;s st positions. You should be familiar with [[Jargon|bzflag jargon]].&lt;br /&gt;
&lt;br /&gt;
Use you radar against campers. Imagine there is a laser camper higher then you. Get laser flag, hide some where he cant see you and turn to him. Then use 4 and 5 keys (or shift + wheel) to make him coincide with a special tick on the radar. So now you are aiming at him. Then jump and when you&#039;ll see camper, shoot. If you are lucky he won&#039;t be able to react fast enough and shoot you.&lt;br /&gt;
&lt;br /&gt;
==Key mapping==&lt;br /&gt;
There certainly must be a separate article. Players usually find there own input settings, however there are some styles and useful ideas.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6891</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6891"/>
		<updated>2010-02-06T19:21:09Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages without cheating and any skills.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy with laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? These settings affect the image contrast. Lightning may distort the apppearence of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help you to indicate them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you can&#039;t tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- daytime. When you spawn on the server you will see the map at the server daytime. You have to use - and = keys to adjust daytime and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the [[radar]] is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will fool you, if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;br /&gt;
&lt;br /&gt;
==Get the most information during the game==&lt;br /&gt;
Use look button (the same you lock with GM) to find what flag someone carries. This button is a great help on maps without radar --- use it to figure where other tanks are, especially cloacked.&lt;br /&gt;
&lt;br /&gt;
Hear attentively the sounds to figure weather there is a stealth jumping. It works well if you are somewhere high, so the enemy needs to jump to you.&lt;br /&gt;
&lt;br /&gt;
As already mentioned, watch tanks marks to figure st&#039;s and cl&#039;s. Shadows from stealthed tanks can also help.&lt;br /&gt;
&lt;br /&gt;
Listen for your teammates --- they provide some valuable information, e.g. enemy&#039;s st positions. You should be familiar with [[Jargon|bzflag jargon]].&lt;br /&gt;
&lt;br /&gt;
Use you radar against campers. Imagine there is a laser camper higher then you. Get laser flag, hide some where he cant see you and turn to him. Then use 4 and 5 keys (or shift plus wheel) to make him coincide with a special tick on the radar. So now you are aiming at him. Then jump and when you&#039;ll see camper, shoot. If you are lucky he won&#039;t be able to react fast enough or shoot you.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6890</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6890"/>
		<updated>2010-02-06T19:05:10Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages without cheating and any skills.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy whith laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? This settings affects the image contrast. Lightning may distort the view of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help to indicate them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you cant tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- daytime. When you spawn on the server you will see the map at the server daytime. You have to use - and = keys to adjust daytime and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the radar is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;br /&gt;
&lt;br /&gt;
==Smart use of ==&lt;br /&gt;
Use you radar against campers. Imagine there is a laser camper higher then you. Get laser flag, hide some where he cant see you and turn to him. Then use 4 and 5 keys (or shift plus wheel) to make him coincide with a special tick on the radar. So now you are aiming at him. Then jump and when you&#039;ll see camper, shoot. If you are lucky he won&#039;t be able to react fast enough or shoot you.&lt;br /&gt;
&lt;br /&gt;
Use look button (the same you lock with GM) to find what flag someone carries. This button is a great help on maps without radar --- use it to figure where other tanks are, especially cloacked.&lt;br /&gt;
&lt;br /&gt;
Hear attentively the sounds to figure weather there is a stealth jumping. It works well if you are somewhere high and so the enemy needs to jump to you.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6889</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6889"/>
		<updated>2010-02-06T18:41:23Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages over other players without cheating.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy whith laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? This settings affects the image contrast. Lightning may distort the view of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help to indicate them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you cant tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- daytime. When you spawn on the server you will see the map at the server daytime. You have to use - and = keys to adjust daytime and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the radar is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Other settings==&lt;br /&gt;
Set Display Threads to off to have larger visible area.&lt;br /&gt;
&lt;br /&gt;
Set Track Marks setting as high as possible --- that will help you to track cloacked and st tanks.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6888</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6888"/>
		<updated>2010-02-06T18:36:14Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages over other players without cheating.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy whith laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? This settings affects the image contrast. Lightning may distort the view of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help to indicate them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you cant tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- daytime. When you spawn on the server you will see the map at the server daytime. You have to use - and = keys to adjust daytime and to make it actually day.&lt;br /&gt;
&lt;br /&gt;
==Tune the radar==&lt;br /&gt;
You will find soon, that the radar is actually the most important part of the screen. So make it as big as possible and transparent. Also set it into Enhanced style. However, on some maps big radar will if the map author has left some huge unimportant objects visible on a radar, but such maps usually aren&#039;t very playable and unpopular.&lt;br /&gt;
&lt;br /&gt;
Shots must be clearly visible on the radar, so look at the settings &amp;quot;Radar Shot Size&amp;quot; and &amp;quot;Radar Shot Length&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Effects Setting==&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6887</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6887"/>
		<updated>2010-02-06T18:21:45Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages over other players without cheating.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy whith laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about lightning and shadows. Do you really need them? This settings affects the image contrast. Lightning may distort the view of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help to indicate them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where you cant tell wall from the ceiling, turn off textures and turn on lightning --- that will help you greatly.&lt;br /&gt;
&lt;br /&gt;
There is another setting that affects the image, but you can&#039;t set it once and for all --- daytime. When you spawn on the server you will see the map at the server daytime. You have to use - and = keys to adjust daytime and to make it actually day.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6886</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6886"/>
		<updated>2010-02-06T18:08:25Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considerable advantages over other players without cheating.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy whith laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about shadows. Do you really need them? Shadows may distort the view of objects, enemy is less visible when he is in a shadow. The only use of shadow is that stealth tanks have one, so it might help to indicate them.&lt;br /&gt;
&lt;br /&gt;
Now lets turn to textures. You need them, except of one case. If the game is about a dark (black) labyrinth, where u cant tell wall fromt the ceiling, turn off textures.&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
	<entry>
		<id>https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6885</id>
		<title>User:Yrogirg/Test</title>
		<link rel="alternate" type="text/html" href="https://wiki.bzflag.org/index.php?title=User:Yrogirg/Test&amp;diff=6885"/>
		<updated>2010-02-06T17:58:14Z</updated>

		<summary type="html">&lt;p&gt;Yrogirg: New page: Getting the most from your client can give considereable advantages over other players.  ==Tune the graphics== First of all, disable rain and fog, so you will be able to see further. This ...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Getting the most from your client can give considereable advantages over other players.&lt;br /&gt;
&lt;br /&gt;
==Tune the graphics==&lt;br /&gt;
First of all, disable rain and fog, so you will be able to see further. This is especially handy whith laser flag. But remember, some maps (e.g. Desert War) have very slight fog, that doesn&#039;t affect gameplay, but makes the map much more nicer.&lt;br /&gt;
&lt;br /&gt;
Then decide about shadows. Do tou really need them?&lt;/div&gt;</summary>
		<author><name>Yrogirg</name></author>
	</entry>
</feed>