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Pointblank(6D)							Pointblank(6D)


NAME    [Toc]    [Back]

     pointblank	- armored vehicle warfare game

SYNOPSIS    [Toc]    [Back]

     pointblank	[ -a ] [ scenario_file ]

     pointblank	-l

DESCRIPTION    [Toc]    [Back]

     Pointblank	is the successor to BZ(6D). It is a combat game	allowing users
     to	play against several players in	a networked environment.  Much of the
     game play characteristics of BZ(6D) have been preserved while adding new
     elements of game play such	as three-dimensional terrain, buildings, and
     flying vehicles.

OPTIONS    [Toc]    [Back]

     The following command line	options	are recognized:

     -a	     Disable the game's	audio.

     -l	     List the different	scenario files available.

     The player's name can be specified	with the PB_NAME environmental
     variable.	Otherwise, the user id will be used.

ABOUT THE SCENARIOS    [Toc]    [Back]

     The game can be played in three modes:  a free-for-all, destroy-as-manyopponents-while-staying-alive
 mode;  a team-oriented, destroy-theopponent's-goal
 mode; and a practice solotaire mode.  The scenario_file
     command line option specifies what	game will be played and	the game mode.

     The free mode allows players to test their	individual skills while
     incorporating some	team play.  Team scores	are the	sum of all of the
     individual	scores of the team members.  Players are penalized for
     destroying	members	of their own team.

     In	goal mode, the game is played in rounds.  The object is	to destroy the
     opposing teams' goals while protecting your own.  When all	but one	goal
     is	destroyed, the round is	over, the scores are summarized, and a new
     round is started.	When a team loses its goal, its	team members
     temporarily join the attacking team until the end of the round.  After
     the round is over,	all team members are returned to their original	team.
     Teams scores are based on the number of goals won or lost.	 Losing	a goal
     results in	a 100 point penalty.  Destroying a goal	gains 100 points for
     the offensive team.  All "captured" teams on the offensive	team will also
     gain 100 points per goal as an incentive to help the new temporary	team.

     In	solo or	practice mode, the player is pitted against non-mobile
     automatons.  The automatons may be	of varying skill levels.  The object
     is	to destroy all the goals present.  Doing so ends the level and either
     starts a new level	or ends	the game if no other level is available.
     Objects and goals'	radar visibility may be	tied to	the status of the



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Pointblank(6D)							Pointblank(6D)



     automatons.  For example, a goal may be surrounded	by obstacles that only
     disappear after a key automaton is	destroyed.  Some (but not all)
     obstacles in solo mode may	also be	destroyed by weapon fire.

GAME PLAY    [Toc]    [Back]

     In	the free-play mode, players will be prompted to	choose a team after
     the introduction screen.  The current number of members on	each team is
     displayed in the number in	the middle of each team	color panel.  In goal
     mode, a screen providing a	brief description of the game's	objective
     along with	a display of the goal will be shown.  By clicking on any mouse
     button, the player	will advance to	the team selection screen.

     After selecting a team, the player	will be	given a	choice of vehicles.
     There are up to four vehicles available:  Tank, Scout, Mauler, and	Flyer.
     The vehicles are described	later.	Clicking on the	left and right arrows
     will page through the different vehicles.	A concise listing of the
     vehicle's capabilities and	features will be displayed with	each vehicle.
     Click on the middle panel when the	desired	vehicle	is displayed.

     Once the vehicle is choosen, the vehicle will be inserted into the	game.
     Control of	the vehicles is	essentially the	same for each vehicle except
     as	noted in the section covering the individual vehicles.

     For the ground vehicles, position the cursor at the top of	the overlay
     circle to go full speed ahead, at the bottom of the circle	for full
     reverse, and to the left or right to turn in the corresponding direction.
     Positioning the cursor outside of the circle does not result in an
     increase in speed or turning rate.

     For the flying vehicle, the cursor	controls the pitch and roll of the
     aircraft.	Placing	the cursor at the top of the circle causes the vehicle
     to	dive while positioning the cursor at the bottom	of the circle causes
     the aircraft to climb.  Moving the	cursor to the left or right causes the
     vehicle to	roll in	the appropriate	direction.  The	speed of the aircraft
     is	controlled with	the a and s keys to decrease and increase the
     vehicle's speed, respectively.  It	is impossible to stall the aircraft
     due to the	advanced nature	of the vehicle's avionics.  It is, however,
     quite possible to crash into the ground or	other obstacles.

     Individual	scoring	is based on the	point value of the attacking vehicle
     and of the	defeated vehicle.  Point values	of vehicles are	displayed
     during the	vehicle	selection screen.

THE WEAPONS    [Toc]    [Back]

     There is a	wide range of weaponry available in pointblank.	 Not all
     vehicles will have	access to each weapon type.

     Standard Missile    [Toc]    [Back]
	     The standard missile is the basic weapon type and delivers	a
	     significant amount	of damage (8 armor points).  However, since no
	     vehicle has a moveable turret, the	standard missile can only be
	     used in a limited number of situations.  When fired, the standard



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Pointblank(6D)							Pointblank(6D)



	     missile will fly straight ahead until impact.  The	icon for the
	     standard missile is a plain missile without any fins.

     Cruise Missile    [Toc]    [Back]
	     The cruise	missile	is much	more useful in ground compact but
	     delivers less damage (6 armor points) than	the standard missile.
	     The cruise	missile	follows	the terrain at a (nearly) constant
	     height, making it much more effective in hilly terrain.  It does
	     have a limited pitch rate,	however, and so	will not be able to
	     negotiate abrupt changes in terrain.  The icon for	the cruise
	     missile has green fins.

     Guided Missile    [Toc]    [Back]
	     The guided	missile	is useful in attacking hard to reach ground
	     vehicles and is bringing down enemy aircraft, but delivers	the
	     least amount of damage of any of the missiles (4 amor points).
	     When launched, the	main view of the vehicle will be replaced by
	     the missile's view	as it flies.  The guided missile will follow
	     the cursor, so a player guides it by positioning the cursor over
	     the target.  The manueverability of the missile decreases with
	     time.  Note that pitch control is opposite	the pitch control of
	     the flying	vehicle.  The guided missile icon has red fins.

     Bomb    The bomb is available only	on the flying vehicle and can not be
	     guided or controlled once released.  The bomb does	not require a
	     direct hit	to inflict damage.  A direct hit results in 10 armor
	     points worth of damage.  Explosions in the	vicinity of a target
	     will inflict decreasing amounts of	damage based on	the distance
	     to	the target.  Bomb damage is stopped by obstacles between the
	     target and	the bomb's site	of impact.  The	bomb icon has blue
	     fins.

     Mortar  The mortar	is basically a bomb that the Mauler vehicle can	lob at
	     targets.  A direct	hit inflicts 10	armor points worth of damage.
	     Decreasing	amounts	of damage will be inflicted based on the
	     distance to the target from the impact site.  The mortar icon has
	     no	fins and is pinched near one end.

     Cannon  Both the Flyer and	the Tank have cannons.	The cannons are	useful
	     only against Flyers which have little armor.  The ground vehicles
	     have too much armor for the cannon	to be an effective weapon at
	     0.1 armor points worth of damage.	However, the cannon can	be
	     fired much	more quickly than the other weapons.

     With the execption	of the Scout vehicle, each vehicle has two weapon
     pods.  The	right mouse button switches between the	two pods.  The left
     mouse button fires	the currently active weapon and	the middle mouse
     button controls the missile type to be loaded next.

     For the ground vehicles, the default pod provides access to the missiles.
     The missile pod has either	2 or 3 weapon bays depending on	the vehicle.
     The bays are loaded sequentially and fired	sequentially.  A white



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Pointblank(6D)							Pointblank(6D)



     triangle is displayed beside the next bay to be fired.  When a bay	is
     empty, the	display	will show it as	blank.	When a bay starts loading a
     missile, an icon of the missile type will be displayed against a yellow
     background	for that bay.  When the	missile	is loaded and ready to be
     fired, the	background for that bay	will switch to green.  Once a bay
     starts loading a missile, the bay can not be changed.  Using the middle
     mouse button will cycle through the missile choices and controls the
     missile type to be	loaded into the	next empty bay.	 The selected missile
     type is displayed at the bottom of	the weapon bay display (on the lower
     right side	of the dashboard display).  Only one bay at a time can be
     loaded.  This requires some degree	of strategy to ensure that the proper
     missiles are loaded and ready to go before	engaging an enemy.

     For the Flyer, the	default	pod provides access to the cannon.  The	lower
     right corner of the weapon	bay display indicates when the status of the
     cannon (a yellow frame indicates loading, a green frame indicates ready).

THE VEHICLES    [Toc]    [Back]

     There are four vehicles available in pointblank.  Three of	them are
     ground-based vehicles, and	the fourth is a	flying vehicle.	 Not all
     vehicle types may be available in a given scenario.

     The basic vehicle is the Tank.  It	has moderate speed and armor and
     carries a wide choice of weapons.	The alternate weapon pod, accessed by
     the right mouse button contains an	anti-aircraft cannon.  The drive train
     of	the tank is disable while in the alternate weapon pod.	The cursor
     controls the aim of the cannon (and cannon	turret).

     The Scout is light	on armor and weapons, but is the fastest ground
     vehicle.  It does not have	an alternate weapon pod	and only has two
     weapon bays.

     The Mauler	sacrifices speed for armor and weaponry.  In the alternate
     weapon pod, access	is granted to the mortar launcher.  While in the
     alternate weapon pod, the vehicle will be stationary and the cursor is
     used to control the mortar	aim.  The horizontal position of the cursor
     controls the azimuth of the mortar	and view.  The vertical	position of
     the cursor	controls the inclination of the	mortar when fired (the view is
     unchanged).  Two numbers will appear above	the targeting grid.  The left
     number indicates the estimated range of the mortar.  The right number is
     the value returned	by the laser range finder.  To find the	distance to a
     target, position the cursor over the target and press the space key.
     Note that the estimated range of the mortar is based on level terrain.
     If	the vehicle is on an incline or	at a different elevation from its
     target, adjustments will need to be made while targeting.

     The Flyer is the only flying vehicle in the game.	The mouse controls the
     pitch and roll of the aircraft while the a	and s keys control the speed.
     The alternate weapon pod provides access to the bombs and switches	the
     view to the underside of the aircraft.  A red targeting diamond will be
     displayed to indicate where the bombs would hit assuming a	level terrain
     (if the diamond is	not visible, then the aircraft is either at too	high



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Pointblank(6D)							Pointblank(6D)



     an	altitude or angle of attach for	the impact site	to be visible).	 It is
     impossible	to land	the flyer and therefore	repair armor (see below).

THE DASHBOARD    [Toc]    [Back]

     The dashboard surrounding the main	view provides information on the
     status of the vehicle and the game.  Starting with	the upper left corner
     of	the display, the number	of other players in the	game is	shown.	The
     upper right corner	reports	the player's score.  The vertical set of boxes
     on	the far	right of the lower portion of the dashboard indicates the
     percentage	of damage sustained by the vehicle.  To	the left of the	damage
     display is	the weapon status display.  The	radar is displayed in the
     center of the lower portion of the	dashboard.  To the left	of the radar
     is	the speedometer, a message window, and the compass heading.

THE RADAR    [Toc]    [Back]

     The radar display is a three-dimensional display.	The black reference
     lines represent the local horizon relative	to the vehicle (ie, the
     player's vehicle is always	at the center of the radar).  Objects (either
     other players or goals) appear as dots.  If the object is above the local
     horizon, a	line is	drawn below the	object indicating the altitude and
     similarly for objects below the local horizon.  Players and goals are
     colored according to their	teams.	Missiles always	appear as white
     objects.  Obstacles are not displayed on the radar.

     The range of the radar is controlled with the z and x keys	to decrease
     and increase the range of the radar, respectively.	 A slider to the left
     of	the radar display indicates the	current	range.

     The radar works via a satellite overhead.	If the player's	vehicle	moves
     into a building and no longer has a direct	line of	sight with its
     satellite,	it will	lose its radar.	 It will also disappear	from other
     player's radars since their satellites no longer have a direct line of
     sight to the vehicle.

     Goals may or may not be visible on	radar, depending on the	scenario.
     Goals are located by internal transmitters	in the goals and are not
     subject to	the line of sight restrictions listed above.

RESTORING ARMOR    [Toc]    [Back]

     It	is possible to rebuild a vehicle's armor by parking on the debris of
     an	exploding vehicle.  As long as the parked vehicle does not move	and as
     long as the debris	lasts, nanomachines will scavenge the debris and
     repair the	vehicle.  The larger the destroyed vehicle, the	more material
     available and the faster repairs will take	place.	Note that the flyer
     has no way	of repairing armor.

AUDIO CONFERENCING    [Toc]    [Back]

     Pointblank	implements a rather crude audio-conferencing capability.  It
     works fine	for a single player talking at a time, but rapidly breaks down
     if	multiple players try to	talk simultaneously.  To transmit audio	to
     everyone else playing in the scenario, hold down the left Alt key while
     speaking into the microphone (an input level of 10	is suggested).	To



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Pointblank(6D)							Pointblank(6D)



     talk to just members of the same team, hold down the left Ctrl key.

OTHER KEYS    [Toc]    [Back]

     There are just a few other	keys used to control the game:

     r	     Used to kill the current vehicle.	This is	useful if the vehicle
	     has ventured too far and has fallen off the end of	the world.

     up/down arrows
	     Controls the output audio volume.

     escape  Exits the game.

NOTES    [Toc]    [Back]

     Pointblank	uses Inventor 2.1 and requires an R4K CPU to run.  XZ or
     better graphics are highly	recommended.

SEE ALSO    [Toc]    [Back]

      
      
     bz(6D).
     Additional	help is	available in the showcase document
     /usr/demos/General_Demos/pointblank/data/PointBlankHelp.sc.

AUTHOR    [Toc]    [Back]

     Chris Fouts, Silicon Graphics.


									PPPPaaaaggggeeee 6666
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