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XPILOT(6)			 Games Manual			     XPILOT(6)

       xpilot -	XPilot multiplayer gravity war game client

       xpilot [-help] [-version] [-name	nickname] [-team team-number] [-join]
       [-list] [-shutdown [message]] [-display string] [-port port-number]
       [-text] [configuration-options] [server-host ...]

       XPilot is a multiplayer game which looks	a bit like Thrust for the Com-
       modore 64.  Thrust has some similarities	with Atari's coin-up games
       Gravitar	and Asteriods (not a misspelling) - they were the originals.
       Several clones have appeared for	various	computers, among others	Grav-
       ity Force for the Commodore Amiga.

       The main	objective of the game varies as	you can	choose different game
       modes, although the only	modes supported	as of today are	combat (op-
       tionally	with teams and/or limited lives) and race.  The	former mode
       focuses more strongly on	shooting each other down, while	the latter is
       more a piloting test than anything else.

       To start	playing, you need to connect to	a server by using a client
       program called xpilot.  If there	are no servers running,	you will have
       to start	one of your own	(see man-page xpilots(6)).

       -help	      Prints some help,	including commandline options.

       -version	      Prints the current version.

       -name player-name
		      Lets you use an alternative name during the play (may be
		      handy :).	 If this option	isn't specified, and you
		      haven't set the X	resource name, you will	be known by
		      your login name.

       -team team-number
		      Joins team number	team-number.  See below	for notes
		      about team play.	When the server	is not configured for
		      team mode, this option has no effect.

       -help	      Prints a small usage message.

       -version	      Prints version information.

       -join	      Automatically joins the first server you get response
		      from.  If	no server-host is specified, a broadcast query
		      is performed to locate a server on the local network.

       -list	      A	broadcast query	is performed on	the local network and
		      status information is displayed from all servers found.

       -shutdown [message]
		      Sends a shutdown to the server, the message part is op-

       -name nick     Specifies	your nick name.

       -team number   Specifies	your wanted team number.

       -display	display-string
		      Specifies	which X	server to contact.

       -port number   Specifies	the port number	to use when contacting a

       -text	      Invokes the old text-based command prompt	interface in-
		      stead of the new Welcome Window.	If no server-host is
		      specified, a broadcast query is performed	to locate a
		      server on	the local network.  If a server-host is	speci-
		      fied, -text is implied.

		      All the X	resource values	can be configured separately
		      from the command line.  For example to change the	ecm
		      key to just `z' use; -keyEcm z

       server-host    Tries to connect to server at host server-host.  If suc-
		      cessful and -join	is not specified, you are presented
		      with the command prompt.

		      If neither server-host nor -join are specified, the Wel-
		      come Window is displayed and a server may	be selected
		      from there.

       When you	startup	xpilot specifying a server name	but no -join option,
       or -text	is specified, you will get a prompt asking you for directions.
       You may type h or ?  to list the	available commands.  These are quite
       obvious and deal	with communication to the current server only.	You
       may enter the game by pressing CR (Return/Enter).

       If you are the owner of the server you will have	a few extra options.
       See xpilots(6).

       When you	startup	xpilot without specifying a server name	you will be
       presented with a	Welcome	window with three buttons in the upper left
       corner.	These buttons are:

	    Local	Search for xpilot servers on the local network and
			display	a list of matches.  Press the Join game	button
			beside the desired server name to start	playing.  If
			no servers are listed, you will	need to	start one.
			See xpilots(6).

	    Internet	Search the xpilot meta servers (see notes section) for
			currently running xpilot servers on the	Internet.

			If the meta servers could be contacted,	a list of
			servers	will be	displayed.

	    Quit	Press this button to exit the program.

       When the	Internet button	is pressed and successfully retrieves the list
       of xpilot servers from the meta servers,	additional buttons appear at
       the bottom and one under	the server column for each server listed:

	    Next Page	If there is more than a	screenful of servers, this
			will allow you to see the rest of them.	 A First Page
			button will appear to return to	the top	of the list
			when you are not on the	first page.  The page is ini-
			tially sorted by the pl	column in descending order.

	    Measure Lag	This will fill the ping	column with the	round-trip
			time for a packet to reach each	server (in millisec-
			onds).	If the server is not reachable,	none will ap-
			pear in	this column.  The results will be sorted by Pl
			in descending order and	subsorted in ascending order
			by Ping	time.

	    Server	The hostname of	the server is displayed	as a red but-
			ton to join that server.

			The button is highlighted when the program is attempt-
			ing to establish a connection to the server.  If the
			server cannot be contacted after two retries, the but-
			ton will revert	to its unhighlighted state.  If	the
			button stays highlighted and you do not	enter the game
			immediately, this means	you have been queued to	enter
			the game as soon as a base is available.

			The xpilot client does not handle the connection at-
			tempt in its own thread	and therefore blocks the cur-
			rent execution thread and will not update the display
			or respond to button presses until a connection	is es-
			tablished or it	gives up.  Thus, the only way to exit
			the queued state is to close the xpilot	client,	either
			by using the window manager to close the window, or
			forcibly with kill(1) or ^C.

			Incorrectly configured server hosts may	report a false
			hostname.  However, behind the scenes, the meta	server
			sends us the IP	number.	 A connection will be estab-
			lished to that IP number when the server button	is
			pressed	so long	as there isn't a network problem (such
			as a firewall at either	the client or server end not
			configured to permit access) that prevents contact.

       The columns of the Internet server table, from left to right are	as

	    Pl		The number of human players on the server.

	    Q		The number of players currently	queued to join the

	    Ba		The number of bases on this map.

	    Tm		The number of teams, if	the map	is a teamplay map.

	    FPS		The framerate of the server in frames-per-second.

	    Stat	The status of the game,	e.g. lock if the game is

	    Version	The version number of the server.

	    Map		The name of the	map.

	    Server	The hostname of	the server.

       When you	enter a	game you will hopefully	be presented a window.	This
       window is divided into three major areas:

	    Radar	(Top left) This	area shows the map the server you are
			playing	on is using as well as the position of your
			fellow players (if they	aren't cloaked).  In race mode
			the radar also outputs the position of the control
			posts.	Players	are shown as small rectangles The
			player you are currently locked	onto is	shown as a
			flashing rectangle.

			The server can optionally display missiles, mines
			and/or bombs (moving mines) on this radar, and will
			display	them using different symbols; missiles are
			quick flashing small dots, mines and bombs slow	flash-
			ing small dots.	 If nuclear mines or missiles are
			launched the radar can detect the high energy radation
			emiited	and will show these types of weapons on	the
			radar as alternating small and large rectangles.  The
			radar always has a limited range for these objects,
			due to their small size.  The maximum range depends on
			how much fuel you are carrying.

			On teamplay maps, your fellow team members will	appear
			as green dots on the radar, whereas the	enemy will ap-
			pear as	white dots.

	    Rating list	(Bottom	left) This area	shows the list of players
			(sorted	with respect to	their rating, or `score') cur-
			rently logged on the server.  The player with the
			highest	<rating>/<num of times died> ratio - that is,
			the most `deadly' player - is underlined with a	dashed

			First on each line, you	might find a letter which
			gives you some information about the status of the
			player:	R means	the player is a	robot, T means the
			player is not a	player but a detached tank, D means
			player is dead (only possible in limited lives mode),
			P means	the player is paused and W means the player is
			waiting	to join	the game after login (in limited lives

			Depending on the current game mode, you	will also find
			information about which	teams each player belong to
			and how	many lives each	player has left.

	    Game area	(Right)	This is	where the action is.  Most notably you
			will see your fighter in the middle of the screen,
			hopefully you won't see	any shots or explosions	yet!

			You may	also see some strange blue drawings surround-
			ing your fighter - this	is the HUD (Head Up Display)
			which greatly simplifies and compresses	the informa-
			tion you need to know.	Currently, the HUD displays
			the following information:

		 Bonus items You may notice some symbols and numbers on	the
			     left side of the HUD, these indicate which, and
			     what quantity, of extra equipment you have.  This
			     list can be turned	off using the `o' key, then
			     only items	which you gain or loose	will be
			     briefly shown on the HUD.	Pressing `o' again
			     will constantly show owned	items.

		 Fuel	     A fuel meter will appear on the right side	of the
			     HUD when you are getting low on fuel, it will
			     start flashing when your fuel level gets danger-
			     ously low.	 The fuel is numerically displayed on
			     the bottom	right corner of	the HUD.

		 Lock	     The name of the player you	have currently locked
			     on	is shown on the	top of the HUD.	 The distance
			     and bearing to that same player is	visualized by
			     a dot where placement of the dot gives the	direc-
			     tion, and the size	of the dot gives the distance.
			     The dot will be filled if the player is not on
			     the same team as you.  The	distance to the	player
			     also numerically displayed	on the top right cor-
			     ner of the	HUD, it	is measured in `blocks'.

		 Velocity    (Optional)	The position of	the HUD	changes	with
			     the current velocity.  The	distance from the cen-
			     ter of your screen	is proportional	to your	veloc-
			     ity.  Moving to the top moves the HUD to the bot-

			     In	addition to the	moving HUD, you	can display a
			     line from the center of the HUD to	the center of
			     your ship.

			     Both indicators can be combined or	used exclu-
			     sivly (see	discussion about Xresources below).

		 Score messages
			     Relevant score information	is shown below the
			     HUD, as well as on	the game field.

		 Time left   The amount	of time	the game will last if the the
			     server was	started	with a time limit.  This is
			     displayed in the upper left corner	of your	HUD.

       Between the radar and the Rating	list there are three push buttons:

	    Quit	Exits the game and the program.

	    About	Pressing the About button will popup a three page help
			window.	 It explains in	short the functionality	of all
			the items you may encounter together with a graphical
			depiction of them.

	    Menu	The Menu button	pops up	a pull down menu with the fol-
			lowing buttons:

		 Keys	     Will popup	the Keys window, which contains	a list
			     of	all the	X keysyms that have one	or more	xpilot
			     actions bound to them.

		 Config	     Changes the Rating	list into a window with	a list
			     of	most of	the options.  The options can be
			     changed interactively.  Pushing the Save configu-
			     ration button will	save the options and the key
			     bindings to the .xpilotrc file in your home di-

		 Score	     Displays the players and their scores in the Rat-
			     ing list window.

		 Player	     Lists the players with their login	name and their
			     host address in the Rating	list window.

		 MOTD	     Displays the Message Of The Day if	the server has
			     one available.

       The game	objective varies as the	server (xpilots(6)) is very config-
       urable.	However, below you will	find short descriptions	of some	of the
       main concepts of	the game.

       All objects in the game are affected by gravity - that is, they will
       accelerate in the direction the gravity is strongest.  The strength and
       direction of the	gravity	is user	configurable (see xpilots(6)), and can
       even be set to 0.

       Some objects affect the gravity in a limited area, these	are called
       gravs and they exist in miscellaneous types (attractive,	repulsive,
       clockwise, anti-clockwise).  Gravs are shown as red circles with	some
       symbol inside which is different	for each type of grav.	(For more in-
       formation on how	the affect the gravity,	see xpilots(6).)

       Wormholes are shown as red rotating circles.  They will `teleport' you
       to another place	in the world.  Generally, when you go through a	worm-
       hole, you'll come out at	the nearest wormhole in	the direction you were
       travelling.  Some wormholes are enter-only and some are exit-only.  The
       exit-only ones are invisible.  Passing through a	wormhole will make you
       visible for a while if you were cloaked.

       You will	also have to worry about your fuel level as most equipment use
       fuel/energy and some even work better the more fuel you have.

       You may gain fuel by picking up special `fuel cans' (see	bonus items
       section)	or refueling at	a refuel station.  Refuel stations may be
       found in	blocks in the world, they differ from standard background
       blocks in that they have	a red/black F in them, and they	are partly or
       completely filled with red.  The	amount of red determines how much fuel
       the station has at available for	you.  To refuel, you must hit the
       keyRefuel key (see controls section).

       Fuel takes up mass and will also	determine how big the explosion	will
       be when (sorry, `if' :) you meet	your destiny.

       There are two different and mutually exclusive modes which have greatly
       different objectives: combat mode and race mode.	 The most extensive is
       the combat mode,	which also happens to be the default.

       Here your main objective	is to get as high a rating as possible by
       `blasting away' on enemy	fighters (human	or robot controlled) and can-
       nons.  All will naturally fire back at you, so you will also need some
       nifty piloting skills and/or some heavy equipment to really enjoy liv-
       ing.  Extra weapons are explained in the	bonus items section.

       In race mode, your objective is to fly as fast as you can through a
       specified route.	 This is done by passing checkpoints in	a specified
       order.  The finish is reached after three laps.

       The next	checkpoint is always visible on	the radar.

   Team	play
       Team play is useful in combination with combat mode.  It	is different
       from straight combat mode in that players on your own team are not con-
       sidered enemies.	 There are some	additional objectives too.

       You can gain points if the map you are using have targets or treasures.
       The main	difference is that you get points by blowing up	an enemy's
       target using shots or mines.  A shot will only damage a target and if
       the target is completely	damaged	then the next shot will	blow it	up.  A
       mine will immediately destroy a target.	Two missile hits will also de-
       stroy a target.

       Enemy treasures have to be stolen from the enemies and dropped on your
       own treasure.  You pick up a treasure by	using keyConnector when	flying
       nearby the enemies treasure.  This will attach the treasure to your
       ship with a strong rubber band. Now you have to move your ship away
       from the	treasure while holding the keyConnector	down. When you reach a
       certain distance	the rubber band	will be	drawn in a sollied line. This
       means that the treasure is attached to your ship.  It is	possible (in
       emergency situations :) to detach the enemy treasure by pressing	key-
       DropBall, but this will of course not gain you or your team any points.

       Certain maps may	configure targets as passable by team members, in
       which case they can act as wall shields for team	bases.

       Provided	that teamImmunity: yes is set on the map, your teammates will
       appear as blue ships, and so will their shots.  With teamImmunity you
       cannot be shot by members of your own team, nor do you bump into	or
       crash with them.	 The enemy, and	the enemy's shots are always white.

       You may or may not have shields at your disposal, depending on the
       server options specified.  If you have, they are	activacted with	the
       keyShield key (see controls section).  Generally	collisions with	other
       objects (except for debris and sparks) are lethal, but when you are hit
       by something with your shields up then it will only cost	you some
       fuel/energy.  If	you didn't have	enough fuel then the collision will be
       lethal again.  Having your shields up costs fuel.

   Bonus items
       During the game you might encounter blue	triangles with red symbols on
       - these are special bonus items which will make your life easier.  As
       of today, these items include:

	    Fuel can	More fuel/energy.

	    Cloaking device
			Makes you invisible for	other players, both on radar
			and on the screen.  However, when you are hit by a
			shot or	missile	or bounce with another player then you
			will be	temporarily visible again.

	    Sensors	Enables	you to see cloakers to a limited extent.  Hav-
			ing more sensors improves this.

	    Rear cannon	Extra rear cannon.

	    Front cannons
			2 extra	front cannons.

	    Afterburner	Your main engine becomes more powerful and uses	your
			fuel more efficiently.

	    Rockets	Pack of	rockets.  These	may be used as smart missiles,
			heat seeking missiles, or just plain dumb torpedos.
			Usually	these explode on impact	with a small debris
			explosion.  However, if	enabled, nuclear and/or	clus-
			ter variants of	each may be possible.  See the de-
			scription of keyToggleNuclear, keyToggleCluster	and

	    Mine	Pack of	mines.	Can be dropped as either moving	mine
			(bombing) or stationary	mine (mining).	Usually	these
			will explode when someone else comes within a few
			blocks,	causing	a large	debris explosion.  However, if
			enabled, nuclear and/or	cluster	variants of each may
			be possible.  Mines have a little intelligence and
			will not explode for the player	(or team members) who
			dropped	them.  However,	the targetting of mines	can be
			effected by ECMs (unless the server option ecmsRepro-
			gramMines is false).  If you get close enough to a
			mine, you will be able to sense	who the	mine is	cur-
			rently programmed by.  Mines dropped by	different
			players	have a different external appearance --	mines
			dropped	by you or your team show up hollow.  Repro-
			gramming does not change the appearance	of a mine, so
			be careful because a hollow mine may not be safe.  See
			the description	of keyToggleNuclear, keyToggleCluster,
			and keyToggleModifier.

	    Tank	Additional fuel	tank (perhaps with some	spare fuel).
			As you pick up more tanks, your	weight increases and
			you'll have to compensate by picking up	afterburners.
			You can	change which tank is the `active tank',	that
			is the one that	fuel is	drained	from (if this tank is
			empty, fuel is drained from all	tanks).	 Refueling is
			quicker	with more tanks.

			To ease	filling	several	tanks in parallel, all the
			tanks drain into their left neighbours (0<-1<-...<-8);
			except your active tank, which is watertight (it seems
			a bit complicated at first, but	trust me, you'll get
			it eventually :-).  Tanks don't	drain if they reach a
			certain	minimum	level (unless of course, you use it as
			the active tank).

			When you detach	a tank it is the active	one that is
			detached, unless the active tank happens to be your
			main tank, in which the	tank with the highest number
			is used.  The detached tank will have the shape	of a
			ship and will carry your name, it will immediately
			start thrusting	(as long as fuel permits) and will
			fool all heat-seekers to follow	it.

	    ECM		Electronic Counter Measures.  ECM allows you to	con-
			fuse and re-target smart missiles within a certain
			range of your ship.  When missiles are zapped by ECM,
			they will become confused for a	while and then have a
			high probability of going after	the player who you
			were locked onto when you used the ECM.	 The ECM will
			also cause within a certain range to either explode or
			be more	likely be temporarily be blinded such that
			they do	not explode if you go near them.  The closest
			mine within ECM	range may be reprogrammed to be	safe
			for you	and your team members. If another ship is
			within range of	the ECM, all it's sensors will freeze
			for a while and	if the ship was	cloaked, it will be-
			come visible for a while.  The ECM is activated	by
			pressing the keyECM key.

	    Transporter	Enables	you to steal equipment and energy/fuel from
			the closest fighter, provided it is within the trans-
			porters	range.	You activate the transporter by	press-
			ing the	keyTransporter key.

	    Laser	Gives you a laser weapon with limited range.  Having
			more of	these increases	the range and the repeat rate
			of the laser subsystem.

	    Emergency Thrust
			Gives you a limited amount of super thrusters, equiva-
			lent to	a full complement of afterburners.  With a
			light ship this	is equivalent to hitting hyperspace or
			warp factor 9.99.  Useful for stopping quickly or run-
			ning away fast from a deadly encounter.	 The extra
			thrust capability is toggled on	and off	by a seperate
			key and	can thus be saved, the amount of time remain-
			ing is shown by	a status bar below the HUD.

	    Autopilot	Gives you a hover capability.  When engaged an `Au-
			topilot' light will flash above	the HUD.  When engaged
			the autopilot computer will bring the ship to a	hover
			by the quickest	(perhaps not safest) method possible.
			It will	then leave you in a hover, unless in a strong
			gravity	field where your engines cannot	cope.  Useful
			for hovering next to a refuel depot.

	    Tractor Beam
			Not to be confused with	a transporter, this enables
			you to push or pull the	ship you are currently locked
			onto.  The force is mutual, and	thus if	your ship is
			lighter	than your target you will move more towards
			him than him towards you.  Best	used with heavy	ships
			to pull	then push annoying players into	walls.

	    Emergency Shield
			Gives you a limited amount of extra shield power,
			which prevents any fuel	loss from shots, debris,
			player and wall	collisions, missiles, mines, etc.
			While in use, the ship can smash into walls at any
			speed and angle	without	fear of	being killed.  The ex-
			tra shield capability is toggled on and	off by a sepa-
			rate key and can thus be saved,	with the remaining
			amount of extra	shield power being saved for later
			use.  Once toggled on, the extra shield	power will
			take effect and	be used	only while the normal shields
			are up.	 Best used when	confronted with	cluster	mines
			and missles or deadly cannons.

       The game	understands quite some keys, but not all of them are equally
       important.  The following keys are more or less sorted by importance.
       The name	of the keys are	also the Xresources you	use to redefine	them,
       and the words inside the	curly braces {}	are their default bindings.
       See Xresources section below.

	 Primary keys
	     The primary keys are:

	      keyTurnLeft {a}
			  Turn left (anti-clockwise).

	      keyTurnRight {s}
			  Turn right (clockwise).

	      keyThrust	{right Shift or	left Shift}
			  Thrust me.

	      keyFireShot {return or linefeed}
			  Fire normal shot.

	      keyShield	{space or Caps Lock}
			  Raise	shield.	 Must be held down for continuous use.

	      keyRefuel	{f or left Ctrl	or right Ctrl}
			  Try to connect to nearest fuel station.  Must	be
			  held down during refueling.

	      keyRepair	{f}
			  Repair a target.

	 Secondary keys
	     The following commands are	not always available, some require
	     bonus items to have any functionality at all.

	      keySelfDestruct {q}
			  Self destruct.  At last we managed to	include	a
			  timer, got rid of all	those nasty I'd-rather-die-by-
			  my-own-hands-than-let-you-kill-me-and-get-all- the-
			  points pilots.

	      keyIdMode	{u}
			  Toggle the ID	mode.  Instead of the score list it
			  will display the list	of players with	their real
			  names	and computer addresses.

	      keyCloak {BackSpace or Delete}
			  Enable/disable cloaking device if available.	You
			  will be invisible on both radar and on screen, but
			  beware - the device is not foolproof,	it is not
			  cheap	on your	fuel and the only thing	becoming in-
			  visible is your ship,	i.e. the exhaust-flames	will
			  still	be visible.

	      keySwapSettings {Escape}
			  Toggle between two different settings.  You'll prob-
			  ably want more power and a larger turn rate in com-
			  bat than when	you're doing some critical maneuver-

	      keyDropMine {Tab}
			  Drop a proximity mine.  The mine will	detonate after
			  a certain amount of time (quite large	actually) or
			  when a foe comes too near.

	      keyDetachMine {bracketright}
			  Drop a moving	mine - that is,	a bomb.

	      keyDetonateMines {equal}
			  Detonate the mine you	have dropped or	thrown,	which
			  is closest to	you.

	      keyEcm {bracketleft}
			  Fire an ECM pulse.

	      keyChangeHome {Home or h}
			  Change home base.  You will need to be landed	on the
			  base of your choice.	(The Home key is located just
			  right	of the Return key on most HP-keyboards.)
			  These	keys are convenient for	HP keyboards, also
			  somewhat adapted to SUN keyboards.

	      keyTankNext {e}
			  If you have additional tanks,	the current tank will
			  be the next tank.

	      keyTankPrev {w}
			  If you have additional tanks,	the current tank will
			  be the previous tank.

	      keyTankDetach {r}
			  Detach the current tank (or the last additional
			  tank).  Heat-seeking missiles	will hopefully follow
			  this tank.

	      keyPause {p or Pause}
			  Park or paused hover mode - you can only park	while
			  you're landed	on your	own home base, and when	you
			  park,	you cannot rejoin the game until the P has
			  stopped blinking (to prevent users from using	this
			  option to run	away from a battle).  If you are not
			  near your base and you are travelling	very slowly
			  the ship will	be brought to a	standstill on autopi-
			  lot and cannot be unpaused until the `Autopilot'
			  light	stops blinking.

	      keyFireMissile {backslash}
			  Fire smart missile if	available.  The	missile	will
			  home onto the	player that you	have currently locked
			  on.  You must	have a clear lock on a player for this
			  to work.  Requires lock.

	      keyFireHeat {semicolon}
			  Fire a thrust	controlled missile. Works like a smart
			  missle, but is faster	and ECM	isn't able to confuse
			  it. Needs the	thrust for navigating.

	      keyFireTorpedo {quoteright}
			  Fire a missile without flight	control. It runs very
			  fast in shot direction.

	      keyFireLaser {slash}
			  Fires	a laser	weapon in the direction	you are	point-
			  ing.	Lasers have limited range and use a lot	of
			  fuel,	but they are instantaneous and therefore much
			  more deadly than normal shots.  The precise elec-
			  tronics of lasers can	be irretrivially damaged by
			  the high energy interference generated by enemy

	      keyToggleNuclear {n}
			  Pressing this	key will toggle	through	the following
			  indicators on	your HUD (bottom left),	only if	nu-
			  clear	weapons	are allowed;

			  N   All missiles or mines launched from now are lim-
			      ited nuclear weapons.

			  FN  All missiles or mines launched from now are full
			      (or fusion) nuclear weapons.

			      Pressing the key again clears the	nuclear	weap-
			      ons mode.

		     You must have eight or more missiles, or four or more
		     mines to launch a nuclear missile or mine,	and perhaps
		     enough fuel as well.  If you do not a message will	be
		     displayed at the bottom of	the game area explaining why
		     and the weapon will not be	fired.

		     Firing a full (or fusion) nuclear weapon completely de-
		     pletes your stock of that weapon, limited nuclear weapons
		     will deplete your stock by	eight missiles or four mines.

		     A nuclear missile or mine fired will have a mass and ex-
		     plosive power equal and usually greater than the total
		     number that were used.  Nuclear torpedos are very fast,
		     and all nuclear weapons explode violently (this may
		     freeze the	server momentarily).  After firing a one off
		     nuclear weapon, the `n' indicator is cleared.

	      keyToggleCluster {c}
			  Pressing this	key will toggle	the following indica-
			  tor on your HUD (bottom left), only if cluster weap-
			  ons are allowed;

			  C   All missiles or mines launched are cluster weap-

		     Cluster weapons explode differently from normal weapons.
		     The explode with a	slower moving shower of	killing	shots
		     and not debris, which may kill or deplete shields just
		     like a normal shot	fired by your self.   Thus, since
		     cluster debris is deadly to yourself, you should be care-
		     ful when firing such a weapon.  After firing a one	off
		     cluster weapon, the `c' indicator is cleared.

		     A cluster weapon will also	use an almost equivalent
		     amount of fuel as if you had fired	the shots using	your
		     cannon, and thus large cluster explosions will use	large
		     amounts of	fuel.  If you do not have enough fuel a	mes-
		     sage saying so will be displayed at the bottom of the
		     game area and the weapon will not be launched.

	      keyToggleImplosion {i}
			  Pressing this	key will toggle	the following indica-
			  tor on your HUD (bottom left), only if modifiers are

			  I   All mine and missile explosions will be implo-
			      sions instead.

	      keyToggleVelocity	{v}
			  Pressing this	key will toggle	through	V1 through V3
			  and to no modifier in	turn.  It affects the speed of
			  nuclear and/or cluster explosions, higher modifier
			  numbers produce lower	explosion velocities, and thus
			  for the most effective nuclear cluster explosion a
			  V2 or	V3 modifier should be used.

	      keyToggleMini {x}
			  Pressing this	key will toggle	through	X2 through X4
			  and then no modifier in turn.	 The number shows how
			  many miniture	mines or missiles will be fired	for
			  every	key press.  The	sum total damage and cost of
			  using	miniture weapon	is equivalent to a normal
			  weapon of that type.

	      keyToggleSpread {z}
			  Pressing this	key will toggle	through	Z1 through Z3
			  and then no modifier.	 The higher the	number the
			  closer the spread of fire for	minature weapons, it
			  also affects the spread of wide and rear shots, suc-
			  cessively narrowing the stream of bullets such that
			  V3 is	a single beam of shots.

	      keyTogglePower {b}
			  Pressing this	key will toggle	through	B1 through B3
			  and then no modifier.	 The higher the	number the
			  less powerful	a tractor beam is used,	mainly for
			  conserving energy or fine adjustment in pulling
			  somebody around.  The	power setting also affects the
			  engine to warhead ratio in missiles, a higher	set-
			  ting will cause each missile to have more powerful
			  engines, and thus be much quicker and	more maneaver-
			  able,	but at the cost	of a drastically reduced dam-
			  age capability.  However when	coupled	with other
			  modifiers this can cause severe psychological	advan-
			  tages, consider the effect of	trying to outrun four
			  minuture full	cluster	powered	up nuclear smart mis-

	      keyClearModifiers	{k}
			  Clears all current modifiers in effect.

	      keyLoadModifiers1	{1}
			  Loads	the modifiers stored in	bank 1,	as set by the
			  modifierBank1	resource.

	      keyLoadModifiers2	{2}
			  Loads	the modifiers stored in	bank 2,	as set by the
			  modifierBank2	resource.

	      keyLoadModifiers3	{3}
			  Loads	the modifiers stored in	bank 3,	as set by the
			  modifierBank3	resource.

	      keyLoadModifiers4	{4}
			  Loads	the modifiers stored in	bank 4,	as set by the
			  modifierBank4	resource.

	      keyToggleAutoPilot {h}
			  This toggles the autopilot feature.  You need
			  atleast one Autopilot	item before this will work.

	      keyToggleEmergencyThrust {j}
			  This toggles the emergency thrust item.  You need at
			  least	one emergency thrust item, on first turning
			  this on the item is used up and ten seconds or so of
			  emergency thrust is placed at	your disposal.	The
			  time is only used up as you thrust, and hitting this
			  key will return you back to normal thrust while con-
			  serving the remaining	boosted	thrust.	 If you	posses
			  both Autopilot and Emergency Thrust items, pressing
			  the Meta or Alt keys will give the equivalent	of
			  emergency brakes.

	      keyToggleEmergencyShield {g}
			  This toggles the emergency shield item.  You need at
			  least	one emergency shield item.  When first turning
			  on, this item	is used	up and ten seconds or so of
			  emergency shield power is placed at your disposal.
			  The time is only used	up as you use your regular
			  shields, and hitting this key	again will return you
			  back to normal shield	power while conserving the re-
			  maining emergency shield power.

	      keyTractorBeam {comma}
			  This will engage any tractor beam items on the
			  player who you hold a	lock on, it causes a mutual
			  attractive force between you and them, causing both
			  players to move towards each other.

	      keyPressorBeam {period}
			  This will engage any tractor beam items on the
			  player who you hold a	lock on, it causes a mutual
			  repulsive force between you and them,	causing	both
			  players to move away from each other.

	      keyTalk {m} Pressing this	key will toggle	between	the talk win-
			  dow being shown below	the HUD.  If your mouse
			  pointer is outside the window	you will still have
			  full control of your ship and	pressing the talk key
			  will disappear (the current message will not be
			  lost).  If you position your mouse pointer within
			  the window you can type a message using the key-
			  board, however you ship will no longer respond to
			  key presses.	The following special keys are avail-

			  Return Linefeed
			      This finishes and	sends the message.  The	talk
			      window is	also removed from the screen and the
			      message text cleared.

			  Backspace Del
			      These keys delete	the last character.

			      This deletes the last word.

			      This deletes the entire line of text.

			  Esc This removes the talk window without clearing
			      the text.	 This is useful	if you are typing a
			      message and something important in the game hap-
			      pens that	requires you to	control	your ship.

		     Messages will usually be sent to every player logged in,
		     including yourself.  Messages received will always	appear
		     in	the bottom of the Game area, and will look like;

		     __Viper shouts__ Hello world.

		     However you can send messages to individual players or
		     teams by starting the message with	the player's name (or
		     enough character from the beginning of their name to make
		     it	unique)	or team	number followed	by a colon, and	then
		     the message.  Just	placing	a colon	at the start of	the
		     message will send it to everyone.	For example;

		     vip: Hello

		     will send a message to only one player who's name begins
		     the letters vip (the case does not	matter).

	      keyToggleCompass {y}
			  Turns	of the HUD compass display.

	      keyLockClose {Select Up}
			  Will lock onto the closest player if he/she is
			  within range.

	      keyLockNextClose {Down}
			  Will lock onto the next closest player after the
			  currently locked player.

	      keyLockNext {Next	Right}
			  Will,	if possible, lock onto the next	player in the

	      keyLockPrev {Prior Left}
			  Will,	if possible, lock onto the previous player in
			  the game.

	      keyConnector {Control_L}
			  Use connector	(for the moment, all this is used for
			  is picking up	treasures/balls).

	      keyDropBall {d}
			  Drop the ball	if you are carrying it.

	      These keys let you adjust	the control sensitivity:

	      keyIncreasePower {KP_Multiply}
			  Increase engine power.

	      keyDecreasePower {KP_Divide}
			  Decrease engine power.

	      keyIncreaseTurnspeed {KP_Add}
			  Increase turn	speed.

	      keyDecreaseTurnspeed {KP_Subtract}
			  Decrease turn	speed.

	      keyToggleOwnedItems {o}
			  Causes all owned bonus items to be shown either con-
			  stantly or for a brief period	after they change in
			  amount on the	HUD.

	      keyToggleMessages	{0}
			  Causes messages to be	shown or not shown.

	      keyReprogram {quoteleft}
			  Reprogram a modifier bank or lock bank.

	      keyLoadLock1 {5}
			  Load player lock from	bank 1.

	      keyLoadLock2 {6}
			  Load player lock from	bank 2.

	      keyLoadLock3 {7}
			  Load player lock from	bank 3.

	      keyLoadLock4 {8}
			  Load player lock from	bank 4.

	      keyToggleRecord {KP_5}.
			  Toggle recording of session to file (see the record-
			  File option).	 This recording	can later be reviewed
			  with the xp-replay(6)	program

	      keyPointerControl	{KP_Enter}
			  Toggle mouse pointer control.

	      keySelectItem {KP_0 KP_Insert}
			  Press	repeatedly to select an	item to	drop.  A small
			  rectangle will be drawn around the item you can
			  drop.	 Use the keyLoseItem key to actually drop the
			  item.	 Note that you cannot select tanks to drop,
			  tanks	can only be released (see the keyTankDetach

	      keyLoseItem {KP_Delete KP_Decimal}
			  Drop the item	selected with the keySelectItem	key.
			  The server can either	delete the item	or drop	it
			  back into the	map depending upon the value of	the
			  loseItemDestroys option.

	      keyPrintMessagesStdout {Print}
			  Print	the current messages to	stdout.

	      keyTalkCursorLeft	{Left}
			  Move Cursor to the left in the talk window.

	      keyTalkCursorRight {Right}
			  Move Cursor to the right in the talk window.

	      keyTalkCursorUp {Up}
			  Browsing up in the history of	the talk window.

	      keyTalkCursorDown	{Down}
			  Browsing down	in the history of the talk window.

	 Mouse control
	     There are up to five mouse	buttons	available to define as keys:

	      pointerButton1 {keyFireShot}
			  Define which keys are	pressed	when mouse button one
			  is pressed.

	      pointerButton2 {keyThrust}
			  Define which keys are	pressed	when mouse button two
			  is pressed.

	      pointerButton3 {keyShield}
			  Define which keys are	pressed	when mouse button
			  three	is pressed.

	      pointerButton4 {}
			  Define which keys are	pressed	when mouse button four
			  is pressed.

	      pointerButton5 {}
			  Define which keys are	pressed	when mouse button five
			  is pressed.

       At startup xpilot will look for X resources in several places.  First
       it looks	in the INSTLIBDIR (as defined during compilation, mostly as
       something like /usr/local/games/xpilot/lib/) for	the file named xpilot.
       After that it looks for more resources in /usr/lib/X11/$LANG/app-de-
       faults/xpilot, $XUSERFILESEARCHPATH/xpilot, $XAPPLRESDIR/$LANG/xpilot,
       $HOME/app-defaults/$LANG/xpilot,	resources set using xrdb or else
       $HOME/.Xdefaults, host specific resources in the	file pointed to	by
       $XENVIRONMENT or	else in	$HOME/.Xdefaults-hostname and finally in
       $HOME/.xpilotrc.	 If the	LANG environment variable is undefined or if
       that file doesn't exist then it will look for the file as if LANG had
       been undefined.	Resources defined in files listed later	will override
       resources in files listed earlier.  If the XPILOTRC environment vari-
       able is defined then its	value is used instead of $HOME/.xpilotrc.  All
       of these	resources can be overridden by their corresponding command
       line arguments.

	    name	Nick name of your player.

	    team	Preferred team number.

	    port	Set the	port number of the server.  Almost all servers
			use the	default	port, which is the recommended policy.
			You can	find out about which port is used by a server
			by querying the	xpilot Meta server.

	    power	Primary	power setting of your engine.  Primary in this
			context	means that it is part of the default setting,
			secondary means	the other setting (two different set-
			tings are available, pressing Esc will switch between
			them).	You may	change "sensitivity" of	your ship by
			adjusting these	parameters.  Often you would like one
			setting	to be more "rough" than	the other - one	set-
			ting for fine maneuvering and one for racing. (Default

	    turnSpeed	Primary	turnspeed setting of your ship.	(Default 30.0)

			Primary	turnresistance setting of your ship.  This
			value determines how fast your ship will stop rotat-
			ing, i.e. the rotating speed of	your ship is set equal
			to itself multiplied by	this value.  Obviously the
			value has to lie between 0.0 (exclusive) and 1.0 (in-
			clusive).  (Default 0.12)

	    altPower	Secondary power	setting	of your	engine.	(Default 35.0)

			Secondary turnspeed setting of your ship. (Default

			Secondary turnresistance setting of your ship. (De-
			fault 0.12)

	    shipShape	Define the ship	shape to use.  Because the argument to
			this option is rather large (up	to 500 bytes) the rec-
			ommended way to	set this option	is in the .xpilotrc
			file in	your home directory.  The exact	format is de-
			fined in the file README.ships in the xpilot distribu-
			tion.  Note that there is a nifty tool called editss
			for easy ship creation.	 See the xpilot	FAQ for	de-
			tails.	See also the shipShapeFile option.

			An optional file where shipshapes can be stored.  If
			this resource is defined and it	refers to an existing
			file then shipshapes can be referenced to by their
			name.  For instance if you define shipShapeFile	to be
			/home/myself/.shipshapes and this file contains	one or
			more shipshapes	then you can select the	shipshape by
			starting xpilot	as:

			xpilot -shipShape myshipshapename

			Where "myshipshapename"	should be the "name:" or "NM:"
			of one of the shipshapes defined in /home/my-
			self/.shipshapes.  Each	shipshape definition should be
			defined	on only	one line.  All characters up to	the
			first left parenthesis are ignored.

	    fuelNotify	The limit when the HUD fuel bar	will become visible.
			(Default 500.0)

	    fuelWarning	The limit when the HUD fuel bar	will start flashing.
			(Default 200.0)

			The limit when the HUD fuel bar	will flash faster.
			(Default 100.0)

	    showHUD	Should the HUD be on or	off. (Default true)

			Should the vertical lines in the HUD be	drawn. (De-
			fault false)

			Should the horizontal lines in the HUD be drawn. (De-
			fault true)

			Should the HUD me moved, to indicate the current ve-
			locity.	Negativ	values will inverse the	moving of the
			HUD. (Default 0.0)

			Uses a red line	to indicate the	current	velocity. On
			edge of	the line is the	center of the ship. The	other
			end is moved in	the same way, as the HUD, if speed-
			FactPTR	is set.

			This determines	the speed in which messages are	writ-
			ten, in	characters per second.

			Should the fighters have marking lights, just like

	    sparkProb	The chance that	sparks are drawn or not.  This gives a
			sparkling effect.  Valid values	are in the range

	    sparkSize	Size of	sparks in pixels.

			Provide	cut-and-paste for the player messages and the
			talk window and	a `history' for	the talk window.

			Number of your messages	saved in the `history' of the
			talk window.  `History'	is accessible with
			`keyTalkCursorUp/Down'.	 Valid values are in the range
			[1-128]. The default value is: 32.

	    shotSize	Size of	shots in pixels.

			Size of	team shots in pixels.

			Should all ships have the name of the player drawn be-
			low them.

			Should the name	of the owner of	the mine be drawn be-
			low the	mine.

			Should messages	appear on screen.

			Do you want messages to	be sent	to standard output?
			0: No, 1: Only player messages,	2: Player and status

	    maxMessages	The maximum number of messages to display.

	    showItems	Should owned items be displayed	permanently on the
			HUD, or	only when their	amount has changed?

			The time in seconds to display item information	when
			it has changed and the showItems option	is turned on.

	    clock	Display	a small	digital	clock.

	    clockAMPM	Displays clock in 24hr or 12hr format. (Default:

	    noLocalMotd	Do not display the local Message Of The	Day.

			Automatically popup the	MOTD of	the server on startup.

			Have the shield	status be changed only by a key	press
			and ignore the key release.

	    autoShield	When this option is on then shields are	lowered	auto-
			matically when firing a	weapon or dropping a mine.
			After the firing the shields are raised	again too.

			Are shields drawn in a solid line.  Not	setting	a
			value for this option will select the best value auto-
			matically for your particular display system.

	    fuelMeter	Determines if the fuel meter should be visible.	This
			meter visualizes your fuel level in a different	way
			than fuelGauge does.

	    fuelGauge	Determines if the fuel gauge should be visible.	See

			Should the turnspeed meter be visible at all times.
			(Default false)

	    powerMeter	Should the power meter be visible at all times.	(De-
			fault false)

			Specifies the block distance between points drawn in
			the background,	used in	empty map regions.  8 is de-
			fault, 0 means no points.

			Specifies the size of the background points.  The de-
			fault is 2, 0 means no points.

	    titleFlip	Should the title bar change or not.  Some window man-
			agers like twm may have	problems with flipping title
			bars.  Hence this option to turn it off.

			If the game is in edgewrap mode	(see xpilots(6)) then
			the radar will keep your position on the radar in the
			center and draw	the rest of the	radar around it.  This
			requires very good X performance and a pretty fast
			workstation.  Default is off.

			Draws only the outline of all the blue map constructs.

	    filledWorld	Draws the walls	solid.	Needs a	fast graphics system.

			Draws the walls	filled with a texture pattern.	See
			also the wallTextureFile option.  Be warned that this
			needs a	very fast graphics system.

			Specify	a XPM format pixmap file to load the wall tex-
			ture from.

	    texturePath	Optional search	path for XPM texture files.  This is a
			list of	one or more directories	separated by colons.

			Turns on a meter displaying the	maximum	packet size of
			the last few seconds.

			Turns on a meter displaying the	percentage of packets
			lost in	the last second	due to network failure (over-

			Turns on a meter displaying the	percentage of packets
			dropped	due to your display not	being able to keep up
			with the rate at which the server is generating	frame
			updates.  If possible lower the	frame update rate of
			the server with	the -fps option.

			Specifies how big the receive window should be.	 See
			NOTES below.

	    sounds	Specifies the sound file.  (Only if sound is enabled.)

	    maxVolume	Specifies the volume to	play sounds with, where	0
			turns off sound.  (Only	if sound is enabled.)

	    audioServer	Specifies the audio server to use.  (Only if sound is

	    geometry	Specifies the geometry to use like: -geometry

	    keyboard	Set the	X keyboard input if you	want keyboard input
			from another display.  The default is to use the key-
			board input from the X display.

	    recordFile	An optional file where a recording of a	game can be
			made.  If this file is undefined then recording	isn't
			possible.  See the keyToggleRecord option for how to
			make recordings.

	    visual	Specifies which	visual to use.	You can	see which vi-
			suals your display supports by running:	xpilot -visual

	    mono	Turns on mono display type.

	    colorSwitch	<true/false>
			Tells xpilot to	use a color switching display tech-
			nique or not.  Default is true if your display hard-
			ware has enough	colors available.

	    maxColors	Tells xpilot how many colors you want it to use.  De-
			fault is 4, with a maximum of 16.  Valid values	are 4,
			8 and 16.

			Which color number to use for drawing targets on the
			radar.	Valid values all powers	of 2 smaller than max-

	    hudColor	Specifies which	color index to use for drawing the
			HUD.  The value	for this option	is a number ranging
			from 1 till the	maxColors value.

			Specifies which	color index to use for drawing the
			lock dot on the	HUD.  The value	for this option	is a
			number ranging from 1 till the maxColors value.

	    wallColor	Specifies which	color index to use for drawing the
			walls.	The value for this option is a number ranging
			from 1 till the	maxColors value.

	    sparkColors	A list of color	numbers	to use for drawing sparks and
			debris of varying temperature.

	    gameFont	The font used on the HUD and for nearly	all text part
			of the game field.

	    messageFont	The font used for messages displayed in	the bottom
			left corner of the game	field.

			The font used on the score list.  Must be non-propor-

	    buttonFont	The font used on all buttons.

	    textFont	The font used in the help and about windows.

	    talkFont	The font used in the talk window.

	    motdFont	The font used in the MOTD window and in	the key	list
			window.	 This must be a	non-proportional font.

	    black	Specifies the color to use for black.  Default is
			#000000	which is equivalent to specifying Black.

	    white	Specifies the color to use for white.  Default is
			#FFFFFF	which is equivalent to specifying White.

	    blue	Specifies the color to use for blue.

	    red		Specifies the color to use for red.

	    color0	Specifies the color to use for color 0.	 One can spec-
			ify colors up to color15 this way.  Black, white, blue
			and red	are equivalent to color0, color1, color2 and
			color3 respectively.

       The simplest invocation of the hand-shake program is to just type:


       This will force the program to search after a server on all the ma-
       chines on your attached network.

       Say you know where the server is, and you don't want to be prompted
       (handy in scripts etc.),	you may	type for example:

	      xpilot -join lglab08

	      where lglab08 is the name	of the host running the	server.

       In the examples above your name would be	your login name.  Let's	say
       you want	to be really cool and your login name is gudmari, well -
       you're in loads of trouble if you don't know about the -name option;

	      xpilot -name FireEater

       will fix	the problem for	you.

       For credit list,	see the	provided CREDITS file.

       If the client crashes, you will be without autorepeat on	your keyboard.
       To re-enable autorepeat,	issue this command:

	      xset r

       Please also note	that xpilot can	be addictive, and strenous for both
       you and your keyboard.  We take no responsibility. :)

       There is	a meta server running on, port 4400, into
       which all servers registers.  This way you can easily check if there
       are any servers running nearby.	To use it, try:

	      telnet 4400 help list


	      telnet 4401

       If you experience any problems with `jerkiness',	you should try to ad-
       just the	receiveWindowSize Xresource.  The problem may be that your X
       server can't display as fast as the xpilot server is generating new
       frame updates.  So another option is setting the	number of frames for
       the server to a lower number or get a faster X display system :)

       The receiveWindowSize resource allows you to tune the buffering of
       frame updates a little.	When set to one	then there is no buffering and
       xpilot will just	read the next frame and	display	it.  When the display
       is slower than the xpilot server	this may give all sorts	of problems
       like lagging behind and lack of keyboard	control.

       When you	set receiveWindowSize to two then xpilot will always try to
       read a second frame from	the network and	if this	succeeds it will dis-
       card the	oldest frame.  A better	number for receiveWindowSize is	three
       which will discard the oldest frame out of three	and therefore be less
       subject to small	changes	in network delivery times.  If your display is
       fast enough and can keep	up with	rate at	which the server is generating
       frames then specifying a	value bigger than one will not result in drop-
       ping frames, but	rather will it be a buffer for small changes in	net-
       work performance	and computer load.  The	maximum	value of receiveWin-
       dowSize is four.

       If XPILOTRC is set then its value is used instead of $HOME/.xpilotrc to
       find the	file containing	the xpilot resources.  XPILOTUSER and XPI-
       LOTHOST set the loginname and hostname as reported to the xpilots

       XPilot was developed by Bjorn Stabell <> and Ken Ronny
       Schouten	<> from the University of	Tromso,	Bert Gijsbers
       <> from the University of	Amsterdam, and Dick Balaska
       <> from BuckoSoft.COM.

       The product is seemingly	stable,	so bug reports are highly appreciated.
       Send email to and we will see what we can do.	We
       merely ask that you remember to include the following information:

	   o The platforms the bug occurs on
	   o What kind of display you have (depth, color, type)
	   o Which Xresources you're using.
	   o The full version of xpilot, i.e., 4.5.5
	   o What the bug looks	like (symptoms)
	   o When the bug usually occurs
       We would	also like to receive changes you do to make the	code compile
       on your machine (we would NOT like to receive the whole program trans-
       lated to	K&R C, keep it ANSI :) If you don't have an ANSI compiler,
       there are several utilities which may help you de-ANSI-fy the code (un-
       proto, unprotoize etc), but a better solution will be to	install	the
       GNU C compiler on your system.

       xpilot is Copyright (C) 1991-2002 by Bjorn Stabell, Ken Ronny Schouten,
       Bert Gijsbers & Dick Balaska.  xpilot comes with	ABSOLUTELY NO WAR-
       RANTY; for details see the provided LICENSE file.

       /usr/local/share/xpilot/motd	       Message of the day.
       /usr/local/share/xpilot/sounds	       File containing the sound to
					       sound-file mapping.

       xpilots(6), xp-replay(6)

			     Requires UDP and X11		     XPILOT(6)


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