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This is a compact table list of frequently asked questions and unique CM server features that you may want to learn. If you have a question that is not covered by this article, please Ahelp in-game and a member of the staff will assist you.
This is a compact table list of frequently asked questions and unique CM-SS13 server features that you may want to learn. If you have a question that is not covered by this article, please Ahelp in-game, and a member of the staff will assist you.




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  {| border="1"
  {| border="1"
  |width=150|'''Infestation'''
  |width=150|'''Distress Signal'''
  |The infestation gamemode is Aliens vs Marines, this gamemode ends upon the eradication of one side. Custom events started by admins can sometimes take place during this mode.This is the default gamemode of CM. Typically however the Server and Hub will show the Map Name as the game mode instead of Infestation.
  |Also known as Infestation and formerly known as Colonial Marines, the CM-SS13 game mode is Aliens vs. Marines; this game mode ends with the eradication of one side. Custom events started by admins can sometimes take place during this mode. This is the default game mode of CM.
  |}
  |}


  {| border="1"
  {| border="1"
  |width=150|'''[[Hunter Games]]'''
  |width=150|'''[[Alternate Gamemodes]]'''
  |The Hunter Games gamemode is split into two modes, the first one being a deathmatch style with random weapons, mostly melee or thrown, scattered about, typically with admins spicing it up. The second mode is where there are still weapons scattered about and it is still a free for all deathmatch however RP is encouraged due to how multiple 'Tribes' are spawned in at certain areas of the designated map to play on. From there the tribes can go to war, conduct diplomacy, execute their prisoners of war, go looting, etc. Nearing round end the remaining players of the tribes are told to get to more of a 'There can be Only One' styled of gameplay, with the last player standing wins. This is a gamemode that needs one of the heads of staff to be online in order to play this mode properly. Remember, this is a gamemode that can only be playable from round start.
  |The Hunter Games game mode is split into two modes, the first one being a deathmatch style with random weapons, mostly melee or thrown, scattered about, typically with admins spicing it up. The second mode is where there are still weapons scattered about, and it is still a free for all deathmatch however RP is encouraged due to how multiple 'Tribes' are spawned in at certain areas of the designated map to play on. From there the tribes can go to war, conduct diplomacy, execute their prisoners of war, go looting, etc. Nearing round end the remaining players of the tribes are told to get to more of a 'There can be Only One' styled of gameplay, with the last player standing wins. This is a game mode that needs one of the heads of staff to be online to play this mode properly. Remember, this is a game mode that can only be playable from round start.
  |}
  |}


  {| border="1"
  {| border="1"
  |width=150|'''[[Whiskey Outpost]]'''
  |width=150|'''[[Whiskey Outpost]]'''
  |During the Whiskey Outpost gamemode you play as one of the Marines in the USCM battalion 'Dust Raiders' who were previously in charge of 'keeping the peace' in the Tychon Rift sector. The aim of the mode is for the Dust Raiders to hold the outpost for as long as possible (Until Wave 10) against the xenomorph hordes, the game ends if either the aliens annihilated the Dust Raider marines or the Dust Raiders survived 10 waves against the xenomorphs. Requires one of the heads of staff to be online in order to play. Take note that after the round starts, you cannot late join onto the marine side and as such are forced to observe or play as a xeno.
  |A special defense game mode that is limited to the Whiskey Outpost map but it may be playable on other maps. More information can be found [[Whiskey Outpost|here]]. Only admins can change this gamemode.
|}
 
{| border="1"
|width=150|'''Hive Wars'''
|A xenomorph only gamemode that involves a four-way war between the Alpha, Bravo, Charlie, and Delta hives. Gameplay involves diplomacy and combat, with the main objective of wiping out the enemy hive cores and queens until one hive remains.
  |}
  |}


  {| border="1"
  {| border="1"
  |width=150|'''Extended'''
  |width=150|'''Extended'''
  |The Extended gamemode does appear in CM, but it's reserved for admin events only. Normally xenomorphs aren't spawned in extended rounds, however it's up to the admin hosting the event. An example event that uses extended would be the [[The_Colonial_Liberation_Front|CLF]] vs [[Lore#The_United_States_Colonial_Marines|USCM]].
  |The Extended game mode does appear in CM-SS13, but it's reserved for admin events only. Normally xenomorphs aren't spawned in extended rounds; however, it's up to the admin hosting the event. An example event that uses extended would be the [[The_Colonial_Liberation_Front|CLF]] vs [[Lore_Home#United_States_Colonial_Marines|USCM]].
  |}
  |}


  {| border="1"
  {| border="1"
  |width=150|'''Maps'''
  |width=150|'''Maps'''
  |Colonial Marines has 5 maps. The foggy, tropical warzone colony of Lazarus Landing on '''[[Planet LV-624]]'''. The harsh, cold winter environment of '''Ice Colony''' on Planet LV-343 'Ifrit', also known as Shiva's Snowball. The modern, hot areas of the research facility Solaris Ridge on the Planet ''''Big-Red''''. The everfloating, maximum security station is known as the Florina Orbital Penitentiary or simply, '''Prison Station'''. And the soon-to-be overrun '''Whiskey Outpost''' in the Tychon Rift sector.
  |Colonial Marines currently has nine maps. The foggy, tropical warzone colony of Lazarus Landing on '''[[Planet LV-624]]'''; the harsh, cold winter environment of '''Ice Colony''' on Planet LV-343 'Ifrit,' also known as Shiva's Snowball; the modern, hot areas of the research facility Solaris Ridge on the Planet '''Big-Red'''; the ever-floating, maximum security station is known as the Florina Orbital Penitentiary or simply, '''Prison Station'''; the expansive, open, sandy battleground of '''Trijent Dam'''; The rocky and desolate colony of chances is also simply called '''Chances Claim''' or LV-522 as the official designation goes <!--the space-borne, multi-environmental biodome research station known as '''CORSAT'''-->; the divided biome colony of Sorokyne Strata; the linear farming colony of '''Kutjevo'''; and the soon-to-be overrun '''Whiskey Outpost''' in the Neroid sector.
  |}
  |}


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  {| border="1"
  {| border="1"
  |width=150|'''How to look up or down a ladder or wall hole'''
  |width=150|'''How to look up or down a ladder or wall hole'''
  |Click and drag the ladder or wall sprite onto your character, to cancel this view you can either walk away from the ladder or you can go into the OOC tab and click "Cancel camera view".
  |Click and drag the ladder or wall sprite onto your character, to cancel this view you can either walk away from the ladder or you can go into the OOC tab and click "Cancel camera view."
  |}
  |}


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  {| border="1"
  {| border="1"
  |width=150|'''How to get a trap off your leg'''
  |width=150|'''How to get a trap off your leg'''
  |Go to the IC tab then click on resist or type resist into the chat bar. Note that if you're an alien you can just press the resist UI button.
  |Go to the IC tab then click on resist or type resist into the chat bar. Note that if you're an alien, you can press the resist UI button.
  |}
  |}


'''Setup Character'''
'''Setup Character'''
{| border="1"
{| border="1"
|width=150|'''The WO Role'''
|width=150|'''The WO Role'''
|The WO role is a custom preference for the map [http://www.colonial-marines.com/wiki/images/7/78/Whiskey_outpost.png Whiskey Outpost (WO)]. If you have it set to yes, you may be chosen to become a Doctor or Commander on that map instead of a standard grunt.
|The WO role is a custom preference for the map [http://cm-ss13.com/wiki/images/7/78/Whiskey_outpost.png Whiskey Outpost (WO)]. If you have it set to yes, you may be chosen to become a Doctor or Commander on that map instead of a standard grunt.
|}
|-
 
|width=150|'''Heads Up Display'''
'''Interacting with the map'''
|To change your heads up display go to your '''Character Creator/Editor''' and into '''Settings''' under '''UI Customization''', click the button next to Styles to change the style of the HUD. A popular choice is selecting the '''dark''' type.
{| border="1"
|}
|width=150|'''How to climb over obstacles'''
|Click and drag your character onto the obstacle and you'll start to climb onto it. A example of an obstacle being a window frame, table and barricade.
|-
|width=150|'''How to flip tables'''
|Stand next to the table. Right-click -> Flip table. OR Click and drag on the table with an empty hand and release with your cursor on a tile adjacent to the table in the direction you wish to flip the table. Make sure you are standing on the proper side for the direction you wish to flip it. To set the table back, repeat the procedure but drag and release towards your character. Also, keep note that only regular tables may be flipped; reinforced tables can be flipped but it requires an engineer to weld them first.
|}


'''Preferences & Others'''
'''Preferences & Others'''
  {| border="1"
  {| border="1"
  |width=150|'''Turning off xenomorph preference'''
  |width=150|'''Turning off xenomorph preference'''
  |Go to the Preference tab for verbs (top right) and click on Toggle SpecialRole Candidacy and select xeno. After you've done this you'll have disabled your xenomorph preference meaning that you won't be placed into a larva body automatically.
  |Go to the Preference tab for verbs (top right) and click on Toggle SpecialRole Candidacy and select xeno. After you've done this, you'll have disabled your xenomorph preference meaning that you won't be placed into a larva body automatically.
  |-
  |-
  |width=150|'''Check ping'''
  |width=150|'''Check ping'''
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  |width=150|'''Toggle HUD On/Off'''
  |width=150|'''Toggle HUD On/Off'''
  |Press F12. Useful for when you are trying to target enemies that are blocked by your HUD.
  |Press F12. Useful for when you are trying to target enemies that are blocked by your HUD.
|-
|width=150|'''Negotiation between hostile sides (USCM/CLF/UPP/Aliens)'''
|It is not possible to negotiate with hostile factions, nor it is possible to have a peace treaty with one faction to work together against a common goal (Killing xenomorphs). [http://cm-ss13.com/viewtopic.php?p=188224#p188224 Read this for more info].
|-
|width=150|'''About End of Round Grief (EORG)'''
|EORG is essentially doing something related to combat (Such as firing weapons to anyone and anything, friendly-firing, etc.) or breaking some rules of the server at the end of the round (indicated by a big round end message as well as an EORG message), hence End of Round Grief. Like most Heavy-Roleplay servers (Baystation 12, Aurorastation, etc.) in SS13, '''doing EORG is not allowed''', and '''continuing to do that can lead you to a ban for 3 hours without warning'''. [[Rules|Read Rule # 3 for more info.]]
  |}
  |}


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'''This section contains information for marine players:'''  
'''This section contains information for marine players:'''  
<div id="mw-customcollapsible-mateba" class="mw-collapsible mw-collapsed">
<div id="mw-customcollapsible-mateba" class="mw-collapsible mw-collapsed">
'''Ladders:'''
{| border="1"
|width=150|'''How to throw a grenade up or down a ladder'''
|'''Without''' priming the grenade, click on the ladder with a grenade in your hand, the grenade will be automatically primed and thrown up or down to the ladder.
|-
|width=150|'''How to throw a flare up or down a ladder'''
|Activate the flare in your hand so that it's providing light then click on the ladder and you'll drop it up or down the ladder. Also applies to Flashlights.
|}


'''Wall Holes'''
'''Wall Holes'''
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  |-
  |-
  |width=150|'''Reloading weapon attachments'''
  |width=150|'''Reloading weapon attachments'''
  |You can reload weapons attachments by toggling the attachment on, then feeding the attachment with its relevant ammo type. Underbarrel grenade launchers take M40 grenades(Typically HEDP), Masterkey Shotguns take buckshot shells, and Mini Flamethrowers take flamethrower tanks.
  |You can reload weapons attachments by toggling the attachment on, then feeding the attachment with its appropriate ammo type. Underbarrel grenade launchers take M40 grenades(Typically HEDP), Masterkey Shotguns take buckshot shells, and Mini Flamethrowers take flamethrower tanks.
  |-
  |-
  |width=150|'''Refilling Incinerator Tanks'''
  |width=150|'''Refilling Incinerator Tanks'''
  |Once emptied, Incinerator tanks can be refilled by clicking on a fuel tank, welder pack or welding tank.
  |Once emptied, Incinerator tanks can be refilled by clicking on a fuel tank, welder pack or welding tank.
  |-
  |-
  |width=150|'''Reloading Heavy Weapons (Smartgun and M5 RPG)'''
  |width=150|'''Reloading Heavy Weapons (M5 RPG)'''
  |You can only reload Heavy Weapons by standing still, as moving will interrupt your reload.
  |You can only reload Heavy Weapons by standing still, as moving will interrupt your reload.
|}
|}
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'''Combat:'''  
'''Combat:'''  
  {| border="1"
  {| border="1"
|width=150|'''Firing a weapon'''
|To fire a weapon, point at the cursor to the target you want to shoot and click to fire. If you cannot fire your weapon, then this will explain the following:
* <span style="color:red">'''''*Click*'''''</span>
** The weapon is out of ammo or a loaded magazine/shell/rocket has not been loaded. Hold a gun and its respective ammo with two hands and click the weapon while your ammo is in the active hand, this will load the weapon or using any reloading methods listed above with their respective weapon. If the weapon does not have an auto-unload system (the gun blares beeps to signify the weapon ran out of ammo), you unload the empty magazine manually by clicking on the unload magazine button.
** A shell from a recently fired pump-action shotgun is not 'pumped' or loaded. Activate Unique action to the shotgun to unload the spent shell and load a new one.
** A bullet inside the revolver is not in the right chamber. Either pull the trigger (fire) or activate Unique Action to the weapon a few times until the bullet is in the chamber.
* <span style="color:red">'''''You need a more secure grip to fire the weapon!'''''</span>
** You're using a two handed weapon with one hand. Two hands are required to fire two handed weapons (Like sniper rifles, flamethrowers, rocket launchers, etc.), use the two handed gun to wield it with both hands.
** Rifles, shotguns and such weapons on the other hand can be fired with one hand, but firing such weapons will have their recoil increased majorly, which throws off your cursor's aim.
** However, pistols, machine pistols, revolvers and SMGs can be wielded properly with one hand, as such, you can fire these weapons without the risk of recoil.
** A Gyroscopic Stabilizer attachment will make a two handed weapon greatly decrease recoil and increase accuracy while firing one handed.
* <span style="color:red">'''''You don't know how to use [Weapon]...'''''</span>
** You're either holding a Smartgun or a Specialist Weapon with a role that does not have the knowledge to use this weapon. Only a Smartgunner (as well as a Commander) and a Specialist can use these weapons respectively. A simple squad marine cannot use the Smartgun without smartgun training, a Smartgunner cannot use the M5 RPG without heavy weapons training and so on.
  |-
  |-
  |width=150|'''Dual Wielding'''
  |width=150|'''Dual Wielding'''
  |You can dual wield and fire both weapons at the same time by having two guns at each hand. This will greatly decrease accuracy however.
  |You can dual wield and fire both weapons at the same time by having two guns at each hand. This will greatly decrease accuracy however.
|-
|width=150|'''Grenade Throwing'''
|Priming a grenade automatically sets it to throw. Just prime and click; toggling the throw button after that will mean the grenade stays in your hand when you click, which is probably not what you intended.
|-
|width=150|'''How to shoot point-blank'''
|Switch your intent to <span style="background-color: Tomato;">Harm</span>, click on their sprite/tile. There is a bug where buckshot weapons and weapons that fire bursts will treat pointblank firing into one shot.
  |-
  |-
  |width=150|'''Mounting Emplacements'''
  |width=150|'''Mounting Emplacements'''
  |You can mount the M56D emplacement by dragging it onto your sprite.
  |You can mount the M56D emplacement by dragging it onto your person, and you can put it on burst-fire by ctrl clicking it while manning it.
  |-
  |-
  |width=150|'''Abilities: Orders'''
  |width=150|'''Abilities: Orders'''
  |The "issue-order" verb in the IC tab lets leaders (Squad Leader and LT+) issue an order (temporary buff) to marines around them. [http://www.colonial-marines.com/wiki/Squad_Leader#Abilities:_Orders To read more about the order ability click here.]
  |The "issue-order" verb in the IC tab lets leaders (Squad Leader and LT+) issue an order (temporary buff) to marines around them. [http://cm-ss13.com/wiki/Squad_Leader#Abilities:_Orders To read more about the order ability click here.]
  |-
  |-
  |width=150|'''Friendly on Fire'''
  |width=150|'''Friendly on Fire'''
  |You can help put someone out if they're on fire by using <span style="background-color: lightgreen;">help</span> intent and clicking on them with an empty hand.
  |You can help put someone out if they're on fire by using <span style="background-color: lightgreen;">help</span> intent and clicking on them with an empty hand.
|-
|width=150|'''Using Rail Scope'''
|There are two ways to use the rail scope, Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] and Activate Weapon Attachment [[File:Activate-Weapon-Attachment.png]]. You can also [http://www.colonial-marines.com/wiki/Macros make a macro] for this action by using the command  'load-from-attachmentt''
  |-
  |-
  |width=150|'''Pumping a shotgun.'''
  |width=150|'''Pumping a shotgun.'''
  |Click Unique Action Button [[File:Use-Unique-Action.png|32px]] to pump. Since it has no hotkey you need to [http://www.colonial-marines.com/wiki/Macros make a macro] to blind it with a key. The command is ''unique-action''
  |Click Unique Action Button [[File:Use-Unique-Action.png|32px]] to pump. Since it has no hotkey you need to [http://cm-ss13.com/wiki/Macros make a macro] to blind it with a key. The command is ''unique-action''
|-
|width=150|'''Walking'''
|You can choose to 'Walk' instead of run, trading movement speed for increased accuracy. Best used when behind cover. While rarely relevant, this will also let you go over wet tiles without issue, instead of slipping and falling over.
  |-
  |-
  |width=150|'''Helping a recently facehugged marine regain consciousness'''
  |width=150|'''Helping a recently facehugged marine regain consciousness'''
  |After the facehugger has fallen off, repeatedly shake the marine by clicking them with an empty hand and '''<span style="background-color: lightgreen;">Help</span>''' intent.
  |After the facehugger has fallen off, repeatedly shake the marine by clicking them with an empty hand and '''<span style="background-color: lightgreen;">Help</span>''' intent.
|-
|width=150|'''Preparing an item for a high toss'''
|If you want to throw items over machines and peoples heads. Press CTRL+R (for hotkeys toggled on) to use high toss. Click a tile you want to toss it at and after a short windup, you'll toss the item, over peoples heads. Do note, it has a short range of 4 tiles.
|-
|width=150|'''Fireman Carrying'''
|''You will need to have any level of fireman skill to perform this action.''
To fireman carry you need to be on grab intent (yellow), then grab your target and upgrade the grab (aggressive grab) and drag their sprite onto yours while on grab intent.
  |}
  |}


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  {| border="1"
  {| border="1"
  |width=150|'''Squad Hud'''
  |width=150|'''Squad Hud'''
  |As a non-combat role, you are able to see the squad HUD by toggling it to enabled, by right clicking your headset.
  |As a non-combat role, you can see the squad HUD by toggling it to enabled, by right clicking your headset.
  |-
  |-
  |width=150|'''Medical Hud: HoloCards'''
  |width=150|'''Medical Hud: HoloCards'''
  |You can use the medHUD to add a visible holocard onto someone by shift-clicking them and using the holocard option at the bottom of their examine description.
  |You can use the medHUD to add a visible holocard onto someone by shift-clicking them and using the holocard option at the bottom of their examine description.
  |-
  |-
  |width=150|'''Intercomms'''
  |width=150|'''Intercoms'''
  |You can directly speak into an intercom without having to enable it by prepending your text with :i. For example, ' :i I'm speaking into an intercom. '
  |You can directly speak into an intercom without having to enable it by prepending your text with: i. For example, ":i I'm speaking into an intercom. "
  |-
   
|-
|Multi-Radio speak
|You can speak over multiple radio channels, if you have the access to them and the channel enabled on your headset. Over regular speech text, type: ",abcd" in order to broadcast to Alpha, Bravo, Charlie, Delta. Change the letters depending on what the comms you want to speak is. As example, to speak to command and engineering would be: ",vn". "v" being the command encryption key, and "n" being engineering encryption key.
|-
  |width=150|'''Headsets'''
  |width=150|'''Headsets'''
  |If you are a member of command (SO, PO, etc), you can listen to marine squads' channel by activating the headset then click "engage". [http://www.colonial-marines.com/wiki/Space_Station_13_Guide#Communication Note that all radio channels and how to use them with a headset can be found here.]
  |If you are a member of command (SO, PO, etc.), you can listen to marine squads' channel by activating the headset then click "engage." [http://cm-ss13.com/wiki/Space_Station_13_Guide#Communication Note that all radio channels and how to use them with a headset can be found here.]
|-
|width=150|'''Removing equipments from other marines'''
|Drag their sprites onto yours to open their equipment window, click the item names to strip.
  |-
  |-
  |width=150|'''Removing weapon attached with Magnetic Harness'''
  |width=150|'''Removing weapon attached with Magnetic Harness'''
  |Remove armor first then the weapon.
  |Remove armor first then the weapon will drop as well, if it's not deattached (Ie, the weapon is not in the armor slot), then remove the weapon.
  |-
  |-
  |width=150|'''Throwing other marines'''
  |width=150|'''Throwing other marines'''
  |<span style="background-color: yellow;">Grab</span> or Right click -> Pull a marine in active hand then click [[File:UP-GRADE.png|32px]] (or press '''Z''' in hotkey mode) two times (there is a few seconds cooldown in between) to upgrade it to [[File:DISARM-KILL.png|32px]]. Then you can use throw [[File:Hud-throw.png|20px]] to throw them up to 7 tiles away and over '''unbarbed wire''' barricades but it doesn't pass over window frames and tables. To overcome window frames and tables, click the window frame or the table next to you to put them on it when it's [[File:DISARM-KILL.png|32px]].
  |<span style="background-color: yellow;">Grab</span> or Right-click -> Pull a marine in active hand then click [[File:UP-GRADE.png|32px]] (or press {{Key press|Z}} in hotkey mode) two times (there is a few seconds cooldown in between) to upgrade it to [[File:DISARM-KILL.png|32px]]. Then you can use throw [[File:Hud-throw.png|20px]] to throw them up to seven tiles away and over '''unbarbed wire''' barricades, but it doesn't pass over window frames and tables. To overcome window frames and tables, click the window frame or the table next to you to put them on it when it's [[File:DISARM-KILL.png|32px]].
  |-
  |-
  |width=150|'''Removing Facepaint'''
  |width=150|'''Removing Facepaint'''
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  |Mutinies are allowed, but should only be reserved for extreme situations. [http://colonial-marines.com/viewtopic.php?f=57&t=5094 To follow the correct procedure so that you aren't banned while attempting one check out the rules page.]
  |Mutinies are allowed, but should only be reserved for extreme situations. [http://colonial-marines.com/viewtopic.php?f=57&t=5094 To follow the correct procedure so that you aren't banned while attempting one check out the rules page.]
  |-
  |-
  |width=150|'''Righting a fallen vendor'''
  |width=150|'''Righting a fallen vendor/sentry gun'''
  |Click on the fallen vendor with an empty hand.
  |Click on the fallen vendor/sentry with an empty hand.
  |-
  |-
  |width=150|'''Restocking Items'''
  |width=150|'''Restocking Items'''
  |To restock/refill certain items, you click and drag them onto an appropriate vendor. Doing this will refill them, with the exception of most magazines and other sources of ammo. Useful restockable items are Powerpacks to vendors, Tricord in Nanomed and hot drinks to vendors.
  |To restock/refill certain items, you click and drag them onto an appropriate vendor. Doing this will refill them, except for most magazines and other sources of ammo. Useful restockable items are Powerpacks to vendors, Tricord in Nanomed and hot drinks to vendors.
  |-
  |-
  |width=150|'''Turning on floodlights'''
  |width=150|'''Turning on floodlights'''
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  |width=150|'''Unlocking locked dropship by Xeno'''
  |width=150|'''Unlocking locked dropship by Xeno'''
  |In case the Queen locked the dropship, it can be unlocked by having a command role (SL, PO, SO, XO and CO) access the dropship console.
  |In case the Queen locked the dropship, it can be unlocked by having a command role (SL, PO, SO, XO and CO) access the dropship console.
|-
|width=150|'''Unlocking access to dropship doors by Xeno'''
|This is the same case as above; however, this affects only when the dropship is on the ground, you are unable to access the door locks for 10 minutes once the Queen disables door locking.
|-
|width=150|'''How do you drag a resting person onto a roller bed?'''
|See the section "Throwing other marines"
|-
|width=150|'''How do take shrapnel out of yourself?'''
|Hold out a knife and activate it in your hand ({{Key press|Z}} in hotkey mode). You'll start to dig out the shrapnel, do not move until the process is over.
  |}
  |}
   
   
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  {| border="1"
  {| border="1"
  |width=150|'''Containers and you'''
  |width=150|'''Containers and you'''
  |You can view the insides of a container (backpack, belt, armor, etc) by dragging it onto your sprite. This works for containers on the floor or equipped on you, though backpacks will have to be in your hand, or on the floor.
  |You can view the insides of a container (backpack, belt, armor, etc.) by dragging it onto your sprite. This works for containers on the floor or equipped on you, though backpacks will have to be in your hand, or on the floor.
|-
|width=150|'''Helmets and you'''
|Your helmet can take two tiny items (protein bar/throwing knife) into it, and your armour can take two small items or weapon magazines into it.
  |}
  |}


'''Attachments:'''
{| border="1"
|width=150|'''Stripping Attachments'''
|The "field strip weapon" verb in the weapons tab lets you take off specific attachments from a weapon you are holding.
|}
|-
|-
|style="border: 2px solid black; padding: 5px;" |'''Xenomorph'''
|style="border: 2px solid black; padding: 5px;" |'''Xenomorph'''
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  |width=150|'''Check where a tunnel leads to'''
  |width=150|'''Check where a tunnel leads to'''
  |Examine the tunnel by right click -> examine or shift + left click.
  |Examine the tunnel by right click -> examine or shift + left click.
|-
|width=150|'''How to exit a tunnel'''
|Alt+click the tunnel to exit.
  |-
  |-
  |width=150|'''Checking if slashing is enabled/disabled'''
  |width=150|'''Checking if slashing is enabled/disabled'''
Line 247: Line 230:
  |-
  |-
  |width=150|'''How to clear snow'''
  |width=150|'''How to clear snow'''
  |Use <span style="background-color: yellow;">Grab</span> intent (the yellow square on the intent wheel) and click on the snow.
  |Use '''any''' non-help intent and click on the snow.
  |}
  |}


Line 253: Line 236:
  {| border="1"
  {| border="1"
  |width=150|'''How to climb through wall holes'''
  |width=150|'''How to climb through wall holes'''
  |Click and drag yourself onto the wall with the hole in and you'll start to climb through it.  Keep in mind that only small xenos can climb through, this being tier 1 xenos, the hunter and finally the spitter.
  |Click and drag yourself onto the wall with the hole in and you'll start to climb through it.  Keep in mind that only small xenos can climb through, this being tier 1 xenos, the lurker and the spitter.
  |}
  |}
|}
|}

Latest revision as of 14:51, 27 March 2024

This is a compact table list of frequently asked questions and unique CM-SS13 server features that you may want to learn. If you have a question that is not covered by this article, please Ahelp in-game, and a member of the staff will assist you.



What you'd like to know: How To:
General


This section contains the general information that is useful for both teams:


Gamemodes and Maps

Distress Signal Also known as Infestation and formerly known as Colonial Marines, the CM-SS13 game mode is Aliens vs. Marines; this game mode ends with the eradication of one side. Custom events started by admins can sometimes take place during this mode. This is the default game mode of CM.
Alternate Gamemodes The Hunter Games game mode is split into two modes, the first one being a deathmatch style with random weapons, mostly melee or thrown, scattered about, typically with admins spicing it up. The second mode is where there are still weapons scattered about, and it is still a free for all deathmatch however RP is encouraged due to how multiple 'Tribes' are spawned in at certain areas of the designated map to play on. From there the tribes can go to war, conduct diplomacy, execute their prisoners of war, go looting, etc. Nearing round end the remaining players of the tribes are told to get to more of a 'There can be Only One' styled of gameplay, with the last player standing wins. This is a game mode that needs one of the heads of staff to be online to play this mode properly. Remember, this is a game mode that can only be playable from round start.
Whiskey Outpost A special defense game mode that is limited to the Whiskey Outpost map but it may be playable on other maps. More information can be found here. Only admins can change this gamemode.
Hive Wars A xenomorph only gamemode that involves a four-way war between the Alpha, Bravo, Charlie, and Delta hives. Gameplay involves diplomacy and combat, with the main objective of wiping out the enemy hive cores and queens until one hive remains.
Extended The Extended game mode does appear in CM-SS13, but it's reserved for admin events only. Normally xenomorphs aren't spawned in extended rounds; however, it's up to the admin hosting the event. An example event that uses extended would be the CLF vs USCM.
Maps Colonial Marines currently has nine maps. The foggy, tropical warzone colony of Lazarus Landing on Planet LV-624; the harsh, cold winter environment of Ice Colony on Planet LV-343 'Ifrit,' also known as Shiva's Snowball; the modern, hot areas of the research facility Solaris Ridge on the Planet Big-Red; the ever-floating, maximum security station is known as the Florina Orbital Penitentiary or simply, Prison Station; the expansive, open, sandy battleground of Trijent Dam; The rocky and desolate colony of chances is also simply called Chances Claim or LV-522 as the official designation goes ; the divided biome colony of Sorokyne Strata; the linear farming colony of Kutjevo; and the soon-to-be overrun Whiskey Outpost in the Neroid sector.

Ladders & Wall Holes

How to look up or down a ladder or wall hole Click and drag the ladder or wall sprite onto your character, to cancel this view you can either walk away from the ladder or you can go into the OOC tab and click "Cancel camera view."

Combat

How to get a trap off your leg Go to the IC tab then click on resist or type resist into the chat bar. Note that if you're an alien, you can press the resist UI button.

Setup Character

The WO Role The WO role is a custom preference for the map Whiskey Outpost (WO). If you have it set to yes, you may be chosen to become a Doctor or Commander on that map instead of a standard grunt.
Heads Up Display To change your heads up display go to your Character Creator/Editor and into Settings under UI Customization, click the button next to Styles to change the style of the HUD. A popular choice is selecting the dark type.

Preferences & Others

Turning off xenomorph preference Go to the Preference tab for verbs (top right) and click on Toggle SpecialRole Candidacy and select xeno. After you've done this, you'll have disabled your xenomorph preference meaning that you won't be placed into a larva body automatically.
Check ping Enter .ping in the chat bar.
Toggle HUD On/Off Press F12. Useful for when you are trying to target enemies that are blocked by your HUD.
Negotiation between hostile sides (USCM/CLF/UPP/Aliens) It is not possible to negotiate with hostile factions, nor it is possible to have a peace treaty with one faction to work together against a common goal (Killing xenomorphs). Read this for more info.
About End of Round Grief (EORG) EORG is essentially doing something related to combat (Such as firing weapons to anyone and anything, friendly-firing, etc.) or breaking some rules of the server at the end of the round (indicated by a big round end message as well as an EORG message), hence End of Round Grief. Like most Heavy-Roleplay servers (Baystation 12, Aurorastation, etc.) in SS13, doing EORG is not allowed, and continuing to do that can lead you to a ban for 3 hours without warning. Read Rule # 3 for more info.
Marine

This section contains information for marine players:

Wall Holes

How to throw a grenade through a wall hole Without priming the grenade, click on the wall hole with a grenade in your hand, the grenade will be automatically primed and thrown through the wall hole.
How to throw a flare 'through a wall hole Activate the flare in your hand so that it's providing light then click on the wall hole and you'll throw it through to the other side. Also applies to Flashlights.

Reloading:

Tactical Reload (reloading with one hand) You can "tactically reload" your weapon with a magazine. Hold your weapon in your active hand and then drag a magazine onto that weapon.
Reloading weapon attachments You can reload weapons attachments by toggling the attachment on, then feeding the attachment with its appropriate ammo type. Underbarrel grenade launchers take M40 grenades(Typically HEDP), Masterkey Shotguns take buckshot shells, and Mini Flamethrowers take flamethrower tanks.
Refilling Incinerator Tanks Once emptied, Incinerator tanks can be refilled by clicking on a fuel tank, welder pack or welding tank.
Reloading Heavy Weapons (M5 RPG) You can only reload Heavy Weapons by standing still, as moving will interrupt your reload.

Combat:

Dual Wielding You can dual wield and fire both weapons at the same time by having two guns at each hand. This will greatly decrease accuracy however.
Mounting Emplacements You can mount the M56D emplacement by dragging it onto your person, and you can put it on burst-fire by ctrl clicking it while manning it.
Abilities: Orders The "issue-order" verb in the IC tab lets leaders (Squad Leader and LT+) issue an order (temporary buff) to marines around them. To read more about the order ability click here.
Friendly on Fire You can help put someone out if they're on fire by using help intent and clicking on them with an empty hand.
Pumping a shotgun. Click Unique Action Button Use-Unique-Action.png to pump. Since it has no hotkey you need to make a macro to blind it with a key. The command is unique-action
Helping a recently facehugged marine regain consciousness After the facehugger has fallen off, repeatedly shake the marine by clicking them with an empty hand and Help intent.
Preparing an item for a high toss If you want to throw items over machines and peoples heads. Press CTRL+R (for hotkeys toggled on) to use high toss. Click a tile you want to toss it at and after a short windup, you'll toss the item, over peoples heads. Do note, it has a short range of 4 tiles.
Fireman Carrying You will need to have any level of fireman skill to perform this action.

To fireman carry you need to be on grab intent (yellow), then grab your target and upgrade the grab (aggressive grab) and drag their sprite onto yours while on grab intent.

Non-Combat:

Squad Hud As a non-combat role, you can see the squad HUD by toggling it to enabled, by right clicking your headset.
Medical Hud: HoloCards You can use the medHUD to add a visible holocard onto someone by shift-clicking them and using the holocard option at the bottom of their examine description.
Intercoms You can directly speak into an intercom without having to enable it by prepending your text with: i. For example, ":i I'm speaking into an intercom. "
Multi-Radio speak You can speak over multiple radio channels, if you have the access to them and the channel enabled on your headset. Over regular speech text, type: ",abcd" in order to broadcast to Alpha, Bravo, Charlie, Delta. Change the letters depending on what the comms you want to speak is. As example, to speak to command and engineering would be: ",vn". "v" being the command encryption key, and "n" being engineering encryption key.
Headsets If you are a member of command (SO, PO, etc.), you can listen to marine squads' channel by activating the headset then click "engage." Note that all radio channels and how to use them with a headset can be found here.
Removing weapon attached with Magnetic Harness Remove armor first then the weapon will drop as well, if it's not deattached (Ie, the weapon is not in the armor slot), then remove the weapon.
Throwing other marines Grab or Right-click -> Pull a marine in active hand then click UP-GRADE.png (or press Z in hotkey mode) two times (there is a few seconds cooldown in between) to upgrade it to DISARM-KILL.png. Then you can use throw Hud-throw.png to throw them up to seven tiles away and over unbarbed wire barricades, but it doesn't pass over window frames and tables. To overcome window frames and tables, click the window frame or the table next to you to put them on it when it's DISARM-KILL.png.
Removing Facepaint Pick up a piece of paper, target the mouth and click on yourself.
Mutinying Mutinies are allowed, but should only be reserved for extreme situations. To follow the correct procedure so that you aren't banned while attempting one check out the rules page.
Righting a fallen vendor/sentry gun Click on the fallen vendor/sentry with an empty hand.
Restocking Items To restock/refill certain items, you click and drag them onto an appropriate vendor. Doing this will refill them, except for most magazines and other sources of ammo. Useful restockable items are Powerpacks to vendors, Tricord in Nanomed and hot drinks to vendors.
Turning on floodlights Click the floodlight with an empty hand.
Unlocking locked dropship by Xeno In case the Queen locked the dropship, it can be unlocked by having a command role (SL, PO, SO, XO and CO) access the dropship console.
Unlocking access to dropship doors by Xeno This is the same case as above; however, this affects only when the dropship is on the ground, you are unable to access the door locks for 10 minutes once the Queen disables door locking.
How do you drag a resting person onto a roller bed? See the section "Throwing other marines"
How do take shrapnel out of yourself? Hold out a knife and activate it in your hand (Z in hotkey mode). You'll start to dig out the shrapnel, do not move until the process is over.

Inventory:

Containers and you You can view the insides of a container (backpack, belt, armor, etc.) by dragging it onto your sprite. This works for containers on the floor or equipped on you, though backpacks will have to be in your hand, or on the floor.
Xenomorph

This section contains information for xenomorph players:

Non-Combat

Check where a tunnel leads to Examine the tunnel by right click -> examine or shift + left click.
How to exit a tunnel Alt+click the tunnel to exit.
Checking if slashing is enabled/disabled Click on the Stats tab, once open it'll be clearly displayed in that tab whether or not slashing is enabled/disabled.
How to knock over vendors Use Grab intent (the yellow square on the intent wheel) and click on the vendor.
Dealing with welded vents You can melt the pipe you're inside to make a new exit. Said exit will be one way however!
How to clear snow Use any non-help intent and click on the snow.

Wall Holes

How to climb through wall holes Click and drag yourself onto the wall with the hole in and you'll start to climb through it. Keep in mind that only small xenos can climb through, this being tier 1 xenos, the lurker and the spitter.