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  |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://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.
  |}
  |}


'''Interacting with the map'''
'''Interacting with the map'''
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  |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.
  |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.
  |}
  |}


'''Preferences'''
'''Preferences'''
  {| 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 "specialrolecandidacy" 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.
  |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.
  |}
  |}


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|style="border: 2px solid black; padding: 5px;" |'''Marine'''
|style="border: 2px solid black; padding: 5px;" |'''Marine'''
|style="border: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; padding: 5px;" |


'''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:'''  
'''Ladders:'''  
  {| border="1"
  {| border="1"
  |width=150|'''How to throw a grenade down or up a ladder'''
  |width=150|'''How to throw a down or up a ladder'''
  |Click on a ladder with the grenade in your hand. Don't prime it. This'll throw the grenade down or up the ladder primed, so always remember to not prime a grenade when you want to use it on 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'''
  |width=150|'''How to throw a flare up or down a ladder'''
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  {| border="1"
  {| border="1"
  |width=150|'''How to throw a grenade through a wall hole'''
  |width=150|'''How to throw a grenade through a wall hole'''
  |Click on a wall hole with the grenade in your hand. Don't prime it. This'll throw the grenade through the wall hole primed, so always remember to not prime a grenade when you want to use it on 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.
  |-
  |-
  |width=150|'''How to throw a flare 'through a wall hole''
  |width=150|'''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..  
  |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..  
  |}
  |}


'''Reloading:'''  
'''Reloading:'''  
  {| border="1"
  {| border="1"
  |width=150|'''Tactical Reload'''
  |width=150|'''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.
  |You can "tactically reload" your weapon with a magazine. Hold your weapon in your active hand and then drag a magazine onto that weapon.
  |-
  |-
  |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 HEDP grenades, masterkeys take buckshot shells, and underbarrel flamethrowers take flamethrower tanks.
  |You can reload weapons attachments by toggling the attachment on, then feeding the attachment with its relevant ammo type. Underbarrel grenade launchers take M40 HEDP grenades, Masterkey Shotguns take buckshot shells, and Mini Flamethrowers take flamethrower tanks.
  |-
  |-
  |width=150|'''Refilling Incinerator Tanks'''
  |width=150|'''Refilling Incinerator Tanks'''
  |Incinerator tanks can be refilled with a welding tank once fully empty.
  |Once emptied, Incinerator tanks can be refilled with a fuel tank or a welding tank.
  |-
  |-
  |width=150|'''Reloading Heavy Weapons (Smartgun and M5 RPG)'''
  |width=150|'''Reloading Heavy Weapons (Smartgun and M5 RPG)'''
  |You can only reload Heavy Weapons by standing still, as moving will inturrupt your reload.
  |You can only reload Heavy Weapons by standing still, as moving will interrupt your reload.
|}
|}


'''Combat:'''  
'''Combat:'''  
  {| border="1"
  {| border="1"
  |width=150|'''Grenade Throwing'''
  |width=150|'''Grenade Throwing'''
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  |-
  |-
  |width=150|'''Mounting Emplacements'''
  |width=150|'''Mounting Emplacements'''
  |You can mount the m56d emplacements by clicking and dragging them onto your sprite.
  |You can mount the M56D emplacement by dragging it onto your sprite.
  |-
  |-
  |width=150|'''Abilities: Orders'''
  |width=150|'''Abilities: Orders'''
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  |You can help put someone out if they're on fire by using help intent and clicking on them with an empty hand.
  |You can help put someone out if they're on fire by using help intent and clicking on them with an empty hand.
  |-
  |-
  |width=150|'''Using a rail scope.'''
  |width=150|'''Using Rail Scope'''
  |There are multiple ways to use the rail scope. You can toggle your scope with this ui button: [[File:Activate-Weapon-Attachment.png|20px]], or you can [http://www.colonial-marines.com/wiki/Macros make a macro] for this action by using the command  ''.click activate-weapon-attachment''
  |There are two ways to use the rail scope, Toggle Rail Flashlight [[File:Toggle-Rail-Flashlight.png]] and Activate Weapon Attachment [[Activate-Weapon-Attachment.png]]. You can also [http://www.colonial-marines.com/wiki/Macros make a macro] for this action by using the command  ''.click activate-weapon-attachment''
  |-
  |-
  |width=150|'''Pumping a shotgun.'''
  |width=150|'''Pumping a shotgun.'''
  |There are multiple ways to pump a shotgun. You can pump your shotgun with this ui button: [[File:Use-Unique-Action.png|32px]], or you can [http://www.colonial-marines.com/wiki/Macros make a macro] for this action by using the command ''.click use-unique-action''
  |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 ''.click use-unique-action''
  |}
  |}


'''Non-Combat:'''  
'''Non-Combat:'''  
  {| border="1"
  {| border="1"
  |width=150|'''Squad Hud'''
  |width=150|'''Squad Hud'''
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  |-
  |-
  |width=150|'''Intercomms and Headsets'''
  |width=150|'''Intercomms and Headsets'''
  |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. ' [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.]
[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.]
|-
|width=150|'''Removing weapon attached with Magnetic Harness'''
|Remove armor first then the weapon.
  |-
  |-
  |width=150|'''Removing Facepaint'''
  |width=150|'''Removing Facepaint'''
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  |}
  |}
   
   
'''Inventory:'''  
'''Inventory:'''  
  {| 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 clicking and dragging it onto your sprite. This works for containers on the floor or equipped on 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.
  |-
  |-
  |width=150|'''Helmets and you'''
  |width=150|'''Helmets and you'''
  |Your helmet can take two tiny items into it, and your armour can take two small items or weapon magazines into it.
  |Your helmet can take two tiny items into it (protein bar/throwing knife), and your armour can take two small items or weapon magazines into it.
  |}
  |}


'''Attachments:'''  
'''Attachments:'''  
  {| border="1"
  {| border="1"
  |width=150|'''Stripping Attachments'''
  |width=150|'''Stripping Attachments'''
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|style="border: 2px solid black; padding: 5px;" |'''Xenomorph'''
|style="border: 2px solid black; padding: 5px;" |'''Xenomorph'''
|style="border: 2px solid black; padding: 5px;" |
|style="border: 2px solid black; padding: 5px;" |


'''This section contains information for xenomorph players:'''  
'''This section contains information for xenomorph players:'''  
<div id="mw-customcollapsible-mateba" class="mw-collapsible mw-collapsed">
<div id="mw-customcollapsible-mateba" class="mw-collapsible mw-collapsed">


'''Capturing Hosts'''
'''Capturing Hosts'''
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  |You can devour a host by grabbing them and clicking on yourself.
  |You can devour a host by grabbing them and clicking on yourself.
  |}
  |}


'''Evolving and Upgrading'''
'''Evolving and Upgrading'''
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  |When you upgrade as a xeno it means some of your stats are increased, this carries on until you reach the last upgrade tier which is ancient. Note that once you upgrade you cannot evolve to a higher xenomorph caste tier.
  |When you upgrade as a xeno it means some of your stats are increased, this carries on until you reach the last upgrade tier which is ancient. Note that once you upgrade you cannot evolve to a higher xenomorph caste tier.
  |}
  |}


'''Non-Combat'''
'''Non-Combat'''

Revision as of 05:33, 24 December 2017

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.



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


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


Gamemodes and Maps

Infestation 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.
Hunter Games The Hunter Games gamemode is split into two modes, the first one being a deathmatch style with random weapons scattered about and after a certain amount of time everyone is told to head to the Nexus (The central area of LV-624). If they don't they'll be killed by the Hellhounds which are spawned in (Note that Hellhounds are not allowed to go into the Nexus). 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.
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.
Extended Gamemode The Extended gamemode does appear in CM, but they are reserved for admin-related events only.
Maps Colonial Marines has 5 maps. The foggy, tropical warzone colony of Lazarus Landing in Planet LV-624. The harsh, cold winter enviroment of Ice Colony. The modern, hot areas of the Big-Red. The everfloating, yet confusing Prison ship. And the soon-to-be overrun Whiskey Outpost.

Ladders

How to look up or down a ladder Click and drag the ladder 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".

Wall Holes

How to look through a wall hole Click and drag the wall sprite onto your character, to cancel this view you can either walk away from the wall hole 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 just 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.

Interacting with the map

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.

Preferences

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.
Marine

This section contains information for marine players:

Ladders:

How to throw a down or up 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.
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.

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..

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 relevant ammo type. Underbarrel grenade launchers take M40 HEDP grenades, Masterkey Shotguns take buckshot shells, and Mini Flamethrowers take flamethrower tanks.
Refilling Incinerator Tanks Once emptied, Incinerator tanks can be refilled with a fuel tank or a welding tank.
Reloading Heavy Weapons (Smartgun and M5 RPG) You can only reload Heavy Weapons by standing still, as moving will interrupt your reload.

Combat:

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.
Mounting Emplacements You can mount the M56D emplacement by dragging it onto your sprite.
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.
Using Rail Scope There are two ways to use the rail scope, Toggle Rail Flashlight Toggle-Rail-Flashlight.png and Activate Weapon Attachment Activate-Weapon-Attachment.png. You can also make a macro for this action by using the command .click activate-weapon-attachment
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 .click use-unique-action

Non-Combat:

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.
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.
Intercomms and Headsets 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. ' 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.
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 Click on the fallen vendor with an empty hand.
Restocking Items To restock/refill certain items, you click and drag them onto an appropriate vendor(Tricord Injector into Nanomed as an example). Doing this tends to refill them, with the exception of most magazines and other sources of ammo.

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.
Helmets and you Your helmet can take two tiny items into it (protein bar/throwing knife), and your armour can take two small items or weapon magazines into it.

Attachments:

Stripping Attachments The "field strip weapon" verb in the weapons tab lets you take off all attachments from a weapon you are holding.
Xenomorph

This section contains information for xenomorph players:

Capturing Hosts

Devouring You can devour a host by grabbing them and clicking on yourself.

Evolving and Upgrading

Evolving When you evolve as a xeno it means you evolve yourself to the next tier of caste. An example being a runner evolving to a hunter.
Upgrading When you upgrade as a xeno it means some of your stats are increased, this carries on until you reach the last upgrade tier which is ancient. Note that once you upgrade you cannot evolve to a higher xenomorph caste tier.

Non-Combat

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.
How to clear snow Use grab intent (the yellow square on the intent wheel) 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 hunter and finally the spitter.