Dynamic commands reflect the nature of dynamic tactics: fast and loud. To issue dynamic commands, the player must first be in dynamic mode (press the [PAGE UP] key). Once in dynamic mode the player must choose a command recipient from the root directory [1:Element, 2:Red, 3:Blue]. Choosing a recipient expands the message menu by one level. The dynamic commands available on the second level of the message tree highlight as the game cursor is passed over game characters and various environmental elements. There are a total of eight dynamic commands. Some of the commands change based on whether the player is inside or outside an environment, and some have a third level of options. Press the corresponding number [1-8], located to the left of the command, to issue an order.
Breach, bang and clear appears as a dynamic command option when the game cursor is pointed at a closed interior door. Defined, breach, bang & clear commands the recipient to breach (open) the closed door ,throw in a flashbang and clear what lays beyond the door. When commanded to æbreach, bang & clearÆ, the game assaulters know what equipment they have in their arsenal that will allow them to dynamically breach the door. If their primary weapon is a shotgun and they are carrying breaching rounds they will execute the breach with the shotgun. If they are carrying C2 explosives they will blow the door open. If they were not assigned dynamic breaching material, or have run out, they will notify the player that they cannot execute the breach.
Bang and clear appears as a dynamic command option when the game cursor is pointed at an open interior door. Defined, bang & clear commands the recipient to flashbang the doorway and clear what lays beyond the door. If the commanded assaulter was not assigned flashbangs, or has run out, he will notify the player that he cannot execute the order.
Breach, bang and make entry appears as a dynamic command option when the game cursor is pointed at a closed exterior door. Defined, breach, bang & make entry commands the recipient to breach (open) the closed door, throw in a flashbang, make entry and clear the area just beyond the interior of the doorway. The game assaulters know what equipment they have in their arsenal that will allow them to dynamically breach the door. If their primary weapon is a shotgun and they are carrying breaching rounds they will execute the breach with the shotgun. If they are carrying C2 explosives they will blow the door open. If they were not assigned dynamic breaching material, or have run out, they will notify the player that they cannot execute the breach.
Move & clear appears as a dynamic command option when the game cursor is pointed at any open doorway. Defined, move and clear commands the recipient to enter the open door and clear the area beyond for threat. Once an area is cleared of threat, the recipient will notify the player of the situation.
Breach & Clear appears as a dynamic command option when the game cursor is pointed at a closed door. Defined, breach and clear commands the recipient to breach (open) the closed door, clear the room beyond the doorway for threat. Once an area is cleared of threats, the recipient will notify the player the area is clear and will drop a lightstick in the roomÆs doorway upon exiting.
Search appears as a dynamic command option when the game cursor is pointing anywhere within a room or hallway. It is not available within a room or hallway then the Search command applies to the area on the other side of the opening.
When the search command is selected the menu tree expands and provides the player with directional modifiers. When searching a location, the modifiers, Left and Right refer to the direction of the command recipient. In other words, the player commands the recipient to search to their left or right, not the playerÆs left or right.
1: Left û Modifies the command to ôsearch to the left.ö
2: Right û Modifies the command to ôsearch to the right.ö
3: Continue û Commands the recipient to continue searching.
Cover appears as a dynamic command option when the game cursor is pointed at a particular location or at a specific hostage, civilian or suspect. When commanded to cover a particular location, the assaulters will move into a position where they can safely cover against a threat from that general direction. When ordered to cover a suspect, hostage, or civilian, the assaulters will set up aim on that individual and follow their movement.
Fall in as a dynamic command is available at all times. Commanding a recipient to fall in does not require special placement of the game cursor. Defined, fall in commands the recipient to follow behind the player until commanded to do otherwise. It should be noted that the fall in command can be used as a æholdÆ command as well. If the player wants to stop an assaulter from engaging a civilian, hostage or suspect, the fall in command will cause the assaulter to abort the engagement and fall in behind the player.
The player can command a recipient to deploy any one of five tactical aids in dynamic mode. Two of the tactical aids require that the game cursor be pointed at a closed door. The other three require that the game cursor be pointed at a specific area.
1: Lightstick û Lightsticks are used to light otherwise dark areas and to mark areas which have been cleared of threat as æcleared.Æ To issue the command, æDeploy LightstickÆ, the game cursor should be pointed at the area in which the player wants the lightstick dropped.
2: C2 û C2 is used to blow open closed / locked doors. To issue the command, æDeploy C2Æ, the game cursor needs to be pointed at the closed door which the player wants blown open. If the commanded assaulter has run out of C2 he will inform the player that he cannot execute the breach.
3: Flashbang û Flashbangs are used to temporarily distract or disorient a suspect, hostage or civilian. When entering a room, the flashbang should be dropped just inside the doorway. This allows the police officers to use the smoke generated by the flashbang as concealment as they enter the room. To issue the command, æDeploy FlashbangÆ, the game cursor should be pointed at the area in which the player wants the flashbang to detonate. If the commanded assaulter was not assigned flashbangs, or has run out, he will inform the player that he cannot execute the æbangÆ.
4: CS Gas û CS Gas is used as a non-lethal alternative when dealing with non-compliant suspects, civilians and hostages. When deployed, CS gas causes the unprotected recipient to cough violently. The physical response to CS gas, combined with compliance commands, often causes enough stress to make a non-compliant individual compliant. Once the individual is compliant, they can be secured and evacuated to safety. To issue the command, æDeploy CS GasÆ, the game cursor should be pointed at the area in which the player wants the CS gas to discharge. If the commanded assaulter was not assigned CS Gas, or has run out, he will inform the player that he cannot execute the command.
5: Shotgun û When loaded with a breaching rounds a shotgun can be used to breach closed / locked doors. Commanding an assaulter to breach a door with a shotgun requires the assaulter to have been assigned a shotgun and breaching rounds in the pre-assault briefing. To issue the command, æDeploy ShotgunÆ, the game cursor needs to be pointed at the closed door which the player wants blown open. If the commanded assaulter does not have a shotgun, or has run out of breaching rounds he will inform the player that he cannot execute the breach.
The player can issue a disable command on a variety of devices, ranging from security systems to missile launchers to atomic demolition munitions. The game cursor will highlight when passed over active objects that can be disabled or diffused. To issue the command, æDisableÆ, the game cursor needs to be highlighted and pointed at the object which the player wants disabled or diffused.
The player can command a recipient to restrain (handcuff) any hostage, civilian or suspect. In order for the command to be carried out, the hostage, civilian or suspect must be compliant. Compliant is defined as having surrendered. Compliant individuals are unarmed and ôassume the poseö û they drop to their knees with their hands in the air. If the player commands that a non-compliant person be restrained, they will lose respect from their team, as this is considered a ôdumbö command. (For more information on ôdumbö commands, please see FAQ section titled Leadership Score / Respect. To issue the command, æRestrainÆ, the game cursor should be pointed at a compliant individual.