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1992-08-18
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1
TACSTAR Version 1.0
Copyright (c) 1992 by
Murray Giesbrecht, Bruce Leenstra and Marshall Morales
Commands
Commands are the means by which you control your ships. You might also
think of them as issuing orders to your forces. Commands may be issued
through the keyboard or by using the mouse. The mouse interface can be
learned quickly through practice and experimentation.
Why Issue Commands from the Keyboard?
You will find, that with practice, issuing commands from the keyboard is
much faster than using the mouse. This can be critical when you are in a
sticky situation and need to act quickly. Although the game can be played
using only the mouse there are a few optional commands which must be
entered using the keyboard.
Keyboard commands
Some commands need to be issued to a specific ship or to all ships.
These need to be entered with a ship number 1-5 or an "A" for all ships.
In the list of commands below an "N" will be used to indicate where a ship
number or "A" should be entered. Capitol "X"'s will be used to show where
other numeric values need to be entered. Multiple commands may be entered
by separating them with commas ",". After you have keyed a command or a
series of commands press the ENTER key and they will be executed in the
order you entered them. Unless otherwise specified leading zeros are not
needed and should not be used when entering commands. Commands may be
entered in either upper or lower case.
IMPORTANT: If you mis-key a command it will not be executed.
IMPORTANT: To clear the command line press the ESC key.
Function keys
The function keys may be programmed to execute a command or series of
commands. The game has a default set of function key commands which we
believe you will find useful.
Electronics commands
Nscp - Switch scanners to passive mode.
Nsca - Switch scanners to active mode.
Necp - Switch ECM to passive mode.
Neca - Switch ECM to active mode.
2
Nsd - Shutdown electronics
Nup - Start-up electronics (cancels the sd command)
Movement commands
NXXX - Face ship to XXX degrees (0-360)
NaXX - Accelerate ship at power level XX (0-99). If power
level is set at or above maximum acceleration it
will go to max. Setting power level to zero
shuts engines down and allows them to cool.
Nr - Face ship to reverse of current heading (heading
plus 180 degrees)
Nrf - Face ship to reverse of current facing (facing plus
180 degrees)
Nstop - Face ship to reverse heading and accelerate at max.
power until ship reaches velocity of 0 km/sec.
Display commands
NbrXX - Set bomb predictor radius to XX (0-99) km
dc - Display incoming communiques (friendly or enemy)
dhX - Display command help screen page X (1-7)
df - Display function keys
doX - Display orders page X for current scenario
dlXX - Display ship layout for ship number XX (1-5 or
10-25). If you do not enter a ship number it will
default to the current view ship. When trying to
view enemy ship layouts use the target number of
the ship you wish to look at. Whether you can see
it will depend upon how well you are scanning it at
the time.
dw - Display weapon status
dms - Display macro (long range) scanner
dmm - Display mouse movement menu
dmw - Display mouse weapons menu
dsc - Display security codes
3
dsXX - Display stats for ship XX (1-5 or 10-25). If you do
not enter a ship number it will default to the current
view ship. When trying to view enemy ship stats use
the target number of the ship you wish to look at.
Whether you can see it will depend upon how well you
are scanning it at the time.
p - Move communiques forward one page
mXXX - Set main scanner magnification to XXX (.01-10)
mmXXX - Set macro scanner magnification to XXX (.01-10)
NrrXXXX - Set range ring X (1-3) to radius XXXX (1-9999) km
vX - Set view to ship number X (1-5)
vxXXXXyXXXX - Set view to x=XXXX y=XXXX coordinates
Targeting commands
NbXXXX - Set bomb timer to XXXXX (0-9999) seconds. This
will also adjust your bomb predictor
NtXXX - Target weapon number or weapon type X (1-10 or
b=bombs, a=accelerators, l=lasers) at target
number XX. If you leave target number blank
weapons will target on the closest enemy ship
Firing commands
NfXXX - Fire weapon number or weapon type X (1-10 or
a=accelerators, b=bombs,l=lasers) at target XX.
If you leave the target number blank weapons will
fire at the currently targeted ship, or if they
weren't previously targeted, at the closest enemy
ship
NfXXXa - Fire weapon number or weapon type X at target XX
and continue firing automatically. You can
choose to leave the target out (NfXa) in this
case weapons will fire at currently targeted ship
or if they weren't previously targeted at the
closest enemy ship
NfXXXal - Fire weapon number or weapon type X at target XX
and continue firing automatically until target is
lost or destroyed. You can choose to leave the
target out (NfXal) in this case weapons will fire
at currently targeted ship or if they weren't
previously targeted at the closest enemy ship.
4
NfXq - Cease firing weapon number or weapon type X. Use
a blank to cease firing all weapons.
NOTE: Be careful when firing bombs! Remember that they are
one shot weapons. If you issue the command "afb" all
your ships will launch all their bombs and this may not
be what you want to do. It is usually better to launch
bombs by using the weapon number of the bomb.
Other commands
.abort - Returns you to DOS immediately. Can be used to leave
the game before all the other players have entered.
If you want leave the game after it is running
you should use .r (resign).
caC..C - Send communique C..C (1-30 characters) to all
players. WARNING: This will also give away your
position to all sides. Using the command below
will only give away your position to the player
you send to.
cXXC..C - Send communique C..C (1-30 characters) to target XX.
NetcXXX - Set engine cut-off temperature to XXX (0-999).
Any temperature setting above 100 runs the risk
of engine meltdown when accelerating at high
power levels.
NlX - Link ship to ship number X. All ships linked to
another will attempt execute commands issued to the
ship they are linked to.
Nu - Unlink ship
.p - Request or agree to pause game. If you have not
received a confirmation from your opponents issuing
this command again will cancel your original
request to pause the game. After the game is
paused, issuing this command will request a
resumption of play.
.e - Request or agree to end game. If you have not
received a confirmation from your opponents issuing
this command again will cancel your original
request to end the game. NOTE: It may not be in
your best interests to agree or request to end the
game early. You may wish to wait until your ships
are within scoring range of a location (if it is a
scenario in which location points are given.) Also,
even if all your ships are destroyed, any
undetonated bombs launched by you will continue to
5
countdown and will detonate as long as you don't
end the game. This may allow you to score damage
on the enemy that you wouldn't gotten if you quit
early.
.fXX - Define function key XX (1-10). This command is used
to define function keys with a command or series of
commands. Enter the command immediately after the key
number. Example: .f01asca,aeca would set function key
1 (F1)
to issue the commands to set all ships scanners to
active mode then set all ship ECM's to active mode each
time it was pressed. NOTE: You need to use leading
zeros for the function keys 1-9
flXY or N - Fire lockout. Prevents your ships from
targeting ships belonging to player X. Enter
Y if you wish to lockout or N to cancel a
previous lockout command. This is useful when
you are joining sides with someone and don't want
any "accidents" to occur. Bombs cannot be locked
out!
.r - Resign from game. All your ships will be removed
and you will receive no points
sNXXXXX - Security code. This command is used to enter the
security code of an enemy player that you wish to
join sides with. In position N enter the enemy's
player number, in position XXXXX enter the enemy's
security code. Once you have entered the enemy's
security code you will be able see all of the enemy's
ships and bombs on your screens until the codes are
changed. You can change your own code by entering
your player number in position N and the new code in
XXXXX. If someone has your code and you change it
they will no longer enjoy the advantages mentioned
above.
Switches
Switches are special commands which can be used to change some of the
game options. Normally, you won't change these often.
NOTE: You need to use leading zeros when changing switches 1-9.
.s01X - Sound on/off where X=1 is on and X=0 is off. Default
is sound off.
.s02X - Ship debris display on/off where X=1 is on and X=0 is
off.
6
For switches 3-12 use the following numbers for the color
variables (XX):
0 = black (not recommended)
15 = white
10 = light green
14 = yellow
12 = light red
9 = light blue
13 = gold
11 = cyan
8 = light grey
.s03XX - friendly ship color
.s04XX - friendly ship color when scanners are in active mode
.s05XX - friendly ship color when ECM are in active mode
.s06XX - friendly ship color when ECM and scanners are in
active mode
.s07XX - friendly ship color when ship is disabled or shutdown
.s08XX - enemy ship color
.s09XX - enemy ship color when scanners are in active mode
.s10XX - enemy ship color when ECM are in active mode
.s11XX - enemy ship color when ECM and scanners are in
active mode
.s12XX - enemy ship color when ship is disabled or shutdown
For switches 13-23 use the following numbers for the color
variables (XX):
1 = white
2 = gray
3 = blue
4 = green
5 = cyan
6 = red
7 = yellow
.s13X - friendly ship letter colors
.s14X - friendly ship letter colors when scanners are in active
mode
.s15X - friendly ship letter colors when ECM are in active mode
.s16X - friendly ship letter colors when ECM and scanners are
in active mode
.s17X - friendly ship letter colors when ship is disabled or
shutdown
.s18X - enemy ship letter colors
.s19X - enemy ship letter colors when scanners are in active
mode
.s20X - enemy ship letter colors when ECM are in active mode
.s21X - enemy ship letter colors when ECM and scanners are in
active mode
.s22X - enemy ship letter colors when ship is disabled or
7
shutdown
.s23X - range ring colors
Command Examples
1scp - set ship number 1's scanners to passive mode
asca,aeca - set all ships scanners to active mode then set
all ships ECM's to active mode
a135 - all ships face to 135 degrees
dl - display layout of current view ship
dl5 - display layout of ship 5
dl22 - display layout of target 22
ds25 - display stats of target 25
v3 - change view to ship number 3
m.5 - set main screen magnification to x.5
m2 - set main screen magnification to x2
mm.01 - set macro screen magnification to x.01
asca,aeca,3135,2a17 - all ships set scanners to active
mode, all ships set ECM to active
mode, ship 3 face to 135 degrees,
ship 2 accelerate at power level 17.
aa15 - all ships accelerate at power level 15
ata11 - all ships target all accelerators on target number
11
2f113al - ship 2 fire weapon 1 at target number 13 until
destroyed or lock-on lost
afla - all ships fire lasers at currently targeted ships
and continue firing until out of charges or all
targets are destroyed. If no ships were targeted
fire at closest enemy ship and continue firing
af q - all ships cease firing all weapons
afa - all ships fire accelerators once
8
abr35 - all ships set bomb predictor radius to 35 km
1b200 - ship 1 set bomb timer to 200 seconds
1fb - ship 1 fire all bombs
2l1 - link ship 2 to ship 1
2u - ship 2 unlink
cadie space scum! - Send a communique saying "die space
scum!" to all players
c21join me - Send a communique saying "join me" to target 21
.f09asd - Program F9 to issue a Shutdown Electronics command
all ships on your side
9
Index
Bomb
predictor . . . . . . . . . . . . . . . . . . . . . . . . . 2, 3, 8
timer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 8
Commands
color . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
command examples . . . . . . . . . . . . . . . . . . . . . . . . . 7
display commands . . . . . . . . . . . . . . . . . . . . . . . . . 2
electronics commands . . . . . . . . . . . . . . . . . . . . . . . 1
link . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 8
movement commands . . . . . . . . . . . . . . . . . . . . . . . . 2
other commands . . . . . . . . . . . . . . . . . . . . . . . . . . 4
switches . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5, 6
unlink . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 8
Communications
communiques . . . . . . . . . . . . . . . . . . . . . . . . . . 2, 3
Displays
display . . . . . . . . . . . . . . . . . . . . . . . . . 2, 3, 5, 7
display commands . . . . . . . . . . . . . . . . . . . . . . . . . 2
macro scanner . . . . . . . . . . . . . . . . . . . . . . . . . . 3
screen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2, 7
screens . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
start-up screen . . . . . . . . . . . . . . . . . . . . . . . . . 2
Electronics
active . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 5-7
ecm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 5-7
ECM's . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5, 7
electronics commands . . . . . . . . . . . . . . . . . . . . . . . 1
passive . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 7
scanners . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 5-7
shutdown . . . . . . . . . . . . . . . . . . . . . . . . . . . 2, 6-8
Engines
cool . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
temperature . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Firing
firing commands . . . . . . . . . . . . . . . . . . . . . . . . . 3
lockout . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Group
link . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 8
linked . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
unlink . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 8
Mouse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 2
Movement
accelerate . . . . . . . . . . . . . . . . . . . . . . . . . . . 2, 7
acceleration . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
facing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
heading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
movement commands . . . . . . . . . . . . . . . . . . . . . . . . 2
Order . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Orders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 2
10
Player . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 5
Player number . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Players . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4, 8
Range . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2-4, 7
Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2, 4
Score . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
Security
security code . . . . . . . . . . . . . . . . . . . . . . . . . 2, 5
Ships systems
control . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
engine . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
engines . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 7
scanners . . . . . . . . . . . . . . . . . . . . . . . . . . . 1, 5-7
Status . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Switches . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5, 6
switch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Targeting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 5
target . . . . . . . . . . . . . . . . . . . . . . . . . . 2-4, 7, 8
targeting commands . . . . . . . . . . . . . . . . . . . . . . . . 3
targets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2, 3, 5
Weapons
bombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-5, 8
charges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
lasers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3, 7