Dynamic Commands
Commands available in dynamic mode reflect dynamic tactics: they're fast and loud. To issue dynamic commands, you must first be in dynamic mode (press the Page Up key). Once in dynamic mode, you 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 become highlighted as the reticule is passed over game characters and objects. There are a total of eight dynamic commands. Some of the commands change based on whether you are 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 & Clear
"Breach, bang and clear" appears as a dynamic-mode command option when the reticule is pointed at a closed interior door. "Breach, bang & clear" commands the recipient to breach (open) the closed door, throw in a flashbang and clear what lies beyond the door. When commanded to "breach, bang & clear", the game assaulters know what equipment they have in their arsenal that will allow them to 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 breaching material, or have run out, they will notify you that they cannot execute the breach.
Bang & Clear
"Bang and clear" appears as a dynamic command option when you point the reticule at an open interior door. "Bang & clear" commands the recipient to flashbang the doorway and clear what lies beyond the door. If the commanded assaulter was not assigned flashbangs, or has run out, he will notify you that he cannot execute the order.
Breach, Bang & Make Entry
Breach, bang and make entry appears as a dynamic command option when the reticule is pointed at a closed exterior door. "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 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 breaching material, or have run out, they will notify you that they cannot execute the breach.
Move and Clear
"Move & clear" appears as a dynamic command option when you point the reticule at any open doorway. "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 you of the situation.
Don't Use Gas
If you don't wish your officers to deploy CS when clearing, use this command when commanding your element to move and clear.
Use CS Gas
If you want your officers to deploy CS gas when clearing, use this command when commanding your element to move and clear.
Breach & Clear
"Breach & clear" appears as a dynamic command option when the reticule is pointed at a closed door. "Breach & clear" commands the recipient to breach (open) the closed door and clear the room beyond the doorway for threat. Once an area is cleared of threats, the recipient will notify you that the area is clear and will drop a lightstick in the room's doorway upon exiting.
Don't Use Gas
If you don't wish your officers to deploy CS when clearing, use this command when commanding your element to breach and clear.
Use CS Gas
If you want your officers to deploy CS gas when clearing, use this command when commanding your element to breach and clear.
Search
Search appears as a dynamic command option when the reticule is pointing anywhere within a room or hallway. It is not available if the reticule is pointing at a door. If the reticule is pointing at an opening within a room or hallway, the Search command applies to the area on the other side of the opening.
Direction of Search
When the search command is selected, the menu tree expands and provides you with directional modifiers. When your team is searching a location, the modifiers Left and Right refer to the direction of the command recipient. In other words, you command the recipient to search to their left or right, not your left or right.
Left
Modifies the command to "search to the left."
Right
Modifies the command to "search to the right."
Continue
Commands the recipient to continue searching.
Cover
"Cover" appears as a dynamic command option when the reticule 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
The "fall in" command is available at all times in dynamic mode. Commanding a recipient to fall in does not require special placement of the reticule. "Fall in" commands the recipient to follow behind you until commanded to do otherwise. It should be noted that the fall in command can be used as a "hold" command as well. If you want 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 you.
Deploy
You 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.
Lightstick
Lightsticks are used to light otherwise-dark areas and to mark areas that have been cleared of threat as "cleared." To issue the command "Deploy Lightstick" you should point the reticule where you want the lightstick dropped.
C2
C2 is used to blow open closed/locked doors. To issue the command Deploy C2, you need to point the reticule at the closed door that you want blown open. If the commanded assaulter, has run out of C2 he will inform you that he cannot execute the breach.
Flashbang
Flashbangs are used to temporarily distract or disorient a suspect, hostage or civilian. When you enter a room, the flashbang should be dropped just inside the doorway so that your team can use the smoke as concealment. To issue the command Deploy Flashbang, you need to point the reticule where you want the flashbang to detonate. If the commanded assaulter was not assigned flashbangs, or has run out, he will inform you that he cannot execute the bang.
CS Gas
CS Gas is used as a non-lethal alternative when dealing with non-compliant suspects, civilians and hostages. When deployed, CS gas causes unprotected individuals to cough violently. CS Gas often causes enough stress to make hostile individuals compliant. To issue the command Deploy CS Gas, you should point the reticule where you want the CS gas to discharge. If the commanded assaulter was not assigned CS Gas, or has run out, he will inform you that he cannot execute the command.
Shotgun
To breach a door with a shotgun, the assaulter needs to have been assigned a shotgun and breaching rounds in the pre-assault briefing. To issue the command Deploy Shotgun, you need to point the reticule at the closed door that you want blown open. If the commanded assaulter does not have a shotgun, or has run out of breaching rounds, he will inform you that he cannot execute the breach.
Disable
You can issue a "disable" command on a variety of devices, ranging from security systems to missile launchers to atomic demolition munitions. The reticule will become highlighted when passed over active objects that can be disabled or defused. To issue the command Disable, you need to point the reticule at a valid object.
Restrain
You can command a recipient to restrain (handcuff) any compliant hostage, civilian or suspect.
"Compliant" is defined as having surrendered. Compliant individuals drop any weapons and
drop to their knees with their hands in the air. Your team will consider an order to
restrain a non-compliant person to be a "dumb" command. (For more information on "dumb"
commands, please see the FAQ section titled Leadership Score / Respect.) To issue the
command Restrain, first point the reticule at a compliant individual.
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