Help HS-COMMANDS

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HS Commands

The following is a list of all commands that may exist on a given console. Although many commands are considered specified to a certain type of console (e.g. engineering), they may be available from other types of consoles. Where applicable, a G, E, or N has been placed next to the command to indicate a general (G) console command, an engineering (E) command, a navigation (N) command, or an operations (O) command.
 UNLOCK(G)    UNLOAD(G)    TARGET(G)      QREP(G)       CPOWER(G)
 CHEAD(G)     GREP(G)      FIRE(G)        CONFIGURE(G)  AUTOLOAD(G)
 LOCK(G)      LOAD(G)      AUTOROTATE(G)  SYSREP(E)     SYSPOWER(E)
 SYSPERC(E)   VSTATS(G)    SS(N)          HEAD(N)       AFTERBURN(N)
 VIEW(N)      SCAN(N)      LAND(N)        DOCK(N)       MAPRANGE(N)
 ABORT(N)     JUMP(N)      LINK(O)        UNLINK(O)     STAT(N)
 NOBURN(N)    UNDOCK(N)    TAXI(N)        SREP(G)       CSTAT(G)
 SPOSE(N)     ICOM(G)	   BLINKS(N)      CLOAK(N)      DECLOAK(N)
 CREWREP(E)   ASSIGN(E)    GATE(N)        FUELCONV(N)   BAYSTAT(O)
 CLOSE_BAY(O) OPEN BAY(O)  SET CODE(O)    ETA(N)        PLOT(N)
 HSTAT(O)     TLOCK(O)     TDOCK(O)       TMODE(O)      SELFDESTRUCT(E)
The following are Quick Start Commands:
 POWER        COMPUTER     SENSOR         ENGINES       THRUST
 LIFE         FORE         AFT            PORT          STAR
 COMM
The following are general ship usage commands:
 BOARD        DISEMBARK    BOARDING CODE  SECURITY      SHIPNAME
 CHOWN        SPECS	   DEADMAN
You may get help on any of these commands with 'help <command>'
If you are brand new to flying with HSpace, refer to the"HS-NEWBIE" section of the help files: help HS-NEWBIE

Quick Start Commands

POWER, COMPUTER, SENSOR, ENGINES, THRUST, LIFE, COMM, FORE, AFT, PORT, STAR
Usage: <SYSTEM NAME>
Each command sets the associated system to 100% of it's power rating. Equivalent to using:
sysperc <system>=100

General Ship Commands

BOARD

Usage: board <ship>[=<####>]
Allows you to board the given ship with a specified name. The ship will obviously be docked in a docking bay or landed on a planet landing pad.
An optional code may be required to board the vessel.
See Also: DISEMBARK, BOARDING CODE, SECURITY

DISEMBARK

Usage: disembark
When located in a room on a ship marked as a disembarking room, the disembark command will take you from the ship to the docking bay or planet room where the ship is docked.
This command will not work if the ship is actively in space.
See Also: BOARD

BOARDING CODE

Usage: boarding code
boarding code
Sets the boarding code for the vessel, which means that a player wishing to board the vessel from the outside will need to specify a code. By supplying no <code>, the boarding code for the vessel will be deleted, and anyone may board.
See Also: BOARD, SECURITY

SECURITY

Usage: security <on/off>
Turns the ship security on or off, effectively activated or deactivating the required boarding code. If no boarding code is set on the ship, this command has no effect. If a boarding code is set, and security is turned off, the boarding code is not required for players wanted to board.
Once security is turned on, the boarding code is reactivated and required.
See Also: BOARD, BOARDING CODE

SHIPNAME

Usage: shipname <name>
Sets the name of the vessel from that navigation console.
The name is limited to a length of 32 characters.

CHOWN

Usage: chown <player name>
Allows the owner of a ship to change the ownership to another player in the game.

SPECS

Usage: specs [<system>]
Provides vessel statistics in general or, if <system> is specified, for a specific system on the vessel.

DEADMAN

Usage: deadman
Purpose, to make you dead! Just kidding.
The deadman command allows you to safely leave your ship in space when needed (certainly useful for capital ships that cannot land). The deadman command takes 2 minutes to go into affect, preventing someone from using it instantly to avoid getting shot at. Once the deadman mode is activated for the ship, the ship cannot be locked on by another ship who has not already locked weapons (ships with locks maintain them and can continue attacking). The ship cannot be used again by the crew without deactivating the deadman mode.
Thus, setting deadman mode requires that you discontinue using the ship once the mode is active.

Console Commands

Combat

UNLOCK

Usage: unlock
If the console is currently locked onto a target object, the unlock command disengages the console's lock. This need not be used before establishing another target lock. If another lock is obtained while currently locked on a target, the lock is changed from the previous to the new target.


UNLOAD

Usage: Unload <weapon #>
Attempts to unload the currently loaded weapon. This is only applicable for weapons that support this feature. Once unload, the munition from the weapon is put back into the ship's munitions storage for later use.

TARGET

Usage: target <system name>
Attempts to target the given <system name> on the target object. Any weapons on the console that support system targeting will attempt to do damage to that system on the enemy object. Not all weapons may support system targeting.
To break a system target lock, specify a value of "none" for the system name.


QREP

Usage: qrep
Displays a gunnery heads-up for the current target lock. The heads up contains a forward display of where the target is located relative to the current heading of the console. Information about your heading and the target status is also displayed.

GREP

Usage: grep
For consoles controlling weapons, the grep command gives a gunnery report, indicating which weapons are present, their status, weapon attributes, and other information about the gunnery status of the console. Information about the ship's munitions storage is also presented.

FIRE

Usage: fire <weapon #>
Attempts to fire the given <weapon #> on the console. This assumes that weapons are present. Some weapons may require a target lock, while others may not.

CONFIGURE

Usage: configure <weapon #>=<munitions #>
Attempts to configure the given weapon on the grep display to the specified <munitions #>, which is a type of munition in the ship's storage. Typically the weapon must be empty before it can be reconfigured. Once configured, the weapon will load and fire that munitions type.

AUTOLOAD

Usage: autoload <on/off>
Sets the console's autoloading status to on or off. If set to on, the console will automatically attempt to load any loadable weapons after they are fired. If no munitions for that weapon remain in the ship's munitions storage, autoloading fails.
If set to off, loading must be performed manually with the load command.

LOCK

Usage: lock <contact ID>
Locks the console's weapons (if available) on the target object with the given <contact ID> on sensors. The contact must be within range of the console's weapons, which is determined by the weapon on the console with the maximum range.

LOAD

Usage: load <weapon #>
Attempts to load the given weapon, provided sufficient munition is available and the weapon can be loaded.

AUTOROTATE

Usage: autorotate <on/off>
Sets the console's autorotating status to on or off. Autorotating is a convenient way to avoid manually changing the heading of the console each time you want to attack a target on sensors. If autorotating is turned on, the console automatically determines the needed heading to attack the target and attempts to turn to that heading.

TLOCK

Usage: tlock <contact id>
Locks the tractor beam on a contact.
See also: HS-TRACTOR

TDOCK

Usage: tdock <bay>=<contact id>
Docks a contact in a local bay using the tractor beam.
See also: HS-TRACTOR

TMODE

Usage: tmode <repulse/tractor/hold>
Specifies the mode to which the tractor beam should be set.
See also: HS-TRACTOR


Engineering

SYSPERC

Usage: sysperc <system name>=<% power>
Sets the power allocation for the given system to a percentage of the maximum power needs for the system. If 100% is specified, the reactor attempts to allocate 100% of the system's power needs to it. This is useful for when you want to quickly set a system's power usage to a given level (e.g. 100%).
Ex. sysperc life support=100

CREWREP

Usage: crewrep
Displays damage control crew status.

ASSIGN

Usage: assign <#> to <system>
Assigns crew <#> to repair <system>.

General

CPOWER

Usage: cpower <on/off>
Turns the console on or off. This is required before using any navigation or console commands. Engineering commands do not require console power. Power for consoles is extracted from the internal computer. For each of the weapons located on a console, additional power is typically needed. Thus, if damage to the internal computer is encountered or the internal computer, for whatever reason, cannot accomodate enough power, some consoles may not be able to obtain the needed power.

SYSREP

Usage: sysrep
Displays a list of systems currently present on the ship, information about their status, damage, and power allocation.

SREP

Usage: srep
Prints a sensor report for the vessel's sensor array, if present. Administrators may or may not have customized this command to print only certain contact types.

SPOSE

Usage: spose <action>
Emits a pose for your ship into the nearby space so that other vessels who have you identified on sensors see the message.
Ex: spose flies near you, blazing its laser cannons.

ICOM

Usage: icom <message>
Allows consoles on multi-console ships to communicate with each other.

HSTAT

Usage: hstat
Displays the status of docking links on the ship.

LINK

Usage: link <contact>=<local port>/<remote port>
Links your ship to another.

UNLINK

Usage: unlink <local port>
Unlinks specified local port.

BLINKS

Usage: blinks
Displays a list of boarding links currently active between the current ship and other ships in the area.

BAYSTAT

Usage: baystat OR baystat <bay #>
Displays a summary of the ships bays OR the status of bay <#>.

OPEN BAY

Usage: open bay <bay #>
Opens the doors of bay <#>.

CLOSE BAY

Usage: close bay <bay #>
Closes the doors of bay <#>.

SET CODE

Usage: set code <bay #>=<code>
Sets the code for bay <#> to <code>.


Navigation

SS

Usage: ss <velocity>
Sets the desired velocity for the vessel, assuming the <velocity> is valid. Engine damage, available power, and other factors may limit the maximum capable speed of the engines.

HEAD

CHEAD

Usage: head <XY> mark <Z>
Changes the ship's or console's heading to the desired angles. Valid XY angles are from 0 to 359, while valid Z angles are from 90 to -90 (straight up, straight down).
Many consoles can move independently of where the ship is heading, thus making gunnery turrets possible. Even though the ship may be heading 0 mark 0, it is possible for a side-facing turret to turn in other directions to defend from attacking enemies.
For consoles, it may or may not be possible to turn to the desired heading due to restrictions on where the console is located on the sides of the ship. If the console has been setup setup to deny rotation, it may not be rotated from the current heading.

AFTERBURN

Usage: afterburn
If afterburners are present on the vessel, this command puts the vessel into afterburn mode, which basically dumps fuel into the engines to create additional thrust. Afterburning significantly increases the speed of the vessel but typically results in poor fuel efficiency.

VIEW

Usage: view
Provides a description of the surrounding area where the vessel is currently docked or landed. This is useful in combination with the taxi command.

SCAN

Usage: scan <contact ID>
Scans a target object in space to provide information about that contact. The <contact ID> comes from the sensor report for the vessel doing the scanning.

LAND

DOCK

Usage: land <contact>/<location>=[<code>]
The land command attempts to land the vessel at the given contact number, which could be a planet or another vessel. The <location> refers to which of the landing pads or docking bays is desired, beginning with 1. To land at the given location, a code may need to be given. If a code is not required for the location, this parameter is ignored.
The LAND and DOCK commands are identical and work for both planets and vessels.

MAPRANGE

Usage: maprange <range>
The maprange command allows the scale and limits of navigation map to be changed. The <range> indicates how far from the ship objects are included in the map. For example, a range of 100 means that any objects on sensors within 100 units of the ship will be displayed in the map. To view close range objects, it may be necessary to reduce the <range> so that those objects appear more "spread out" on the map. As the <range> increases, objects near to each other will get grouped into the same location on the map.

STAT

Usage: stat
Gives the navigation status display for the vessel, including current course and velocity. If present, shield information is included.
A map of the surrounding space is available for navigation, and the "map range" can be set to change the scale and limits of the area within the map.

NOBURN

Usage: noburn
If the ship is currently afterburning, this command will cease the process and take the ship back into regular speed levels.

UNDOCK

Usage: undock
Undocks a landed or docked vessel from its location, which must be either a docking bay or landing pad on a planet.

TAXI

Usage: taxi <direction>
Taxis a docked or landing ship in the <direction> desired, which is the name of an exit in the room where the ship is located.

ETA

Usage: eta
Returns the eta of the planet that lies on your current heading, or the One closest to it. You must be moving at a speed greater than 0 for this Command to work.

PLOT

Usage: plot <x> <y> <z>
Shows details of the course required to move from current position to Coordinates <x> <y> <z> along with the distance, and fuel required.

Unused

SYSPOWER

Note: This command is not available in game.

Usage: syspower <system name>=<#>
Sets the megawatts of power allocated to a given system on the ship. If insufficient power is available from the reactor, this operation fails.
Ex. syspower life support=10
You can abbreviate system names with most engineering commands. For example, you can specify life instead of life support.

VSTATS

Note:This command works, but no ships have this information set.

Usage: vstats
Displays a picture of the ship class for the ship, upon which shield and hull information may be included.

ABORT

Note: This command is not available in game.

Usage: abort
Takes the ship out of hyperspace if the ship is currently "jumping."

JUMP

Note: This command is not available in game.

Usage: jump OR jump <contact>
Takes the vessel into hyperspace if jump drives are present. The vessel much first achieve a minimum sublight speed before jumping to hyperspace. Alternatively, if no jump drives are present then jump <contact> can be used with jump gates.

CSTAT

NOTE:The Communications array information has been moved check 'panel/help' for more information.

Usage: cstat
Shows the current communications array status, including transmission and receiving frequencies.

GATE

Note: This command is not available in game.

Usage: gate <contact #>
Gates with a contact(ie a Wormhole).

SELFDESTRUCT

Usage: selfdestruct <seconds>=<boarding code>
Initiates the vessel's Self Destruct seaquence, it can be aborted by entering 0 as the value of <seconds>, otherwise the ship will be destroyed after <seconds> have passed, and all onboard crew killed. This command will give warnings to everyone on the ship at: 1 HOUR left, 20 MINUTES left, 5 MINUTES left, 1 MINUTE left, 30 SECONDS left, 20 SECONDS left, and each second below 10.

CLOAK

Usage: Cloak
Cloaks the vessel decreasing its sensor signature.

DECLOAK

Usage: Decloak
Decloaks the vessel eliminating all effects of the cloaking device.