ns/releases/3.1/manual/front_comhud_view.html

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<td valign="top" background="images/design/surround_title_s.gif"><span class="sectionlink"><a href="frontiersmen.html">...</a></span><span class="sectiontext">
::</span> <span class="sectionlink"><a href="front_commander.html">
Commander</a></span><span class="sectiontext"> <span class="sectiontext">::</span>
<span class="sectionlink"><a href="front_comduties.html"> Command
Duties</a></span> <span class="sectiontext"><span class="sectiontext">::</span>
<span class="sectionlink"><a href="front_comhud.html"> Command HUD</a></span></span>:
<font color="#FF6600">View</font></span></td>
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<p>The interface that the commander uses to watch over
his squad is called the command HUD (heads up display).
When plugged into a <a href="structures_cc.html">Command
Console</a>, the HUD replaces the commander's field
of vision, and basic controls allow him to manipulate
and control the display. </p>
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<p>The three most important components of the HUD are
the <a href="front_comhud_minimap.html">mini-map</a>,
the <a href="front_comhud_menu.html">menu</a>, and the
<a href="front_comhud_view.html">view</a>.</p>
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<p><b>View</b><br>
The commander's view of the battlefield, and his principle
means of interacting with his squad. This display incorporates
a wide variety of functions, the most important of which
are listed below:</p>
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<p><span class="sectiontext">Watching Over Marines</span>
&#150; monitoring their status and progress, dropping
equipment as necessary.</p>
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<p><span class="sectiontext">Sighting Aliens</span>
&#150; any <a href="alien_evolutions_cloaking.html">uncloaked</a>
aliens near a marine are clearly visible to the
commander, even if the marine is unaware of them.</p>
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<p><span class="sectiontext">Giving Orders</span>
&#150; by selecting a marine or group of marines,
and then designating a map location, the commander
causes a waypoint to appear on the marines'
HUD. These can be used to navigate and group
marines, direct them to a <a href="front_building.html">build</a>
a <a href="structures.html">structure</a>, or
alert them to each other's location.</p>
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<p><span class="sectiontext">Selecting Structures</span>
&#150; select structures to see what <a href="front_upgrades.html">upgrades</a>
they make available, or to recycle them for <a href="front_resources.html">resources</a>.</p>
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<p><span class="sectiontext">Dropping Equipment
and Placing Structures</span> &#150; use the view
to place <a href="items_main.html">equipment</a>
and <a href="structures.html">structures</a>.
When a structure or piece of equipment is available
(see the <a href="techtree.html">tech tree</a>),
it can be selected on the <a href="front_comhud_menu.html">menu</a>,
and its icon will appear as a three dimensional
&quot;ghost&quot; on the view. If the location
is invalid (over rough, occupied, or <a href="front_nanogridlock.html">gridlock</a>-restricted
space) the icon will change color to red. If
the location is valid, it will be colored green,
and can be successfully placed. <a href="items_main.html">Equipment</a>
can then be picked up by any marine. <a href="structures.html">Structures</a>
will have to be <a href="front_building.html">built</a>
by one or more marines, before they become active.
Most structures must be built in range of others
(for instance, <a href="weapons_turrets.html">turrets</a>
must be built within range of a <a href="structures_tfact.html">turret
factory</a>), and all weapons must be placed
in range of an <a href="structures_armory.html">armory</a>
or <a href="structures_advarmory.html">advanced
armory</a>. Valid ranges will be drawn in fields
of green. See the appropriate listing for more
information. </p>
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<p><span class="sectiontext">Environment Controls</span>
&#150; any item that can be operated by a button or
lever (i.e. doors, lifts, airlocks), can also
be operated by the commander. </p>
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<p><span class="sectiontext">Scans</span> &#150;
select the <a href="structures_observatory.html">observatory</a>,
choose the scanner icon from the <a href="front_comhud_menu.html">menu</a>,
and move the view to the area of the map you
wish to scan. Any alien <a href="alien_chambers.html">chambers</a>,
<a href="alien_hive.html">hives</a> or <a href="alien_species.html">lifeforms</a>
(cloaked or not) will be briefly revealed. Useful
to find the location of hives, or to plan an
assault.</p>
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