HRCodWar - Using the Chat

Brief explanation about how do command work once they have been sent by chat to the server through any channel. Commands without exception are recognised by the chat due to their including character > before the phrase. Character | meaning exclujent or between options, i.e., one can write any one of tose words within the group but not more than one. Sintactic analysis is not sensitive to capital letters or lower case letters and obviously chat commands do only work for or provide information about one's own side.
  • >MAP FACTORIES ON|OFF: It draws or erases The Industrial Workshops on or from the mini map.
  • >MAP REFINERIES ON|OFF: Same for refineries.
  • >MAP POWERPLANTS ON|OFF: Same for Power Plants.
  • >MAP PORTS ON|OFF: Same for Harbours.
  • >MAP ARTILLERY ON|OFF: It draws or erases artillery units, land to land and AAA on or from the mini map.
  • >MAP TANKS ON|OFF: Same for armoured vehicles.
  • >MAP SHIPS ON|OFF: Same for vessels.
  • >MAP UNITS ON|OFF: It draws or erases the the previous ones.
  • >INFO SECTOR SECTOR_NAME: Produces a general inform (including anything) of whatever is on that sector, let it be factories, refineries, power plants, airbases, troop units, harbours, etc... . for instance: >info sector aw23
  • >INFO SECTOR_NAME: Same as above, but saves having to write "sector", ej: >info aw23
  • >INFO UNITS SECTOR_NAME: Shows specific info about all units of a given kind, i.e., about all airbases, factories, power plants, refineries, squadrons, shipments (cargo ships already loaded or in loading progress) and a general bible type list with FRENTE.
  • >INFO BASE BASE_N: (translation not available)
  • >INFO BASES|FACTORIES|REFINERIES|POWERPLANTS|SQUADS|EMBARKMENTS|FRONT: (translation not available)
  • >INFO AIRCRAFT: Shows info regarding the craft on which you are sitting at present, its origin, potential lods and corresponding capacities, already sustained damage should it be the case...
  • >LOAD FUEL|AMMO|BOMBS|REPKITS QUANTITY: Order to airbase assisting personnel to load on the plane the requiered resources, just a resource kind at the time, for instance: >load bombs 50
  • >UNLOAD QUANTITY: Order to airbase assisting personnel to unload from the plane the ammount of resources specified, note that it does not need to be the complete amount loaded on the plane. It is also possible to unload on different bases, for instance: >unload 25
  • >RESCUE PILOT_NICK: Tries to stop the craft where pilot NICK_PILOTO is at the time, useful to rescue pilots crashlanded behind enemy lines, example: >rescue hr_colibri
  • >TIME: Shows time from mission start in minutes.
  • >MARKETS: Shows your side relevant information needed to operate in international stock markets.
  • >HEALTH: Shows the pilot health status.
  • >MOVE AAAS|ARTILLERY|TANKS|CARGOSHIPS|DESTROYERS|UNITS DESTINATION_SECTOR DESTINATION_SECTOR: Moves all entities (note that plural is not casual) from a given sector origin up to the destination sector. It will move whatever has not yet been moved during that very mission provided the involved unit/s capabilities to do so. (if it is light or heavy) and depending on how many sectors must be crossed. example: >move tanks aw10 aw12 , upon reception of this example only the light armours (they move forward 2 sectors) will move, the rest will refuse to comply with that order (you will get a warning).
  • >MOVE UNIT_NAME DESTINATION_SECTOR: Same as above, but moving only a specified unit, its name veing known (for instance through >info) it can be written: >move aaa_23_hr ab12.
  • >MOVE DESTINATION_SECTOR DESTINATION_SECTOR: It is added separately for clarity purposes. This command is equivalent to >move units sector_origen sector_destination, where obviously "units", means "move everything quickly" quite useful to move massive amount of units ;D , f.e.: >move aw32 aw33 , and to move "as much as possible" from sector aw32 to sector aw33.
  • >EMBARK AAAS|ARTILLERY|TANKS|UNITS DESTINATION_SECTOR CARGOSHIP_NAME: Same as to move, but for boarding instead. It has to be specified the origin sector and ALWAYS the vessel name (since it is possible that several vessels might be standing on a harbour or on a beach), example: >embark units aw32 cargoship_34_hr , and to get on board (or to attempt to do it) as strongly as it can possible be done, from sector aw32 into a ship called "mercante_34_hr" located in the same sector or on an adjacent sector (just next to it)
  • >EMBARK DESTINATION_SECTOR CARGOSHIP_NAME: It does exist a quick go and board command >embarcar unidades, ej: >embark aw32 cargoship_34_hr
  • >EMBARK UNIT_NAME CARGOSHIP_NAME: And, finally, the order given to a specific unit to get on board, example: >embark aaa_57_hr cargoship_34_hr , and then only that very unit and only in aaa vessel
  • >DISEMBARK CARGOSHIP_NAME DESTINATION_SECTOR: This does land ALL units within the ships pn the destination sector example: >disembark cargoship_34_hr aw34
  • >ENLIST AAAS|ARTILLERY|TANKS|CARGOSHIPS|DESTROYERS|UNITS SECTOR_NAME SQUAD_NICK: Specified troops within that sector (or the whole UNIT should it had been specified) are bound under the command of the squadron of the same side as them example: >enlist destroyers aw32 A0
  • >ENLIST SECTOR_NAME SQUAD_NICK: This is a "quick join up", it does enrol all unit s in the sector example: >enlist aw32 A0
  • >ENLIST BASE BASE_N SQUAD_NICK: Base number N_BASE will be transfered under the command of the new squadron example: >alistar base 2 A0
  • >ENLIST FACTORY|REFINERY Nº SQUAD_NICK: The factory or refinery numbered as n assigned to it (remember that every one of them has been assigned a different number n) will join up the squadron for instance: >enlist refinery 7 A0
  • >REPAIR BASE_N AIRCRAFT_CLASS@FAILURE_SYSTEMS: It orders maintenance staff in airbase N_BASE to repair the aircraft with that number of damaged systems. Example: >repair 2 blenheim@45
  • >LEND BASE_N N_AIRCRAFTS: It orders maintenance staff in airbase N_BASE to allow allien squadrons to "burrow" N_AIRCRAFTS aircrafts. Example: >lend 1 5
  • >SUPPLYBASE BASE_N FUEL|AMMO|BOMBS|REPKITS QUANTITY: It sets up a supply column departing base number N_BASE carrying the specified resources and QUANTITIES these will then be substracted from the base stores availability. Example: >supplybase 2 bombs 50
  • >BASESUPPLY UNIT_NAME QUANTITY: it specifies that column called COLUMN_NAME is to leave the QUANTITY specified in the airbase of the sector where it is at the moment the order is issued, therefore it can be unloaded either a part or the whole ammount of the goods carried, allowing supplying to more than one base. Example: >basesupply column_150_hr_chief 10
  • >MAKESUPPLY FACTORY_N AMMO|BOMBS|REPKITS QUANTITY: Factory FACTORY_N is given the order to supply a column the specified QUANTITIES of goods. Certainly provided the factory has produced the goods in quantities as needed to fulfil the order. Example: >makesupply 5 ammo 2000
  • >MAKEAIRCRAFT FACTORY_N CLASS QUANTITY BASE_N: it orders to factory FACTORY_N for a certain QUANTITY of aircrafts type CLASS to be produced and sent to the airbase number nº N_BASE, as it is to be expected every side can only produce their own designed planes. for instance: >makeaircraft 3 blenheimmk_iv 5 2
  • >MAKEUNIT FACTORY_N CLASS QUANTITY: order is given to factory FACTORY_N to produce a specified QUANTITY of units of the kind CLASS, as it is to be expected every side can only produce their own land based units. Example: >makeunit 3 bofors 6
  • >REFINERY REFINERY_N QUANTITY: Refinery REFINERY_N is ordered to provide fuel to a petrol column by a specific QUANTITY. For example: >refinery 2 3000
  • >SHIPYARD FACTORY_N CLASS QUANTITY: Factory FACTORY_N (it has to be a dock yard) is forwarded order to produce the QUANTITY de CLASS kind ships (cargo ships or destroyers or whatever it might be according to its json file). Example: >shipyard 4 tanker_medium1 2.
  • >EXIT: This makes the player to abandon his plane, as when "one clicks on the flag", it is sometimes concenient since the flag is missing on the map while playing. f.e.: >exit.
  • >BATTLEEND: It forces the game to be finalized, as if it were a "battle stop" typed on the server console or a regular "battle end". ej: >battleend.
  • >SELL QUANTITY FACTORY_N: You try to sell at the stock market the QUANTITY specified of reputation points and that sell obtained income is used as creation points to be by factory FACTORY_N. Example: >sell 1000 2
  • >BASELIGHTS BASE_N: Order is given to airbase number N_BASE to turn on night signal lights, formed by two lines of lights covering all four cardinal points, lights are READ at NORTH and white otherwise. Be warned, they cannot be turned off.