games-pc tom clancy s-rainbow six Manual Do Utilizador

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If you continue to left click on the map the waypoint counter will
advance and a new path will be drawn from the previous point to
the new point each time. Remember, when the plan is executed,
the team will advance through the points sequentially. If you
wanted to place a new waypoint between two existing points,
thereby modifying the path between those points, you cannot sim-
ply left click between them. Instead, you must first select the way-
point immediately prior to the path you wish to modify. To select a
waypoint, you must either right click on it or use the Waypoint
Control Bar (see below) to advance to that point. Now you can left
click to place a new point anywhere between the selected point
and the point that had followed it prior to this action. The existing
path will disappear and new paths will be drawn from the new
point to each of the previously placed points. The sequential num-
bering of the waypoints for the entire path is updated accordingly. 
The Waypoint Control Bar
This box, which is located next to the map controls, provides you
with an alternate method of cycling through the waypoints you
have assigned. Highlight whichever path you wish to view and
click on the right arrow to cycle forward one waypoint at a time.
The left arrow cycles back one waypoint at a time. The “play”
takes you to the last waypoint in the plan. The “Rewind” arrow
returns you to the first point in the plan, the insertion point. All of
the standard editing functions are accessible at any point along
the plan, as previously discussed, but this toolbar also has
“delete” and “delete all” buttons to simplify large scale corrections
to an existing path.
Map Controls
Sometimes, you will want to “think ahead” before you actually get
down to brass tacks plotting tactical movement. Use the map con-
trols to go anywhere in the structure without actually plotting a
path to do so. The +/- zoom controls make it simple to step back
and look at the blueprint for an entire level at once, or zoom in to
keep a tight focus on team movement through a crowded space.
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’’
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doors. In the case of the latter two, they may be locked or
unlocked. Team members don’t need a “key” to get anywhere as
everyone is trained to overcome such obstacles. As such, locked
doors become more a nuisance to complicate the timing of the
assault rather than a true impediment to movement. The amount of
time a team is delayed by a locked door is determined by the man-
ner in which they choose to deal with it. These options are pre-
sented in detail under “Tactical Behavior” below.
Now that you have familiarized yourself with the specifics of the
tactical situation, it’s time to develop an assault plan to deal with
them. In actuality, you will become accustomed to assigning tacti-
cal behaviors concurrent with plotting movement through the 
space but, for purposes of illustration herein, we will segregate
the two functions.
Plotting Movement
Begin by clicking on one of the color-coded fire team symbols in
the upper left corner of the Plan screen. Let’s use Blue for the pur-
pose of this example. You will notice that the team list changes to
the appropriate members. Now, left click anywhere within the
white insertion zone on the blueprint displayed in the main win-
dow. A blue triangle appears and the waypoint counter changes 
to “one.” Any time you left click anywhere on the map, you place 
a waypoint for whichever fire team is currently active. 
The first point for any fire team must be plotted in the insertion
zone, although there may be more than one possible insertion
zone for some missions. To see if there are multiple insertion
zones, click on the arrows next the “Levels” icon on the map dis-
play toolbar to view each of the levels of the structure. Left click
again on a blank part of the map window to add a waypoint at that
location. This new waypoint has a path connecting it to the previ-
ous waypoint (which is the insertion point in this example) and the
waypoint counter advances to “two.” Normally, you would now
specify the actions associated with that waypoint such as the
ROE, special actions and any go codes assigned, but we are skip-
ping those details for now (see “Tactical Behavior” below). Also,
you will note that clicking on a ladder or stairway automatically
changes the main display to the next level of the structure.
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