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

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inventory item’ key or mouse button to pull the pin and start draw-
ing back your arm to throw the grenade. The longer the key is
held, the stronger the throw will be. The grenade is released upon
mouse-up/key up.
Two types of throwing are possible, underhand and overhand. The
type of throw is determined by the length of time the fire key is
held—a quick tap throws the grenade underhand while a key down
of 1+ seconds results in an overhand throw. You can see the differ-
ence on the power bar. The longer the key is depressed, the more
the bar fills up. Practice lobbing grenades in Training (see above)
to get a feel for it. Grenade skill determines the base size of the
targeting reticle as well as the time constant as described in the
targeting reticle section. 
Doors
You may open and close doors by hitting the action key while fac-
ing a door within arms reach. If the door is locked, you will be
notified that you are picking the lock. If you stop holding the envi-
ronment action key down any time before the door is opened, you
stop picking the lock. 
For the purposes of this game, door breaching describes the action
of going through any door, whether it is locked or not. Whenever a
path is drawn through a door, that door must be breached, whether
it is done with explosives, a shotgun, a lockpick, or simply open-
ing the door. In general, if a door charge is specified in the plan-
ning interface, it is used to go through the door regardless of
whether it is locked or not. If a door charge is not specified, then
the method of entry is, in order of preference: simple opening
(unlocked), shotgun (locked), lockpick (locked). 
Door Charges
To manually place a door charge, toggle to the desired explosive to
place it in hand. Toggle to a different inventory item to put it away
unused. Click the ‘activate inventory item’ key or mouse button to
place the explosive on the surface within arms length indicated by
the targeting reticle. Explosives may only be placed on doors. Note
that this is not instantaneous—it will take some time depending on
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for jumping off an object. If you walk off an object you simply fall
until you hit the ground. If it is a short distance, you will land
safely and recover. If it is a long distance, you will become inca-
pacitated or dead.
Interacting with Objects
You can interact with the environment by using inventory items
(inventory actions) and by manipulating objects (environment
actions). The basic kit contains inventory items like weapons,
grenades, breaching charges and surveillance gear. Learning to
access these items routinely and quickly is imperative if you wish
to survive. You must also learn to manipulate objects like doors
and switches.
Firearms
Toggle to the desired weapon to place it in hand. Click the ‘activate
inventory item’ key (as specified on the ready reference card) or
mouse button to fire the weapon. Automatic weapons will continue
to fire as long as the button is held down. You need to be very
cognizant of this and practice firing short controlled bursts to con-
serve ammo. The Gun Range is a good place to master this tech-
nique. If you don’t do this, you might find yourself unarmed at the
worst possible time.
Click the reload key, as noted on the ready reference card to
reload. Remain cognizant of your ammo use and reload whenever
there is a pause in the action and the current magazine is more
than 2/3’s depleted. You do not lose these rounds. If all of your
other magazines are empty, you can reload this partial magazine
later in the game.
Grenades & Flashbangs
The player character may throw grenades of either type (fragmen-
tation or flashbang) at any time. Grenades thrown by the player’s
computer controlled teammates may are thrown only when speci-
fied in the planning phase. To manually throw a grenade, toggle to
the desired grenade or flashbang to place it in hand. Toggle to a
different inventory item to put it away unused. Click the ‘activate
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