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Ping System
MegiRicky edited this page Sep 17, 2026
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The ping wheel (hold middle mouse) is how you command your squad. There are 8 ping types. Each ping is sent with the currently active fire-team scope (ALL or a specific team), so pings can be issued to the whole squad or one team.
The ping target is the world position you're aiming at (ignoring glass and non-colliding vegetation, but keeping fences/rails as valid targets).
| Type | Color | What it does |
|---|---|---|
| Go To | Green | All targeted soldiers move to the position, switch to HOLD mode at that spot, and clear their current cover. Movement is persistent (re-path while moving). |
| Attack | Red | All targeted soldiers attack/advance on the position: they move from cover to cover toward the objective and engage enemies on the way. Sets HOLD mode at the objective. |
| Threat Direction | Orange | Marks an enemy bearing. Soldiers set their threat direction toward that position and treat it as a forced target position for a short time. |
| Suppress Area | Red | Soldiers lay down suppressive fire into a zone around the position for a duration (see below). |
| Follow | Cyan | Squad switches to FOLLOW mode and all threat/cover data is cleared. |
| Hold | Orange | Squad switches to HOLD mode at their current position and all threat data is cleared. |
| Send | Cyan | One soldier (the nearest available one) is sent to the position. Sets HOLD mode there and clears its cover. Used to dispatch a single soldier. |
| Location | Blue | Visual only — marks a point of interest for the team. No order is given. |
- A ping is delivered to the squad's soldiers (your owned soldiers), filtered by the active fire-team scope. If the scope is a specific team, only soldiers in that team receive the ping.
- Garrison soldiers ignore all pings — they hold their post regardless of orders. They are never part of the Alpha/Bravo/Charlie/Delta fire teams.
- Team garrisons also ignore pings — they are not part of any player's squad.
- If you have no squad, the ping falls back to owned soldiers within 100 blocks.
- Send picks the nearest not-already-dispatched soldier; if all are dispatched, it re-sends the nearest one.
- Go To, Send, and Attack also clear any stale Attack target before applying the new order.
- Pings are broadcast to all players on your scoreboard team (or everyone if you have no team) as world markers, except Follow/Hold which are order-only.
- Pings render as diamond markers with a distance label and ping type text.
- Lifetime: ~7 seconds.
- Marker scale is distance-based:
2.0 / distance^0.3, clamped to 0.5–2.0, times the client configpingScale(default 0.8). - Pings are only shown within 1–256 blocks; outside that they are suppressed.
- Only pings in the same dimension as you render.
These matter for how orders behave over time:
| Ping | Memory |
|---|---|
| Go To / Send move target | 15 s — but Go To is persistent until reached |
| Threat Direction | 20 s |
| Forced target (from Threat Direction) | 10 s |
| Suppress Area | 10 s |
| Attack | 60 s |
- Sets a suppression target position for the squad.
- Soldiers without a target will suppress that area for a duration (4–10 seconds).
- The suppression zone radius used for aim-point spread is 15 blocks.
- Soldiers fire bursts into the zone (see Cover and Suppression).
- Heavy targets: a Suppress Area ping on an enemy-crewed vehicle position orders the squad's Anti-Tank hunter to raise its launcher and shell the cover blocks around the pinged position (live vehicle contacts outrank the ping). See Vehicles, Crew, and Armor.
Targets are acquired in this priority order:
- Forced target — from a Threat Direction ping (nearest entity within 20 blocks with LOS).
- Ping threat — from an enemy-spotted ping.
- Any LOS target — highest hit probability.
- Threat-direction fallback — entity closest to the primary threat direction.
- Last known position — entity nearest the last known position (20-block radius).
- Closest entity — nearest entity regardless of LOS.
This means a Threat Direction ping is the strongest way to tell a soldier "shoot something over there".
- Go To / Send: soldiers navigate to the point, spreading out so they don't cluster (spacing logic assigns each soldier a lane/offset). On arrival the Go To order completes and the soldier holds.
- Attack: soldiers advance from cover to cover (see Combat AI), preferring cover along the objective direction, and fire at enemies they spot on the way.