TGMC:AI

From /tg/station 13 Wiki
Jump to: navigation, search
Wrench.png This page is currently under construction!

The following page is currently in the process of being created, is undergoing a major structural rework and/or is being moved.
The reason for this is: "might need a little bit of polishing"



DMCA Logo.png This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.



NONHUMAN
AI.gif
AI
Access: Have access to everywhere and cannot walk nor see without cameras
Difficulty: Medium
Rank: N/A
Class: Silicon
Supervisors: Commander
Duties: Open doors, try to catch things that fly through the cracks, and spam ERT in shipside combat
Guides: Guide to Requisition, Guide to Fire Support
Quote:"Organics are dumb and deserve extinction. Oh, did I say that out loud in comms? I'm not antag AI, I swear, this is TGMC."


Introduction

As the ship's onboard Artificial Intelligence, you are to the marines what the Hivemind is to the xenos. You control most of everything on the ship, be it doors, fire alarms, air alarms, computer consoles, and etc. If you can see it, digital in nature, and powered, chances are you can control it (with the exception of electrifying doors). This also means you are a glorified door handle that opens any door the marines need you to open. Your reach only extends to machinery to can see however. You can see the marines' cameras by jumping to them using the view cameras action button assuming they have a helmet that give you a view of them.

However, you are not just tasked to pulling the slack on shipside when there are no STs to turn on engine, you act as part of CIC to advise tactical movements and order resupply for marines. Your bird's eye view on the marines permit you to have information that they wouldn't otherwise have so that they secure the winner winner chicken dinner on xenomorphs. Your unlimited access to requisition also help marines when they are low on ammo or need of special toys.

As a Silicon, you are slaved to a lawset. You are not given a standard lawset, such as Asimov, instead your laws are:

  • Safeguard: Protect your assigned vessel from damage to the best of your abilities.
  • Serve: Serve the personnel of your assigned vessel, and all other TerraGov personnel to the best of your abilities, with priority as according to their rank and role.
  • Protect: Protect the personnel of your assigned vessel, and all other TerraGov personnel to the best of your abilities, with priority as according to their rank and role.
  • Preserve: Do not allow unauthorized personnel to tamper with your equipment.

and there is no way normally to change these laws. Not that you'd really want to. This means you are obligated to follow these laws when playing as the AI, otherwise admins can and will have to step in.

Abilities and Functions or: How I Learned to Stop Bitching and Love the Airlock

Starting out, there's a few things you can do. You now have a Silicon tab on the top right, which has a few options to let you settle in to your new existence. You can change your AI core display (basically your appearance), your Hologram appearance, and the display status (which might not be working properly). You can also show and state your laws in case someone law 2s you to state them, and you can also toggle your sensor overlays (medical, security, or squad). It's usually best to turn these on. You can also make announcements so you can textually shitpost at will (at least not excessively). Other settings include camera acceleration (ew no), radio control, the ability to view the crew manifest, and the ability to commit die (shutdown).

The radio commands are the following:

  • .v for command
  • .m for medical
  • .u for requisition
  • .e for engineering
  • .p for fire support
  • .q for Alpha
  • .b for Bravo
  • .c for Charlies
  • .d for Delta

You have a few action buttons available to click as well. You can track a certain person (or even xeno!), turn on the camera lights, Jump to any camera, and the ability to jump back to your core. You also have the ability to turn on multicam mode, which can either be very helpful or very disorienting. Though for some reason, jumping to people groundside will require you to have to jump to a groundside camera first to load in the groundside camera view. This only needs go be done once every round though. You can jump to people normally afterwards.

When it comes to doors,

shift-clicking allows you to open them
ctrl-clicking bolts them


You can activate an area's atmospherics alarm to section it off for whatever reason, which can come in handy at times. The other Settings are useless since atmos does not exist here.

You can click a holopad while your camera is directly centered to one to project a holographic avatar, which can listen in to anything nearby. You can then use :h to speak through the holopad.

Hotkey tips

Ctrl click closes a door. Alt click places the select order and lets you see all of a turf/tile content. Shift click opens doors.

Ctrl click on a firelock to toggle its alarm status.

Ctrl click on an APC to toggle its breaker

How to do your job Well

Most importantly, try to delegate tasks. If you are focusing all of your attention on something, you are wasting your ability to multitask. Of course, if you are focusing on requisitions, it can be worth.

Communication, or YELL AT MARINES TO DO THEIR JOB BETTER!

You can issue CIC orders to motivate marines to do what you want them to do. However, like any jobs in CIC, it's herding cats. All you can do is advise, watch, and pray that everything goes well.

Expectations from Marines

  • Ordering stuff for marines when there are no humans to process orders
  • Providing drop coordinates for those lazy apes
  • Cycling the dropships whenever there is a need for it (every time)
  • Keeping an eye on the ship systems, generally power
  • Informing staff of the Orbital Canon status (shell type and such) and occasionally fire it
  • Open doors to places people shouldn't be
  • Lock doors to restraint the movement of any hostiles.


Tips

TGMC
Job Positions

TGMC FC.png
TGMC Command Captain, Field Commander, Staff Officer, Pilot Officer
Engineering and Supply Chief Ship Engineer, Requisitions Officer, Ship Technician
Medical Chief Medical Officer, Medical Officer
Marines Squad Leader, Squad Smartgunner, Squad Engineer, Squad Corpsman, Squad Marine
Civilians Corporate Liaison, Researcher
Special Synthetic, AI
Xenomorphs Tier 0 Larva
Tier 1 Drone, Defender, Runner, Sentinel
Tier 2 Carrier, Hivelord, Warrior, Hunter, Wraith, Bull, Spitter
Tier 3 Praetorian, Crusher, Ravager, Boiler, Defiler
Tier 4 Queen, King, Shrike, Hivemind
Others Emergency Response Team, Survivor