User:Yolopanther/test

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Revision as of 00:42, 12 January 2015 by imported>Yolopanther (Some useful information.)
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--Future Site of Guide to Access Levels (As HoP via ID Console)

Note: The access levels listed here are with the JOBS_HAVE_MINIMAL_ACCESS config setting in game-options.txt UNCOMMENTED. As the name implies, it means jobs have less access. I am creating this guide around this configuration setting because it seems the most logical. If this setting is commented out, access levels for specific jobs will simply have more access to the respective department that the job is in.

Identification Card Modifier Console

When the console is first accessed, the user will be presented with a screen asking for two IDs to be inserted. The "target" ID is the ID that will be modified (this can be any ID). The "confirm identity" ID can only be an ID that has the "ID Console" access on it. When two IDs are inserted that match the conditions of the slot each is in, you are able to "Log In" and begin modifying the accesses on the "target" ID. Other buttons on this first screen are the "Access Crew Manifest" button and the "Job Management" button. Clicking either of these will send you to their respective pages, covered further down in this guide.

Logging In

When an ID is in the "target" slot and an ID is in the "confirm identity" slot (this second ID needs to have the "ID Console" access on it), you are able to "log in" and begin modifying accesses on the "target" ID. Pressing the "log in" button will open a new window with a lot of buttons.

At the very top, there will be two buttons. The left one will say something like "Remove <name>'s ID Card (<job>)." Clicking this will remove the "target" ID. The right button will say something like "Remove <name>'s ID Card (<job>)." This will remove the "confirm identity" ID. Removing either of these will send you back to the first screen we saw on the console. Below these are two more buttons. One says "Access Crew Manifest" and the other says "Log Out." The "Log Out" button will send you back to the first screen we saw on the console (essentially "logging out" of the console).

Below the top four buttons is a text field. To the left are the words "registered name" and to the right is a button labelled "Rename." In the text field will be the name (or lack thereof if this is a new ID) on the "target" ID. You can type any name you want into this text field and press "Rename" and this will change the name that is on the "target" ID. NEED SOMETHING HERE ABOUT "X (AS Y) SAYS"

Below this text field is a button with the word "Assignment:" over it. This button will be labelled with the job (or lack thereof aka unassigned) associated with the "target" ID. Clicking this button will reveal a list of even more buttons, each labelled with the name of all available jobs (available in this case means ALL jobs in the code for the particular server). Clicking any of these buttons will change the accesses associated with the "target" ID to be the default accesses associated with that job (please read the note above about JOBS_HAVE_MINIMAL_ACCESS). There are also two other buttons in this list. "Hide" is located below the "Assignment:" test and will hide this list of buttons. At the very end of the list is a button labelled "Custom." Clicking this will open up a text box allowing you to input a custom name for the job on the "target" ID. An example of how this might be used is to give the Mime access to security and change the job title on the Mime's ID to "Securimime" or something. This isn't necessary of course, but if you can come up with creative names for people with special accesses, it may help others identify why this person has access to areas they wouldn't normally.

Finally, there are a bunch of buttons that take up the lower half of the window. These buttons are all grouped into 7 sections under the "Access" text. Each section will list an area associated with the name of that section. Clicking any of these buttons will toggle the access and either GIVE or TAKE AWAY that particular access from the "target" ID. You can tell if the access is active on the ID because the button will have red text. If the access is NOT active on the ID, the button will have white text white text.

Access Crew Manifest

This is the crew manifest page. This page has a lot of text and two buttons. The text will be in the formed "<crew member name> - <crew member's job>." This page is fairly straightforward: it simply lists all crew members and their job. This can be useful to you by checking to make sure that the department you are assigning someone is not already full with the position that is being requested. An example would be to not assign more shaft miners than there are EVA suits for shaft miners.

The first button on this page is "Print." This button will simply print out a copy of the crew manifest to a piece of paper. The second button is "Access ID modification console." This will send you back to the previous page you were on.

Job Management

If you want to be a really excellent HoP, you should try to use this page. The actions of this page do not affect anybody currently in the round, however it affects people who join after the shift starts. When a player enters a server after a shift has already begun, the only way they can "play" is to either "Join Game" or "Observe." "Observe" has no relevance, the option we're concerned with is "Join Game." When a new player clicks this, it will display all the jobs they can sign up for on the station. With the exception of Heads of Staff jobs, whether or not the option to pick a job is available to a new player can be determined from THIS page. To use this page, you need only have an ID in the "confirm ID" slot that has the "ID Console" access on it.

I am not entirely sure how this works, need to experiment with it more. All I know of how it works is written above.

Default Accesses

This is a list of the default accesses associated with all jobs (relevant as of February 26, 2014. Needs updating.)

Icon Job Number of Accesses Department Granted Accesses
  Assistant 0 Miscellaneous
  Captain 55 Command Brig, Security, Holding Cells, Armory, Forensics, Courtroom, HoS Office, Medical, Genetics Lab, Morgue, Chemistry Lab, Virology, Surgery, CMO Office, Science, R&D Lab, Toxins Lab, Robotics, Xenobiology Lab, RD Office, Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Atmospherics, Telecommunications, CE Office, Bridge, RC Announcements, Keycode Auth., ID Console, AI Upload, Teleporter, EVA, Gateway, Personal Lockers, Main Vault, HoP Office, Captain, Kitchen, Bar, Hydroponics, Custodial Closet, Chapel Office, Crematorium, Library, Theatre, Law Office, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster
  Head of Personnel 33 Command Brig, Security, Courtroom, Medical, Morgue, Science, Construction, Maintenance, Engineering, Bridge, RC Announcements, Keycode Auth., ID Console, AI Upload, EVA, Gateway, Personal Lockers, Main Vault, HoP Office, Kitchen, Bar, Hydroponics, Custodial Closet, Chapel Office, Crematorium, Library, Theatre, Law Office, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster
  Bartender 1 Service Bar
  Chef 2 Service Morgue, Kitchen
  Botanist 2 Service Morgue, Hydroponics
  Quartermaster 6 Supply Maintenance, Cargo Office, Mining, Mining EVA, Cargo Bay, Quartermaster
  Cargo Technician 3 Supply Maintenance, Cargo Office, Cargo Bay
  Shaft Miner 3 Supply Cargo Office, Mining, Mining EVA
  Clown 1 Miscellaneous Theatre
  Mime 1 Miscellaneous Theatre
  Janitor 2 Service Maintenance, Custodial Closet
  Librarian 1 Miscellaneous Library
  Lawyer 3 Miscellaneous Brig, Courtroom, Law Office
  Chaplain 3 Miscellaneous Morgue, Chapel Office, Crematorium
  Chief Engineer 14 Engineering Brig, Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Atmospherics, Telecommunications, CE Office, Bridge, RC Announcements, Keycode Auth., EVA
  Station Engineer 7 Engineering Construction, Maintenance, Engineering, Power Equipment, External Airlocks, Technical Storage, Telecommunications,
  Atmospheric Technician 3 Engineering Construction, Maintenance, Atmospherics
  Chief Medical Officer 11 Medical Brig, Medical, Genetics Lab, Morgue, Chemistry Lab, Virology, Surgery, CMO Office, Bridge, RC Announcements, Keycode Auth.
  Medical Doctor 3 Medical Medical, Morgue, Surgery
  Chemist 2 Medical Medical, Chemistry Lab
  Geneticist 4 Medical Medical, Genetics Lab, Morgue, Science
  Virologist 2 Medical Medical, Virology
  Research Director 15 Science Brig, Genetics lab, Morgue, Science, R&D Lab, Toxins Lab, Robotics, Xenobiology Lab, RD Office, Bridge, RC Announcements, Keycode Auth., AI Upload, Teleporter, Gateway
  Scientist 4 Science Science, R&D Lab, Toxins Lab, Xenobiology Lab
  Roboticist 4 Science Morgue, Science, Robotics, Technical Storage
  Head of Security 20 Security Brig, Security, Holding Cells, Armory, Forensics, Courtroom, HoS Office, Medical, Morgue, Science, Construction, Maintenance, Engineering, Bridge, RC Announcements, Keycode Auth., Gateway, Personal Lockers, Cargo Office, Mining
  Warden 5 Security Brig, Security, Holding Cells, Armory, Courtroom
  Detective 5 Security Brig, Forensics, Courtroom, Morgue, Maintenance
  Security Officer 4 Security Brig, Security, Holding Cells, Courtroom

Combination of Access

Something important (and annoying) to note about accesses is that some doors on the station require multiple accesses to be present on the ID card before the door will open.

One example of this is the secure area of tech storage. The door to enter the secure area requires that access to technical storage and the bridge be present. Consequently, this means only two people (by default) have access to this room: the Chief Engineer and the Captain.

Would like to have a table here of doors that need a combination of accesses.

Useful Information

Useful information will go here (obviously).

  • Give the clown all access.
  • When you change any access on a card, the changes are IMMEDIATELY applied.
  • If the console loses power while there are IDs in it, the only way to get the IDs out is to screwdriver the computer (disconnecting the monitor) or to wait until power returns.
    • You can put IDs into the console even if it is not powered, so be careful if you have no way of getting them out again.
  • If you apply the "ID Console" access to a blank ID and leave this ID in the "confirm identity" slot, you won't need to take your ID off every time you want to modify accesses. Just be sure to not leave this ID unattended in the console, as it will effectively grant anybody who happens to be able to get to the computer the ability to abuse the console.
  • Unless otherwise stated by your captain or the respective head (or somewhere on the wiki), you don't need to ask permissions of the head of staff to assign someone to their department. Just use your best judgement and check the Crew Manifest. If there are already 5 scientists, you probably don't need to assign another. It also doesn't hurt to ask the head of staff if they'd like another person in their department.