The vehicle commander controls the ammunition type loaded into all the weapons. The commander can give the command to switch ammo types with the following command,

+ammo <gun number>/<ammo type to load>

If you type the command in incorrectly it gives some help as to what weapons and ammo are available.

Note that this command ejects any loaded shells left in the gun, so after this command the weapon must be reloaded from scratch. Thus its probably a good idea typically for this command to be used right after the gunner has fired off a loaded round.


The commander, and only the commander, may assist one of the other crewmembers with the +assist <name> command, which will transfer some of the commanders ticks over to the target.

Exactly how effective the exchange is depends on the commanders Vehicle Commander skill.


Peek works for the commander in exactly the same way as it works for infantry. The vehicle as a whole peeks, so where the commander looks applies for everybody in the vehicle.


A database of all available vehicles can be accessed with the following command :-




The driver, and only the driver, may move the vehicle around using the

+drive <direction> command.


Use this command to change the facing of the vehicle, ie in effect turn on the spot. When a vehicle is +driven the facing of the vehicle automatically changes, but there may be occasions when you want to turn to face an enemy without actually moving from the MUSH room you are in.

+facing <N|S|E|W>

Due to the way the vehicle code works only cardinal points will work.


The driver, and only the driver, may in vehicle vs vehicle combat at short range attempt to gain a position advantage upon an enemy vehicle. Positional advantage means a greater chance of hitting the opponent in the vulnerable rear, while the enemy has a decreased chance of rear hits and a greater chance of hitting the front.

Positional advantage only applies against a single opponent. Repeated positional advantage modifiers provide cumulative benefit. Positional advantage only applies at close range to an enemy vehicle, at long range it has no effect.

+position <dbref of target>


Getting into or out of a vehicle is fairly straightforward.

+getin <dbref>

When not in a warzone no checks are performed, simply being in the same room is good enough. When in a warzone, a certain number of ticks (dependent on vehicle) have to be amassed, and the vehicle must be in the same location as the character wanting to get in.


There are various commands available for mechanics to fix damage vehicles have taken. These are listed here.


Armour damage can be fixed with the following command.

+fix/armour <dbref>/<front|back|side>

To see how much armour a vehicle is supposed to have, look at the +vehicles database for that vehicle. Armour can be patched up fairly quickly.


+fix/crit <dbref>/<critical>

Use the above command to fix critical hits on a vehicle. Uses the Mechanic skill.


System damage can be fixed with the following command,

+fix/sys <dbref of vehicle>

Fixing system damage is usually quite slow, though the level of mechanic skill helps significantly.


All helpfiles related to the commands available to vehicle gunners go in here.


To fire a vehicles weapons, use

*'+gunnery <target>**

The target can be a player name or dbref, or a valid vehicle/bunker objects dbref.

Note that +shoot is still active and is intended to be used for the shooting of small arms, ie +shoot would use the gunners, say, pistol, not the vehicle weapon the gunner is crewing.


Sometimes a given position in a vehicle may have more than one weapon available. A typical example of this would be on most tanks, where a coaxial machinegun is mounted alongside the main armament. The gunner may choose which weapon to use with the following command.

+wepselect <weapon number>


To hitch up a towed gun to a vehicle, use

+hitch <dbref of gun> to <dbref of vehicle>

Motorbikes can't tow guns, aside from that, there is no restriction, beyond a limit of 1 gun per vehicle.

To unhitch a gun from a vehicle, use

+unhitch <vehicle dbref>


To load a vehicle mounted weapon which is out of ammo you must use

+load <weapon number>

You may have to execute this command multiple times. Some weaponry is intended to be crew served, and so it may take several people all loading to attain a reasonable rate of fire.

The Ordnance skill makes this command more effective, and so trained loaders can achieve higher rates of fire than untrained ones.


Towed guns are also treated as 'vehicles' by the code in that they are objects, but their method of operation is somewhat different from tanks and such in that you don't enter them to use them.

So +getin and +getout are not used for towed guns.

Instead you +operate <dbref>. Once you are set as an operator you gain all the commands and penalties subject to vehicle crew, except you remain outside the vehicle and this exposed to enemy fire.

When you operate your visibility is slaved to the visibility of the gun, which means the commander is responsible for peeking and looking, as per normal.

When you want to end your operation of the gun, use


on its own without any parameters and you will be returned to your normal commands.


Fighting vehicles are multi-crewed vehicles. Typically vehicles have a driver, a commander, and one or more gunners. For many vehicles one individual may have different 'caps' as it were, for example going by these rules in a civilian truck the driver would also function as commander as far as these rules go.

Vehicles are inanimate objects by themselves and so do not accumulate ticks on their own. Rather, they are operated by their crewmembers. The commands are broadly speaking the same as those available to infantry, with slight changes (+drive instead of +move, +gunnery instead of +shoot) for example but the basic concepts are the same. A key difference is that while the vehicle is a single unit on the battlefield the operating of it is shared over multiple characters. So the driver is moving while the gunner is shooting and the commander is barking orders, or whatever.

places in a vehicle reveals the positions available for characters to take, reveals which position counts as the commander, which counts as the driver, and any weapons available at that position.

Use +join <place> and +leave to assume a given position inside a vehicle.

In real life the loader is another common position, ie the man responsible for feeding the main gun of a tank or part of the gun crew in a towed gun. Loaders are somewhat optional here in that the gunner can usually handle the weapon by themselves, though with a reduce rate of fire. Loaders do not have a position they must take up, in any case, if you do not have a position you are assumed to be a potential loader, by default. The gunner of a given weapon and all loaders in the vehicle have access to the reloading commands.

As to what the different positions do :

Commanders can +peek, +assist, +vstyle and +ammotype.

Drivers can +drive, +facing and +position

Gunners can +gunnery. Gunners and loaders both can +vreload.


When inside a vehicle any poses you make will just go to those within the vehicle. Its advisable to use the following command to make poses, which all valid targets will see.

+v <text>

This is similar to @emit so it doesn't prefix the emit with anything, this is so you can pose the tank, as well as yourself. While its expected that tank crew will be RPing with each other as well, it'd be cool to put those poses through +v as well so that everybody can see and enjoy!


Vehicles automatically fail all stealth checks. All characters can always see any vehicles that may be in their line of sight.

However the reverse is not necessarily true. A vehicle uses a composite 'intelligence' rating to determine its perceptive abilities based on the combined intelligence ratings of its crew. The commanders intelligence is weighted particularly heavily in this regard, so a smart commander is important.

The commander, and only the commander, may use the +lookout command in much the same way that infantry can.

As the vehicle is treated as one unit as far as stealth is concerned, you don't get the situation where a gunner may see a target which a driver cannot, and similar things. Either all crew can see a target, or no crew can.

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