F8 → SKIP CURRENT PHASE
ESC → PAUSE / SKIP PHASE
ESC → PAUSE / SKIP PHASE
OPTICSOFF
NVG BATTERY 100%
THERMAL HEAT 0%
NIGHT / FOG SENSOR READY
[N] NVG • [T] THERMAL • LOS LIMITED
MOVE
↻ Putar HP ke LANDSCAPE untuk tampilan dan kontrol terbaik
BLUE SQUAD (5 UNITS)
ORDER: COORDINATED PUSH
[G] Cycle Squad Order
[TAB] Scoreboard
BLUE TEAM
5 ACTIVE
0
10:00
FIRST TO 50
0
RED TEAM
5 ACTIVE
OPERATIONS READY
TEAM DEATHMATCH
BLUE TEAM vs RED TEAM • FIRST TO 50
ALLY TARGET — FRIENDLY FIRE OFF
RELOADING...
ELIMINATED IN ACTION
RESPAWNING IN 5.0s
Deploying back to Blue Team South Bunker
TACTICAL ARENA // 5v5 TEAM DEATHMATCH
LIVE TACTICAL ROSTER (10 COMBATANTS)
WIN CONDITION: 50 ELIMINATIONS
FRIENDLY FIRE: DISABLED
BLUE TEAM (ALLIES)
0 KILLS
RED TEAM (OPFOR)
0 KILLS
Operator Integrity
STANDING
100
/ 100 HP
HHEAL UNAVAILABLE+
M4-VORTEX ASSAULT RIFLE
AUTO
30
/
150
[1] RIFLE
[2] SHOTGUN
[3] PISTOL
OPERATION
IRONFALL.
AKHTAR
LV. 12
LOADOUTPRIMARY WEAPON // CARRIED INTO MATCH
23 GAME WEAPONS • SELECT A LOADOUT BEFORE DEPLOYMENT. IN MATCH: KEYS 1–9 OR [ / ] TO CYCLE ALL. MOBILE: WEAPON BUTTON. EACH HAS UNIQUE RECOIL AND RELOAD MOTION.
MAPSSELECT DEPLOYMENT THEATER
SECTOR 07Open-Air Industrial Compound
LargeOutdoor / Dynamic WeatherMedium to Long
Team Deathmatch 5v5
BOT SETTINGSOPFOR AI CONFIGURATION
COMBAT DIFFICULTY
APPLIES TO ALL AI OPERATORS
VETERAN — Balanced OPFOR doctrine. Bots flank, coordinate and punish mistakes without wallhack precision.
SQUAD ROSTER
TEAM COMPOSITION // TDM 5V5
50ELIM. SCORE LIMIT
10:00MATCH DURATION
5sRESPAWN DELAY
// SYSTEM PAUSED
MISSION PAUSED
MISSION 000 — FIRST DEPLOYMENT
DEPLOYMENT READY.
TRAINING GROUND / CERTIFIED
// OPERATOR CONFIGURATION
SETTINGS
Graphics Quality Preset
HIGH
Mouse Look Sensitivity
1.00
Master Audio Volume
80%
Field of View (FOV)
75°
WEATHER SETTINGS
Dynamic OFF freezes AUTO selection. Manual modes still work. Rain quality is capped by the graphics preset.
Combat Synth Music
Invert Vertical Look
CURRENT INPUT MAP — READ ONLY. The gameplay input layer currently uses direct key codes across movement, combat, vision and tactical-map handlers. Remapping is intentionally deferred to avoid touching multiplayer/gameplay behavior in this UI cleanup.
Movement
Move ForwardW / ↑
Move BackwardS / ↓
Move LeftA / ←
Move RightD / →
SprintSHIFT
CrouchC
SlideCTRL
Jump / VaultSPACE
Tactical LeanQ / E
LookMOUSE
Combat
FireLMB
Aim Down SightRMB
ReloadR
Weapon Slot1–9
Previous / Next Weapon[ / ]
HealH
Vision
Night VisionN
Thermal VisionT
Interface & Tactical
Tactical MapM
Place PingMIDDLE MOUSE
Cycle Ping TypeB
Squad OrderG
ScoreboardTAB
Open Controls SettingsK
Pause / ResumeESC / P
Skip Training PhaseF8
// 5v5 TEAM DEATHMATCH CONCLUDED
BLUE TEAM VICTORY
BLUE TEAM: 50
—
32 :RED TEAM
BLUE SQUAD FINAL STATS
RED SQUAD FINAL STATS