Command: .squelch GameID
Parameters: GameID; the pilot handle of the player
Available: Online
This command prevents text from the named GameID from reaching your chat buffer for display. It stays in effect for the entire game session, but once you exit the game it resets.
This command also will prevent the named GamedID from being heard over your VOX channels.
The command can be executed multiple times, so it is possible to squelch multiple game ID's.
| Command: .sqdpermission GameID Permissions Parameters: GameID; the name of the player in the squadron Permissions; The permissions granted to the squadron member. Available: Online This command is used to change the permissions of a squadron member. Only the CO of the squadron can execute this command. The following table details the permission options.
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The radio bar has a text area for typing in messages and five radios, with the pressed button showing which radio is tuned. The items selected in the drop-down boxes show which channel a radio is tuned to.
Radios are tuned by selecting a channel from a drop-down box or by using the .radio command. The dot command is ".radio number channel". For example, to tune radio 3 to channel 2, the command would be ".radio 3 2". To tune a private channel to another player on radio 3, use the command ".radio 3 GameID".
Channels
The colored text in the radio buffer corresponds to the channels as follows:
The key commands to pull up the radio already tuned to the desired channel are as follows:
Radio 5 is the voice channel. You'll need a microphone connected to your computer in order to talk to other players in the game.
Squelching and Unsquelching
In Aces High, channels or players may be squelched so that their messages no longer appear in the radio buffer. Use the squelch and unsquelch dot commands for this purpose.
To squelch a player, simply type ".squelch GameID" into the radio text bar using the player's game id. To unsquelch, type in ".unsquelch GameID".
Channel 1 may be squelched with ".squelch 1" and unsquelched with ".unsquelch 1".
Squelching and unsquelching channel 6 toggles the game kill messages on and off. As with channel 1, use ".squelch 6" and ".unsquelch 6" for toggling between squelched and unsquelched.
Entering ".unsquelch all" into the radio text bar will unsquelch all players and channels.
Dot commands are entered into the radio buffer as an alternative to the graphical user interface. They are called "dot" commands because whenever the first character in the chat buffer is a period, or dot, the following characters are interpreted as a command. You can type ".help" in the chat buffer to get a list of all dot commands.
Commands Available Online
| Dot Command | Parameter | Action | Example |
| accept | GameID |
Accepts GameID into your plane as an observer or as a gunner |
.accept Skuzzy |
| cstat | This command displays your country status in the clipboard. | .cstat | |
| decline | GameID | Declines a join request from GameID (see .join) | .decline Skuzzy |
| p | GameID Text |
Send a private chat message of Text to GameID in whatever arena GameID is currently logged into |
.p Skuzzy Hey man. I'm in lobby |
| radio | Number Channel | Tunes a radio chat buffer Number (1 - 5) to Channel. You can see what channel numbers are availabe here | .radio 1 2 |
| report | GameID | This command registers a complaint about GameID's text abuse. Abuse of the command itself is not tolerated. | .report sudz |
| s | GameID | This command sends a salute to a player. Salutes are commonly used to express a good fight. | .s sudz |
| showjoin | 0 or 1 | This command changes the way join requests are presented to you: 0 (zero) = Join requests will be displayed in your message bar. 1 (one) = Join requests wil be displayed using a pop up window. | .showjoin 0 |
| sqdaccept | This accepts an invitation to join a squad. | .sqdaccept | |
| sqddecline | This declines an invitation to join a squad. | .sqddecline | |
| sqddisband | This will delete the squadron (Only available to the squad Commanding Officer) | .sqddisband | |
| sqdeject | GameID | Removes GameID from your squad | .sqdeject sudz |
| sqdinvite | GameID | Sends an invitation to GameID offering to join your squad. The invitaion will be displayed to GameID the next time he logs into the arenas. | .sqdinvite sudz |
| sqdname | SquadName | Changes your current squad's name to SquadName | .sqdname USAA 160th FG |
| sqdpermission | GameID Permissions | Gives squad member GameID permissions to do squad action reserved for the CO. See squad permissions | .sqdpermission sudz 2 |
| sqdwebpage | WebPageURL | Sets the web address for the squad. | .sqdwebpage www.160thFG.com |
| sqdwithdraw | This command is used to withdraw from a squadron. If the CO executes this command, the squadron is disbanded as well. | .sqdwithdraw | |
| squelch | GameID |
This command prevents text from the named GameID from reaching your chat buffer for display. It stays in effect for the entire game session, but once you exit the game it resets.
This command also will prevent the named GamedID from being heard over your VOX channels.
The command can be executed multiple times, so it is possible to squelch multiple game ID's. |
.squelch happy16 |
| sr |
Squad Roster - this command is used to display the members of your squad and what arena the are currently flying in. |
.sr | |
| unsquelch | GameID or ALL |
This command restores text and voice from the named GameID to your chat buffer for display. Use 'ALL' instead of GameID when you want to reset all players you've squelched. |
.unsquelch ALL |
| vreport | GameID |
This command registers a complaint about a persons voice/VOX abuse. Abuse of the command itself is not tolerated. |
.vreport sudz |
| vsquelch | GameID |
This command prevents voice from the named GameID from reaching your speakers. It stays in effect for the entire game session, but once you exit the game it resets.
The command can be executed multiple times, so it is possible to vsquelch multiple game ID's. |
.vsquelch sudz |
| vunsquelch | GameID |
This command restores voice/VOX communications from the named GameID. |
.vunsquelch sudz |
Commands Available In Flight
| Dot Command | Parameters | Action |
Exampl |
| ef | End Flight - takes you out of flight and back to the tower. You should be stopped before attempting this. | .ef | |
| speed | MPH | Sets your speed between 100 and 400 MPH | .speed 250 |
| salvo | DropCount | While dropping bombs, this command will drop DropCount bombs with one press of the fire key. | .salve 5 |
| delay | Seconds | Delays the time between individual bomb drops from 0.05 seconds to 1 second |
.delay 0.5 |
Commands Available When Not In Flight
| Dot Command | Parameters | Action |
Example |
| fly | Launchs you onto the runway in the plane you last selected from the hangar | .fly | |
| country | 1, 2, or 3 | Changes your country: 1 = Bishops, 2 = Knights, 3 = Rooks | .country 2 |
| move | FieldNumber | Move you to field FieldNumber | .move 72 |
| handle | NewGameID | Changes your GameID to NewGameID. Note there is a time limit between changing your handle again. | .handle superSudz |
| plane | PlaneNumber | Changes which plane is your current selection. plane 0 (zero) is a P-51D | .plane 10 |
| fuel | FuelLoad | Changes the amount of fuel loaded on your plane from 0 to 3 (3 = full) | .fuel 2 |
| score | Get your score for the current tour | .score | |
| sqdupload | Used by the squad CO to upload nose art. | .sqdupload | |
| join | GameID | Sends a request to GameID to join him in his plane as an observer or a gunner | .join Skuzzy |
| unjoin | GameID | Detaches you from GameID's plane | .unjoin Skuzzy |
| changeid | NewGameID | Changes your GameID to NewGameID. Note there is a time limit between changing your game id again. | .changeid WWSudz |
| ord | Group# Loadout# | Changes your ordinance loadout to the Group# and Loadout#. These correspond to the ammunition selection on the floor of the hangar. | .ord 3 1 |
Commands Available During Offline Practice
| Dot Command | Parameters | Action | Example |
| det | ObjectName CountryNumber | detonates an object, such as a hangar or barrack, and credits its destruction to Country Number. | .det F02BAB000 2 |
| restore | ObjectName | restores ObjectName to full health. | .restore F02BAB000 |
| save |
[planes|fields|var|obj] (none of these saves all) |
saves arena configurations changed through the Options->Arena Setup menu selections. The configurations include which planes are enable and disabled at which fields (plane), field ownership (field), arena variables (var), and object hardnesses (obj). | .save var |
| load |
[planes|fields|var|obj|filter] (none of these loads all) |
loads the arena configurations that were previously set with the .save command. The only additional option is a filter which screens text chat for words found in the badword.txt file. | .load |
| vset | VariableName Value | variable set - Sets an arena variable to a value. | .vset MuteTime 700 |
| eject | GameID | ejects GameID from the current arena. | .eject happy16 |
| time | HH MM Multiplier | Sets the arena time to HH (hours) and MM (minutes). If given, the arena time will flow at Multiplier * realtime to make the time go faster or slower. | .time 13 15 2 |
| wind | alt heading speed {rise} | Sets a wind to blow at speed (MPH) in the direction of heading (0 - 360) at altitude alt (in feet). If rise is given, you get an updraft or downdraft (-127 - 127 MPH). | .wind 3000 45 30 |
| icon | 1 or 0 | Sets icons are viewed: 1 = FarIconSetting, 0 = NearIconSetting. | .icon 1 |
| reset | CountryNumber | resets a country's fields to the arena's default. | .reset 2 |
| jumptg | TaskGroupNumber | jumps a carrier task group TaskGroupNumber to the next waypoint on its path. | .jumptg 12 |
| setdowntime | ObjectType Dowtime | Sets the down time (in minutes) for a destroyed ObjectType. | .setdowntime 12 20 |
| sethardness | ObjectType Hardness | sets the hardness for ObjectType - the higher the hardness the more difficult to destroy. Its value is how many 1000lb bombs does it take to destroy. | .sethardness 12 0.5 |
| objectdefault | Resets the hardness and downtimes for all objects to the arena default | .objectdefault |

Capturing territory through the use of air, land and sea power is the team objective in Aces High. The arena terrain is divided into three countries (Bishop, Knight, and Rook), with each country starting with an equal number of fields, towns, cities, task groups, factories, and a single headquarter for each country. All countries have an equal amount of territory at the beginning of a war.
Territory is gained by capturing fields. A field consists of an airfield, vehicle field or port, and an adjacent town. The town is normally situated 2-3 miles from the field or port and controls the ownership of the field.
When enough buildings in the town have been destroyed, a white surrender flag will be flown in the town center. While the white flag is flown, 10 troops must be delivered to the command bunker (a.ka. map room) via one of the troop carriers to capture the field. After the tenth troop safely makes it into the bunker, a system message will appear in the message buffer announcing the captured field number and the capturing country.
Trains, convoys, and barges are built into the terrain. Each train, convoy, or barge has a source point and a destination point, and each can be damaged or destroyed while traveling from point to point. Trains, convoys, and barges automatically respawn every ten minutes.
Destroying a train, convoy or barge will add an additional 7 minutes of downtime to any destroyed field or strategic resource that it supplies.(See table below)
Once a train, convoy, or barge has successfully reached it's destination, a new supply convoy spawns.
The C-47, LVT(A)-2, SdKfz 251 and M-3 have the capability to drop supplies on a damaged field or strategic resource to shorten the downtime. These object supplies will repair all resupply-able objects in a one mile radius from the point where the supplies land. The supplies are selected as a loadout option in the hangar and .25 perk points are awarded to the player who dropped the supplies for each object that is affected by the resupply. You cannot resupply the field from which you started your sortie. Field supplies must be flown or driven in from another field.
Field Supplies remove 10 minutes of downtime from destroyed objects at airfields and 4 minutes of downtime from destroyed factories.
A vehicle supply type is also available to repair and supply vehicles with ordnance. When these supplies are dropped, any friendly vehicle within a half mile radius receives a Load Supplies button on their screen. Clicking this button will use the supplies to both repair and rearm their vehicle. If the supplies are unused, they vanish after 15 minutes. Vehicle supplies will not replenish troops or supplies.
The parameters for winning the war can vary, depending on the configuration of the terrain. You can find the current requirements by right clicking on the clipboard map and selecting country status from the menu.
At that time, the arena is reset, a different terrain is rotated in with the country territories randomly set, and a perk point bonus is awarded to players that have been in the winning country for a minimum of 12 hours prior to the end of the war.
The basic categories of strategy targets in Aces High include field targets, strategic resources, city buildings, and supply targets.
The field targets affect availability of field items such as planes, fuel, ammo, etc. Every tower has a chalkboard displaying the field number and the current status of the field targets.
Strategic resources affect the downtime of the field objects they control. (E.G. ammo bunkers at a field will stay down longer if the ammo factory has already been damaged or destroyed.)
The city targets are the buildings within a city and they affect the downtime of town & HQ buildings.
The supply targets are the trains, convoys, and barges that resupply damaged fields and factories.
Each country has a single Headquarters. Destroying the HQ will take down all radar coverage in that country.

In Aces High, the status of any field may be checked by right-clicking on the clipboard map and selecting "Field Status" from the menu. The clipboard's swing out page will show the status of the field nearest your click point. While the swing out page is showing, you may check the status of any field by highlighting that field in the list.
Fuel Availability at the Field
The plane fuel loads available at a field is determined by the percentage of fuel tanks that have been destroyed at the field. The rebuild time depends on what percentage of the fuel refinery was down at the time the fuel tanks were destroyed.
Ordnance Availability at the Field
Ordnance available for aircraft, vehicles and/or boats at the field is determined by the percentage of ammo bunkers that have been destroyed at the field. The rebuild time depends on what percentage of the ammo factory was down at the time the ammo bunkers were destroyed.
Radar Availability at the Field
The rebuild time of a destroyed radar at a field is determined by the percentage of the radar factory that was down at the time the radar was destroyed.
Troop Availability at the Field
Troops must be available for loading on troop transports such as the C-47, M-3 and LVT-2. The rebuild time of destroyed barracks at a field is determined by the percentage of the training facility that was down at the time the barracks were destroyed.
Model Availability at the Field
Fighters, bombers, vehicles and boats must be available for use at a field. Airplanes, vehicles and boats become unavailable when their hangars are destroyed.
City Damage Status
The city damage status indicates the percentage of objects destroyed in a city complex, which then affects the downtime of town buildings.
Refinery Damage Status
The refinery damage status indicates the percentage of damage to a country's fuel refineries, which affects the downtime of the field fuel tanks.
Ammunition Factory Damage Status
The ammunition factory damage status indicates the percentage of damage to a country's ammunition factories, which affects the downtime of the ordnance available at the fields.
Radar Factory Damage Status
The radar factory damage status indicates the percentage of damage to a country's radar factories, which affects the downtime of radar at the fields.
Training Barracks Damage Status
The training barracks damage status indicates the percentage of damage to a country's training barracks, which then affects the downtime of troops available at the fields.
Ack Factory Damage Status
The ack factory damage status indicates the percentage of damage to a country's ack factories, which affects the down time of field ack.
HQ Status
Enemy and Friendly Count refers to sector counters, or the red or green squares in the map sectors, for friendlies and enemies. If a country's HQ is destroyed, then all radar and sector counters for that country are disabled. As the HQ becomes damaged the radar components are destroyed in this order: friendly counters, enemy counter, friendly radar and enemy radar.
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