After starting the Mod and joining a server, you can select your team.
Hint: when joining an ongoing game, it is best to click on Auto-select as it will automatically place you with the team that currently has fewer players.
Members of the Tau'ri (human) team can choose between the following weapons
All of the weapons listed above can be aimed down the sights and also shoulder-fired (except the M9) by hitting the [Zoom] key, drastically increasing their accuracy and reducing their recoil.
In the initial release, Tau'ri have two different types of grenades at their disposal. Three grenades can be carried at the same time.
Additionally, Tau'ri solders carry a standard issue combat knife (the M9 Bayonet) and an Epi(nephrine)Pen for a small health boost. With an EpiPen you can inject yourself or - even better - a teammate for a slightly more potent result of the injection.
Members of the Goa'uld team (here Jaffa soldiers) can choose between the following weapons
The Goa'uld team's primary weapon is the Staff Weapon (in the initial release, this is the only primary weapon available to the Goa'uld team). It fires plasma bolts that cause severe damage to players or objects hit by them. The Goa'uld team's secondary weapon is the Zat (Zat'n'kitel). It fires a burst of electricity, which will only stun an enemy for a short time with it's first shot, taking away half of his health. The second hit will kill. Compared to other Goa'uld weapons, the fire rate is very high.
All Goa'uld weapons have infinite ammo, but after a few shots in quick succession, they will have to cool down or recharge for a few seconds.
In the initial release, Goa'uld have two different types of grenades at their disposal. Again, three grenades can be carried at the same time.
Additionally, a Jaffa never enters a battle without their trusted Jaffa Dagger.
Tau'ri projectile weapons have to be reloaded. A player can carry a certain amount of ammo with him/her.
Instead of having an "ammo pool", like in Counter-Strike for example, ammunition is strictly magazine based. When ejecting a non-empty mag, the player will keep it for later re-use. Magazines will always be cycled through in an order so that the next mag the player's character will take is the one with the most ammo in it. Empty mags will be dropped automatically.
For a normal reload as just described, you simply press the [Reload] button.
Should you run out of ammunition, another player with the same weapon can give you some of theirs by pressing the [Use] key while standing nearby and aiming at you. Alternatively, you can walk over a dropped weapon that of the same type as yours and pick up ammo left within it. Magazines that are not currently used in your gun, will be refilled.
To the upper left of your screen, you can find the radar. The center of the radar represents your own position. Teammates around you are represented by yellow circles. Sometimes objects relevant to the mission are also shown on the radar (typically in blue).
Below the radar, you will find the name of your current location. You can use these names to communicate to your teammates where you are. If two lines are shown, the first line indicates the name of the planet and the second line names the area you are currently in. If it's just one line, it means that the current map is set on a single planet.
To the lower left, you can find your health-bar (red), your stamina-bar (yellow, horizontal) and your ammo-counter (yellow, vertical). The white number represents your spare magazines.
To the top of the screen, in the middle you will find information about the state of the current game or round. For instance, it could be the current objective in an Assault game (see example below), the score of the teams in Capture Alien Technology or Frag Race or the state of the flags in Capture the Flag.
In addition, you can view your statistics and objectives with the [Tab] key (only visible for as long as you press the key).
For instance, in the Assault game mode on Abydos, you will see the following list of objectives as attacker:
The Overview Map (also called "Spawn Selection"), usually opened with the [N] key, shows all areas (or planets, depending on the game mode) in the current map. The orange and green circles are the different spawnpoints you can select, by simply clicking on them. Orange represents Goa'uld, green represents Tau'ri and white icons with a lock in it are spawnpoints that are currently unavailable (but might be unlocked later on, in "Assault" game mode for example).
Ring Transporters offer an easy way of traveling between two points on the same planet, or a space ship in orbit. They are mostly found on planets that are/have been inhabited by the Goa'uld/Jaffa or the Ancients. When activated, objects (and players) inside the rings are teleported to another location. Notice that teleportation is bidirectional: the objects inside the righs are simply exchanged.
Ring Transporters are typically controlled with a Ring Transporter Panel, which has six buttons to enter the destination address to teleport to.
By pressing the [Use] key on the panel itself (not on one of the buttons), you can open the following menu, presenting you with all the different destinations on this planet or spaceships in the orbit you can dial to (if nothing is shown, the Ring Transporter is most likely currently disabled).
Choose one of the available targets and confirm your selection.
The menu closes and the first symbol to dial is highlighted in red color.
Press the respective button by using the [Use] key. When done, the next symbol will highlight and so on.
After entering the sequence, hit [Use] again while aiming at the center of the dialing device and hurry to position inside the Ring Transporter!
You should of course be on the platform before this happens! ;)
Hints: activating the rings is quite loud. Enemies close to your target destination will almost certainly know of your arrival. You can also transport grenades and other objects through the rings. It's all a matter of timing and being in the right position to throw the object into the rings. Of course it is also possible to dial an address manually (i.e., without the menu).
Dial Home Device (DHD)
A DHD is used to dial the address a Stargate should connect to. An address consists of at least six glyphs, followed by the glyph representing the so-called Point of Origin. Notice that in The STARGATE Mod, you do not need to dial the Point of Origin – it is automatically appended when the "red button" in the middle of the DHD is pressed.
In order to dial a Stargate, aim at the "red button" in the middle of the corresponding DHD and press the [Use] key. This will open a menu such as the following (if you do not see a menu, it most probably means that there are no other planets available to dial in this map or at this stage):
Similar as for the Ring Transporter Panel, select the target address to dial to.
A message is displayed in the teamchat, as soon as a member of your team initiates the dialing sequence (only if that player is on the same planet than you are).
The glyphs to dial will be highlighted one after another. Press the [Use] on them to enter the respective glyph.
On the Stargate, chevrons will be activated separately, along with your activation of the corresponding buttons.
Notice that hitting the wrong glyph will most likely make you end up with an invalid address! Press the "red button" in the middle of the DHD to restart from scratch.
When the last glyph has been entered, no button is highlighted any more. In this case, hit the "red button" in the middle of the DHD to confirm the selection.
If you did everything right and the destination Stargate is currently not connected, the Stargate will open and outgoing wormhole to the destination address.
Once the Gate is dialed and open, a message like the following one will be displayed in the team chat:
Notice that even if you entered the destination address correctly, the connection might fail if the destination Stargate is currently connected or if your planet receives an incoming wormhole while you are dialing the DHD.
Hint: of course it is also possible to dial an address manually, provided you can remember it. This allows for even faster dialing, which might be essential during combat.
Zero Point Module (ZPM)
A ZPM serves as an extremely powerful energy source in the Stargate TV show.
ZPMs can be plugged into a ZPM Hub. You can deposit them by touching the ZPM Hub while carrying a ZPM, or by pressing the [Use] key (if this does not work, the hub may just belong to the other team?)
You are not able to use your primary weapon while carrying a ZPM (because of your hands being blocked).
Each of these ZPM Hubs can store up to three ZPMs. Notice that ZPMs can be stolen from your ZPM Hub by the enemy team!