docs
1.Safety ↑ Back to Top
WARNING ! : Rebounding projectiles can be dangerous !
All Players and spectators must take precaution including eye protection
1.1.Battery Care ↑ Back to Top
Never leave a charging battery unattended.
Always charge in a non-flammable area.
Discontinue use if the battery becomes hot whilst charging.
1.2.Airsoft gun power ↑ Back to Top
Recommended pellet weight 0.2g (0.007 ounce) Higher weights can be used, but we have found that 0.2 has the least bounce back
Maximum impact 3.5 joules
1.3.Getting the Attacksense Commander App ↑ Back to Top
2.Manual ↑ Back to Top
If your just starting, then please read the quick start guide above.
We are constantly improving and adding features to our smart targets, so come back here when you need help
2.1.Game Types ↑ Back to Top
FLASH WHEN HIT
This mode isn’t exactly a round mode, but enabling “Flash When Hit” from the sidebar puts all targets back into their default state of simply flashing each time they recognise a hit and will keep doing this until you initiate a new round. This is especially useful for dialling in a scope or hop up. Setting targets up on a firing range at various distances and enabling this mode is great during lunch breaks as it needs no tablet or app to work.
TARGET PRACTISE
This is the most basic scene but can also be the most fun. In Target Practise one target is active at any one time and once shot, the next target is activated. If you don’t shoot a target in time, a miss is registered and the next target activates.
The amount of time you have to shoot each target is determined randomly from a range set by the difficulty level.
Targets reveal in a random sequence, but every target will activate before any target is re-used, so if you have five targets, and choose a round of five shots then every target is guaranteed to be used in that round.
REACTION TEST
This round is similar to Target Practise, but there are good guys. If you shoot a green target then your round is over, so pay attention! Reaction test also starts with a long shooting time allowance that gradually reduces over the length of the round, making targets gradually more difficult to shoot. Using Reaction Test allows you to improve your ability to recognise, take aim and hit targets quickly.
SHOOTING GALLERY
Multiple targets will activate at any time, with good guys in the mix to keep you alert. This time each target is active is calculated based on customisable “recognise”, “aim” and “shoot” parameters that take into account how many targets need to be shot in each sequence.
TIME TRIAL
APPROACH
Set targets up in a line at varying distances from the shooter, then use approach mode to simulate targets approaching towards the shooter. Targets will move “forwards” and “backwards” with random staggers until the shooter hits a target, where the sequence resets and a new approach begins.
SHOOT IN SEQUENCE
Shoot in sequence mode Lights targets up in the order targets appear in the Target Configuration screen. The first target lights up and when shot, the next target lights up and so on until all targets have been shot. After all targets have been shot, the before reveal duration in the difficulty setting is waited and then the sequence starts again. Users can control the number of sequences from the difficulty customiser.
HOSTAGE RESCUE
Build more risk and suspense into a round, with more good guys and delays before bad guys appear. Hostage Rescue is similar to Shooting Gallery with different pace that suits an arena setup.
AMBUSH
After a random delay all targets suddenly appear and have to be shot with the fastest reaction time!
TWO SHOOTER FLIP
Go head to head with another player and see who is the best shot. One player shoots green targets while another player shoots red. The winner is the player who shoots the most targets or if both clear the round completely then the best reaction time wins.
TWO SHOOTER GALLERY
A modern twist on the classic duelling tree game, like Two Player Gallery, one player is green and the other is red. At the start of a round all targets are blank until they are shot. Each target when shot lights up randomly either green or red, and shooting a target turns it to the opposite colour. After the round finishes, the player with the most targets in their colour wins.
2.2.Game parameters ↑ Back to Top
A way of change the characteristics of your game.
Round Number Of Shots (default 16)
The maximum number of targets that need to be shot, you may want to decrease / increase this according to your magazine capacity
Reveal Time – Detection Allowance(s) (default 0.0)
How long to allow the player to notice a target is active
Reveal Time – Aim Allowance(s) (default 0.0)
How long to allow the player to aim for the target
Reveal Time – Shoot Allowance(s) (default 0.0)
How long to allow the player to successfully hit the target
Shoot – Number of taps (default 1)
How many shots are required on a bad guy to kill them, ie for double tap set this to 2
Bolt action time(s) (default 0.1)
When a single shot weapon is selected from “weapon type”, how long to allow between each shot for reload
2.3.Weapon type ↑ Back to Top
2 options
Automatic: suitable for most weapons, rifles, pistols gas or electric
Bolt Action: single shot weapons, ie sniper rifles, a delay can be set in “customise” to allow for the extra reload time
2.4.Custom rounds ↑ Back to Top
For the round builder, it’s a good idea to number or name your targets
Target Labelling or numbering
Custom rounds are programmed to use specific targets in specific places, so before you begin to create a custom round it is advisable to label targets so you know which target needs to be placed where. Once you have labelled each target, go to the Target Manager and edit each target, setting the name of each target according to the label put on each target. This is then stored in the target itself and will be remembered next time the AttackSense Commander app is started.
Configure Targets > click on target required > click on “name” > re-name > save
Click “Custom Rounds” then “Create Round”.
Custom Rounds allow you to place targets around a course then control actions across targets precisely to build immersive training exercises and competition rounds. Each round can be built up from many sectors, with each sector controlling a defined number of targets and the next sector only beginning once all the actions on the previous sector have been completed or have timed out.
Once a custom round has been built, it is saved on the AttackSense Controller app for future use. Playing custom rounds is via the same screen as standard rounds, once a custom round has been built it is presented in the list of available rounds in both Guest Mode and Player Mode.
Custom rounds can use the same target more than once, and can support a maximum of 96 actions minus the number of sectors. For example a custom round with 10 sectors can have a maximum number of targets across all sectors of 86 regardless of whether they are good guys or bad guys.
Preparation
Before you begin to create a custom round, it’s best to set up targets so that you can work easier with custom rounds in the future. Be aware that any targets used in a custom round will need to be present every time a custom round is played, as custom rounds are designed to control specific targets in specific places. If you try to start a custom round without a required target being present then the round will not start.
Place targets
Decide on a layout for your custom round and place targets in the arena of play, and decide on the shooting points for each sector. Make sure that each target will be safe to shoot from the shooting points decided, taking into account spectators and marshals
Example layout
Sectors
Sectors comprise of a set number of targets, the mode targets are revealed and must be shot in, and a customisable difficulty for the sector.
To create a new sector, press the “add sector” button and a blank new sector will be presented. To add targets into a sector, press “select targets” and all targets should light up red to indicate that there are no targets in the sector. Add targets into a sector by shooting or tapping a target to make the target turn green, to remove a target from a sector, tap or shoot it again to turn the target red. The maximum amount of time allowed to select targets is 30 seconds, if a selection timeout occurs then targets are still remembered and pressing “select targets” again will allow more targets to be selected. When you are finished selecting targets press the “finish selecting” button.
By default, the difficulty for a sector is taken from the default difficulty on the main Custom Round settings, pressing the customise button will cause the sector to have its own difficulty settings and changes to the difficulty on the main custom round settings will have no effect on the sector difficulty.
Finally, choose the mode targets will reveal in, the available options are as follows:
- In order – Targets will reveal in the sequence they were selected in the “select targets” process. Targets reveal one at a time and use the “Shooting time” setting in the sector difficulty for each target.
- All in random – Targets will reveal in sequence using a random order each time the custom round is played. Targets reveal one at a time and use the “Shooting time” setting in the sector difficulty for each target.
- Any one – One target will be picked at random and other targets in the sector will not be used. The “Shooting time” setting in the sector difficulty determines how long the target stays on for.
- Any one plus good guys – Similar to “Any one” however the remaining targets in the sector become good guys and the reveal time for the good guys is one third of the shooting time for the activate target.
- All together – All targets will activate at the same time and must be shot to complete the sector. The “Shooting time” setting in the sector difficulty determines how long all targets stay on for. In some sectors with a large number of targets or hidden targets, the maximum 30 seconds is not long enough, pressing on the orange “30” to the right of the shooting time will increase the maximum selectable shooting time to 300 seconds (5 minutes).
Custom Rounds allow you to place targets around a course then control actions across targets precisely to build immersive training exercises and competition rounds. Each round can be built up from many sectors, with each sector controlling a defined number of targets and the next sector only beginning once all the actions on the previous sector have been completed or have timed out.
Once a custom round has been built, it is saved on the AttackSense Controller app for future use. Playing custom rounds is via the same screen as standard rounds, once a custom round has been built it is presented in the list of available rounds in both Guest Mode and Player Mode.
Custom rounds can use the same target more than once, and can support a maximum of 96 actions minus the number of sectors. For example a custom round with 10 sectors can have a maximum number of targets across all sectors of 86 regardless of whether they are good guys or bad guys.
Set target point values (optional)
In Target Manager, press on each target and set the distance and periphery settings for each target to determine the points that will be scored for shooting a target. When you create a custom round, these values are stored against the custom round and will be set when a custom round is started.
Programming a custom round
Once you are ready to start creating a custom round, go to the Custom Rounds menu and choose “Create Round” from the bottom of the screen.
Custom rounds are comprised of the following elements:
Name – This is the round name that will be shown in the available rounds drop-down and will appear in scores.
Difficulty – The default difficulty that controls how long each target stays on for. Setting values in the default difficulty saves time when creating new sectors.
Sectors – Each set of targets to be shot are placed into sectors. A sector creates a gate at which players must complete all actions in before moving on to the next set of targets.
Name your round and save:
With all your targets powered and in the location you want them, add a sector
Then Tap “Select Targets“, all the targets will light red
Tap or shoot the targets you want in the sector, here it’s just one, selected targets will turn green
Tap- “Finish Selecting”
Add another sector, Tap “Select Targets” and the all the targets will light red again
Tap or shoot the targets you want in this sector, just one again
Tap- “Finish Selecting”
Add another sector, Tap “Select Targets” and the all the targets will light red again
Here we are adding 2 targets to the sector
Tap- “Finish Selecting”
Keep going until finished, note that you can use previously allocated targets in another sector
Press the “start test” button at any time to check your layout
The custom round is added to the game type menu on the home screen
2.5.Guest & Shooter mode ↑ Back to Top
Modes
Guest Mode: Use this for casual play, not requiring any form score recording or player names
Shooter mode: Use for when you want to set up a competition, it allows the insertion of player names and stores the coresponding scores over the rounds
2.6.AttackSense ID system - app / card usage ↑ Back to Top
2.7.Configure targets ↑ Back to Top
Each target can be configured individually.
The parameters available are
Name: A useful way to identify each target, you could just number the target in the app and the corresponding physical target for easy identification
Field of view: options – normal/wide/very wide.
Distance: options – normal/far/very far
Target type: Here you can set the image shown in the app, ie large or mini target
Wireless Network: Move this target to another network, see “Wireless Network” section below
Synchronise Startup Display: Use this function for hard wired targets only.
2.8.Move Targets ↑ Back to Top
If you find that the order of your target’s on the app, is not what you want, you can move the order.
Tap and hold a target, then move it up or down in the list
Target order is important in the game “Approach”