admin Posted August 7, 2020 Posted August 7, 2020 Digital Flag - one of this year's hits from LASERWAR, arouses sustained interest among players and has already gained popularity in many clubs. By numerous requests of players we publish a description of game scenarios and settings for this device. You can activate the game set by pressing the button located on the top under the base. This button location prevents it from being accidentally pressed during the game. The activation is accompanied by an audible signal and light indication (color changes: red, blue, yellow, green, violet, blue). Left/Right buttons are used for the navigation in the menu; OK button - select the option; Esc button - cancellation/return to the previous menu.. Global settings To enter the settings menu, press the Esc button while you are in the main menu (scenario selection menu). A window with four sections will be opened. «Info» – contains the firmware version of the Digital Flag and the serial number. «WiFi» – network game settings. The default settings are as follows WiFi enabled SSID(network identifier) - ALPHATAG_NET Key – no password «Scenario» – settings for each scenario «System» – basic device settings System settings The following parameters are set by default: Name: Digital flag (required for the network game) Start delay: 20 seconds (for delayed start during network play). Range: 0 - 3600 seconds. ID: 64 (required for device identification in a network game). Range: 1 - 65534 Volume: 70%. Range: 1 - 100% Language: Russian (English support provided) IR power: 100% (affects the sensing range of the device). IR protoco: MILES II Command mask:RBYG (that is Red/Red, Blue/Blue, Yellow, Green). Sets the colors of the playing teams. If a color is excluded, the device will no longer interact with the players of the excluded team. Game: Digital Flag. The scenario displayed when the device is turned on. Any of the seven available scenarios can be selected. Reset settings (factory reset) Scenario settings Seven scenarios are available to choose from: Digital Flag, Flag Control, Confrontation, Military Base, Outpost, Hospital and Arsenal. DIGITAL FLAG Each team taking part in the game is assigned a flag (the flag will be glowing with the color of the team it belongs to during the game). The task is to capture the enemy flag and deliver it to the home base. Shoot at the game set to capture it. A player who shoots at an opponent's flag must run to his base and shoot at his flag to score a capture. At the end of the round, the flag makes a beep and changes the color to that of its owner. The flag display will show the number of flags captured by teammates. Scenario features: A player who shoots at an opponent's flag cannot hit his opponents. Several players can capture an opponent's flag at the same time. The player who carries the flag loses it if he dies. Settings Round time. Range: 0 - 1440 minutes Team. The color of the team to which the flag will belong in the game. Resurrection time. Range: 10 - 3600 seconds. The period of time after which the flag can be re-captured. Radiation: on/off Delay. Range: 1 to 9 seconds. If the Radiation parameter is enabled, the device will send a radiation pulse once after the specified time after the flag is shot at, causing damage to all players nearby. Power: Range: 1 - 100% Damage caused by radiation. Impulse. In the Digital Flag scenario, the Reanimation command is used as a pulse. It will only work for the players of the team, who own the flag. on/off Pause. Range: 10 to 900 seconds. If the Impulse parameter is enabled, it will be ready for use after the specified time after the game start. The readiness is accompanied by a light indication on the top of the device - the fingerprint button is glowing blue. Quantity. Range: 1 - 99. The number of pulses emitted. To activate the impulse, touch the button to scan a fingerprint. After using the Impulse you need some time for recharging. In this case, the button will flash to indicate recharging. FLAG CONTROL By default, the flag blinks white. The players capture it with a shot. The flag's color changes to that of the team that captured it. At the end of the round, the flag emits a beep and changes its color to that of the winning team: the team that possessed the flag longer than others. Settings Round time. Range: 0 - 1440 minutes Invading time. Range: 3 - 255 seconds. Within the specified time the flag is captured after the player shot at it. Radiation. Impulse. In the Flag Control scenario, the Reanimation command is used as a pulse. It will only work for the players of the team to which the flag belongs at the moment the pulse is used. As long as the flag is neutral, the pulse usage is not available. CONFRONTATION At the beginning of the game the flag is neutral, and it shines with the colors of all teams. Shoot at the device to capture it. The longer a team has the flag, the more LEDs on the flag are illuminated by the color of that team. At the end of the round, the flag emits a beep and changes its color to that of the winning team: the team that possessed the flag longer than others. Settings Round time. Range: 0 - 1440 minutes Invading time. Range: 3 - 255 seconds. Within the specified time the flag is captured after the player shot at it. Radiation. MILITARY BASE Each team taking part in the game is assigned a flag. In this scenario, it acts as a "base" for the team, where dead players can respawn. The base has a certain strength and can be destroyed by enemy players. In case of destruction, the base stops replenishing the lives of the team it belongs to until the strength is restored. At the end of the round, the flag makes a beep and changes the color to that of its owner. The flag display will show the team name and number of times it base has been destroyed during the round. Settings Round time. Range: 0 - 1440 minutes Strength. Range: 1 - 9999. The amount of damage that must be dealt to destroy the military base. Team. The color of the team to which the base will belong in the game. Resurrection time. Range: 10 - 3600 seconds. The period of time after which the strength of the base will begin to recover (if not max.). Recovery time. Range: 10 - 3600 seconds. The time for which the strength of the base is restored from 0 to 100%. Essentially, it's the rate of the strength recovery. Radiation Impulse. In the Military Base scenario, the Reanimation command is used as a pulse. It will only work for the players of the team, who own the flag. OUTPOST This scenario is similar to the Military Base. The main difference is that the outpost is initially neutral, the teams must capture it. After the capture, the outpost will be able to resuscitate the players of the team that owns it (the Impulse setting must be enabled for that purpose). In order to retake the outpost, it must be destroyed (bring its strength points to zero). At the end of the round, the flag emits a beep and changes its color to that of the winning team: the team that possessed the flag longer than others. The holding time is shown on the display. Settings Round time. Range: 0 - 1440 minutes Strength. Range: 1 - 9999. The amount of damage that must be dealt to destroy the military base. Resurrection time. Range: 10 - 3600 seconds. The period of time after which the strength of the base will begin to recover. Recovery time. Range: 10 - 3600 seconds. The time for which the strength of the base is restored from 0 to 100%. Essentially, it's the rate of the strength recovery. Radiation Impulse. In the Outpost scenario, the Reanimation command is used as a pulse. It will only work for the players of the team, who own the outpost. HOSPITAL By default, the flag is neutral. The players capture it with a shot. The flag's color changes to that of the team that captured it. In this scenario, with the Impulse setting enabled, the flag restores hp of the players from team that is holding it at the moment. At the end of the round, the flag emits a beep and changes its color to that of the winning team: the team that possessed the flag longer than others. The holding time is shown on the display. Settings Round time. Range: 0 - 1440 minutes Invading time. Range: 3 - 255 seconds. Within the specified time the flag is captured after the player shot at it. Radiation Impulse. In the Hospital scenario, the Medic (treatment of injured players) impulse is used. Dead players can't recover hp. It will only work for the players of the team to which the flag belongs at the moment the pulse is used. As long as the flag is neutral, the pulse usage is not available. ARSENAL By default, the flag is neutral. The players capture it with a shot. The flag's color changes to that of the team that captured it. In this scenario, with the Impulse setting enabled, the flag restores the ammo of the players from the team that is holding it at the moment. At the end of the round, the flag emits a beep and changes its color to that of the winning team: the team that possessed the flag longer than others. The holding time is shown on the display. Settings Round time. Range: 0 - 1440 minutes Invading time. Range: 3 - 255 seconds. Within the specified time the flag is captured after the player shot at it. Radiation. Impulse. In the Arsenal scenario, the Restore Ammo impulse is used. It will only work for the players of the team to which the flag belongs at the moment the pulse is used. As long as the flag is neutral, the pulse usage is not available.
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