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Players Manual

Single Player, Multi Player and Pay To Play Models.

Identifying Range Types

  • Single player ranges can be identified by the single controller prim as shown in this graphic (circled in red):

  • Multi Player ranges can be identified by the presence of multiple controller prims as shown in this graphic (circled in red):

    Firing Range controllers circled in red.

  • Pay to Play Ranges can be identified by the presence of float text over multiple controller prims which indicate a fee must be paid to use this range.

Single Player Quick Guide

  • Touch The Controller prim to the left of the range, it looks like a computer terminal.
  • Select the required game mode from the game mode menu.
  • Wait for the countdown to complete.
  • A buzzer will sound to indicate the start of the round.
  • Fire at targets until the end of the round.
  • A buzzer will sound three times to indicate the end of the round.
  • Results will be displayed in local chat.

Multi Player Quick Guide

  • First player touches a Controller prim.
  • Select the required game mode.
  • Additional players can touch unused controllers to join the range while the countdown proceeds.
  • A buzzer will sound to indicate the start of the round.
  • Fire at targets until the end of the round.
  • A buzzer will sound three times to indicate the end of the round.
  • Results will be displayed in local chat.

Pay To Play Quick Guide

  • First player pays a Controller prim the amount stated in float text.
  • Select the required game mode.
  • Additional players can join the round during the countdown by either paying or touching an available controller depending on the indicated float text.
  • A buzzer will sound to indicate the start of the round.
  • Fire at targets until the end of the round.
  • A buzzer will sound three times to indicate the end of the round.
  • Results will be displayed in local chat.

The Players Menu

Game Menu

The players menu is displayed on single player or multi player ranges when a player touches a controller prim and on Pay To Play ranges when the player pays a controller. A limited version of the menu will be displayed on Pay To Play ranges when someone touches a controller and hasn’t paid or isn’t exempt from charges.

The Offline menu option is only available to the range owner and allows the owner to set the range to Offline mode and access the Admin Menu.

The Instructions menu option will deliver a players quick guide to the requester, containing the quick guides above, a landmark to the main TalTECH Weapons store and the URL of this manual.

Dispensing Weapons

The Range owner may decide to allow players to request a range compatible bow and/or gun from the range. If this option is available the Get Weapons option will be displayed in the Players menu. Clicking this option will either queue a gun or bow for delivery to the player or, if the owner allows the range to dispense both guns and bows, will present the user with a menu to select between a gun and a bow. The range will chat a message if the weapon is currently unavailable.

Please Note: We do not warrant or support these free weapons in any way. We would appreciate reports of issues with them, but we will not entertain requests (other than from range owners) for assistance in using them.

Free Fire Game Mode

Free Fire game mode is not limited by the usual round timer but will run until either the user stops shooting targets for some time or until an owner-configured time limit is reached.

Standard Game Modes

Standard Games Modes are (in ascending difficulty): Easy, Normal, Hard and Tough

In standard games, all targets are point scoring targets. Higher dificulty levels display the targets for shorter periods of time and have a larger range of time between targets being shown.

Advanced Game Modes

Advanced Game Modes are (in ascending difficulty): Interesting, Tricky, Challenging and Ego Buster.

These games have the same difficulty rating as their Standard equivalent (Interesting = Easy, Tricky = Normal etc) but randomly introduce targets that the user is not supposed to shoot. If a player shoots one of these targets, the pojnts scored will be deducted from their total rather than added to it.

Scoring Points

Points are scored by hitting valid targets. The targets used in a range is configurable, the owner may select between one of the four target images shown below, or may cusomize the target with their own texture. Each target is split into 5 circles, the center circle will add 5 points to your score, decreasing by 1 point per circle untill you reach the outer most area which scores only one point. The range will keep track of your score and number of hits and tell you your average score per hit at the end of the round. This encourages proper aiming and use of semi-automatic weapons, rather than spray-and-pray of fully automatic guns.

Targets that can be shot

Loosing Points

In Advanced game modes, there are an additional set of textures (shown below) which, when shown on a target prim indicate the player should not shoot those targets. Scoring is identical as with shootable targets, but the points scored are deducted from the score, lowering your total and average.

Targets that should not be shot

The Results

At the end of a round, the range will prim a set of results for that round. The results will be in descending order by score and will show the platers name, total score, number of hits and average score per hit. If any scores are high enough, they will be added automatically to the range stored high scores for that range. They may also be added to a seperate score board if so configured by the range owner.

Viewing The High Scores

To view the high scores, touch the high score prim in the top right corner of the front of the range. You will be presented by a menu of round types that scores have been stored for, just click on the button for the round type you want to see and the results will be displayed in local chat.

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