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Data protocol
The infrared signal protocol of our equipment, based on MilesTag II: the shot packet, team and damage codes, and every weapon control command.
Overview
This is the IR signal protocol of our 4th-generation equipment (last updated 10.10.2012). It is based on the MilesTag II data protocol: the 4th generation was designed to be fully compatible with equipment that uses the international MILES2 protocol. Our extended protocol adds commands of its own.
Because the protocol is shared, our game sets work alongside equipment from other manufacturers that use MilesTag 2.
Shot packet
Shot = Header + 14 data bits
Header : one pulse of 2400 µs
Data : 0 ppppppp tt dddd
| | | |
| | | +-- dddd (4 bits) damage, see the damage table
| | +------ tt (2 bits) team colour
| +------------ ppppppp (7 bits) player ID
+----------------- first bit of a shot is always 0
Shot timing diagram
Player ID and team colour
ppppppp player ID, 7 bits (Lite, Nano and HSL ID versions: ID = 50)
tt team colour, 2 bits
00 Red
01 Blue
10 Yellow
11 Green
Damage table (dddd)
| Code | Damage | Code | Damage |
|---|---|---|---|
| 0000 | 1 | 1000 | 20 |
| 0001 | 2 | 1001 | 25 |
| 0010 | 4 | 1010 | 30 |
| 0011 | 5 | 1011 | 35 |
| 0100 | 7 | 1100 | 40 |
| 0101 | 10 | 1101 | 50 |
| 0110 | 15 | 1110 | 75 |
| 0111 | 17 | 1111 | 100 |
Weapon control commands
| Byte 1 | Byte 2 | Command |
|---|---|---|
| 0x80 | 1–100 | Add X health units (never above the original value in the rifle settings) |
| 0x81 | 1–100 | Add X rounds (never above the original value in the rifle settings) |
| 0x82 | – | Reserved |
| 0x83 | 0x00 | Admin Kill |
| 0x83 | 0x01 | Pause / Unpause |
| 0x83 | 0x02 | Start Game |
| 0x83 | 0x03 | Restore Defaults |
| 0x83 | 0x04 | Respawn |
| 0x83 | 0x05 | New Game (Immediate) |
| 0x83 | 0x06 | Full Ammo |
| 0x83 | 0x07 | End Game |
| 0x83 | 0x08 | Reset Clock |
| 0x83 | 0x09 | Change team colour (red becomes green and the other way round; yellow or green becomes red) |
| 0x83 | 0x0A | Initialize Player |
| 0x83 | 0x0B | Explode Player |
| 0x83 | 0x0C | New Game (Ready) |
| 0x83 | 0x0D | Full Health |
| 0x83 | 0x0E | Change shooting power (50% becomes 99%; 50% becomes 49%) |
| 0x83 | 0x0F | Full Armor |
| 0x83 | 0x10 | Double the player’s health units for the round; can be repeated until health reaches 255 |
| 0x83 | 0x11 | Sent by a checkpoint when it is captured |
| 0x83 | 0x12 | Sent by an explosive device imitation when a bomb is defused |
| 0x83 | 0x13 | Reserved |
| 0x83 | 0x14 | Clear Scores |
| 0x83 | 0x15 | Test Sensors |
| 0x83 | 0xE8 | Stun Player |
| 0x83 | 0x17 | Disarm Player |
| 0x83 | 0x20 | Increase shooting power (next value in the damage table) until the end of the round or until the player is killed |
| 0x83 | 0x21 | Raise the rate of fire to 750 shots per minute |
| 0x83 | 0x22 | Double life until the end of the round (cannot be repeated; does not add health a second time) |
| 0x84 | – | Reserved |
| 0x85 | 0x13 | Reserved |
| 0x86 | 0x13 | Reserved |
| 0x87 | 0x13 | Reserved |
| 0x88 | 0x13 | Reserved |
| 0x89 | 0x13 | Reserved |
| 0x8A | 0x00–0x0F | Add X magazines (never above the original value in the rifle settings) |
| 0x8B | 0x00–0x0F | First aid kit: add health according to the damage table (never above the original value in the rifle settings) |
| 0xA0 | 1–100 | Radiation: the player loses X health units |
| 0xA1 | 1–100 | Anomaly: the player gains X health units (never above the original value in the rifle settings) |
| 0xA2 | – | Reserved (used by artefacts) |
| 0xA3 | 0–7 | Reserved (used by artefacts) |
| 0xA8 | 1–16 | Load game settings preset X: 0 Stormtrooper, 1 Hostage, 2 Last hero, 3 Zombie, 4 Commandos |
| 0xA9 | 0–3 | Change team colour to X: 0 red, 1 blue, 2 yellow, 3 green |
| 0xAA | 0–32 | Play sound X |
| 0xB0 | −128–127 | Take away / give health from / to the red team |
| 0xB1 | −128–127 | Take away / give health from / to the blue team |
| 0xB2 | −128–127 | Take away / give health from / to the yellow team |
| 0xB3 | −128–127 | Take away / give health from / to the green team |
| 0xB4 | 0–3 | Respawn team X (0 red, 1 blue, …) |
| 0xB5 | 0–3 | Pause team X (0 red, 1 blue, …) |
| 0xB6 | 0–3 | Kill team X (0 red, 1 blue, …) |
| 0xB7 | 0–3 | Full ammunition for team X (0 red, 1 blue, …) |
| 0xB8 | 0–127 | Respawn the player with ID = X |
| 0xB9 | 0–127 | Pause the player with ID = X |
| 0xBA | 0–127 | Kill the player with ID = X |
| 0xBB | 0–127 | Full ammunition for the player with ID = X |
| 0xBE–0xFF | – | Reserved: weapon configuration commands over the IR channel |
Example: respawn player 12
Byte 1 = 0xB8 respawn the player with ID = X
Byte 2 = 0x0C X = 12




















