The Targets Menu
The Targets Menu
Each stage can have its own unique target. When we refer to a target in DART Creator, we mean a combination of a target image (the part of the target the shooter sees), a zone image (a separate image which the computer uses to identify various scoring areas), scoring values, and sounds – all of which combine to create a target. The Targets menu provides options for selecting targets, defining a target’s movement, and other settings.
Load Target opens a dialog window that will allow you to choose from a list of previously saved targets. DART comes with more than 100 prebuilt targets and it is possible to create your own using the Target Editor options.
In DART, targets travel along 3D paths. In DART Creator these paths have a beginning point and an end point, which are called waypoints. The Target Path commands allow you to place these waypoints anywhere you like. This allows targets to travel front to back, side to side, up and down, or diagonally. To create the path, simply define the position of the starting and ending waypoints.
Editing target waypoints happens in real time, meaning that as you move the position sliders, you will see the target’s position move as well. This makes it easy to place the beginning and end points of your path.
Note: Although we use the terms ‘beginning’ and ‘end’ to describe the waypoints, targets can travel in any direction regardless of the order of the path waypoints. This is covered below in the Movement section.
Each path is defined by two waypoints. The Waypoint arrows allow you to select which of the two waypoints you want to change.
Sets the horizontal position of the waypoint as a percentage of screen width. A value of 50% places the waypoint directly in the center of the screen. Moving the slider higher (51-100) will move the waypoint to the right. Moving the slider lower (49-0) will move the waypoint to the left.
Note: Using very high or very low horizontal values will place the waypoint beyond the edge of the screen. This can be useful for starting or ending a target’s movement beyond the vision of the shooter.
Sets the distance of the waypoint in yards. Slider values range between 3 and 25 yards.
Sets the height of the waypoint in feet. A value of 0 places the target on the ground. This is useful for human targets or other targets that should remain anchored to the ground. For most silhouette targets, such as the targets used in qualification courses, a value of 3 would place the top of the head at about six feet above the ground.
Once a path is created using the Target Path options, the Movement options allow you to set where along the path your target will start and end. You can also set the time it will take to travel that distance in seconds. There is also an option for previewing target motion.
Describes the starting behavior of a target. A target may be Visible, Rotate In, or Pop Up just prior to movement (if any).
Defines a position along the path that you would like the target to begin. If your target will not move, this will be the fixed position where the target will appear.
Defines a position along the path that you would like the target to end.
Sets the time it will take to travel the distance set by the Start and End position in seconds. Shorter travel times results in quicker target movement.
The Preview option allows you to test the motion of a target while you are working with the motion commands. Click the button to watch the target move along the path. This is very useful for testing target speed.
The Preferences menu allows you to set certain requirements for ending one stage and moving to the next. This is done by defining zone hit requirements. For example, you might require two hits to the target’s head area before moving on. In addition, you can add a recoil effect to the target.
DART targets may have up to eight hit zones. These zones are defined by colored areas in a target zone image. The zone selection boxes allow you to specify which target zones the shooter must hit before advancing to the next stage. An image of the target and target zone are shown so that you can easily determine which target zone should be selected. Click a colored box to select the associated target zone.
Zone Hits Required
Once a zone has been selected, move the Zone Hits Required slider to adjust the number of hits that should be logged in a particular zone. For example, if you wanted to require two hits to the red zone, you would select the red box and move the slider to 2. Any value between 0 and 10 can be selected. A value of 0 means that no hits are required for that particular zone.
The Condition button gives you two options for zone hit requirements: All Zones and Any Zone.
If All Zones is selected, all zone hit requirements must be satisfied before advancing to the next stage. This means that if the red zone is set to 2 and the green zone is set to 1, both conditions must be met before advancing.
If Any Zone is selected, any single zone hit requirement will advance the shooter to the next stage. This means that if the red zone is set to 2 and the green zone is set to 1, either two hits to the red or one hit to the green will be enough to advance to the next stage.
Note: All three rules and requirements – ammo, time, and zone hit requirements – operate on a “whichever occurs first” basis. For example, if you have Max Shots Allowed set to 10 and Max Time Allowed set to 0:03 seconds, the stage could end at 0:03 seconds even if the shooter has not fired a single shot.
The Simulated Recoil slider moves the target after each hit, forcing the shooter to reacquire the target. The higher the value, the more the target will move. A setting of zero effectively turns this option off.
Note: Even when simulated recoil is used, the target will only move when hit. If a shot misses the target completely, the target will not move.
Clicking the Editor button will open the Target Editor menu. These options allow you to adjust certain target settings such as score values and size. It also makes it possible to assemble new targets from scratch.
Note: Creating a completely new target requires the use of a third-party graphics application like Microsoft Paint, or similar program, to draw the target graphics and zone areas. DART Creator can assemble these images into a finished target.