Your choice will open the panel below it for the button type selected. You may change a button type and with it the function of the selected button with this panel.
You may change the Button name in this panel.
Custom Lead Time
Custom lead time allows you to program a specific lead time to individual buttons. Check the custom lead time box and enter the number of seconds of lead time you need.
Note: If no Custom Lead Time is specified, the default lead time of Zero seconds will apply .
Lag Time automatically adds a specific time to the end of an instance when it is being coded. When you click on the code button to code the instance, SportsCode adds the lag time to the end of the Instance. Check the Lag time box and enter the required lag time. Code Buttons that use a lag time have a green diamond identifier.
For example; You are coding a movie and have a six-second lead time and a two-second lag time for a code button named “Goal”. When you see the “Goal” and click on the button, the instance in the timeline will be eight seconds.
This becomes a fixed length instance and requires that you only click on the button once (to activate it) which makes the coding process faster and easier.
Re-activate Lag Time
When this option is ticked, the lag time of the button will be re-activated to extend the length of the instance if the button is pressed again before the lag time has expired. This is to make provision for more accurate statistical counting of instances when ticked instances are extended, so 2 events of the same type will merge into one event. If this is not ticked, an activated Code Button which is counting down lag time when clicked on again will stop coding the current instance . You will be required to click the button again and create a new instance with the new lag time count down intitiated.
While coding, you will find that you may want to block labels from inserting into certain codes, so the labels do not end up in the wrong code. There are two options to help with this.
Populate Codes in Timeline
Check the populate box to automatically populate the timeline with code rows upon code or capture mode activation.
Block de-activate all
During Code Mode , when the TAB key (or the Enter button in the Toolbar) is pressed, it de-activates all code buttons that are currently active. When this option is ticked, the code button will not respond to the TAB key or the Enter button.
Block all labels
Stops the code button from accepting any label. The instance will never have any labels inserted in it.
Block labels unless last down
Stops a label from inserting into an instance unless it was the last code button pressed down. To effectively use this property, the coding process must be done sequentially to guarantee that the label inserts into the correct code.
Tick the Notes checkbox to activate the Instance Note dialogue feature, then choose whether the feature will appear when the code button is activated or when it is deactivated.
The button ID for a button is an alternate way of calling on the button other than using its name, this feature has far reaching implications for statistical commands. Button IDs should be unique, but do not have to be. We recommend using some type of naming convention like player01, player02, player03, etc. Within stat commands, we can change code names according to certain conditions and then push the button down to code it
To speed up your coding, instead of using your mouse to press (activate) your code or label buttons, you can assign a hotkey to a button. Using hotkeys will be considerably faster when you are coding, than moving and clicking your mouse or mouse pad.
Click on the Hotkeys box. Press the key or key combination you want to use. Combinations can be configured using the modifier keys COMMAND, OPTION, CONTROL, and SHIFT. Press the modifier keys first, then the character you want to assign. Note: You can use up to three modifier keys at once plus one character. This allows for over one thousand individual hot key combinations. There are some combinations reserved for the system, most of these use the COMMAND key.
This is a box for entering free text as a description or information about the button. When you hover the cursor over the button the Tool Tip description will be displayed. The text entered here will have no effect on the timeline.
Button type – Label
Label group information can be added to a label by clicking on the Group field below the Label name for a label button. Adding a group to a label is recommended as it makes organizing and sorting in the sorter and matrix easier and more powerful. An example of group might be “PLAYER”. If “PLAYER” is added as a group to a number of player label buttons, these labels will be grouped in the matrix together or in the sorter, the labels can be sorted by frequency. When you mouse over a label in the Code Window, the group to which the label belongs is displayed.
The label insertion sequence can be altered to either insert the label after an activation link is fired off or before a deactivation link is fired off. This can help determine to which instance a label is or is not inserted into.
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