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DM Hater Combo, UL board and Halo Board FS/UK

deadbox

Moving On
Oct 27, 2005
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Fire modes on the Hater Board:

(Please note the firing mode order on the back of the HATRED box does not
correspond the actual order.)​
1.​
Semi Auto/NPPL – 1 trigger pull = 1 shot fired.
2.
PSP Mode – The first three shots are semi auto. On the 4th shot,
the gun will shoot in 3 shot bursts. This burst mode will continue
as long as the trigger is being pulled. After a one second delay of
trigger inactivity, the 3 shots semi-auto sequence will restart.

The global ROF cap must be set to 15 bps to comply with PSP
rules.
3.
NXL – The first three shots are semi auto. On the 4th shot, the
user may hold in the trigger and the gun will shoot in full auto until
the trigger is released. After a one second delay of trigger
inactivity, the 3 shots semi-auto sequence will restart.

The global ROF cap must be set to 15 bps to comply with NXL
rules.
4.
Millennium – Ramping mode specifically designed for Europe’s
Millennium Series.
5.
Ramping – Uses a linear ramping algorithm to increase your rate
of fire. You can choose when you want your marker to start
ramping and how fast your marker will ramp.

The ramp deactivation is always 2 bps lower than the ramp
activation.

Each “programming click” corresponds to a 10% increase in
ramping speed. Eg: 1 click = 10%, 10 clicks = 100%, 20 clicks =
200%

The ramping percentage and ramp activation settings in the
programming menu are GLOBAL settings. Any other firing mode
which has a ramping subroutine will use the ramp activation and
percentages as dictated by the programming menu.
6.
Full Automatic – The gun will shoot in full automatic for as long
as you hold down the trigger.
7.
Auto Response – The marker will fire once when the trigger is
pulled and once when the trigger is released. This is essentially a
100% ramping mode with a 0 bps activation.
8.
PSP Style Ramping – The first three pulls are semi auto. On the
4
th shot, the marker will fire in ramping mode. After a one second
delay of trigger inactivity, the three shot semi-auto will restart.
9.
PSP Style Auto Response - The first three pulls are semi auto.
On the 4
th shot, the marker will fire in Auto Response mode. After
a one second delay of trigger inactivity, the three shot semi-auto
will restart.
10.
PSP Breakout Mode – The first trigger pull is full auto then the
marker will convert to PSP mode.
11.
Laning Mode – The first three trigger pulls are semi auto; the
next three trigger pulls are full auto; then, the marker converts to
semi-automatic.
12.
Fast Start Mode - The first three trigger pulls are semi auto; the
next 100 trigger pulls are Auto Response; then, the marker
converts to semi-automatic.
13.
Semi/Auto Response Transition – The first three pulls are semi
auto; the gun then converts to Auto Response mode.
14.
Semi/Ramping Transition – The first three shots are semi auto;
the marker then converts to ramping mode.
15.
Semi/Full Auto Transition – The marker will shoot an unlimited
number of shots in semi auto as long as the trigger pulls are all
LESS than 8bps. Once 8 bps is achieved, the marker will convert
to full auto.
16.
Ramping/Semi Transition – For the first 300 pulls, the marker
will be in ramping mode; after the 300
th pull, the marker will
convert to semi auto.
17.
Full Auto/Ramping/Semi Transition- The first pull is full auto;
the next 300 pulls are ramping; then the marker will convert to
semi auto.
18.
Semi/Full Auto/Ramping Transition- The first 10 pulls are semi
auto; the next three pulls are full auto; the marker then locks into
ramping mode.
19.
Two Shot Burst – For every trigger pull, the marker will fire two
paintballs.
20.
Three Shot Burst – For every trigger pull, the marker will fire
three paintballs.
21.
Four Shot Burst – For every trigger pull, the marker will fire four
paintballs.
22.
Musket Ball Mode – This is essentially a dwell ramp mode. The
user must hold in the trigger to “charge” their marker. The gun
actually fires on the trigger release. When the trigger is first
pulled and held down, the software will start at the user set dwell
(18 ms default) minus 10 ms. Over the course of five seconds,
the software will add 2 ms of dwell up to the user set dwell for
every second the trigger is continually depressed. After 5
seconds, the marker will be fully charged.

If the user just pulls the trigger and immediately releases, the
paintball probably won’t make it out of the barrel; if the user holds
the trigger for 3 seconds, the velocity of the paintball will be

extremely low, etc.