diff --git a/source/audience-display/displays/match-displays.rst b/source/audience-display/displays/match-displays.rst index 52774a8..2bd88c6 100644 --- a/source/audience-display/displays/match-displays.rst +++ b/source/audience-display/displays/match-displays.rst @@ -16,7 +16,7 @@ Match Preview .. image:: images/match-flow-1.png The Match Preview screen displays team names and rankings for the teams scheduled to compete in the next match. The Match Preview is a mandatory screen in the -FCUI process and can even be selected again once the "Show Match Score Bar" button has been pressed until the Match is started. +match start, and can even be selected again once the "Show Match Score Bar" button has been pressed until the Match is started. [*Left*] Qualification Matches - Team rankings are displayed next to their team name and avatar diff --git a/source/audience-display/displays/specialty-displays.rst b/source/audience-display/displays/specialty-displays.rst index e3ee524..5b6db5f 100644 --- a/source/audience-display/displays/specialty-displays.rst +++ b/source/audience-display/displays/specialty-displays.rst @@ -38,7 +38,7 @@ Message :width: 550 | -| A custom message can been displayed using the "Message" tab in :ref:`Match Test/Play ` +| A custom message can been displayed using the :ref:`Message tab ` in Match Play/Test Qual Rank ---------- diff --git a/source/conf.py b/source/conf.py index 1d74302..14a908c 100644 --- a/source/conf.py +++ b/source/conf.py @@ -33,9 +33,18 @@ extensions = [ 'sphinx.ext.autosectionlabel', 'sphinxext.opengraph', - 'hoverxref.extension' + 'hoverxref.extension', + 'sphinxext.rediraffe' ] +# Keep old URLs working after a page is renamed, merged away or split up. Each entry maps the +# source file that used to exist to the one that replaced it, and the HTML build writes a +# redirecting page at the old address. Add an entry whenever a page is deleted or renamed. +rediraffe_redirects = { + 'event-manager/match-play-test/tabs.rst': 'event-manager/match-play-test/index.rst', + 'event-manager/match-play-test/bypass-vs-dq-vs-red-card.rst': 'event-manager/match-play-test/interface.rst', +} + # Configure OpenGraph support ogp_site_url = 'https://fms-manual.readthedocs.io/en/latest/' ogp_site_name = 'FMS Manual' diff --git a/source/event-manager/match-play-test/bypass-vs-dq-vs-red-card.rst b/source/event-manager/match-play-test/bypass-vs-dq-vs-red-card.rst deleted file mode 100644 index 3e5335f..0000000 --- a/source/event-manager/match-play-test/bypass-vs-dq-vs-red-card.rst +++ /dev/null @@ -1,17 +0,0 @@ -.. _match-play-bypass-dq-red-card: - -Bypass vs DQ vs Red Card -================================= - -Significance ------------- - -Bypass and DQ essentially perform the same function to the Driver's Station, but have different outcomes with respect to event Rankings. -Bypass is used when a team is unable to compete due to a malfunctioning robot, but still chooses to participate in the match by standing in the Alliance Station or utilizing a Human Player. -For this participation, the team is awarded full ranking points. Bypass will disable any inputs from the corresponding team's Driver Station and cause the Team Light to flash at a 1Hz rate. - -DQ is used to disqualify a team from a match. A DQ is given to a team which plays a qualification match without having passed Inspection, or simply chooses not to participate in the match. - -The referee will issue a Red Card for a number of reasons, such as rules violations or inappropriate conduct during a match. -If the Red Card indicator is showing when "Commit Score" is pressed the team receives 0 (zero) ranking points for that match (or, in a Playoff match, their alliance loses). - diff --git a/source/event-manager/match-play-test/index.rst b/source/event-manager/match-play-test/index.rst index 398775d..a24420b 100644 --- a/source/event-manager/match-play-test/index.rst +++ b/source/event-manager/match-play-test/index.rst @@ -3,12 +3,43 @@ Match Play/Test ====================== +.. image:: images/match-play-interface.png + +Match Play (and :doc:`Match Test `) are the most commonly used environments during an FRC event. The +screen is used to start and stop matches, disable robots, and control the Audience Display, and it is divided into +three sections. + +Robot Status +------------ + +[*Green Box*] The top of the screen shows the current match number, the match time, the score for each alliance, and a +row of detail for every station. The status of each robot is reported to FMS by the SCCs and Driver Stations, and the +box colors correspond to the two ends of the playing field. See :ref:`Match Play `. + +Match State +----------- + +[*Blue Box*] The buttons down the center step the match through its states — Prestart, Match Start, Commit, Post +Results, and control the audience display. Many of the buttons have dropdowns with additional options. +See :ref:`Match Play `. + +Tabs +---- + +[*Red Box*] Tabs in the lower section provide more detailed information and allow for configuration of match play. + +.. image:: images/tabs-0.png + +* :doc:`Schedule ` - the currently active schedule, and where the match to play is selected +* :doc:`Score ` - the counts for each scoring element, as entered by referees or collected automatically +* :doc:`Status ` - connection information for every robot currently on the playing field +* :doc:`Video Switch ` - manual control of the Audience Display(s) +* :doc:`Message ` - display messages on the background of the Audience Display(s) +* :doc:`Options ` - match timing and other configuration options + .. toctree:: :maxdepth: 1 + :hidden: interface - bypass-vs-dq-vs-red-card - tabs - status-tab - score-tab match-test diff --git a/source/event-manager/match-play-test/interface.rst b/source/event-manager/match-play-test/interface.rst index 7a9449c..e01ebb1 100644 --- a/source/event-manager/match-play-test/interface.rst +++ b/source/event-manager/match-play-test/interface.rst @@ -1,22 +1,19 @@ -.. _match-play-interface: - -Interface -=========== +.. _match-play: Match Play ------------ +=========== .. image:: images/match-play-interface.png -Match Play (and Match Test) are the most commonly used environments during an FRC event. The screen is used to start and stop matches, disable robots, and control the Audience Display. +Match Play (and :doc:`Match Test `) are the most commonly used environments during an FRC event. The screen is used to start and stop matches, disable robots, and control the Audience Display. -[*Green Box*] The top part of the screen shows the current match number, match time, score for the alliances and detail by station. Match time is updated in real time and will correspond with -the same information shown on the LED Displays. The status of the robots at each end of the playing field is communicated to FMS by the SCCs and DSs. The color of each box corresponds to each -end of the playing field, blue for the Blue Alliance, and red for the Red Alliance. Each box includes information on the status of the three robots on each alliance. +[*Green Box*] The top part of the screen shows the current match number, match time, score for the alliances and detail by station. The status of the robots at each end of the playing field is communicated to FMS by the SCCs and DSs. +The color of each box corresponds to each end of the playing field, blue for the Blue Alliance, and red for the Red Alliance. +Each box includes information on the status of the three robots on each alliance. -[*Blue Box*] Match Control is handled using the buttons in the center of the Match Play and Match Test screens. +[*Blue Box*] The match is stepped through its states using the buttons in the center of the Match Play and Match Test screens. -[*Red Box*] The lower portion of the screen changes based on the selected tab to display schedule information, detailed scoring, and more (described later) +[*Red Box*] The lower portion of the screen changes based on the selected tab to display schedule information, detailed scoring, and more (each tab has its own article) Robot Status -------------- @@ -75,17 +72,32 @@ The fields left to right indicate information about the connection state of each All E-Stops and A-Stops need to be in the up (released) position to prestart or begin a match. Prestarting a match with any Stop down will prompt a dialog box to be shown indicated in which Player Station the Stop(s) are down. -Match Control (FCUI) +.. _match-play-bypass-dq-red-card: + +Bypass vs DQ vs Red Card +------------------------ + +Bypass and DQ essentially perform the same function to the Driver's Station, but have different outcomes with respect to event Rankings. + +The bypass checkbox is selected when a team is unable to compete due to a malfunctioning robot, but still chooses to participate in +the match by standing in the Alliance Station or utilizing a Human Player. For this participation, the team is awarded full ranking +points. Bypass disables any inputs from the corresponding team's Driver Station and cause the Team Light to flash at a 1Hz rate. + +The DQ checkbox is used to disqualify a team from a match. A DQ is given to a team which plays a qualification match without having passed Inspection, or simply chooses not to participate in the match. + +The referee will issue a Red Card for a number of reasons, such as rules violations or inappropriate conduct during a match. +If the Red Card indicator is showing when "Commit Score" is pressed the team receives 0 (zero) ranking points for that match (or, in a Playoff match, their alliance loses). + +Match State --------------------- .. image:: images/interface-2.png The buttons in the middle section are used to step through the Match process. In order to be available for use, a match must be selected from the Schedule tab. -This bar is commonly referred to as the "FCUI" or Field Control User Interface (which came from the former version, which was a piece of hardware on the scoring table). * *Prestart* - prepares the field for the upcoming match by configuring the field hardware for the upcoming match - *Prestart can be cancelled if necessary while it's running* + *Once Prestart begins, this button becomes "Prestart Cancel." Pressing it while Prestart is running cancels it immediately. Pressing it after Prestart has completed backs the field out to the pre-Prestart state, and asks for confirmation first. This is the "Back Out" referred to elsewhere in this article.* *In Match Test/Practice/Playoff matches, clicking Prestart will allow for entry of team numbers (in playoff matches this is also used to move teams between stations)* @@ -216,6 +228,17 @@ Alternate Flow .. image:: images/interface-2.png -Some elements of the FCUI have "alternate flows". Above are examples are alternate flows for "Show Match Preview," clicking an alternate (yellow) button will return the FCUI to that step. +Some buttons have "alternate flows". Above are examples are alternate flows for "Show Match Preview," clicking an alternate (yellow) button will return to that step. Also shown is the style for Match Start, which has additional highlighting and padding due to the dangerous nature of enabling robots and starting a Match. +.. toctree:: + :maxdepth: 1 + :hidden: + + schedule-tab + score-tab + status-tab + video-switch-tab + message-tab + options-tab + diff --git a/source/event-manager/match-play-test/match-test.rst b/source/event-manager/match-play-test/match-test.rst index 8089a7d..148472d 100644 --- a/source/event-manager/match-play-test/match-test.rst +++ b/source/event-manager/match-play-test/match-test.rst @@ -5,12 +5,27 @@ Match Test .. image:: images/match-test-0.png -The Match Test functionally is nearly identical to Match Play. When using Match Test FMS will automatically assigns the match number to 999 (or 998 for multi-field events) and the -team numbers to "Test 1" through 6 (unless changed in Settings) and no schedule is displayed. Match Test is used to verify all electrical and scoring components connected to the FMS are operating correctly. +Match Test verifies that the electrical and scoring components connected to FMS are working correctly. It behaves +almost exactly like Match Play, so see :ref:`Match Play ` for the screen, its controls and its tabs — only +the differences are described here. -Note that Match Test uses a specific set of WPA Keys for the corresponding Test Robots, but will use the corresponding WPA key for a team registered for the event when its number is entered into a Player Station. -Note that alternate sets of test robots are available for events with multiple fields, such as the *FIRST* Championship, by contacting support. +In Match Test, FMS assigns the match number 999 (998 for multi-field events) and names the teams "Test 1" through +"Test 6", unless those names have been changed in Settings. No schedule is loaded, so the Schedule tab stays blank. -The schedule tab will remain blank in Match Test. +Match Test cannot consume a schedule and therefore cannot play matches that "count." Use Match Play for Practice, +Qualification and Playoff matches. -Match Test cannot consume a schedule, and therefore cannot be used to play Matches that "count." To play Matches in the Practice/Qual/Playoff tournament, Match Play must be used. +Match Test uses its own set of WPA keys for the test robots. Enter the number of a team registered for the event into a +Player Station and that team's own WPA key is used instead. Alternate sets of test robots are available for events with +multiple fields, such as the *FIRST* Championship — contact support to arrange them. + +Naming a Test Match +------------------- + +The Prestart Enter Teams dialog shows a text box for the match description, which appears only in Match Test. Type a +name of up to 100 characters and it replaces "Test Match" when Prestart is confirmed: FMS writes it to the match's +schedule detail, and it appears in the FMS header and on the Audience Display — the match preview, the lower third of +the score bar, and the results screen. + +This is intended for off-season events that run a playoff tournament in Match Test, where each match can be given a +meaningful name such as "Quarterfinal 1" rather than showing as "Test Match" to the audience. diff --git a/source/event-manager/match-play-test/message-tab.rst b/source/event-manager/match-play-test/message-tab.rst new file mode 100644 index 0000000..1364622 --- /dev/null +++ b/source/event-manager/match-play-test/message-tab.rst @@ -0,0 +1,8 @@ +.. _match-play-message: + +Message Tab +============ + +.. image:: images/tabs-3.png + +Messages can be displayed on all Audience Display instances by typing a title and subtitle and clicking *Send Message*. Messages will be displayed on all instances of Audience Display running on the FMS Network. diff --git a/source/event-manager/match-play-test/options-tab.rst b/source/event-manager/match-play-test/options-tab.rst new file mode 100644 index 0000000..c6f4506 --- /dev/null +++ b/source/event-manager/match-play-test/options-tab.rst @@ -0,0 +1,24 @@ +.. _match-play-options: + +Options Tab +============ + +.. image:: images/tabs-4.png + +Match timing can be adjusted from this screen, for use in such things as demo matches. Clicking *Restore Defaults* will return all three fields to their season-specific standards. +Select *save* after any adjustments for the timing to take effect. Timing can only be changed prior to Prestart. + +* *Timing Items* - Adjust the corresponding time +* *Hide/Unhide Scores in Playoffs* - Hide the red and blue alliance final scores at the end of teleop in Playoff matches +* *Hide Scores* - Hide and unhide red and blue alliance scores on demand +* *Practice Field Mode* - Bypasses some restrictions such as requiring valid scores in order to commit a match + +On the right side of the display there are options for some common operations: + +* *Force Cleanup Lights On* - When not in-match, force the purple "cleanup" lights to illuminate and indicate field staff may begin clearing the field. Cannot be used once the green lights are on (or in games where cleanup lights are not applicable). +* *Force Field Reset Lights On* - When not in-match, force the green field reset lights to illuminate and indicate to teams and field staff that the field is "safe to enter" +* *Awards Mode* - Change the state of lights and motors on the field into a photogenic mode worthy of the awards ceremony +* *Force Event Database Backup* - Force a copy of the event database to be made and written to the USB Drive specified in :doc:`Settings <../settings/backup-config>` +* *Re-calculate Current Rankings* - Runs all teams through the calculator for the given tournament phase +* *Re-calculate District Rankings* - Runs all teams through the calculator for the distirct rankings at the selected event +* *Clear Access Point* - Remove the team number programming from the AP (does not change the 2.4 GHz radio). Useful in situations where a team needs to connect to their machine, but the AP is currently programmed to their team number (such as between finals matches) diff --git a/source/event-manager/match-play-test/schedule-tab.rst b/source/event-manager/match-play-test/schedule-tab.rst new file mode 100644 index 0000000..e55d61d --- /dev/null +++ b/source/event-manager/match-play-test/schedule-tab.rst @@ -0,0 +1,28 @@ +.. _match-play-schedule: + +Schedule Tab +============= + +.. image:: images/tabs-1.png + +Currently active tournament level schedule, in match number order. To play a Match, click on it in the list (the list is disabled once Pre-Start is complete). +The event will automatically advance to the next unplayed Match at the conclusion of each Match (no need to "re-click" each time). To replay a Match, manually select it from the list and confirm the replay upon Prestart. + +* Time - Date/time the Match is scheduled to begin +* Field - Field on which the Match is scheduled to be played +* Match - Number of the Match +* Status - Match Status of one of the following values: + + * Played - Match Complete + * In Progress - Match Running (on any field) + * Aborted - Match was canceled or E-stopped + * (Blank) - Match not yet played + +* Description - Short summary of the Match type +* Blue Alliance / Red Alliance: + + * Score - Alliance score (once Match is complete) + * 1/2/3 - Team numbers in their matching stations + +.. note:: + The schedule tab remains blank in :doc:`Match Test `, which cannot consume a schedule. diff --git a/source/event-manager/match-play-test/score-tab.rst b/source/event-manager/match-play-test/score-tab.rst index 57b3841..ac7a09a 100644 --- a/source/event-manager/match-play-test/score-tab.rst +++ b/source/event-manager/match-play-test/score-tab.rst @@ -14,12 +14,13 @@ At official *FIRST* events, all of the data on the score tab comes from automate .. image:: images/score-tab-0.png -All input values are quantities, not points. It is not necesary for the Scorekeeper to know the underlying score calculations as FMS will automatically convert any quantity inputs to point values. For additional information about each scoring element please see the official game manual or consult your Head Referee at your event. Values in the "Ranking Point Progress" section are read-only progression indicators relative to the associated ranking point. - +All input values are quantities, not points. It is not necesary for the Scorekeeper to know the underlying score calculations as FMS will automatically convert any quantity inputs to point values. +For additional information about each scoring element please see the official game manual or consult your Head Referee at your event. Values in the "Ranking Point Progress" section are read-only +progression indicators relative to the associated ranking point. .. warning:: - Notice that Major and Minor Foul Pts are points credited to the alliance, which means they're calculated off the other alliance's violations. Changing the Major/Minor Foul counts on a given alliance will change the score of the *opposite* alliance. - + Notice that Major and Minor Foul Pts are points credited to the alliance, which means they're calculated off the other alliance's violations. Changing the Major/Minor Foul counts on a given + alliance will change the score of the *opposite* alliance. Referee Completion Warning -------------------------- @@ -37,7 +38,7 @@ Post-Match Comments :align: center | -| If a match is edited by the scorekeeper after the clock expires, or any cards were assigned in the match, a comment window is automatically opened when the Commit button is pressed on the FCUI. +| If a match is edited by the scorekeeper after the clock expires, or any cards were assigned in the match, a comment window is automatically opened when the match is committed. This box can be used for comments regarding why the score was edited after the match ended and these comments will be saved and available later, should a review be necessary. - The box can also be manually requested using the dropdown arrow on the commit button in the FCUI. + The box can also be manually requested using the dropdown arrow on the Commit button. diff --git a/source/event-manager/match-play-test/tabs.rst b/source/event-manager/match-play-test/tabs.rst deleted file mode 100644 index 5ae3970..0000000 --- a/source/event-manager/match-play-test/tabs.rst +++ /dev/null @@ -1,87 +0,0 @@ -.. _match-play-tabs: - -Tabs -=========== - -.. image:: images/tabs-0.png - -The bottom of the Match Play interface has a display window with a number of tabs: - -* *Schedule* - displays the currently active schedule -* *Score* - displays the counts for various scoring elements as they are entered by referees or collected from automated scoring components on the field (:doc:`score tab `) -* *Status* - displays connection information on all the robots current on the playing field (see :doc:`status tab `) -* *Video Switch* - manual interface used to control the Audience Display(s) -* *Message* - display messages on the Background of the Audience Display(s) -* *Options* - configuration options - -Many of these tabs are described in detail below. Status and Score tabs are not described in this article but rather in later articles. - -Schedule --------- - -.. image:: images/tabs-1.png - -Currently active tournament level schedule, in match number order. To play a Match, click on it in the list (the list is disabled once Pre-Start is complete). -The FCUI will automatically advance to the next unplayed Match at the conclusion of each Match (no need to "re-click" each time). To replay a Match, manually select it from the list and confirm the replay upon Prestart. - -* Time - Date/time the Match is scheduled to begin -* Field - Field on which the Match is scheduled to be played -* Match - Number of the Match -* Status - Match Status of one of the following values: - - * Played - Match Complete - * In Progress - Match Running (on any field) - * Aborted - Match was canceled or E-stopped - * (Blank) - Match not yet played - -* Description - Short summary of the Match type -* Blue Alliance / Red Alliance: - - * Score - Alliance score (once Match is complete) - * 1/2/3 - Team numbers in their matching stations - - -Video Switch ------------- - -.. image:: images/tabs-2.png - :align: center - :width: 350 - -| -| The Video Switch tab is used to manually change the state of the Audience Display(s). See :doc:`Audience Display <../../audience-display/displays/index>` Screens for more details on each option. - Select on this interface, via the radio buttons, which screen to show to the Audience (i.e. which screen is active in the Audience Display). It also informs which screen is currently being shown. - Several displays are not selectable via this interface, but serve to inform the user when these are the current active screens (such as Match Results, which must be triggered through the FCUI or Match Review). - -.. note:: - Selecting a display here will make all instances of the Audience Display change - -Message -------- - -.. image:: images/tabs-3.png - -Messages can be displayed on all Audience Display instances by typing a title and subtitle and clicking *Send Message*. Messages will be displayed on all instances of Audience Display running on the FMS Network. - -Options -------- - -.. image:: images/tabs-4.png - -Match timing can be adjusted from this screen, for use in such things as demo matches. Clicking *Restore Defaults* will return all three fields to their season-specific standards. -Select *save* after any adjustments for the timing to take effect. Timing can only be changed prior to Prestart. - -* *Timing Items* - Adjust the corresponding time -* *Hide/Unhide Scores in Playoffs* - Hide the red and blue alliance final scores at the end of teleop in Playoff matches -* *Hide Scores* - Hide and unhide red and blue alliance scores on demand -* *Practice Field Mode* - Bypasses some restrictions such as requiring valid scores in order to commit a match - -On the right side of the display there are options for some common operations: - -* *Force Cleanup Lights On* - When not in-match, force the purple "cleanup" lights to illuminate and indicate field staff may begin clearing the field. Cannot be used once the green lights are on (or in games where cleanup lights are not applicable). -* *Force Field Reset Lights On* - When not in-match, force the green field reset lights to illuminate and indicate to teams and field staff that the field is "safe to enter" -* *Awards Mode* - Change the state of lights and motors on the field into a photogenic mode worthy of the awards ceremony -* *Force Event Database Backup* - Force a copy of the event database to be made and written to the USB Drive specified in :doc:`Settings <../settings/backup-config>` -* *Re-calculate Current Rankings* - Runs all teams through the calculator for the given tournament phase -* *Re-calculate District Rankings* - Runs all teams through the calculator for the distirct rankings at the selected event -* *Clear Access Point* - Remove the team number programming from the AP (does not change the 2.4 GHz radio). Useful in situations where a team needs to connect to their machine, but the AP is currently programmed to their team number (such as between finals matches) diff --git a/source/event-manager/match-play-test/video-switch-tab.rst b/source/event-manager/match-play-test/video-switch-tab.rst new file mode 100644 index 0000000..ab77c90 --- /dev/null +++ b/source/event-manager/match-play-test/video-switch-tab.rst @@ -0,0 +1,16 @@ +.. _match-play-video-switch: + +Video Switch Tab +================= + +.. image:: images/tabs-2.png + :align: center + :width: 350 + +| +| The Video Switch tab is used to manually change the state of the Audience Display(s). See :doc:`Audience Display <../../audience-display/displays/index>` Screens for more details on each option. + Select on this interface, via the radio buttons, which screen to show to the Audience (i.e. which screen is active in the Audience Display). It also informs which screen is currently being shown. + Several displays are not selectable via this interface, but serve to inform the user when these are the current active screens (such as Match Results, which must be triggered through Match Play or Match Review). + +.. note:: + Selecting a display here will make all instances of the Audience Display change. diff --git a/source/event-manager/navigation-and-indicators/tab-navigation.rst b/source/event-manager/navigation-and-indicators/tab-navigation.rst index d1c4a38..89e2ab9 100644 --- a/source/event-manager/navigation-and-indicators/tab-navigation.rst +++ b/source/event-manager/navigation-and-indicators/tab-navigation.rst @@ -13,7 +13,7 @@ Opening View The above shows the Event Manager interface when opened for the first time. The different tools are accessed via the tabs along the top of the window. These tools are: * :ref:`Event Wizard ` - the main interface for setting up the entire tournament. Creating match schedules, input award winners, generating WPA keys, etc. are all done from this interface -* :ref:`Match Play ` - the main interface for starting and stopping matches, managing the score, and controlling the information posted to the Audience screen +* :ref:`Match Play ` - the main interface for starting and stopping matches, managing the score, and controlling the information posted to the Audience screen * :ref:`Match Test ` - the tool used to test the playing field in order to verify proper functionality of all electronics and scoring devices * :ref:`Match Review ` - review or modify the score from a previous match * :ref:`Field Test ` - perform basic initial functionality tests of the playing field (not available in Off-Season version) diff --git a/source/index.rst b/source/index.rst index 6babdfb..d249791 100644 --- a/source/index.rst +++ b/source/index.rst @@ -13,7 +13,8 @@ FMS Manual overview-key-terminology/index .. toctree:: - :maxdepth: 2 + :maxdepth: 3 + :titlesonly: :caption: Event Manager (FMS) event-manager/navigation-and-indicators/index diff --git a/source/scorekeeper-reference/step-by-step/playoffs.rst b/source/scorekeeper-reference/step-by-step/playoffs.rst index 500f126..79060c4 100644 --- a/source/scorekeeper-reference/step-by-step/playoffs.rst +++ b/source/scorekeeper-reference/step-by-step/playoffs.rst @@ -42,7 +42,7 @@ Stay calm, stay hydrated, enjoy the matches. You've got the best seat in the hou #. In case of a tie during eliminations - the tiebreakers found in the Tournament section of the Game Manual should be utilized by the Head Ref #. Awards will be announced during 15-minute awards breaks after round 4, 5, and between finals matches. - * Before leaving Match Play select "Start Break" on the FCUI, and make sure the audio is deselected (so it does not sound the horn during the awards ceremony) + * Before leaving Match Play select "Start Break", and make sure the audio is deselected (so it does not sound the horn during the awards ceremony) * Open the Event Wizard and navigate to the award assignment step * Set the field the Awards Mode * Follow along with the Awards Ceremony and display awards accordingly