> For the complete documentation index, see [llms.txt](https://code-after-sex.gitbook.io/script-documentation/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://code-after-sex.gitbook.io/script-documentation/cas-shooting-range/modes.md).

# Match Modes and Rules

The 11 match modes of the RedM Shooting Range & Competition script, how a round is played, false starts, wrong lane shots, sudden death and every match rule a host can set.

## The modes

| Mode                         | How it is won                                                                                                | Default setup                                                              |
| ---------------------------- | ------------------------------------------------------------------------------------------------------------ | -------------------------------------------------------------------------- |
| **Bottle Shootout**          | First shooter to break every bottle in their lane. A finish within 0.25 s of the other goes to sudden death. | 10 bottles, single round                                                   |
| **First to Break All**       | First full clear of the lane, with any target set. Wooden targets take two hits.                             | Single round                                                               |
| **Best of 3**                | First to 2 round wins. Targets reset between rounds.                                                         | 3 rounds                                                                   |
| **Best of 5**                | First to 3 round wins. A tied decider goes to sudden death.                                                  | 5 rounds                                                                   |
| **Timed Target Challenge**   | Most targets destroyed before the clock runs out. An equal count goes to accuracy.                           | 20 targets, 45 s                                                           |
| **Accuracy Challenge**       | Highest hit percentage. More targets, then speed, break a tie.                                               | 12 cartridges, 60 s                                                        |
| **Speed Challenge**          | Lowest completion time. Every miss adds 0.5 s.                                                               | Single round                                                               |
| **One Magazine**             | One load in the gun and reloading disabled. Most targets destroyed wins.                                     | No reload                                                                  |
| **Head-to-Head Elimination** | Up to 4 shooters. The slowest lane is out each round. Last shooter standing wins.                            | 3 rounds, 4 shooters                                                       |
| **Solo Practice**            | No opponent, no wager. Chase your personal best.                                                             | See [Solo Practice](/script-documentation/cas-shooting-range/practice.md)  |
| **Tournament**               | Eight player single elimination bracket.                                                                     | See [Tournaments](/script-documentation/cas-shooting-range/tournaments.md) |

Bottle Shootout, First to Break All, Best of 3 and Best of 5 end the round as soon as someone clears their lane. Timed, Accuracy, Speed, One Magazine and Elimination wait until every shooter has cleared, run dry or hit the time limit, then compare.

Turn a mode off or change its defaults in `Config.Modes`. See [Configuration](/script-documentation/cas-shooting-range/configuration.md#modes).

## How a round is played

1. **Take your lane.** Every shooter is moved to their own lane on the firing line, facing the targets. If the match weapon is supplied, it is put in their hands.
2. **Countdown.** A three second countdown runs.
3. **Steady.** A hidden pause follows, different every round, between 0.5 and 1.4 seconds. Nobody can time the DRAW call.
4. **DRAW.** Everyone fires. Only hits on your own lane's targets count.
5. **Round result.** A result card shows who won the round and why, with every shooter's time, targets and accuracy. After a short break the next round is set up with fresh targets. When every shooter presses Enter, the break is skipped.
6. **Match result.** When the match is decided, every shooter sees the full result: round by round log, their stats, the money and the rating change.

A round can last at most 5 minutes (`Config.Rules.MaxRoundSeconds`). After that it is decided on what has been destroyed so far.

## False starts

Firing during the countdown is a false start. The host picks the rule:

| Rule                                  | What happens                                                                                                                                     |
| ------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------------ |
| **Warn, Penalty, Forfeit** (standard) | The countdown restarts. The first false start is a warning and a 2 second lockout after DRAW. A second one in the same round forfeits the round. |
| **Strict**                            | Any shot before DRAW forfeits the round.                                                                                                         |
| **Off**                               | Firing is simply blocked until DRAW.                                                                                                             |

In an Elimination match with more than two shooters left, a forfeited shooter sits out the round instead of handing it to one opponent.

## Wrong lane shots

Hitting a target in another shooter's lane never helps. The host picks how hard it is punished:

| Rule                    | What happens                           |
| ----------------------- | -------------------------------------- |
| **+1 Target** (default) | One of your broken targets comes back. |
| **No Count**            | The shot is counted as a miss.         |
| **2s Lockout**          | You cannot fire for 2 seconds.         |

The other shooter's target flashes, so everyone sees who fired into the wrong lane.

## Ties and sudden death

In Bottle Shootout, First to Break All, Best of 3, Best of 5 and Speed Challenge, two finishes within 0.25 seconds of each other count as a tie (`Config.Rules.TieWindow`). In Accuracy, Timed and One Magazine a tie is an equal result on every measure.

With **Sudden Death** on, the tied shooters get a single coin in their lane. The first to hit it wins the round. With it off, the round is tied and nobody scores.

## Ammunition and reloading

The server tracks every shooter's magazine and reserve. Each weapon has its own magazine size and reload time (see [Targets and Weapons](/script-documentation/cas-shooting-range/targets-and-weapons.md)). An empty magazine reloads on its own, and the reload timer runs on the server, so a shooter cannot reload faster than the weapon allows.

* **Ammunition limit** sets the total cartridges for the round: no limit, 12, 18, 24 or 36. With a limit, the first load is in the gun and the rest is in reserve.
* **Reloading** can be turned off. The shooter then has one load only.

## Match rules a host can set

| Rule                 | Options                                                                                                   |
| -------------------- | --------------------------------------------------------------------------------------------------------- |
| **Round format**     | Single, Best of 3, Best of 5                                                                              |
| **Time limit**       | None, 30, 45, 60, 90 or 120 seconds                                                                       |
| **Ammunition limit** | None, 12, 18, 24 or 36                                                                                    |
| **Reloading**        | On or off                                                                                                 |
| **False start**      | Warn, Penalty, Forfeit / Strict / Off                                                                     |
| **Wrong target**     | +1 Target / No Count / 2s Lockout                                                                         |
| **Sudden death**     | On or off                                                                                                 |
| **Friendly fire**    | Off by default. When off, shooters cannot be hurt during the match.                                       |
| **Ranked**           | Counts toward rating and division. See [Ranked Play](/script-documentation/cas-shooting-range/ranked.md). |
| **Visibility**       | Public (listed under Open Matches) or Private (invite only)                                               |
| **Shooters**         | 2, or up to 4 in Elimination, limited by the range's lanes                                                |

The option lists for rounds, time and ammunition come from `Config.Limits`. The server checks every setting a host sends and replaces anything outside the allowed lists with a default.
