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Belgian Amiga Club - ADF Collection
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Professional Football Simulation v3.0 (1990)(MicroSearch)(Disk 2 of 2)[cr CLS][aka Head Coach].7z
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Professional Football Simulation v3.0 (1990)(MicroSearch)(Disk 2 of 2)[cr CLS][aka Head Coach].adf
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Dot_Commands.doc
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1990-11-16
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Section 7
Dot Commands Description
The dot commands request special operations. The following paragraphs
describe each of the dot commands, in alphabetical order. If you are
playing the game in mouse selection mode, click the desired dot command
from the display twice. Any additional choices will be obtained by using
self-explanatory boxes. This remainder of this section is written for a
game in the keyboard selection mode.
Each command is specified by typing a dot ".", typing the two-letter
command, and pressing the RETURN key. Some commands require additional
information on the dot command line, some ask for additional information,
and some require no additional information.
.1R
When Head Coach begins, you are in the playbook mode. After entering a
play call, either offense or defense, you need to press the RETURN key only
once to complete the call. This mode is the "1 Return entry mode." If you
enter the ".1R" command, Head Coach disables the 1 Return mode. When the 1
Return mode has been disabled, Head Coach will continue to ask for a call
until you press RETURN without having typed anything.
The 1 Return mode is disabled until another ".1R" command is entered. At
this time, the 1 Return mode switches.
If you are in the mouse selection mode and not in the "1R" mode, you must
click the "OK" box in the lower right hand of the menu display to complete
a play call.
This mode is particularly useful for more advanced players who use multiple
entries per call. For example, the offense may want to make a detailed
call, set the snap count (.ON command), and specify receivers (.RL
command).
.45
In professional football, the offense generally has 45 seconds in which to
begin the offensive play. Head Coach permits you to either enable or
disable a 45 second delay-of-game clock. When the game begins, the 45
second clock is disabled. Entering ".45" enables the clock.
When the offense is instructed to enter a play call, the 45 second clock is
displayed, but does not actually show 45 seconds. This is because in a
real game, the 45 second clock is begun when the previous play has stopped.
Head Coach approximates what the 45 second clock will be when the offense
gets into the offensive huddle and the quarterback can actually call the
play. In this manner, Head Coach gives the player an amount of time very
consistent with real professional football. If the offense does not
complete a play call before the 45 second becomes zero, a delay of game
penalty is assessed.
The delay of game penalty is not assessed until the offensive play calling
is complete. The offense is not interrupted out of calling the play.
Entering ".45" alternates between enabling or disabling the delay of game
clock.
.AU
Head Coach provides a much more realistic game environment by using the
audibles mode. When in audibles mode, just like in professional football,
the offense may decide to change the called play while at the line of
scrimmage. This is usually done because the defense has apparently called
a defense which will be very effective against the offensive play called.
Sometimes the offense may be looking for a particular defensive setup, for
which the offfense has a good play to use.
While in audible mode, after the offense and defense have made their play
calls, the offense will see on the display the defensive alignment against
the offensive alignment. If the offense does not wish to change the play,
simply press RETURN ( or click OK if in mouse mode). The play will be
executed normally.
However, if the offense would like to change the play, simply make another
play call. The defense will then get a chance to make another defensive
call. In this manner, the game is very realistic. The offense must get
the ball snapped before the 45 second clock elapses, if used, and the
defense must be prepared for the offense to snap the ball at any time.
Remember, if the offense makes any play call after the first, the defense
is given a chance to change the defense. Some experienced Head Coach
players have noted that by reentering the same offensive call, the defense
is given a chance to change but cannot be sure that the offensive play call
was really changed.
.CJ
Sometimes, the colors being worn by one of the teams needs to be changed.
Most often, this happens when the home team uses a light jersey at home
(most teams wear a dark jersey at home). When a team needs to change
jerseys, enter ".CJ". You are asked to enter the name of the team that
must change jerseys.
.CT
The ".CT" command is used to enable a team to be computer controlled or to
disable a team from being computer controlled. After either entering .CT
and pressing the RETURN key or double clicking the CT, you are asked to
enter the name of the team to be processed.
Next you are asked to enter "E" to enable the team as a computer-controlled
team or "D" to disable the computer-controlled team, returning the team to
player control.
.DC
When a team is placed in computer mode, the computer selects the offenses
and defenses. If Head Coach is in "Display Call" mode, the computer
generated calls are displayed. Entering ".DC" alternates between
displaying or not displaying the computer play calls.
.DP
When you begin a game, Head Coach does not display the contents of playbook
calls (the detailed call). To enable the displaying of detailed calls,
enter ".DP". Entering ".DP" alternates between displaying the detailed
call associated with a playbook call and not displaying the detailed call.
.DR
When players are displayed on the screen, either one or two digits are
displayed on each player. The numbers displayed can be either the jersey
number of the player or the rank of the player. Whenever the ".DR" command
is entered, the mode of display is switched between jersey numbers or
ranks. You are told which mode of display will be used. This mode is in
effect until another ".DR" command is entered. At this time, the mode
switches.
Because of limited display space, when a player rank, from 1.0 to 5.0, is
displayed, it is displayed without a decimal point. For example, the rank
for a 3.0 player is displayed as 30.
.FG
To attempt a field goal, enter ".FG", and the field goal attempt is
executed.
.FK
When your team is tackled behind your own goal line for a safety, the ball
is placed on your 20-yard line, and you are instructed to enter ".FK" to
kick your free kick. When the computer requests the free kick, you may
also enter ".RP" (described later) to replay the previous play, which
resulted in the safety.
.GR
You can consult Head Coach for a play recommendation at any time by
entering ".GR". Head Coach evaluates the current situation (down,
distance, score, etc.), and based upon the game plan, displays a
recommendation.
.HE
Entering ".HE" activates the documentation system. You will be presented
with a list of the subjects documented. Click the subject desired, click
the "OK" box and your document is on the screen. Using the mouse you may
browse up and down a line or a page at a time, go to the first or last
page, and search for characters, either forward or backward. Just follow
the instructions.
.IN
Head Coach permits players to be injured when operating in the "injuries
possible" mode. When the game starts, injuries are not possible. To
enable injuries, use the ".IN" dot command. To disable injuries, enter
".IN" again.
If an injury occurs, both teams are informed of the nature of the injury,
and for how many plays the player must remain out of the current game or
subsequent games. When the amount of plays has elapsed, both teams are
informed that the injured player may now reenter the game. The player may
be placed back into the game by using the ".SU" dot command, described
later.
A player may be injured for more than the remainder of the current game.
If league statistics are being maintained, the players' injury status is
saved at the conclusion of the current game. When that team plays again,
and the league statistics are read in, the player will continue to heal
over the required number of plays.
.KM
As was described in Section 3, Your First Game, plays and commands may be
selected by using either the keyboard or the mouse. The ".KM" dot command
switches between the two methods.
.KO
Whenever a kickoff must be executed, you are notified. You are notified by
a special message if in keyboard mode, or in the window title bar if in
mouse mode. Enter ".KO" to execute the kick-off.
.LC
To recall the last call that the offense or defense made, enter ".LC". The
last call that was made is displayed and treated as if the offense or
defense had entered the call again.
.MG
If you are playing a remote Amiga game, you may transmit a message of your
choice to your opponent. After entering the ".MG" command, you are
instructed to enter your message. Enter the message and the message is
transmitted to your opponent.
.MP
If you are using the keyboard mode of play and command selection, the mouse
is not used. Therefore if you are in the keyboard mode Head Coach can turn
off the mouse pointer. Entering the ".MP" command alternates between
displaying the mouse pointer or not displaying the mouse pointer.
.MU
Because the outcome of plays is based upon player abilities, it is very
helpful to be able to see your team lined up against your opponent's team
with the player abilities displayed. Then you can evaluate how your two
teams "match up".
To get the player abilities displayed rather than jersey numbers, use the
".DR" command, as previously described.
Entering ".MU" then places the game in a special matchup mode. You are
asked to enter an offensive play and a defensive play, but the play is not
executed. The formation is displayed so that you can look for favorable or
unfavorable matchups. When you have finished examining the matchups, press
RETURN.
Matchup mode is a very useful tool for evaluating the matchups that result
from the use of special offensive formations.
You remain in the matchup mode until entering another ".MU" command, which
restores normal play calling. You might want to usethe ".DR" command again
to cause the player jersey numbers to again be displayed.
.ND
Normally after messages are displayed on the screen, Head Coach delays an
appropriate amount of time. If you are in a hurry, use the ".ND" command
to eliminate the time delay on messages. This makes for a faster game.
This is especially useful if you want to have two teams play as two
computer controlled teams. By eliminating the delays, and by also turning
off all plotting, a complete game will be played automatically in
approximately 20 minutes.
.ON
Normally the coach sending in the play (you) does not specify the count on
which the ball is snapped, leaving that decision to the quarterback on the
field. However, in certain situations the coach dictates the snap count
for the offense. To specify the snap count, enter ".ON", followed by a
single digit snap count (1 to 9) as follows:
.ON1 Snaps the ball on the first "hut"
.ON5 Snaps the ball on the fifth "hut"
If you leave off the single digit snap count Head Coach asks for the snap
count as follows:
Enter snap count (1 to 9):
Respond by typing in a single digit from 1 to 9 and pressing RETURN.
If you are in the mouse mode, double click the "ON" command. You next see
a requester displayed on the screen. Using the mouse, click the desired
snap count.
.PA
Whenever a point after touchdown attempt must be executed, you are
notified. You are notified by a special message if in the keyboard mode,
or in the window title bar if in the mouse mode. Enter ".PA" to execute
the "point after" attempt.
.PB
When the game started, you called your plays from your playbook by typing
the name of the play. This is the playbook mode. For more detailed,
professional-style play calling, you make detailed play calls. When making
detailed play calls, you are no longer in playbook mode.
If you wish to use only the names of plays from your playbook, Head Coach
must be in the playbook mode. If you wish to make detailed play calls,
Head Coach must not be in the playbook mode.
The .PB command is used to alternate the play calling mode between playbook
mode and detailed mode. The game begins with both teams in the playbook
mode. While in playbook mode, call a SWEEPR play by entering the play name
as follows:
SWEEPR
If you enter a .PB command, the team is switched out of the playbook mode
into the detailed mode. You may still call a play by name, but the name
must be enclosed in apostrophes (') as follows:
'SWEEPR'
.PC
Use the ".PC" dot command to control use of the printer. At any time, the
printer is in one of three possible modes:
Never print
Always print
Inquire before printing
In the never print mode, the printer is never used. If in always print
mode, appropriate information (usually statistics) is sent to the printer
when displayed on the screen.
If in the inquire before printing mode, you will be asked if it is desired
to send the display currently on the screen to a printer.
When you enter a ".PC" command, Head Coach will ask you in which mode you
want the printer to operate. Also, Head Coach will ask if you are using a
single sheet printer. If you use a single sheet printer, Head Coach will
pause at the proper times to allow the insertion of a new sheet into the
printer.
.PM
To add, delete, save, or list plays in a team playbook, enter ".PM". A
list of the three-letter commands is displayed. If you press RETURN
without having entered anything, the playbook maintenance mode is
terminated.
To see a listing of the plays in your playbook, enter LIS. You can request
a listing of all the plays, or enter the name of an individual play to be
listed. The contents of your playbook are displayed on the screen, 20
lines at a time. When 20 lines have been displayed, the display operation
will pause. To continue looking at the playbook contents, press RETURN.
If you have seen enough, press X, then RETURN.
To add a play to your playbook, enter ADD. Head Coach asks you to enter
the name to be used for your new entry. Enter the name, press RETURN, and
Head Coach asks you to enter the contents of the play entry. After
entering the contents and pressing RETURN, the new playbook entry is
stored.
To delete a play from your playbook, you are instructed to enter the name
of the play to be deleted.
When adding a new entry to your playbook, your entry does not have to be a
detailed play call. As explained in Section 5, Calling the Offense, the
entry can be a formation, a dot command, etc.
To save (write) your playbook on a disk, enter "SAV". Head Coach asks you
to enter the name of the file to write. The current playbook for your team
is written on the file you specified.
.PO
Three plotting options are available. If you are in the mouse selection
mode, appropriate self explanatory boxes are displayed. Use the mouse to
click your choices.
If you are in the keyboard mode, after entering ".PO", the computer
displays:
Do you want to see the teams come from the huddle (y or n)?:
Press "Y" or "N" and RETURN. Next you are asked:
Do you want to see the play being executed (y or n)?:
Press "Y" or "N" and RETURN. Finally you are asked:
Do you want the defense to be able to
see the formation (y or n)?:
Press "Y" or "N" and RETURN.
.PS
When the game is started, all plotting is done as fast as possible. If you
would like all plotting to be done at a different speed, enter ".PS". At
this point, the computer displays:
Enter plotting speed 1 (slowest) to 10 (fastest):
Respond by entering the plotting speed, a number from 1 to 10.
If you are in the mouse selection mode, click the desired speed from the
display.
.PU
Whenever you would like to punt (it doesn't HAVE to be fourth down), select
a ".PU", and a punt is executed. You may choose to actually punt or to
fake a punt.
If in mouse selection mode, appropriate boxes will be displayed to allow
you to make your choices. If using keyboard mode, select a fake punt by
one of the following:
.PUF - Fake punt
.PUFL - Fake punt, to the left
.PUFR - Fake punt, to the right
In the fake punt, the punter runs either to the right or left. If you do
not choose either direction, the punter makes the choice.
You may choose from two options if actually punting the ball. You may
choose either one, both, or neither. The first option is the "S" option,
which means that you want the punter to punt short, fearing that a normal
punt would travel into the end zone. The second option is the "O" option,
which means you that would like your punter to punt out of bounds to
prevent a punt return. For example:
.PU - Normal punt
.PUS - Punt short.
.PUO - Punt out of bounds.
.PUSO - Punt short and out of bounds.
.PUOS - Punt out of bounds and short
(same thing as .PUSO).
As with the other commands, if you are in mouse selection mode, appropriate
boxes are displayed to allow you to make your punting choices.
.QU
If you would like to quit playing the game before the game time expires,
enter:
.QU
.RL
Use the ".RL" command to specify which eligible pass receivers the passer
considers when throwing the ball. After entering ".RL" and pressing
RETURN, you are asked to enter the receivers, either by position or jersey
number, that you want the passer to consider. Enter the list as follows:
TE 21 FL
This line instructs the passer to look at the TE (tight end), player number
21, and the FL (flanker). To force a throw to a particular receiver, such
as the SE, enter:
SE
After entering your receiver list, you are asked if the first receiver
named is a primary receiver. If so, that receiver is given special
attention. You must enter either 'Y' or 'N' to indicate whether the first
receiver is or is not a primary receiver.
.RO
Entering ".RO" displays a team roster. You are asked which team to
display. For each player, the following items are displayed:
Jersey number
Position
Name
Rank
The players that are currently in the game are marked with an asterisk "*".
Any player currently injured is indicated with "I", followed by the number
of plays that must elapse before that player may return to the game.
As instructed, when the team roster is displayed, you may choose to select
an individual player to display. The ability ranks as well as the current
game statistics for the selected player are displayed.
Press RETURN when you are ready to continue calling plays.
.RP
To see an instant replay of the previous play, enter ".RP". This plots the
replay at the current plotting speed (set with .PS, described previously).
To see a replay slowed down, enter ".RP", followed by a number from 1
(slowest action replay) to 10 (current plotting speed), as follows:
.RP5 Plots a replay at one-half
(speed 5) plotting speed.
.RT
Using the ".RT" command enables you to play a game with your opponent
seated at a "dumb" terminal plugged into the serial plug on the back of
your Amiga. A player at the dumb terminal cannot see any plotting on the
terminal screen, but play selections can be made and play results
annotated. This works out very well if the remote terminal is in the same
room with the Amiga, situated so that the player at the dumb terminal can
see the Amiga screen when the play is being executed.
If the player at the remote terminal cannot see the Amiga screen, the game
can still be played, but it is a bit ackward. For example most Head Coach
players will agree that the same offensive formation must be used, as the
player at the remote terminal cannot see the plays.
When the ".RT" command is entered, you are presented a series of questions
about the nature of the serial connection to the remote terminal.
.SA
To save the status of the current game for continuation at a later time,
enter ".SA". You are asked to enter the name of a file to use to save the
current game conditions. If you do not enter a file type (a period
followed by the file type; see Section 2, Getting Started), Head Coach will
provide a file type of ".sa".
Later, when starting a game, you can enter the name of the file (you do not
need to enter the ".sa") and the saved game will be continued.
.SC
If you would like to practice your play calling, Head Coach has a special
"scrimmage mode". While in scrimmage mode, you run plays against your own
defense (with the defense wearing jerseys reversed from the offense). The
play is not run to a normal conclusion, only to the point of attack. For a
run, the play stops when the ball carrier arrives at the hole. On a pass,
the play stops when the receiver either catches or misses the pass.
The play results are not counted in the statistics. Entering ".SC"
alternates between scrimmage mode or normal playing mode.
.SE
The ".SE" command displays questions so that you can specify a new
offensive situation -- ball possession, down, distance, position on field,
score, and time remaining. This is not usually used during a game. It is
primarily used for setting up special practice situations.
.SM
Want to play a computer team opponent that gets smarter as the game
progresses? The ".SM" (smart mode) dot command alternates between smart
mode in which the team learns from the progress of the game, and dumb mode
in which the game plan is followed but never modified.
In the smart mode at the completion of each play, the play that was called
(either offense or defense) is evaluated as to the effectiveness of that
call in that situation. The game plan is then modified to alter the
probability of making the same call again in the same situation.
.SP
How about an announcer? The messages are divided into three categories:
All messages
Major messages
Remote Amiga messages
After entering ".SP", Head Coach asks for your choice of messages to be
included. Of course, if "All messages" are requested, major messages are
automatically included. The "Remote Amiga message" is asked only if you
are playing a Remote Amiga game.
.ST
Entering ".ST" displays the current game statistics for both teams. When
you are ready to continue play calling, press RETURN.
.SU
The ".SU" command is used to substitute a player or players for players
currently in the game. There are two modes for substituting players:
normal mode and roster mode.
In the normal mode, the jersey number of incoming players is a part of the
command. In the roster mode, the team roster is displayed on the screen
and the jersey number of the incoming player must be typed. If in mouse
mode, incoming and outgoing players are selected by the mouse.
To substitute a player in the normal mode, enter ".SU", the jersey number
of the player coming in, a period ("."), and the position or jersey number
of the player being replaced. For example, to bring in number 23 to play
halfback, enter:
.SU23.HB
To substitute number 77 for number 73, enter:
.SU77.73
To use the roster mode enter the ".SU" only (no jersey numbers). The
roster of the team is displayed on the screen and you are instructed to
enter the jersey number of the player coming out. Enter the jersey number
of the outgoing player. You are next asked for the jersey number of the
player coming in. Enter the incoming player jersey number.
If you are using the normal mode, you can substitute more than one player
at a time, as follows:
.SU14.07;81.88;65.RG
This substitutes number 14 for number 7 (note the use of the leading "0" in
"07"), number 81 for number 88, and number 65 will play RG. Multiple
substitutions can be placed in the playbook. The substitution can then be
made by entering the playbook name of the substitute command.
.TO
To call time out, enter ".TO". You will be asked to enter the name of the
team calling the time-out. If the team has time-outs available, time-out
is called and the remaining time-outs are reduced by 1. If time-outs are
not available, an appropriate message is displayed.
.TQ
The offense gets the first opportunity to call time-out. If the defense
wants to call time-out immediately, the offense must type it in. By using
the ".TQ" command, the offense will be asked if the defense should be
charged with a time-out before the clocks begin.
This is particularly useful when playing a remote Amiga game, as this
permits the defense to get a time-out called before the offense has used
time off the game clock by making an offensive call.
.TV
How about stopping the game for that all-important trip to the kitchen?
Using the ".TV" time-out will stop the game and all game clocks. Press
RETURN to continue the game.
.WX
Entering ".WX" displays the current weather conditions. After the weather
is displayed, you must answer the following:
Do you wish to change the weather conditions (y or n)? :
If you enter a "Y", and press RETURN, you are asked to provide new weather
conditions.