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Advanced codes

Use advanced codes when you want a code to say more than who, what and how well: how an attack was hit and how many blocked it, how a serve or attack ended, a block assist, how a pass was played, a set's hands, a dig's situation, or an attack on the second ball. This page lists every one with an example.

All examples use the same made-up match: Harbour City at home (*, setter #1) against Northgate (a, setter #11). Each shows what you type, the code Courtside writes, and what the code log reads back.

How to type them​

  1. Type the code as usual, ending with the evaluation: a14X5#.

  2. Straight after the evaluation, type the extras in this order, leaving out what doesn't apply:

    1. how it was played (the subtype): a tip, an assist, overhand, two hands…
    2. how many: blockers on an attack or block, the receiving formation on a reception;
    3. how it ended (the special): out, in the net, referee call…

    So a14X5#T2 is a tip against two blockers, and a14X5=N is just "in the net".

  3. Check the read-back: it says each extra in words. If an extra isn't one the skill takes, the read-back shows it with a ?.

Courtside writes the extras in positions 13 to 15 of the code (Code layout). You can also type them in those columns, DataVolley-style, with ~ for the empty positions: a14AT#X5~4~~T2.

How an attack or a serve ended depends on its evaluation: S after a kill (#) means off the block and out at the side, S after an error (=) means out at the side.

Serve​

You typeCourtside writesReads back
1SQ#*01SQ#Harbour City #1 serve, quick, ace, wins the point
1SM=O*01SM=~~~~~~~~O…serve, medium, error, out long, loses the point
1SH=L*01SH=~~~~~~~~L…serve, high, error, out left, loses the point
1SH-N*01SH-~~~~~~~~N…serve, high, poor, off the net

How a serve ended: on an error, O out long, L out left, R out right, N in the net, Z referee call. On any other serve, N means it touched the net and went over.

Reception​

You typeCourtside writesReads back
a12R+Za12RH+~~~~~~ONorthgate #12 reception, high, positive, overhand
a12R-Wa12RH-~~~~~~W…reception, high, poor, low
a12R#L3a12RH#~~~~~~L3…reception, high, perfect, on the left, three receiving, the left one
a12R=Za12RH=~~~~~~~~Z…reception, high, error, referee call, loses the point

How it was played: L on the left, R on the right, W low, M on the middle line, and overhand as O or Z.

info

Overhand is O or Z. VolleyStation types an overhand pass as Z; DataVolley, and VolleyStation's own .dvw files, write it as O. Courtside takes either and writes O. On a reception error, Z is a referee call instead, as in DataVolley.

How many were receiving (which of them passed): 1 two, the left one; 2 two, the right one; 3 three, the left one; 4 three, the centre one; 5 three, the right one; 6 four, the left one; 7 four, centre-left; 8 four, centre-right; 9 four, the right one.

How an error happened: U unplayable, X body error, P position error, E lack of effort, Z referee call.

Set​

You typeCourtside writesReads back
aK1a11EH+K1CNorthgate #11 set, high, positive, call K1
aK1#a11EH#K1…set, high, perfect, call K1
a11K1#2a11EH#K1~~~~2…set, high, perfect, call K1, two hands
a11K1=5Za11EH=K1~~~~5~Z…set, high, error, call K1, underhand, referee call, loses the point

A setter call on its own (aK1, or K1 for the home team) is the setter's set: Courtside gives it to whoever is setting, and takes the set's target from the attack you type next (C in the first example). See Combinations and setter calls.

Hands: 1 one hand, 2 two hands, 3 bump, 4 other, 5 underhand. How it ended: U unhittable, I net touch, Z referee call.

Attack​

You typeCourtside writesReads back
a14X5#T2a14AT#X5~4~~T2Northgate #14 attack, tense, kill, call X5, tip, two blockers, wins the point
a14X5=H1Oa14AT=X5~4~~H1O…attack, tense, error, call X5, hard hit, one blocker, out long, loses the point
a14X5=Na14AT=X5~4~~~~N…error, in the net, loses the point
a14X5=Ia14AT=X5~4~~~~I…error, net touch, loses the point
a14X5=Aa14AT=X5~4~~~~A…error, antenna, loses the point
a14X5#Sa14AT#X5~4~~~~S…kill, off the block, out at the side, wins the point
a14X5#Xa14AT#X5~4~~~~X…kill, straight to the floor, wins the point

How it was hit: H hard, P soft spike, T tip. Blockers: 0 none, 1–3, 4 a hole in the block.

How it ended, by evaluation:

EvaluationLetters
Kill (#)S off the block, out at the side; O off the block, out long; F off the block to the floor; X straight to the floor; N off the net
Error (=)S out at the side; O out long; N in the net; I net touch; A antenna; Z referee call
Any otherC block control; N off the net

Block​

A block is usually typed after the attack it stopped, with a dot (Dot codes). The blocker's zone is filled in from the attack's: an attack from 4 is blocked at 2.

You typeCourtside writesReads back
a14X5/.3#a14AT/X5~4 (blocked), then *03BT#~~~2Harbour City #3 block, tense, stuff block, wins the point
a14X5!.3+A2*03BT+~~~2~~A2…block, tense, positive, assist, two blockers
a14X5#.3=N*03BT=~~~2~~~~N…block, tense, error, hands and net, loses the point

How: A assist, T attempt. Blockers: 0–3, 4 a hole. How it ended: S out at the side, O out long, F to the floor, X between the hands, N hands and net, I net touch, A antenna, P no jump, T position error, Z referee call.

Dig​

You typeCourtside writesReads back
a14X5-.5D+S*05DT+~~~4~~SHarbour City #5 dig, tense, positive, on a spike
2D+B*02DT+~~~~~~B…dig, tense, positive, after the block
2D#C*02DT#~~~~~~C…dig, tense, perfect, spike cover
2D-E*02DT-~~~~~~E…dig, tense, poor, emergency

The situation: S on a spike, C spike cover, B after the block, E emergency. How an error happened: U unplayable, X body error, P position error, E lack of effort, F to the floor, O out, Z referee call.

Free ball​

A free ball takes only how an error happened: U unplayable, X body error, P position error, E lack of effort, Z referee call.

Attacks on the second or first ball​

To code a setter attacking the second ball (a setter dump), type the setter's attack with the combination PP, straight after the pass:

You typeCourtside writesReads back
a12R+ a11PP#a12RH+ a11AO#PP~3Northgate #12 reception, high, positive; Northgate #11 attack, other, kill, call PP, wins the point
a12R+ a14P2#a12RH+ a14AO#P2~3…#14 attack, other, kill, call P2, wins the point
a12R/ 3PR#a12RH/ *03AO#PR~4Harbour City #3 attack, other, kill, call PR, wins the point
  • PP: the setter attacks the second ball (a dump or a tip).
  • P2: another player attacks the second ball.
  • PR: a player attacks the first ball, usually the other team's overpass (R/ above).

Courtside doesn't add the setter's set in front of these: the attack is the second (or first) touch. After any other pass, dig or free ball, a bare attack gets the setter's set added for you.

All three are in the default attack combinations (Combinations and setter calls); their extras work like any attack's (T a tip, P a soft spike…).