What Courtside fills in
You type as little as a shirt number, and Courtside works out the rest from the rally so far. This page lists every rule, so you know what a short code will become. The read-back line always shows the full code before you press Enter, so you can check.
The examples use the season's default settings. You can change the defaults in Settings → Typing.
Team and shirt number
- No team prefix means the home team:
8is*08. Typeafor the away team:a8isa08. - One-digit numbers get a leading zero.
The skill
When you don't type a skill letter, Courtside picks one:
| The touch before | A bare number is | Example |
|---|---|---|
| Nothing (the rally's first code) | the serve | 7 → *07SH+ |
| The other team's serve | the reception | after a05SH+, 9 → *09RH+ |
| Anything else | the attack (the season's default skill) | after *09RH+, 11 → *11AH+ |
So after the other team's attack, a block or an overpass, a bare number is the counter-attack. Courtside doesn't write a dig you didn't type. To code the dig, type D: 8D.
A whole rally on one line, with the away team serving and #3 as the home setter:
a5 9 3E 11 a2 8D 11#
| Typed | Becomes | Why |
|---|---|---|
a5 | a05SH+ | The rally's first code is the serve. |
9 | *09RH+ | Straight after the other team's serve: the reception. |
3E | *03EH+ | A set, typed with E. |
11 | *11AH+ | A bare number is an attack. |
a2 | a02AH+ | After the other team's attack: the counter-attack. No dig is written for away. |
8D | *08DH+ | A dig, typed with D. It takes the attack's type. |
11# | *03EH+ *11AH# | An attack after the team's own dig: the setter's set is added in front (see below). |
To code a set yourself, type E: 3E.
Two settings change this, in Settings → Typing:
- Skill for a number with no letter (default: Attack).
- Read a number after the other team's serve as the reception (default: on). Turn it off and a number after a serve takes the default skill too, which is how VolleyStation reads it.
The serve from the rotation
Courtside follows the rotation, so once a set's first point is played it knows who serves next: the team that won the last rally, and its player in zone 1. The empty command line says so: a05 serves: type + or the passer.
At the start of a rally you can then leave the serve out:
| You type | Courtside reads it as | You get |
|---|---|---|
+ | the server's serve, rated + | a05SH+ |
Q- | the server's serve, quick (jump), rated - | a05SQ- |
S | the server's serve, default rating | a05SH+ |
7- | the receiving team's #7 passing it | a05SH+ then *07RH- |
7R# | the same, with the skill typed | a05SH- then *07RH# |
When you start with the passer, the serve's rating comes from the pass, as in a dot code: a - pass means a good serve (+), a # pass means a poor one (-).
If you type anything else, it's read as typed. If you type the serve for the wrong player, Courtside doesn't correct it: Checks flag a server out of turn.
Before a set's first point, Courtside doesn't know who serves. Type the server's number: 7 or a7.
The setter's set
When a team attacks straight after its own reception, dig or free ball, Courtside adds the team's setter's set in front of the attack:
a10 a14#
After Riverside's #10 passes, a14# becomes two codes: their setter's set a03EH+, then a14AH#. The set takes the attack's type and the default set rating.
Courtside doesn't add a set when:
- the attacker is the setter (a second-ball attack), or
- the setter played the first ball, so someone else set, or
- you typed the set. A typed set stands:
a10 a6E a14#codes #6's set.
The setter is the one in the starting lineup. After a substitution for the setter, the player who came on is the setter.
Set details
To give the set a setter call, type it after E: 3EK1 is #3's set with call K1. Or type the call in place of the skill: 3K1.
A call with no player is the team's setter's set: K2# is the home setter's set with call K2, rated #. aK7 is the away setter's. See Combinations and setter calls.
The type
When you don't type a type letter:
- A reception takes the serve's type: after
a05SQ+,9is*09RQ+. - A block or dig takes the attack's type.
- An attack with a combination takes the combination's type:
8X5is aTattack. See Combinations and setter calls. - A set Courtside adds takes the type of the attack after it.
- Anything else takes the default type for its skill (
H).
The rating
When you don't type an evaluation, the code gets the default for its skill (+). In a dot code the missing half's rating comes from the other half. See Dot codes.
Zones from a combination
An attack typed with a combination gets the combination's start zone when you don't type one: 8X5# starts in zone 4, as the table says. The set before it gets the combination's target (front, back, centre, pipe or setter) if it has none.
After you press Enter
Courtside also writes these codes. They show the added tag in the code log.
- The green code, when the rally ends on a touch the other team didn't answer. See The green code below.
- The point. When a code ends the rally (an ace, a kill, a block point, an error), Courtside writes the point code with the new score:
ap00:01. Which ratings end a rally comes from the season's winning symbols. - The rotation. When the receiving team wins the rally (a side-out), Courtside writes its rotation:
az6, the setter moving on one zone. - The set end. When the score wins the set, Courtside writes the set end, or asks you first. See Ending a set.
- The other half of a pair. When you modify one half of a serve and its reception, or an attack and its block or dig, the other half follows. See Dot codes.
- The set's target. When you change an attack's combination, the set before it gets the new combination's target, unless you typed a different one.
Undo takes back your code together with everything Courtside wrote because of it.
The green code
A green code ($$&) credits a point to a team, or charges an error against it, with no player touch. DataVolley and VolleyStation write one when a rally's last touch has nothing from the other team to pair with, and so does Courtside. It goes in straight before the point code, as an added row.
| The rally ends on | Courtside adds | Example |
|---|---|---|
The winner's ace or kill (S#, A#) with no touch after it | the loser's $$&H= | a14AH# then *$$&H= then ap00:01 |
The loser's serve, attack, set or free-ball error (S=, A=, E=, F=) | the winner's $$&H# | *11AH= then a$$&H# then ap00:02 |
A dig, reception or block error (D=, R=, B=, B/) | nothing: that touch already answers the winner's | *11SH# a05RH= then *p13:12 |
A rally with only a point code (a Point button with nothing coded) gets no green code.
Edits keep it right. Add a dig after a kill, and the kill's green code goes; remove the dig, and it comes back. A rally that an edit reopens loses its green code.
A green code you typed yourself (a$$&=), or one in an imported file, is left alone. Rallies coded before Courtside wrote green codes get one only when you edit them.