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Arduino Laser Tag - Duino Tag

This document describes how to build an Arduino-based laser tag system called "Duino Tag". It provides an overview of the key components needed including an IR transmitter system, sound effects, receivers, and visual effects. It discusses modifying light guns to use as the base for the taggers and estimates the total cost to be around £10. The document is an instructable that guides the reader through each step of the process over multiple pages, covering topics like the electronics basics, modifying the light gun, transmitting and receiving signals, adding sound and lights, and providing the code. It aims to provide enough information for readers to build their own version of the laser tag system.

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veguillas1973
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0% found this document useful (0 votes)
287 views23 pages

Arduino Laser Tag - Duino Tag

This document describes how to build an Arduino-based laser tag system called "Duino Tag". It provides an overview of the key components needed including an IR transmitter system, sound effects, receivers, and visual effects. It discusses modifying light guns to use as the base for the taggers and estimates the total cost to be around £10. The document is an instructable that guides the reader through each step of the process over multiple pages, covering topics like the electronics basics, modifying the light gun, transmitting and receiving signals, adding sound and lights, and providing the code. It aims to provide enough information for readers to build their own version of the laser tag system.

Uploaded by

veguillas1973
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Arduino Laser Tag - Duino Tag


by j44 on November 7, 2009

Table of Contents

Arduino Laser Tag - Duino Tag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1

Intro: Arduino Laser Tag - Duino Tag . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2

Step 1: Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3

Step 2: Basics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

Step 3: Modding the light gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6

Step 4: Transmitter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Step 5: Receiver . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7

Step 6: Sound Effects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9

Step 7: Visual effects / Lighting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Step 8: The Code . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Step 9: Optional Extras . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16

Step 10: Design Ideas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Step 11: Links . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Related Instructables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

http://www.instructables.com/id/Duino-Tagger/
Intro: Arduino Laser Tag - Duino Tag
Duino tagger- General introduction

Duino tag is a laser tag system based around the arduino.

Finally a laser tag system that can be tweaked modded and hacked until you have the perfect laser tag system for office ordnance, woodland wars and suburban
skirmishes.

Laser tag is combat game like paintball or airsoft without the pain, it uses infrared light (IR) to simulate the tagging / shooting of other players or targets.

I have been working on this project for a while, but don't see it as over, I just though it was time to get more people involved. Hopefully this instructable will be near
enough finished in time for me to enter it in the arduino competition, although I expect the instructable will need editing and tweaking for some time to come.

This instructable aims to provide you with the information you will need to go out and build your own duino tagger.
This instructable focuses on how to build a duino tagger by modifying a light gun but with a bit of extra work you could build you own gun from scratch.

This instructable does not look in too much detail at the software / code side of the project, although a working code based on the miles tag protocol is provided.

For those wishing to learn about duino tagger programming I suggest you start at the excellent tutorials found at A Terrible Idea.

Thoes experience arduino users will probably find the overview page (Step 1) and code pages (Step 8) the most useful, newer arduino users may need to take a closer
look at the instructable and the links provided.

I hope many of you will find this instructable useful and will go on to build your own duino taggers. There is much scope for improving and upgrading this system outlined
here. If you do go on to improve on this duinotagger please share your work and hopefully in time the system will evolve into a much richer gaming experience.

Youtube videos of my duino taggers:

This video shows me using the second duino tagger I made to shoot at a talcapult target I have been working on. I hope to make an instructable about the talcapult soon.

Image Notes
1. Arduino Nano
2. Battery
Image Notes 3. The Mk 1 Duino Tagger
1. The Mk 2 Duino Tagger 4. Wire to external sensors
2. Arduino & Battery

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Step 1: Overview
Overview

Key parts of a duino tagger:

IR Transmitter system
What - Transistor amplifier, high power IR LED and a lens to give a well focused IR beam.
Why - To give the tagger means of tagging / shooting other players as well as communicating game information. The transmitter amplifies the transmission signal from
the arduino and transmits it using an IR LED, lenses are used to make the signal very directional in order to make the guns behave like guns and make long range
transmissions possible.

Sound
What - Peizo Sounder (& mini sound recorder / playback electronics from greetings card)
Why - It’s nice to have some audio feedback from the system. Sound effects to let you know when the tagger has been shot or run out of ammunition or lives.

Receivers
What - Standard IR receiver module and power regulation capacitor
Why - So the gun knows when it has been shot. This design in this instructable looks at using 3 sensors 1 on the gun as well as front and rear head sensors.

Visual Effects and lights


What - LED’s and bar graph driver circuits
Why - It is nice to get visual feedback on game information, eg lights to let you know when you have been shot.

Cost
To make this section internationally friendly; at the time of writing: £1 GBP = $ 1.6 USD = 1.1 EUR

Assuming you already own an arduino the basic extra components for this project can be bought for around £10.

Now is a great time to try to build a duino tagger as it is easy to get hold of cheap second hand light guns. Light guns are the guns that you can use with computer games,
many of them don’t work with modern LCD screens and so there are a lot of them going cheap on ebay and else where. I bought two light guns each cost about £4 one
off ebay one from a charity shop. Light guns are a great starting point for this project as they provide the optics, switches and case required for the build.

You will need:

Arduino
Light Gun
Coloured LED’s (preferably 30mA+)
IR sensors
At least 2x IR LED’s matched to the IR receiver (preferably 100mA+)
Peizo sounder
Power transistor /MOSFET
A few electronics basics: solder, resistors , capacitors.

You may also want


Scrap plastic
LED bar graph driver chips
More LED’s
Record your own message greetings card
Hats / helmets / headbands to mount sensors on

Image Notes
1. Arduino Duemilanove
2. 9v battery (pp3)
3. LED's Show ammo level
4. Switches
5. Trigger switch

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6. Sound: Piezo Sounder
7. Transmitter IR LED transmitter and two red LEDs for muzzle flare.
8. Transmitter amplifier: Transistor and a few resistors covered in electrical tape.
9. Optics
10. Wire to head sensors
11. Receiver
12. Rumble / Force feedback motor. Not used (battery could not cope).

Step 2: Basics
Basics

Page to try to help the electronics noobs.

Some basics which are useful at several points in the design of the duino tagger.

R = Resistor
C = Capacitor
V = Voltage
I = Current

Using LED's
LED's must be used with a resistor to limit the current through them.
Choose the current the LED will work at
R = (V supply - V led) / I
Not: You will probably just be able to copy the resistor values I used.

Buttons
The buttons (triggers etc) in this project are assumed to give a low voltage when pressed. The standard circuit for this is show in the circuit diagram provided.

Filters
R C (Resistor Capacitor) circuits can come in useful at a few places in duino tagger, either for smoothing out changes in the power supply voltage or to turn PWM signals
into analogue levels, not as complicated as it might sound:

To use the water analogy for electricity and current the resistor acts like a narrow pipe (imagine a straw) only allowing slow water (current) flow. The capacitor acts like a
big water tank / bucket. The low pass filter in the diagram acts like a straw and bucket combo: Even if you suddenly change the flow of water in or out of the bucket the
level (voltage) will only change slowly.

Cut off frequency for low pass: f = 1/(2pi*R*C)

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Step 3: Modding the light gun
Modding the light gun

The details of the light gun modifications will depend on the light gun.
Here are some general guidelines and ideas:

Useful parts to leave in the:


Switches
Trigger
LED's
Lense

Adding storage space to your light gun: Fitting things in can be difficult, you might also not wish to put your arduino inside the gun. I wanted to be able to easily remove
my arduinos from my duino taggers so I could use them in other projects.
On one of my duino taggers (MK1 gun) I cut holes in the case for the arduino nano pins to go through and mounted a socket on the inside of the gun so the arduino
plugged on the outside of the gun. On my Mk2 gun I added an external case for the arduino and tried to make it look like an ammunition clip. The case / ammo clip was
made from plastic I got from a cheap ring binder folder and its cover is held in place by a strong magnet.

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Step 4: Transmitter
IR transmitter

You will need:


IR LED: Look for an LED with a narrow viewing angle (to ensure as much of the IR light makes it through the optics).
Higher power the better.
Pick LED’s with a wavelength that matches your IR receivers.
Get some spare LED’s as they are operated above their rated current so may burn out.

You can just attach an IR LED (with a current limiting resistor) to an output pin on the arduino and it will be able transmit, but the range of the duino tagger won’t be very
impressive. In order to improve the range of the duino tagger amplification is needed.

The basic amplifier I made was a simple transistor circuit (circuit diagram provided), you may wish to consider a mosfet instead of the transistor.

Current through the LED: I aimed for about 300mA current through the IR LED. This is more than the rated current for the LED, but the LED seems to be able to cope
because you are only pulsing the high current for a short time. If you are using the 5V supply from the arduino to power the LED it can only provide about 400/500mA so
using 300mA for the IR transmitter Led does not leave too much for the other LED’s and speakers etc, so bare this in mind when designing building your duino tagger, it
might be a good idea to add a voltage regulator capable of supplying higher currents.

Optics

You will need to use a lense to focus the IR beam, you can use the lense that came with the light gun. You can use a red LED to work out where to put the IR led to get a
good focused beam.
For more details see the miles tag site.

Image Notes
1. Lense
2. Transmitter and muzzle flare LED's

Step 5: Receiver
Receivers

The receivers are for detecting when the tagger has been shot and receiving game data.

The receivers are standard IR remote control receivers like you would find in a TV remote.

There are quite a few different receivers you can choose from I went for the cheapest I could find the main things to consider are:

Will you be able to find a matching LED, one that works at the same light wavelength that the sensor is optimised for, If you don't match the LED and receiver the tagger
range will be reduced.

If you want to be able to use your duino tagger to be compatible with any other duino tag, laser tag or miles tag systems you will need be working at the same modulation
frequency and light wavelength.

Most of the IR receivers work in a very similar way and you will be able to wire then up the same as the circuit diagrams in the pictures.

The output pin of the receiver drops to a low voltage when a signal is being received. The outputs from multiple sensor can be connected and one sensor receiving will
still cause the combined output signal voltage to drop.

The receivers work on there own and can be connected directly to the arduino, but they are much more reliable when used with capacitors to regulate the power supply
and pull up resistors.

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Step 6: Sound Effects
Audio / Sound Effects

Adding sounds to the system makes for a better game experience. It is nice to have sounds for the:

Fire, been shot, start, dead / out of lives sound, out of ammo..........

Ideally to add sounds you would use a fully featured audio shield like the wave shield.
keep me updated if you try this.

For simplicity and to save on build cost I chose just to use a piezo buzzer, this works well for most of the system tones, but it is tricky to use the piezo to make a good gun
shot noise.
If you are interested in the details of making sounds on an arduino usining a piezo buzzer have a look at the melody example.

One simple and cheap way of adding better sound effects to your duinotagger is to use the electronics form a “record your own message” card. You can get the cards
for £2/3 off ebay.
Mini instructable.
1. Remove the electronics from the greetings card.
2. Play around with the electronics for a while to get an idea for what it all does.
3. The card circuit will play the recorded sound as soon as it is powered. The card circuit draws about 50mA so can be powered direct from an arduino output, ideally
you would power it at 3V to the card circuit (the same as the button cells that powered it previously), but I did not encounter any problems powering it with the 5v direct
form the arduino. If you found that 5v was damaging the circuit you could diodes to reduce the voltage (just make sure you pick ones able to cope with 50mA).
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4. Connect the arduino output to where the positive on the batteries originally powering the circuit would have been and connect the arduino ground to where the
battery negative was. You should now find when the arduino output goes high the sound recorded on the card circuit is played.

Methods of recording the sound to the card circuit, you could just use the microphone (peizo transducer) that came with it or for slightly better sound quality you could use
a potential divider (eg 10k pot) to connect it up to a computer and record directly to the circuit.

You may wish to consider adding an audio amplifier to make the sound effects a bit more impressive.

Step 7: Visual effects / Lighting


Display / Visual Feedback

It is nice to have visual feedback for things like ammunition and lives there are a few ways you could do this: the main being using LED’s or an LCD to display the
information.

I chose to uses LED’s, and there is provision for using LED’s in the code provided.
The code varies two of the arduino’s PWM pins( ammoPin and lifePin) dependant on the ammunition and life.

The PWM pins can be used to power LEDs and the more life or ammo the player has the brighter the LEDs will be alternatively the PWM output can be used to drive an
bar graph driver chip like the LM3914N
The PWM output can not be used to directly drive a bar graph driver chip, the PWM signal needs to be smoothed to give an analogue output, this can easily be done
using an RC low pass filter.

Step 8: The Code


The Code

Code Notes:
I am not going to go into much detail about how the code works hopefully the fairly extensive comments provided in the code will be enough to explain it, if not the there
are already good tutorials out there.

Limitations:
The code only works is set up in a way that it can only do one thing at a time and until the dual core arduino is easiest just to cope with that.
This means when one tagger is shooting it will not notice if it gets shot/tagged. You could complicate the code by using interrupts , but in the real world it is not really a
big problem, the shooting or getting shot happen so quickly that they very rarely interfere with each other.
In future iterations of the code I will probably make it so that the tagger checks to see if it has been tagged in-between each bit it transmits, making it very very unlikely
that it would miss an incoming message (hit / tag). I have played a few games using this code and similar code and it seems to work well.

------------------------------------------------------------------------------------------------------------------

// Start of code (copy and paste into arduino sketch)


//
// Duino Tag release V1.01
// Laser Tag for the arduino based on the Miles Tag Protocol.
// By J44industries: www.J44industries.blogspot.com
// For information on building your own Duino Tagger go to: http://www.instructables.com/member/j44/
//
// Much credit deserves to go to Duane O'Brien if it had not been for the excellent Duino Tag tutorials he wrote I would have never been able to write this code.
// Duane's tutorials are highly recommended reading in order to gain a better understanding of the arduino and IR communication. See his site
http://aterribleidea.com/duino-tag-resources/
//
// This code sets out the basics for arduino based laser tag system and tries to stick to the miles tag protocol where possible.
// Miles Tag details: http://www.lasertagparts.com/mtdesign.htm
// There is much scope for expanding the capabilities of this system, and hopefully the game will continue to evolve for some time to come.
// Licence: Attribution Share Alike: Give credit where credit is due, but you can do what you like with the code.
// If you have code improvements or additions please go to http://duinotag.blogspot.com
//

// Digital IO's
int triggerPin = 3; // Push button for primary fire. Low = pressed
int trigger2Pin = 13; // Push button for secondary fire. Low = pressed
int speakerPin = 4; // Direct output to piezo sounder/speaker
int audioPin = 9; // Audio Trigger. Can be used to set off sounds recorded in the kind of electronics you can get in greetings card that play a custom message.
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int lifePin = 6; // An analogue output (PWM) level corresponds to remaining life. Use PWM pin: 3,5,6,9,10 or 11. Can be used to drive LED bar graphs. eg
LM3914N
int ammoPin = 5; // An analogue output (PWM) level corresponds to remaining ammunition. Use PWM pin: 3,5,6,9,10 or 11.
int hitPin = 7; // LED output pin used to indicate when the player has been hit.
int IRtransmitPin = 2; // Primary fire mode IR transmitter pin: Use pins 2,4,7,8,12 or 13. DO NOT USE PWM pins!! More info:
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int IRtransmit2Pin = 8; // Secondary fire mode IR transmitter pin: Use pins 2,4,7,8,12 or 13. DO NOT USE PWM pins!!
int IRreceivePin = 12; // The pin that incoming IR signals are read from
int IRreceive2Pin = 11; // Allows for checking external sensors are attached as well as distinguishing between sensor locations (eg spotting head shots)
// Minimum gun requirements: trigger, receiver, IR led, hit LED.

// Player and Game details


int myTeamID = 1; // 1-7 (0 = system message)
int myPlayerID = 5; // Player ID
int myGameID = 0; // Interprited by configureGane subroutine; allows for quick change of game types.
int myWeaponID = 0; // Deffined by gameType and configureGame subroutine.
int myWeaponHP = 0; // Deffined by gameType and configureGame subroutine.
int maxAmmo = 0; // Deffined by gameType and configureGame subroutine.
int maxLife = 0; // Deffined by gameType and configureGame subroutine.
int automatic = 0; // Deffined by gameType and configureGame subroutine. Automatic fire 0 = Semi Auto, 1 = Fully Auto.
int automatic2 = 0; // Deffined by gameType and configureGame subroutine. Secondary fire auto?

//Incoming signal Details


int received[18]; // Received data: received[0] = which sensor, received[1] - [17] byte1 byte2 parity (Miles Tag structure)
int check = 0; // Variable used in parity checking

// Stats
int ammo = 0; // Current ammunition
int life = 0; // Current life

// Code Variables
int timeOut = 0; // Deffined in frequencyCalculations (IRpulse + 50)
int FIRE = 0; // 0 = don't fire, 1 = Primary Fire, 2 = Secondary Fire
int TR = 0; // Trigger Reading
int LTR = 0; // Last Trigger Reading
int T2R = 0; // Trigger 2 Reading (For secondary fire)
int LT2R = 0; // Last Trigger 2 Reading (For secondary fire)

// Signal Properties
int IRpulse = 600; // Basic pulse duration of 600uS MilesTag standard 4*IRpulse for header bit, 2*IRpulse for 1, 1*IRpulse for 0.
int IRfrequency = 38; // Frequency in kHz Standard values are: 38kHz, 40kHz. Choose dependant on your receiver characteristics
int IRt = 0; // LED on time to give correct transmission frequency, calculated in setup.
int IRpulses = 0; // Number of oscillations needed to make a full IRpulse, calculated in setup.
int header = 4; // Header lenght in pulses. 4 = Miles tag standard
int maxSPS = 10; // Maximum Shots Per Seconds. Not yet used.
int TBS = 0; // Time between shots. Not yet used.

// Transmission data
int byte1[8]; // String for storing byte1 of the data which gets transmitted when the player fires.
int byte2[8]; // String for storing byte1 of the data which gets transmitted when the player fires.
int myParity = 0; // String for storing parity of the data which gets transmitted when the player fires.

// Received data
int memory = 10; // Number of signals to be recorded: Allows for the game data to be reviewed after the game, no provision for transmitting / accessing it yet
though.
int hitNo = 0; // Hit number
// Byte1
int player[10]; // Array must be as large as memory
int team[10]; // Array must be as large as memory
// Byte2
int weapon[10]; // Array must be as large as memory
int hp[10]; // Array must be as large as memory
int parity[10]; // Array must be as large as memory

void setup() {
// Serial coms set up to help with debugging.
Serial.begin(9600);
Serial.println("Startup...");
// Pin declarations
pinMode(triggerPin, INPUT);
pinMode(trigger2Pin, INPUT);
pinMode(speakerPin, OUTPUT);
pinMode(audioPin, OUTPUT);
pinMode(lifePin, OUTPUT);
pinMode(ammoPin, OUTPUT);
pinMode(hitPin, OUTPUT);
pinMode(IRtransmitPin, OUTPUT);
pinMode(IRtransmit2Pin, OUTPUT);
pinMode(IRreceivePin, INPUT);
pinMode(IRreceive2Pin, INPUT);

frequencyCalculations(); // Calculates pulse lengths etc for desired frequency


configureGame(); // Look up and configure game details

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tagCode(); // Based on game details etc works out the data that will be transmitted when a shot is fired

digitalWrite(triggerPin, HIGH); // Not really needed if your circuit has the correct pull up resistors already but doesn't harm
digitalWrite(trigger2Pin, HIGH); // Not really needed if your circuit has the correct pull up resistors already but doesn't harm

for (int i = 1;i < 254;i++) { // Loop plays start up noise


analogWrite(ammoPin, i);
playTone((3000-9*i), 2);
}

// Next 4 lines initialise the display LEDs


analogWrite(ammoPin, ((int) ammo));
analogWrite(lifePin, ((int) life));
lifeDisplay();
ammoDisplay();

Serial.println("Ready....");
}

// Main loop most of the code is in the sub routines


void loop(){
receiveIR();
if(FIRE != 0){
shoot();
ammoDisplay();
}
triggers();
}

// SUB ROUTINES

void ammoDisplay() { // Updates Ammo LED output


float ammoF;
ammoF = (260/maxAmmo) * ammo;
if(ammoF <= 0){ammoF = 0;}
if(ammoF > 255){ammoF = 255;}
analogWrite(ammoPin, ((int) ammoF));
}

void lifeDisplay() { // Updates Ammo LED output


float lifeF;
lifeF = (260/maxLife) * life;
if(lifeF <= 0){lifeF = 0;}
if(lifeF > 255){lifeF = 255;}
analogWrite(lifePin, ((int) lifeF));
}

void receiveIR() { // Void checks for an incoming signal and decodes it if it sees one.
int error = 0;

if(digitalRead(IRreceivePin) == LOW){ // If the receive pin is low a signal is being received.


digitalWrite(hitPin,HIGH);
if(digitalRead(IRreceive2Pin) == LOW){ // Is the incoming signal being received by the head sensors?
received[0] = 1;
}
else{
received[0] = 0;
}

while(digitalRead(IRreceivePin) == LOW){
}
for(int i = 1; i <= 17; i++) { // Repeats several times to make sure the whole signal has been received
received[i] = pulseIn(IRreceivePin, LOW, timeOut); // pulseIn command waits for a pulse and then records its duration in microseconds.
}

Serial.print("sensor: "); // Prints if it was a head shot or not.


Serial.print(received[0]);
Serial.print("...");

for(int i = 1; i <= 17; i++) { // Looks at each one of the received pulses
int receivedTemp[18];
receivedTemp[i] = 2;
if(received[i] > (IRpulse - 200) && received[i] < (IRpulse + 200)) {receivedTemp[i] = 0;} // Works out from the pulse length if it was a data 1 or 0 that was
received writes result to receivedTemp string
if(received[i] > (IRpulse + IRpulse - 200) && received[i] < (IRpulse + IRpulse + 200)) {receivedTemp[i] = 1;} // Works out from the pulse length if it was a data 1 or 0
that was received
received[i] = 3; // Wipes raw received data
received[i] = receivedTemp[i]; // Inputs interpreted data

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Serial.print(" ");
Serial.print(received[i]); // Print interpreted data results
}
Serial.println(""); // New line to tidy up printed results

// Parity Check. Was the data received a valid signal?


check = 0;
for(int i = 1; i <= 16; i++) {
if(received[i] == 1){check = check + 1;}
if(received[i] == 2){error = 1;}
}
// Serial.println(check);
check = check >> 0 & B1;
// Serial.println(check);
if(check != received[17]){error = 1;}
if(error == 0){Serial.println("Valid Signal");}
else{Serial.println("ERROR");}
if(error == 0){interpritReceived();}
digitalWrite(hitPin,LOW);
}
}

void interpritReceived(){ // After a message has been received by the ReceiveIR subroutine this subroutine decidedes how it should react to the data
if(hitNo == memory){hitNo = 0;} // hitNo sorts out where the data should be stored if statement means old data gets overwritten if too much is received
team[hitNo] = 0;
player[hitNo] = 0;
weapon[hitNo] = 0;
hp[hitNo] = 0;
// Next few lines Effectivly converts the binary data into decimal
// Im sure there must be a much more efficient way of doing this
if(received[1] == 1){team[hitNo] = team[hitNo] + 4;}
if(received[2] == 1){team[hitNo] = team[hitNo] + 2;}
if(received[3] == 1){team[hitNo] = team[hitNo] + 1;}

if(received[4] == 1){player[hitNo] = player[hitNo] + 16;}


if(received[5] == 1){player[hitNo] = player[hitNo] + 8;}
if(received[6] == 1){player[hitNo] = player[hitNo] + 4;}
if(received[7] == 1){player[hitNo] = player[hitNo] + 2;}
if(received[8] == 1){player[hitNo] = player[hitNo] + 1;}

if(received[9] == 1){weapon[hitNo] = weapon[hitNo] + 4;}


if(received[10] == 1){weapon[hitNo] = weapon[hitNo] + 2;}
if(received[11] == 1){weapon[hitNo] = weapon[hitNo] + 1;}

if(received[12] == 1){hp[hitNo] = hp[hitNo] + 16;}


if(received[13] == 1){hp[hitNo] = hp[hitNo] + 8;}
if(received[14] == 1){hp[hitNo] = hp[hitNo] + 4;}
if(received[15] == 1){hp[hitNo] = hp[hitNo] + 2;}
if(received[16] == 1){hp[hitNo] = hp[hitNo] + 1;}

parity[hitNo] = received[17];

Serial.print("Hit No: ");


Serial.print(hitNo);
Serial.print(" Player: ");
Serial.print(player[hitNo]);
Serial.print(" Team: ");
Serial.print(team[hitNo]);
Serial.print(" Weapon: ");
Serial.print(weapon[hitNo]);
Serial.print(" HP: ");
Serial.print(hp[hitNo]);
Serial.print(" Parity: ");
Serial.println(parity[hitNo]);

//This is probably where more code should be added to expand the game capabilities at the moment the code just checks that the received data was not a system
message and deducts a life if it wasn't.
if (player[hitNo] != 0){hit();}
hitNo++ ;
}

void shoot() {
if(FIRE == 1){ // Has the trigger been pressed?
Serial.println("FIRE 1");
sendPulse(IRtransmitPin, 4); // Transmit Header pulse, send pulse subroutine deals with the details
delayMicroseconds(IRpulse);

for(int i = 0; i < 8; i++) { // Transmit Byte1


if(byte1[i] == 1){
sendPulse(IRtransmitPin, 1);
//Serial.print("1 ");

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}
//else{Serial.print("0 ");}
sendPulse(IRtransmitPin, 1);
delayMicroseconds(IRpulse);
}

for(int i = 0; i < 8; i++) { // Transmit Byte2


if(byte2[i] == 1){
sendPulse(IRtransmitPin, 1);
// Serial.print("1 ");
}
//else{Serial.print("0 ");}
sendPulse(IRtransmitPin, 1);
delayMicroseconds(IRpulse);
}

if(myParity == 1){ // Parity


sendPulse(IRtransmitPin, 1);
}
sendPulse(IRtransmitPin, 1);
delayMicroseconds(IRpulse);
Serial.println("");
Serial.println("DONE 1");
}

if(FIRE == 2){ // Where a secondary fire mode would be added


Serial.println("FIRE 2");
sendPulse(IRtransmitPin, 4); // Header
Serial.println("DONE 2");
}
FIRE = 0;
ammo = ammo - 1;
}

void sendPulse(int pin, int length){ // importing variables like this allows for secondary fire modes etc.
// This void genertates the carrier frequency for the information to be transmitted
int i = 0;
int o = 0;
while( i < length ){
i++;
while( o < IRpulses ){
o++;
digitalWrite(pin, HIGH);
delayMicroseconds(IRt);
digitalWrite(pin, LOW);
delayMicroseconds(IRt);
}
}
}

void triggers() { // Checks to see if the triggers have been presses


LTR = TR; // Records previous state. Primary fire
LT2R = T2R; // Records previous state. Secondary fire
TR = digitalRead(triggerPin); // Looks up current trigger button state
T2R = digitalRead(trigger2Pin); // Looks up current trigger button state
// Code looks for changes in trigger state to give it a semi automatic shooting behaviour
if(TR != LTR && TR == LOW){
FIRE = 1;
}
if(T2R != LT2R && T2R == LOW){
FIRE = 2;
}
if(TR == LOW && automatic == 1){
FIRE = 1;
}
if(T2R == LOW && automatic2 == 1){
FIRE = 2;
}
if(FIRE == 1 || FIRE == 2){
if(ammo < 1){FIRE = 0; noAmmo();}
if(life < 1){FIRE = 0; dead();}
// Fire rate code to be added here
}

void configureGame() { // Where the game characteristics are stored, allows several game types to be recorded and you only have to change one variable (myGameID)
to pick the game.
if(myGameID == 0){
myWeaponID = 1;
maxAmmo = 30;
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ammo = 30;
maxLife = 3;
life = 3;
myWeaponHP = 1;
}
if(myGameID == 1){
myWeaponID = 1;
maxAmmo = 100;
ammo = 100;
maxLife = 10;
life = 10;
myWeaponHP = 2;
}
}

void frequencyCalculations() { // Works out all the timings needed to give the correct carrier frequency for the IR signal
IRt = (int) (500/IRfrequency);
IRpulses = (int) (IRpulse / (2*IRt));
IRt = IRt - 4;
// Why -4 I hear you cry. It allows for the time taken for commands to be executed.
// More info: http://j44industries.blogspot.com/2009/09/arduino-frequency-generation.html#more

Serial.print("Oscilation time period /2: ");


Serial.println(IRt);
Serial.print("Pulses: ");
Serial.println(IRpulses);
timeOut = IRpulse + 50; // Adding 50 to the expected pulse time gives a little margin for error on the pulse read time out value
}

void tagCode() { // Works out what the players tagger code (the code that is transmitted when they shoot) is
byte1[0] = myTeamID >> 2 & B1;
byte1[1] = myTeamID >> 1 & B1;
byte1[2] = myTeamID >> 0 & B1;

byte1[3] = myPlayerID >> 4 & B1;


byte1[4] = myPlayerID >> 3 & B1;
byte1[5] = myPlayerID >> 2 & B1;
byte1[6] = myPlayerID >> 1 & B1;
byte1[7] = myPlayerID >> 0 & B1;

byte2[0] = myWeaponID >> 2 & B1;


byte2[1] = myWeaponID >> 1 & B1;
byte2[2] = myWeaponID >> 0 & B1;

byte2[3] = myWeaponHP >> 4 & B1;


byte2[4] = myWeaponHP >> 3 & B1;
byte2[5] = myWeaponHP >> 2 & B1;
byte2[6] = myWeaponHP >> 1 & B1;
byte2[7] = myWeaponHP >> 0 & B1;

myParity = 0;
for (int i=0; i<8; i++) {
if(byte1[i] == 1){myParity = myParity + 1;}
if(byte2[i] == 1){myParity = myParity + 1;}
myParity = myParity >> 0 & B1;
}

// Next few lines print the full tagger code.


Serial.print("Byte1: ");
Serial.print(byte1[0]);
Serial.print(byte1[1]);
Serial.print(byte1[2]);
Serial.print(byte1[3]);
Serial.print(byte1[4]);
Serial.print(byte1[5]);
Serial.print(byte1[6]);
Serial.print(byte1[7]);
Serial.println();

Serial.print("Byte2: ");
Serial.print(byte2[0]);
Serial.print(byte2[1]);
Serial.print(byte2[2]);
Serial.print(byte2[3]);
Serial.print(byte2[4]);
Serial.print(byte2[5]);
Serial.print(byte2[6]);
Serial.print(byte2[7]);
Serial.println();

Serial.print("Parity: ");
Serial.print(myParity);
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Serial.println();
}

void playTone(int tone, int duration) { // A sub routine for playing tones like the standard arduino melody example
for (long i = 0; i < duration * 1000L; i += tone * 2) {
digitalWrite(speakerPin, HIGH);
delayMicroseconds(tone);
digitalWrite(speakerPin, LOW);
delayMicroseconds(tone);
}
}

void dead() { // void determines what the tagger does when it is out of lives
// Makes a few noises and flashes some lights
for (int i = 1;i < 254;i++) {
analogWrite(ammoPin, i);
playTone((1000+9*i), 2);
}
analogWrite(ammoPin, ((int) ammo));
analogWrite(lifePin, ((int) life));
Serial.println("DEAD");

for (int i=0; i<10; i++) {


analogWrite(ammoPin, 255);
digitalWrite(hitPin,HIGH);
delay (500);
analogWrite(ammoPin, 0);
digitalWrite(hitPin,LOW);
delay (500);
}
}

void noAmmo() { // Make some noise and flash some lights when out of ammo
digitalWrite(hitPin,HIGH);
playTone(500, 100);
playTone(1000, 100);
digitalWrite(hitPin,LOW);
}

void hit() { // Make some noise and flash some lights when you get shot
digitalWrite(hitPin,HIGH);
life = life - hp[hitNo];
Serial.print("Life: ");
Serial.println(life);
playTone(500, 500);
if(life <= 0){dead();}
digitalWrite(hitPin,LOW);
lifeDisplay();
}

Step 9: Optional Extras


Other features

There is a lot of potential for the game to be improved the code I have provided transmits quite a lot of data when shooting another tagger. This leaves the potential for
player statistics at the end of the game, different weapon types etc...

Force feedback
Many light guns come with an eccentrically weighted motor to give force feedback, on one of the duino taggers I made I wired this up to allow for force feedback, but it
caused a lot of problems as the pp3 9v battery I was using could not really cope with the power demands. So only attempt to add force feedback if you have a decent
battery pack.

Secondary fire:
I have started to write some provision for this into the code.

Compatibility:
I have tried to make the code fairly compatible with the MilesTag Protocol, the chances are it will be able to transmit and receive the data, although the code does not yet
have much provision for acting on the information.

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Step 10: Design Ideas
I have been thinking about building a duino tagger from scratch. Here are a few of the concept sketches I drew of gun design ideas. Hopefully they might offer some ideas
and inspiration.

Image Notes
1. Steampunk tagger Made from bits of pipe etc

Step 11: Links


My Sites:

j44industries

Laser tag and Duino tag:

Duino Tag Code Tutorials

Miles Tag the DIY laser tag system

Arduino Links:

Melody

Button

Related Instructables

lazer tag at the Paintball, How


Kalahari! by it's done. Zombie Tag by Scenario
Explosion Effect
thekid Beginners bendog38 Paintball by
- Talcapult by Ninja tag by captocommando
Guide by dkfa
j44 bowmaster

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Comments
50 comments Add Comment view all 54 comments

williamanos says: Feb 26, 2011. 6:42 AM REPLY


If I wanted to do this with all hardware could I not just put a PNP transistor on the output of the IR detector and connect lights/sounds etc to power through
the PNP transistor?

Thanks!
Will

williamanos says: Feb 25, 2011. 7:11 PM REPLY


Are the receivers interfered with by sunlight? Can it be used on a sunny day with lots of direct sunlight?

Nate711 says: Nov 14, 2010. 8:39 PM REPLY


j44 the first receiver picture is hard to read because of its low quality. Could you upload a better picture? the rest is clear and awesome. the tactapult is also
neat

j44 says: Nov 15, 2010. 2:13 PM REPLY


Feedback appreciated.

Have done what I can within the resolution and compression limits on the web site. Hope its ok now, if not I will have a think about what else I can do (I
would probably have to upload the picture as several smaller parts).

Nate711 says: Nov 15, 2010. 6:15 PM REPLY


I just discovered that I can click on the picture info button and get a high quality picture. I feel dumb. thanks anyways

green laser pointer says: Nov 2, 2010. 2:25 AM REPLY


I think you can try the laser sight for your gun or rifle that provided by http://www.greenlaserpointer.org

KT Gadget says: Nov 17, 2009. 6:32 PM REPLY


This is awesome! I am just about to use the Arduinos for a competition my robotics club is going into. I really want to build a full on laser tag system for my
group of friends to mess around with.

One question though, wouldnt a laser work the same way (i know the hazard might be the problem) but isnt that what is used for most laser tag systems?

As a suggestion, make a simple voltage regulator for the arduino and add a bigger battery to be able to use the motor, but I am not sure how to signal the
motor to move (Im thinking using a PWM system?).

j44 says: Nov 18, 2009. 12:36 PM REPLY


Thanks!

All laser tag systems that I know of use IR diodes, although some systems have a low power laser as well just to show where you have shot. If you were
to just use a laser then you would find the bean would be far too narrow; you would either have to coat the players head to toe in sensors or aim very
very accurately at the sensors, I think you would struggle to get a realistic game feel.

I have got force feedback motors working with the arduino, but I wanted to keep these guns small and relativly simple so didn't want to bother with a
bigger battery pack so disabled the feature.

Let me know how you get on.

sparktech says: Sep 4, 2010. 3:57 PM REPLY


hey i was wondering i dont know if you can do this but heres my idea could you tell me how i could do this? ok so a small screen to tell you where the
other people are (10 ft acurate) a umpc built into the gun so at the beginning of the game you choose a gun (machine gun, sniper rifle, etc. each gun
has dif. ammo quantities, damage, and "range") each person gets a pistol with unlimited ammo. get 3 grenades,1 nuke (each has dif radius of how
much it kills) 100 health to start with and all the sensors are on the gun (maybe 6?) i was wondering if you could get and program all these things into
the gun i dont care about costs so could you just tell me how or if you think it is possible? i am learning how to program this stuff but i have about 6
people who could help me program the arduino Thanks

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j44 says: Sep 5, 2010. 2:44 PM REPLY
Different types of guns etc would be quite easy to implement, I started to put support for that in the code. Knowing where other players are would
probably need GPS, wireless links and screens etc, to start from scratch would be tricky and expensive. If I were to undertake a build like that I
would think about using the arduino with an android phone. The android phone would provide the GPS, screen and wireless communication, in a
small convenient easy to program device. For how to use an arduino with an android phone try looking at the amarino tool kit:
http://www.amarino-toolkit.net/ Let me know if you build anything, would be interested to see any pics or vids.

sparktech says: Sep 5, 2010. 6:33 PM REPLY


http://www.sparkfun.com/commerce/product_info.php?products_id=8977 this is even easier than the other touchscreen this would not be a
problem to put on the arduino

sparktech says: Sep 5, 2010. 6:31 PM REPLY


here is a screen and a trackball to use as a button so you could select stuff and scroll
http://www.sparkfun.com/commerce/product_info.php?products_id=8537
http://www.sparkfun.com/commerce/product_info.php?products_id=9320 then if price is not an option you could use this and substitute it for
both or keep the trackball (i love the blackberry trackballs) http://www.sparkfun.com/commerce/product_info.php?products_id=8624 please
tell me what you think about this

sparktech says: Sep 5, 2010. 5:42 PM REPLY


sure ill let you know what i do!!

sparktech says: Sep 5, 2010. 5:41 PM REPLY


for gps couldnt you use an xbee module? they make screens for arduino

j44 says: Nov 15, 2010. 2:29 PM REPLY


Its taken me longer than I am proud of to notice what seems to be going on here.

Its almost you have a vested interest in advertising SparkFun products :-)

So I will say the following:

I have recently used the MP3 Trigger V2 to add sound to a project and it was great (easy to use and worked very well).
http://www.sparkfun.com/commerce/product_info.php?products_id=9715
Would be a great way of improving the sound effect on a duino tagger.

I have also had very good experiences with several arduino pro minis recently.
http://www.sparkfun.com/commerce/product_info.php?products_id=9218
Great for any compact duino tag projects.

So credit where credit is due I have had good experience with SparkFun products.

Still think it would be cool to have a duino tagger android app ;-P

Kryptonite says: Nov 19, 2009. 9:46 PM REPLY


In Canberra where I am, we have a laser tag arena that we often to go for birthday parties (not so much now...) where you get a vest with sensors on
the shoulders, front, back and on the gun. If you should just off the sensor, then it will not sound it. But if the laser points directly at it then you're
good. This does not make it much harder at all.

This arena also has "bases" which you have to shoot 3 times (with 3 second down time between each shot at the base) and then you capture it and
score 10 points in stead of 1.

Feedback motors are cool, but as a "laser" feel it's alright if they're kept off, to keep with the futuristic feel of just the laser.

Jaderman says: May 7, 2010. 11:14 AM REPLY


Hey, great instructables! Got a question though. I've been looking over the internet for a light gun and I can't seem to find one anywhere. Is there a site that
you know of or a link you could send me that has one for sale? Thanks

sparktech says: Sep 4, 2010. 10:27 PM REPLY


hey also try to make one out of whatever you have!!! (wood, plexiglass, lexan, stuf like that) make your body then make a frame and put them together
depending on what you want it to look like personally myself i like one from the fifth element that im going to try and rebuild here is a picture
http://www.zorgltd.co.uk/images/photos/ZF-1_500x340.jpg i think i might take all the missiles and stuff in the front out and replace them for sensors and
more circuitry bet you get the concept! have fun

sparktech says: Sep 4, 2010. 3:50 PM REPLY


hey jaderman, Use any nerf gun that you think looks cool and can fit all the electronics just buy the gun and gut it (springs, gears, posts, etc.) with a
dremel. Hapy building!

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emmanuel.smith says: May 13, 2010. 7:24 AM REPLY
I can't find them either. Does anyone know how to turn an airsoft gun into a light gun or is there an instructable on it?

j44 says: May 13, 2010. 2:11 PM REPLY


In the UK if you type "Light Gun Playstation 2" or "Light Gun PS2" into an Ebay search there are plenty of results.

You might have more luck searching for the brand names and models eg:
Namco
G-Con
Logi-3
Joytech

blueberrypieisgood says: Dec 3, 2009. 1:44 PM REPLY


i just have a litle question. with the IR leds spreading all around, and to get the beam to a narrow range, how can you do this? is it the lens? would a convex
lens do the trick? or what?

sparktech says: Sep 4, 2010. 3:52 PM REPLY


get a double convex lense

pewepintheformats says: Apr 27, 2010. 4:19 AM REPLY


What model of transistor would you reccomend for the transmitter?

j44 says: May 2, 2010. 11:52 AM REPLY


I used a BC337G which seems to work well. The important points are to make sure the transistor is NPN type and can cope with the high power, it
should be able to handle at least 300mA.

Hope that helps

benip90 says: Apr 6, 2010. 4:50 PM REPLY


this is awsome, i wanna make my shock tag guns more open and fun as a free for all, atm its in teams and only has the one sensor on the chest i want it so
you can mutiny at any point or team fire as well as the team mode with out a reset, with some form of "clip" with its own memory and two 7 segment display
two show a two digit clip size. any help? could a aurdino mini handle all that?

on4tux says: Mar 4, 2010. 12:21 PM REPLY


I would like to take it a step further: what if we can combine this with gps and data exchanging? Then you can play this in the woods, hunting each other with
beeps if you come closer. Agreed, you would need a HAM radio license for long distances, but I think it is possible to do some half duplex data exchange via
PMR radios

amando96 says: Mar 4, 2010. 2:10 PM REPLY


that's where xbee, comes in.

ronmaggi says: Nov 23, 2009. 7:49 PM REPLY


would a laser and reciever from an old cd player give any decent range?

steveastrouk says: Dec 5, 2009. 11:11 AM REPLY


CD diodes are IR diodes, not visible, so they won't help you aim.

I did it with visible ( class II) laser diodes about 16 years ago for a commercial system - we had no problems with hitting people, and it was more realistic
than the blunderbuss IR systems. You really had to aim !

Beam size was about 1" at 30 feet from memory.

Steve

j44 says: Nov 30, 2009. 2:45 PM REPLY


This project uses IR diodes not actual lasers.

If you were to use lasers you would likely get a good range, but probably only 3/4 mm tolerance with lining up the laser and sensor so it would be
extremely hard to soot the other player. It may also be necessary to ware eye protection if you try to use lasers.

IR is better suited for this project and is what the commercial systems use.

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uberben says: Nov 29, 2009. 3:15 PM REPLY
I am curious why you included the diode in the first receiver schematic. As far as I can tell, leaving out the diode and making that connection open would do
the exact same thing except that only one line on the arduino will go low for each cluster of sensors instead of both lines going low when the gun gets hit.
Removing the diode would reduce cost and complexity, unless I am missing something.

Also, I am curious why the resistor in the second schematic of the receivers is connected between the GND and output pins of the sensor when in the first
schematic it is connected between +5 and output. Connecting to +5 makes the most sense if it is intended as a pull-up resistor.

j44 says: Nov 30, 2009. 2:38 PM REPLY


Good questions.

The diode - The reason I have designed it like that is so that no matter which sensors gets hit you will always be able to decode the signal from the main
receiver pin; this simplifies and speeds up the code a bit. It also has the advantage that if the incoming signal can move from being read by either set of
sensors and will still be correctly decoded (i.e. the first part of the signal is received by the head sensors and the second half by the gun sensor). The
reason I didn't just put all the sensors directly onto one input as being able to tell where the player has been shot has the potential to make the game
more interesting (more points for a head shot etc).

Resistor on the second diagram - well spotted that is a mistake it should be a pull up resistor between the 5v and output, I will try to correct that soon.

Glad to see people taking a close look at the plans and I hope that answers your questions.

uberben says: Nov 30, 2009. 3:26 PM REPLY


Okay, that makes sense. I haven't looked at your code yet as I intend to write my own pretty much from the ground up and won't be doing that for
some time yet, but I will have to see how you are handling the hit sensors. On a side note, it is kind of hard to follow the code when posted into things
like blog posts or Instructables. It might be worth while looking into using something like github.com as it makes sharing code (as well as version
tracking) much nicer and allows people to fork your code directly as well as merge any changes you make with their respective branches. At the very
least, to make it easier to follow I would suggest using some sort of "code tag" in your blog post so that it is more readable and retains all of its
indentation. You could use something like this for your blogspot blog, I think.

Having said that, great work with all of this. I look forward to seeing more of your work, especially the laser dogfight system.

fishgish509 says: Nov 21, 2009. 2:49 PM REPLY


i voted

j44 says: Nov 30, 2009. 2:45 PM REPLY


Thanks!

roychook says: Nov 28, 2009. 7:48 PM REPLY


what lenses did you have to use to make the beam of infrared light more focused and go longer

duncan_a says: Nov 19, 2009. 4:14 AM REPLY


Have you taken a look at the Battlefield Sports S*A*T*R system?

I recently 'converted' 60+ guns from their old classic version to the new one (board and sensor swaps plus RF feedback) and it got me thinking about
developing an Arduino-based multi-purpose 'bomb' device.

I'm not a programming type techie and have no idea of their IR protocols but it does appear to be a 38Khz system...

Any thoughts?

Duncan

j44 says: Nov 21, 2009. 6:37 AM REPLY


I have not seen the Battlefield Sports S*A*T*R system before, but it looks very similar to ones I have seen before.

Bomb / grenade taggers would be an interesting addition. It shold be fairly easy to build one.

The first step would be to confirm it works at 38kHz and find out the light frequency the taggers work best with. The easiest way to do this would be to
look for part numbers on the back of the IR receiver modules.
On each of sensors on the player there will be several of the receivers, they are the little black square components (see picture attatched).
Then google the part number and read the specs, it will tell you the optimum frequencies.

It would be best to find out the protocols (it is probably very similar to the miles tag protocol that I use), although this is unlikely to be easy. There are
ways arround the problem though; it would be quite easy to build bomb which would record a signal and play it back when activated, so the player would
have to shoot the bomb, the bomb would then record their code and play it back when it "explodes".

I might be able to help a bit with the code, but I make no promisses.

Keep me informed

J44

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DemonSpawn says: Nov 19, 2009. 8:03 AM REPLY
what do you do with the wire that comes out of the gun?
how about makeing a belt that that wire conects to witch provides power maby.
or mount evey thing on the belt and put only the detector ect in the gun therfor you can make compact guns.

Kryptonite says: Nov 19, 2009. 9:34 PM REPLY


It goes to a head piece / body piece with sensors. And no it doesn't really spread much.

sturific says: Nov 19, 2009. 8:14 PM REPLY


good idea will have to add sound to irritate the neighbors.

DemonSpawn says: Nov 19, 2009. 9:36 AM REPLY


also do you have to hit the target exactly or does the ir beam spread abit?

Jestersage says: Nov 15, 2009. 1:45 AM REPLY


Wow! You also beat me by the long shot. I was still studying O'Brian's code to get it working as a MilesTag with interupt. Anyway, one idea I think work better
is to swap the receiving and the shooting section (which is soemthign I tried with O'Brian's code), since if you are shot, your gun is not likely to work in real
like.

MrLouque says: Nov 14, 2009. 8:35 AM REPLY


sweet instructable!!! If its in the arduino contest I will vote for it

j44 says: Nov 14, 2009. 1:24 PM REPLY


Thanks!

I have entered the instructable in the arduino contest so really appreciate any good ratings or votes when voting opens.

microman171 says: Nov 13, 2009. 10:56 PM REPLY


The only thing stopping me from building a full featured open source laser tag system: Lenses.

Where did you get your lens from?

I have plans to use the ATmega48, some form of LCD screen (maybe 8x2 char, or 16x2), and some DIY bodies.

j44 says: Nov 14, 2009. 3:46 AM REPLY


In the two taggers that this instructable looks at they use the lenses that came with the light guns.

For better lenses try:


http://www.surplusshed.com/

I found some good lenses in magnifying glasses from a local stationary shop, although I got some odd looks when using an led torch to test their focal
lengths.

I considered using an LCD display, but decided to try and keep this a simple and cheap project just to get something working, and perhaps be a bit more
ambitious next time around.

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microman171 says: Nov 14, 2009. 12:46 PM REPLY
Thanks for the link!

They have exactly what I am looking for!

I looked around all sorts of shops with no luck finding the right lens. I don't want to have a 200mm magnifying lens on a pistol etc...

You could also use shift registers and some LED displays. It is possible two IO pins to drive 12 seven segment displays. The 74HC595 is a serial in,
parallel out. You send serial data to the chip, and it is converted to highs and lows on the output pins!

I'll be sure tog et a few soon =)

Good luck with the tagger. It really is a great project!

Stephen D. Alverez says: Nov 13, 2009. 3:33 PM REPLY


Is that actually shooting something, or is it just telling a pre-made smoke bomb to blow up, because if its shooting, its damn cool!

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