All Tutorials
Shooting Positions

Shooting Positions in 3D

Place shooting positions and waypoints, paint shot markers, walk the stage in first-person, and visualize line of sight.

What Shooting Positions Do

Shooting positions (SPs) are how you describe the plan for a stage - where the shooter stands, where they move, which targets they engage from each position, and which targets get headshots.

Once a stage has SPs and shot markers, the editor can:

  • Calculate a realistic GPA par time (movement plus per-target draw and engagement).
  • Render a top-down route diagram on the stage HTML.
  • Auto-number the targets in the order a shooter would engage them.
  • Run the stage end-to-end in Walk mode at par speed.

Placing Positions and Waypoints

Click SP Mode in the toolbar (or just use the shift / ctrl modifiers on a floor click). The two placement gestures are:

  • Shift+click floor - Place a shooting position. A colored disc appears with the next number in sequence. SPs use a 15-color palette so they're easy to tell apart on a busy stage.
  • Ctrl+click floor - Place a waypoint. Waypoints are gray dots that mark a path between two SPs but aren't a shooting location themselves (around a corner, through a door, etc.). They affect movement time in par calculations.

Drag any SP or waypoint to reposition it. Connector lines between consecutive SPs update live.

Chair snap: If you place an SP on or near a folding chair, it snaps to the chair's seat at sitting height. Useful for IDPA "seated" start strings.

Painting Shot Markers

With at least one SP placed, Shift+click a target to add a shot marker from the most recently selected SP. The marker inherits that SP's color (at 80% alpha) and gets a sequential number. Each Shift+click adds one more shot.

The marker defaults to a body shot (red) unless the target is a headshot-only variant - typically the IDPA hs1 hardcover, where the body is covered and only the head is exposed. Those auto-promote to a headshot (orange) when you click. To force a headshot on a normal target (for example to model an explicit head shot called by the stage description), Ctrl+click the target instead.

Steel targets and Texas Stars always count as one shot per marker (steel) or five (Texas Star) regardless of how many times you click - those values are fixed by the rulebook.

Inserting Into the Middle of a Route

By default new SPs append to the end of the sequence. To insert one in the middle, hold Shift (for an SP) or Ctrl (for a waypoint) and click on the connector line between two existing positions. The route splices around the new point and renumbers the rest.

Hiding and Showing the Plan

The Show SP button toggles all SP visuals - positions, waypoints, shot markers, lines, and labels. Useful when you want to admire the stage layout without the planning overlay, or when capturing a screenshot you don't want spoiling the puzzle.

Library thumbnails never show the plan. The top-down SVG that appears in the stage library is always rendered with SPs hidden, so the public sees the stage as a puzzle and not the solution.

Line of Sight (LOS) Shading

The LOS button toggles line-of-sight shading. With it on, the floor lights up green where the selected SP (or every SP, in "All" mode) has a clear shot, and goes dark where walls or barriers block the view. A small LOS Settings popup lets you pick:

  • All shooting positions - Default. Shows union of every SP's coverage.
  • Selected SP only - Cleaner read on stages with many SPs.

LOS is computed at a chest-height plane around 4 ft above the floor, which matches a typical standing engagement. Cover that's "shoot-over" (single barrels) doesn't block; "blocks" cover (stacked barrels, walls) does.

Auto-Numbering Targets

Once every shootable target has at least one shot marker, the Auto T# button enables. Clicking it walks the SP chain in order, follows the shot markers from each SP, and assigns T1, T2, ... to cardboard targets and S1, S2, ... to steel poppers in engagement order. Run it again whenever the route changes.

Walk Mode

Click Walk in the view buttons to drop into first-person. The camera ducks to roughly eye height at the first SP, and the controls become:

  • W / A / S / D - Move forward, left, back, right.
  • Shift (held) - Run at the GPA par speed used by the par calculator.
  • Click the canvas - Lock the pointer for mouse-look.
  • Move the mouse - Aim. A crosshair sits at canvas center.
  • Click a target or activator - "Fire" it. Steel falls over, moving stands cycle through their motion, stomp boxes trigger their activator targets.
  • Esc - Release pointer lock. Press again to exit walk mode.
Aim with the crosshair, not your cursor. Walk-mode aim is anchored to the canvas crosshair, not the window crosshair - if the editor toolbar pushes the canvas down, those two diverge. Always read the on-canvas crosshair as the source of truth.

Par Run

Par Run is the automated cousin of Walk mode. It walks the SP chain at par speed, pans the camera through each engagement, and shows a live elapsed-time HUD. Useful for verifying a stage plays the way you imagined and for sharing a walkthrough video. Esc cancels at any time.

Two Dimensions, Always

SPs live in the XZ plane only - they don't have a height. That's intentional: real shooters stand on the floor or sit on a chair. If you want to model a port, a low wall to shoot over, or a step-up, place the SP on the floor and let the LOS engine do the rest.

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