Once we map the roulette table, we must ensure that all operations related to identifying numbers or placing chips are performed in a timely manner. For this purpose, among other things, the module “Modus Operandi” is used. Modus operandi literally translated from Latin means “* way of acting *”. This module is a place where, apart from various parameters, there is also a graphical interface for the workflow of the “Monitoring” and “AutoMat” modules, which shows the way they work together with the clocks set by the user. They are used to delay the execution of certain procedures in the “Monitoring” and “AutoMat” modules. The module is divided into five sections:

  • “Table name” – this section contains the name of the currently loaded map. It is identical to the one we entered in the “Mapper” module at the beginning of the table mapping process.
  • “Synchronization” – synchronization is a process necessary for the correct operation of all modules. This process takes a maximum of 2 spins. It is a process that is carried out automatically without user intervention and takes place right after starting the “Monitoring” module. In this section we can check if the module is synchronizing or not.
  • “Monitoring” – this section informs about the course of operation of the “Monitoring” module. In this section, apart from the graphical presentation of the module’s workflow, there are also two user-set clocks No. 1 and No. 2, which are used to delay before downloading the identification points of numeric fields. This process is described in detail later in this thread.
  • “AutoMat” – this is the section informing about the course of work of the “AutoMat” betting module. In this section, apart from the graphical presentation of the module workflow, there is a user-set delay timer No.3, which gives the user time to react after drawing the number. This delay is described in more detail later in this thread.

The procedures of the “Synchronization”, “Monitoring” and “AutoMat” sections during their work inform us in what state they are currently in.
The possible states are:

  • Task in progress

  • Execution of the task without error

  • Error while executing the task

Errors can only occur in the operation of the “Monitoring” module whose task is:

  • Identification of numbers
  • Identification of the correctness of the table format
  • Identification of a betting marker
  • Synchronization with clocks (setting desired delays)

The most common errors are:

  • Incorrect table format – usually caused by starting the “Monitoring” module, when the roulette table has not been started before, it has a different location or size than during
    mapping process. A table identification error may also occur when for a long time no action takes place on a correctly launched roulette table and a window appears with a message that the user is disconnected from the casino server, which is usually accompanied by a change in the color scheme or the colors of the four identification points of the table indicated during the mapping process. . There is also a possibility that during the table mapping process, we indicated one of the four table identification points in the wrong place, where the colors are not constant – (changing) and this is a condition that must be met for the whole to work properly.
  • More than one identified number – as we wrote earlier, the number is identified when, after drawing the number, some kind of change in the graphic field of a given number occurs. When two points on the numeric field at the right moment change their color, they will be correctly identified. If for any reason more ID points change their color after drawing the number, you will get an error. Such a situation may occur when, for example, the collection of identification points takes place at the wrong time – (clock no.1 or no.2 incorrectly set). Another reason may be an incorrectly created table map, where, for example, we indicated identification points in the wrong places. Useful in such a situation may be the “Map test” function, after which all points drawn during mapping will be displayed on the graphic screenshot.

The picture above shows an example of a window displayed when more than one number is detected.

Rare errors are:

  • Incorrect identification of a number – such a situation may occur when, for example, when creating a table map, we did not keep the correct order of the mapped numeric fields. The order must be consistent with the one displayed in the information section of the “Mapper” module during the table mapping procedure. Timer settings # 1 and # 2 can also play a role in this kind of error.
  • Betting Marker Identification Timeout Exceeded – “Betting Marker” is used to detect two states of the game: “betting” and “end of betting”. An error can occur if, for any reason, any of these conditions takes longer than five minutes to wait.
  • Number identification time limit exceeded – similar to a betting marker, if for any reason during the ‘Identify Number’ procedure it is not recognized within five minutes, you will get an error.

Examples are:

  • Live roulette is sometimes cleared by the game staff during the game, and if it takes longer than five minutes, it will time out and result in an error.
  • There may be a situation where the table’s identification points match the mapped ones, despite the fact that, for example, roulette stopped working because there was a technical failure on the casino’s side. In such a situation, the “Monitoring” module, having data informing that the table format is compatible, will wait for one of these three states of the game and an error will occur after the time limit is exceeded.
  • “Map test” – in this section there is a “Test” button, clicking which will take a screenshot of the roulette table running. All points plotted in the process of mapping the table will be presented on the screenshot of the table. From version 1.0.5 there is also a button “Last Screenshot”. After clicking this button, the last screenshot will be displayed, which may be helpful in diagnosing map errors.

Above is an example of using the “Map test” function.

Now we will describe step by step what activities take place in the “Modus Operandi” module during the “Live” session.

After activating the “Monitoring” module, the synchronization process will start. In the “Synchronization” section you will see an animated progress indicator. In the case of “RNG” roulette, the spin will be released at this point by clicking the “Spin” button. If there is a possibility of empty spins on a given “RNG” table, no chip will be placed in this place, otherwise, before a spin is made on the numerical field of zero, the “A” chip will be placed – supporting the game. In the case of the “Live” tables, this is not a problem because there a certain amount of empty spins is always possible. The number of empty spins can be set in the additional settings of the “Modus Operandi” module. Zero means no empty spins can be released.

In the “Monitoring” section, the following are performed in sequence:

  • “1 – Table identification” – here the module checks if the 4 identification points of the table – (specifically their colors) match those mapped.
  • “2 – Point identification – (betting)” – here the module waits for the appearance of the betting marker, after which the “AutoMat” module, if it has been launched, will be able to bet chips automatically. Bets will take place after the delay set in clock # 3 in the “AutoMat” section. The interval for this clock is one second so a delay set for example to 5 will give us a five-second delay. If the “AutoMat” module is active, it will jump to the “AutoMat” section where all betting activities will be performed, then the module will return to the “Monitoring” section to continue with the number identification. During the jumps between the “Monitoring” and “AutoMat” sections, red and green arrows will be visible, indicating the active sections of the module. These arrows will be visible from the moment of starting the “AutoMat” module.
  • “3 – Point identification – (end of betting)” – in this point, “Monitoring” waits for the color of the betting marker to change, indicating the state of the game, in which it is no longer possible to bet on chips and the next spin will take place soon. After detecting a change, the module goes to the point no. 4 – “Delay”.
  • “4 – Delay 1, Delay 2” – this is the moment when there is a delay between the detection of the game state “end of betting” and downloading from all numerical fields their identification points – (specifically their colors), which will then be analyzed for a change to detect the drawn number. Clock no. 1 is responsible for the delay when only the “Monitoring” module is activated, while when both modules: “Monitoring” and “AutoMat” are active, clock no. 2 is responsible for the delay before downloading the colors. Thanks to the use of two timers delaying the collection of points identification, we have more options to set the delay, which may be necessary in some cases. For clocks 1 and 2, the interval is theoretically 10 milliseconds, but since clocks 1 and 2 work in cooperation with a rather time-consuming internal procedure, the actual delay time is slightly longer and depends on the CPU power of the computer. So in order to set the appropriate value for these clocks, you have to look at their indications during the countdown. An example of a video of the correct setting of the clock can be seen in the thread 7.2.1., Where a movie with the course of work of the “Modus Operandi” module was presented on the example of a table with variable format of numeric fields. We wrote about tables with variable format of numeric fields later in this thread and in section 7.2.1 Additional settings.
  • “5 – Getting data from numeric fields” – at this point the colors of all numeric fields are collected. The download of colors must take place when all numeric fields are devoid of any shadows, animations after e.g. placing chips etc. that is, when they have their natural colors. The moment of download can be precisely set with the clocks described above.
  • “6 – Number identification” – during this procedure, the “Monitoring” module analyzes all identification points in terms of changing their colors. If the colors of two identification points change on one of the 37 numeric fields, it will mean the correct identification of the drawn number. If the module detects more than one number, a window will appear with a graph showing which numbers have been detected. Knowing which numbers are detected in error will help us understand when we went wrong.

In the “AutoMat” section, the following are performed in sequence:

  • “7 – Delay” – here there is a delay in seconds, which occurs after the random number is recognized and the state of the game is identified by the “Monitoring” module. Thanks to this delay timer, we have time for all kinds of actions related to game control in the windows of numbers, groups, series and on the main interface of the platform. After the clock counts down the set value, all functions related to the attack of numbers, groups, series and the main chart for the spin time will be blocked and if the main chart has been previously attacked, numbers will be bet by the “AutoMat” module.
  • “8 – Betting” – this is where the betting procedure is performed, in which the “AutoMat” module places bets, removes or adds chips to the roulette table according to the current state of our strategy.
  • The cursor will be moved when the “AutoMat” betting module is finished.
  • If the mouse cursor is left somewhere in the numeric fields section after the module is finished, the cursor will be moved to one of two places:
    1 – if we have not set the return point of the cursor on the “Live” session panel in the main platform window and this function is inactive, the cursor will be moved to the center of the “A” token.
    2 – If, however, the cursor return position has been previously set and this function is active, the cursor will appear in the previously indicated position.
  • If the mouse cursor remains on any of the buttons after the module is finished, the cursor will be moved only when the return function on the session panel “Live” is active.
  • “9 – Spin” – if we play the “RNG” roulette, then the “AutoMat” module will click the “Spin” or “Repeat / Spin” button to start another game. In the case of “Live” tables, this procedure will be skipped and the description color will be red.
  • “10 – Synchronization betting – (only RNG)” – we wrote earlier that if in the case of the “RNG” tables it is not possible to release empty spins, in order for the synchronization to occur, the “AutoMat” module will have to place the “ A ”- supporting the game. This is where this procedure will be performed if these conditions are met. Otherwise, this procedure will be skipped and its description will be red.

Let’s see in the video above how the workflow in the module “Modus Operandi” looks like.

Revision: 11


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