Tie Connect Continuous
Builds a chain run by run, the way a shotfirer walks the bench. Click on holes or on open ground
between rows; every hole along each run is tied into one chain.
Before you start
- Pick a connector product chip, or type a Delay Amount — see
Connector Settings.
- Set Connect Distance (m) — the half-width of each run’s capture zone. Default 2.0.
Tie a chain
- Click Tie Connect Continuous on the Connect toolbar. Connector display is switched on.
- Click where the chain starts:
- a hole — it becomes the head of the chain, so you can carry on from an existing tie-up;
- open ground — the run starts there, and the first hole it reaches becomes the head.
- Keep clicking, on holes or on open ground. Each click lays a run from the last click; every
hole within Connect Distance of it is tied in, in order along the run.
- End the chain with Escape, right-click or double-click. The tool stays on — the next
click starts a new chain.
The last hole reached is the head for the next run. A run that reaches no holes still moves the
chain on, so you can step around an obstacle without breaking it. A capture zone follows the
cursor so you can see what the next run will take.
Rules
| Rule |
Detail |
| Order |
Along the run, not by distance from the head — the head can be metres off the run |
| No loops |
A hole tied earlier in the same chain is not tied again where two runs overlap |
| Free start |
A chain started on open ground leaves its first hole untied. Make it an initiation point separately |
| Ties |
Each takes the current Delay Amount, Connector Color and product. A cord product adds a feed; others replace the hole’s tie |
Special clicks
| Click |
Result |
| The chain head again |
It becomes an initiation point, and the chain ends: “Hole … is now an initiation point — run ended.” |
| A trunk run, with a chain running |
The head hole is re-attached to that trunk |
| A trunk run, with a CC (cord connector) chip selected |
The connector is placed inline on the trunk |
Troubleshooting
| Symptom |
Cause |
Fix |
| Holes in the next row were tied |
Connect Distance is wider than the gap between rows |
Lower it, or walk the run down the middle of the gap |
| The chain has no firing times |
Its first hole is not an initiation point |
Click the head again, or use Self Connect Add IP |
| A run went the wrong way |
The chain head moved to the last hole reached |
End the chain and start again from the hole you want |
| A wrong tie |
Ties are not undone with Ctrl+Z |
Remove it with Connectors Remove |
Other ways to use it
| Method |
Result |
| Trunk Branch Connect |
The same firing order, with the run kept as a trunk and a branch drawn to each hole |
| Tie Connect Multi |
One straight line at a time |
| Escape, right-click, double-click |
End the current chain |