Click to see the hint
Hint text
The same effect with a button that disappears once pressed:
Bear in mind that text hidden this way still sits in the page source — this is a convenience, not protection. If the contents must not be reachable before their time, use the ordinary hint timer or [[en:authors_main:task_editor:advanced:edit_templates|templates]].
[[https://qeng.org/game.php?jump_to&gid=3493&task_id=79305|Example in game]]
==== Regular and Global (Spanning) Bonuses ====
* **Regular Bonuses:** Linked to a specific level.
* **Global (Spanning) Bonuses:** Available across multiple levels (e.g. from level 5 to 10). If a team enters the correct answer on level 5, they cannot submit it again on level 6. Spanning bonuses for the entire game can be set from levels 1 to 999.
==== Attempt Limits ====
To protect against brute-force (guessing) answers, you can set attempt limits.
* Limits can be set globally for the level (e.g., maximum 50 attempts per minute for the whole team) or individually per player.
* If the limit is exceeded, the input field is blocked for the team for a configured cooldown period.
This is what the player sees: above the box, how long is left to wait; below it, how many attempts in what time they are allowed.
{{ :authors_main:task_editor:answer_block_en.png?800 |The "one answer per 10 seconds" limit: after a wrong code the box waits out the timer}}
The block holding the lockout timer can be restyled, or have your own element attached to it — see [[en:authors_main:task_editor:advanced:page_elements#custom_styling_for_the_answer_lockout|Level Page Elements]].
[[https://qeng.org/game.php?jump_to&gid=3493&task_id=52079|Example in game]]
==== Auto-transition ====
The **"Auto-transition"** field sets the time after which the level closes on its own, even if the team has not passed it. It usually holds a duration in seconds, counted from the moment the team entered the level, so the auto-transition happens at a different time for every team.
Sometimes you need the level to close for everyone at once at a particular moment — in a multi-day game, say, where the new day's task starts at an appointed hour. For that, put the **unix time** of the moment into the same field (a large number instead of a duration). Such an auto-transition does not depend on when the team reached the level.
It is easy to tell apart by its behaviour in testing: restarting the level does not reset the time left until the auto-transition, and winding the level time forward in test mode does not bring it any closer.
[[https://qeng.org/game.php?jump_to&gid=3493&task_id=53861|Example in game]]
==== Closing a Task: "Smart" ====
Normally a level closes as soon as all the codes are in — and any bonuses left unsolved are lost with it. The **"Close level: Smart"** option changes that: if the codes are in but unsolved bonuses remain on the level, the task does not close by itself. A **"Finish the task"** button appears instead.
{{ :authors_main:task_editor:answer_finish_en.png?800 |All the codes are in and the task is still open: with "Smart" the team ends the level itself}}
Until the team presses it, the players can calmly finish off the bonuses. Handy on levels where the bonuses are worth more than the time, and it would be a shame to lose them just because somebody entered the last code too early.
[[https://qeng.org/game.php?jump_to&gid=3493&task_id=42721|Example in game]]
===== Offline Answer Checking =====
When playing in zones with poor mobile internet, enabling offline checking allows players to see the status of their submissions without waiting for a server response.
==== How it works: ====
- Upon entering the level, hash codes of the answers are downloaded to the player's browser.
- If there is no internet, submitted answers are placed in a local queue.
- Pending answers are instantly color-coded: **green** (correct), **red** (incorrect), and **white** (unknown/sending).
- As soon as the connection is restored, the queue is automatically sent to the server.
{{ :authors_main:task_editor:offline_queue_en.gif |The answers leave in one batch and wait in the queue: green ones the engine already recognized offline, red ones it did not}}
> **Warning (Security):** Because offline hashes are stored on the client side, technically advanced players could run local brute-force scripts to guess the code, especially if it is short or follows a known pattern (e.g. word + digits).
==== Protecting against brute-force in offline mode: ====
To protect against code guessing, add a penalty bonus with decoy codes (trap codes).
* For example, if the correct code is: ''baguette432''.
* Add a hidden bonus with the code: ''baguette178'' (and a penalty for solving it).
* To hide the bonus, write the special marker **''%hide%''** in its description. Teams won't know the trap exists, but automated brute-force scripts will hit it and receive a penalty.
Offline checking is disabled by default. It is recommended to enable it only on levels where poor network coverage is expected.
[[https://qeng.org/game.php?jump_to&gid=3493&task_id=42720|Example in game]]