© 2002 Directed Electronics, Inc. Vista, CA
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9 DOUBLE PULSE UNLOCK OFF/ON:
Some vehicles require two pulses on a single wire to unlock the doors. When
the double pulse unlock feature is turned on, the BLUE H2/C wire will supply two negative pulses instead of a
single pulse. At the same time, the GREEN H2/A wire will supply two (+) pulses instead of a single pulse. This
makes is possible to directly interface with double pulse vehicles without any extra parts.
10 CODE HOPPING
™
ON/OFF:
The system uses a mathematical formula to change its code each time the trans-
mitter and receiver communicate. This makes the group of bits or "word" from the transmitter very long. The
longer the word is, the easier it is to block its transmission to the unit. Disabling the Code Hopping
™
feature lets
the receiver ignore the Code Hopping
™
part of the transmitted word. As a result, the unit may have better range
with Code Hopping
™
off.
11 SIREN/HORN HONK:
The system can be programmed to output pulses instead of a continuous output when
the system is triggered. This is useful to honk the factory horn in applications where a siren is undesirable. Re-
member that the unit is only capable of supplying 1 amp of current. A relay will be required to interface with
most factory horn systems.
nuisance prevention circuitry (NPC
™
)
NPC requires that you change the way you test the system as NPC will bypass an input zone for 60 minutes.
If the system “sees” the same zone trigger three times AND the triggers are spaced less than an hour apart, the
system will bypass that input zone for 60 minutes.
If that zone does not attempt to trigger the system during the 60-minute bypass period, the zone’s monitoring
will begin again at the end of the hour. If it does attempt to trigger while bypassed, the 60-minute bypass starts
over again.
Disarming and rearming the system does not reset NPC. The only way to reset NPC is for the 60 minutes to pass,
without a trigger, or for the ignition to be turned on. This allows the system to be repeatedly triggered, disarmed
and rearmed, while still allowing NPC to bypass a faulty zone.
When disarming the system, 5 chirps indicate NPC is activated. The LED will report the zone that has been
bypassed. (See
Table of Zones
section.)