View Full Version : How do I run, and perhaps make, a background sequence?
cruizer
12-19-2007, 12:41 AM
I searched, but couldn't really find the info I was looking for.
Last year with Vixen 1.1.xx i had a background sequence, that turned all lights off. I am currently using Beta 4. I used the prepare.exe to convert the background sequence. Then I set that background sequence using 'Sequence' -> 'Set Background Sequence'
Tonight, if you look in the Beta 4 section, I had a com error again. I removed the current running schedule, and created a new one to finish off the night. After that sequence ended, my sign light stayed on again. Which i thought the background sequence was supposed to eliminate with "all lights off."
So what am i doing wrong?
Macrosill
12-19-2007, 09:03 AM
Do you have the preference "Reset controller at end of sequence" enabled?
cruizer
12-19-2007, 09:46 AM
I had never heard of it, but when I found it, it was enabled.
tconley
12-19-2007, 11:05 AM
I posted my background sequence over in the sequencing forum
http://www.christmasinshirley.com/forum/viewtopic.php?t=1866
vziukas
11-25-2008, 01:47 AM
I'm not able to open that link. Its asking login / password. I try to register but probably because forum is closed I did not get login :(
Can anybody know or have script syntax (possible commands).
Especialy interesting if I can use dimming in background sequence.
Thanks
Wayne J
11-25-2008, 11:50 AM
Here is tconley's background sequence from the other forum.....
void Start() {
while(true){
/// Loop Chase on;
On(Channels(Window_2));
On(Channels(Window_1));
On(Channels(Pole_1));
On(Channels(Icicle_1));
On(Channels(Icicle_2));
On(Channels(Icicle_3));
On(Channels(Icicle_4));
On(Channels(Icicle_5));
On(Channels(Icicle_6));
On(Channels(Icicle_8));
On(Channels(Icicle_7));
On(Channels(CandyCane_6));
On(Channels(CandyCane_5));
On(Channels(CandyCane_4));
On(Channels(CandyCane_3));
On(Channels(CandyCane_2));
On(Channels(CandyCane_1));
On(Channels(SpirilTree1_L));
On(Channels(SpirilTree1_M));
On(Channels(SpirilTree1_S));
On(Channels(SpirilTree2_S));
On(Channels(SpirilTree2_M));
On(Channels(SpirilTree2_L));
On(Channels(Tree_R_1));
On(Channels(Tree_R_2));
On(Channels(Tree_R_3));
On(Channels(Tree_R_4));
On(Channels(Tree_R_5));
On(Channels(Tree_R_6));
On(Channels(Tree_R_7));
On(Channels(Tree_R_8));
/// -----------
Off(Channels(Tree_R_1));
On(Channels(Tree_Y_1));
Off(Channels(Tree_R_2));
On(Channels(Tree_Y_2));
Off(Channels(Tree_R_3));
On(Channels(Tree_Y_3));
Off(Channels(Tree_R_4));
On(Channels(Tree_Y_4));
Off(Channels(Tree_R_5));
On(Channels(Tree_Y_5));
Off(Channels(Tree_R_6));
On(Channels(Tree_Y_6));
Off(Channels(Tree_R_7));
On(Channels(Tree_Y_7));
Off(Channels(Tree_R_8));
On(Channels(Tree_Y_8));
/// ---------------------
Off(Channels(Tree_Y_1));
On(Channels(Tree_B_1));
Off(Channels(Tree_Y_2));
On(Channels(Tree_B_2));
Off(Channels(Tree_Y_3));
On(Channels(Tree_B_3));
Off(Channels(Tree_Y_4));
On(Channels(Tree_B_4));
Off(Channels(Tree_Y_5));
On(Channels(Tree_B_5));
Off(Channels(Tree_Y_6));
On(Channels(Tree_B_6));
Off(Channels(Tree_Y_7));
On(Channels(Tree_B_7));
Off(Channels(Tree_Y_8));
On(Channels(Tree_B_8));
/// Loop Chase Off
Off(Channels(Tree_B_8));
On(Channels(Tree_Y_8));
Off(Channels(Tree_B_7));
On(Channels(Tree_Y_7));
Off(Channels(Tree_B_6));
On(Channels(Tree_Y_6));
Off(Channels(Tree_B_5));
On(Channels(Tree_Y_5));
Off(Channels(Tree_B_4));
On(Channels(Tree_Y_4));
Off(Channels(Tree_B_3));
On(Channels(Tree_Y_3));
Off(Channels(Tree_B_2));
On(Channels(Tree_Y_2));
Off(Channels(Tree_B_1));
On(Channels(Tree_Y_1));
/// ----------
Off(Channels(Tree_Y_8));
On(Channels(Tree_R_8));
Off(Channels(Tree_Y_7));
On(Channels(Tree_R_7));
Off(Channels(Tree_Y_6));
On(Channels(Tree_R_6));
Off(Channels(Tree_Y_5));
On(Channels(Tree_R_5));
Off(Channels(Tree_Y_4));
On(Channels(Tree_R_4));
Off(Channels(Tree_Y_3));
On(Channels(Tree_R_3));
Off(Channels(Tree_Y_2));
On(Channels(Tree_R_2));
Off(Channels(Tree_Y_1));
On(Channels(Tree_R_1));
/// -----------
Off(Channels(Tree_R_8));
Off(Channels(Tree_R_7));
Off(Channels(Tree_R_6));
Off(Channels(Tree_R_5));
Off(Channels(Tree_R_4));
Off(Channels(Tree_R_3));
Off(Channels(Tree_R_2));
Off(Channels(Tree_R_1));
Off(Channels(SpirilTree2_L));
Off(Channels(SpirilTree2_M));
Off(Channels(SpirilTree2_S));
Off(Channels(SpirilTree1_S));
Off(Channels(SpirilTree1_M));
Off(Channels(SpirilTree1_L));
Off(Channels(CandyCane_1));
Off(Channels(CandyCane_2));
Off(Channels(CandyCane_3));
Off(Channels(CandyCane_4));
Off(Channels(CandyCane_5));
Off(Channels(CandyCane_6));
Off(Channels(Icicle_1));
Off(Channels(Icicle_2));
Off(Channels(Icicle_3));
Off(Channels(Icicle_4));
Off(Channels(Icicle_5));
Off(Channels(Icicle_6));
Off(Channels(Icicle_8));
Off(Channels(Icicle_7));
Off(Channels(Pole_1));
Off(Channels(Window_1));
Off(Channels(Window_2),Wait);
/// Loop Chase on --- 2;
On(Channels(Window_2));
On(Channels(Window_1));
On(Channels(Pole_1));
On(Channels(Icicle_1));
On(Channels(Icicle_2));
On(Channels(Icicle_3));
On(Channels(Icicle_4));
On(Channels(Icicle_5));
On(Channels(Icicle_6));
On(Channels(Icicle_8));
On(Channels(Icicle_7));
On(Channels(CandyCane_6));
On(Channels(CandyCane_5));
On(Channels(CandyCane_4));
On(Channels(CandyCane_3));
On(Channels(CandyCane_2));
On(Channels(CandyCane_1));
On(Channels(SpirilTree1_L));
On(Channels(SpirilTree1_M));
On(Channels(SpirilTree1_S));
On(Channels(SpirilTree2_S));
On(Channels(SpirilTree2_M));
On(Channels(SpirilTree2_L));
On(Channels(Tree_R_1));
On(Channels(Tree_R_2));
On(Channels(Tree_R_3));
On(Channels(Tree_R_4));
On(Channels(Tree_R_5));
On(Channels(Tree_R_6));
On(Channels(Tree_R_7));
On(Channels(Tree_R_8));
/// -----------
Off(Channels(Tree_R_1));
On(Channels(Tree_Y_1));
Off(Channels(Tree_R_2));
On(Channels(Tree_Y_2));
Off(Channels(Tree_R_3));
On(Channels(Tree_Y_3));
Off(Channels(Tree_R_4));
On(Channels(Tree_Y_4));
Off(Channels(Tree_R_5));
On(Channels(Tree_Y_5));
Off(Channels(Tree_R_6));
On(Channels(Tree_Y_6));
Off(Channels(Tree_R_7));
On(Channels(Tree_Y_7));
Off(Channels(Tree_R_8));
On(Channels(Tree_Y_8));
/// ---------------------
Off(Channels(Tree_Y_1));
On(Channels(Tree_B_1));
Off(Channels(Tree_Y_2));
On(Channels(Tree_B_2));
Off(Channels(Tree_Y_3));
On(Channels(Tree_B_3));
Off(Channels(Tree_Y_4));
On(Channels(Tree_B_4));
Off(Channels(Tree_Y_5));
On(Channels(Tree_B_5));
Off(Channels(Tree_Y_6));
On(Channels(Tree_B_6));
Off(Channels(Tree_Y_7));
On(Channels(Tree_B_7));
Off(Channels(Tree_Y_8));
On(Channels(Tree_B_8));
continue;
///WaitOnTimers();
}
///Off(All);
}
Here is the one I will be using. A good buddy of mine wrote this, and added comments so I could learn from it. What I like the most about it, is that it has channel groups. Makes for easier changes and shorter code writing.
void Start() {
// The compiler will ignore anything after two forward slashes, like these comments.
// I've placed comments in the code to try to explain what I'm doing.
// Since each thing we're controlling is made up of multiple channels,
// we're going to build collections of channels to control, one for each
// entity.
ChannelCollection mediumTreeGreen;
ChannelCollection mediumTreeBlue;
ChannelCollection greenCandyCanes;
ChannelCollection blueIcicles;
ChannelCollection purpleWindowLights;
ChannelCollection greenHandRails;
mediumTreeGreen = Channels(Medium_Tree_B1R, Medium_Tree_B2R, Medium_Tree_B3R, Medium_Tree_B4R,
Medium_Tree_B5R, Medium_Tree_B6R, Medium_Tree_B7R, Medium_Tree_B8R);
mediumTreeBlue = Channels(Medium_Tree_A1G, Medium_Tree_A2G, Medium_Tree_A3G, Medium_Tree_A4G,
Medium_Tree_A5G, Medium_Tree_A6G, Medium_Tree_A7G, Medium_Tree_A8G);
greenCandyCanes = Channels(candy_cane_G1,candy_cane_G2,candy_cane_G3 ,candy_cane_G4,candy_cane_G5,
candy_cane_G6, candy_cane_G7, candy_cane_G8, candy_cane_G9, candy_cane_G10,
candy_cane_G11, candy_cane_G12, candy_cane_G13, candy_cane_G14, candy_cane_G15);
blueIcicles = Channels(eaves_ice_B1, eaves_ice_B2, eaves_ice_B3, eaves_ice_B4, eaves_ice_B5);
purpleWindowLights = Channels(window_P1, window_P2, window_P3, window_P4);
greenHandRails = Channels(hand_railG1, hand_rail_G2);
// These are static, they will not change, so we will turn them on and
// leave them.
On(blueIcicles, At(50)); // At 50%
On(purpleWindowLights, At(50));
On(greenHandRails, At(50));
// This will repeat forever until it's stopped by the application.
while(true) {
// Ramp from 0-100% over the span of one second and wait for it to complete.
Ramp(mediumTreeGreen, 0, 100, Over(1).Second, Wait);
// Have the channels on at full intesity for 5 seconds and wait for it to complete.
On(mediumTreeGreen, For(5).Seconds, Wait);
// Fade from 100-0% over the span of one second and wait for it to complete.
Ramp(mediumTreeGreen, 100, 0, Over(1).Second, Wait);
Ramp(mediumTreeBlue, 0, 100, Over(1).Second, Wait);
On(mediumTreeBlue, For(5).Seconds, Wait);
Ramp(mediumTreeBlue, 100, 0, Over(1).Second, Wait);
Ramp(greenCandyCanes, 100, 0, Over(2).Seconds, Wait);
}
}
jeff.ott
12-01-2008, 01:43 PM
Om, here goes the question. can you just create the background scipt in notepad? what extension does it need to have? How does vixen know the channel definitions ane what plugins to use for the sequence? I used the script editor (New Sequence-Script Project) but I cannot now open it back up. IT says extension not known. . . . Any help would be appreciated.
JEff
jeff.ott
12-01-2008, 05:18 PM
Well kind of got the answers. Script projects should have a .vsp extension so now I can load and edit these. That's good. I loaded some example code that ramps on over 1 second, then is on for 5 seconds, then ramp down for 1 second. There is a off element in between each of these events as you can see the lights go off for a few miliseconds before the next event occurs in the program. Can you get rid of these flickers? Also can you have multiple current events occuring or does every event have to happen in order?
Thanks,
Jeff
A Marchini
12-14-2008, 06:56 AM
Can you get rid of these flickers? Also can you have multiple current events occuring or does every event have to happen in order?
Thanks,
Jeff
Did you get an answer on this?? I noticed the flicker between items too.
Tony M.
Aurbo99
12-23-2008, 03:24 PM
Here is tconley's background sequence from the other forum.....
Here is the one I will be using. A good buddy of mine wrote this, and added comments so I could learn from it. What I like the most about it, is that it has channel groups. Makes for easier changes and shorter code writing.
void Start() {
// The compiler will ignore anything after two forward slashes, like these comments.
// I've placed comments in the code to try to explain what I'm doing.
// Since each thing we're controlling is made up of multiple channels,
// we're going to build collections of channels to control, one for each
// entity.
ChannelCollection mediumTreeGreen;
ChannelCollection mediumTreeBlue;
ChannelCollection greenCandyCanes;
ChannelCollection blueIcicles;
ChannelCollection purpleWindowLights;
ChannelCollection greenHandRails;
mediumTreeGreen = Channels(Medium_Tree_B1R, Medium_Tree_B2R, Medium_Tree_B3R, Medium_Tree_B4R,
Medium_Tree_B5R, Medium_Tree_B6R, Medium_Tree_B7R, Medium_Tree_B8R);
mediumTreeBlue = Channels(Medium_Tree_A1G, Medium_Tree_A2G, Medium_Tree_A3G, Medium_Tree_A4G,
Medium_Tree_A5G, Medium_Tree_A6G, Medium_Tree_A7G, Medium_Tree_A8G);
greenCandyCanes = Channels(candy_cane_G1,candy_cane_G2,candy_cane_G3 ,candy_cane_G4,candy_cane_G5,
candy_cane_G6, candy_cane_G7, candy_cane_G8, candy_cane_G9, candy_cane_G10,
candy_cane_G11, candy_cane_G12, candy_cane_G13, candy_cane_G14, candy_cane_G15);
blueIcicles = Channels(eaves_ice_B1, eaves_ice_B2, eaves_ice_B3, eaves_ice_B4, eaves_ice_B5);
purpleWindowLights = Channels(window_P1, window_P2, window_P3, window_P4);
greenHandRails = Channels(hand_railG1, hand_rail_G2);
// These are static, they will not change, so we will turn them on and
// leave them.
On(blueIcicles, At(50)); // At 50%
On(purpleWindowLights, At(50));
On(greenHandRails, At(50));
// This will repeat forever until it's stopped by the application.
while(true) {
// Ramp from 0-100% over the span of one second and wait for it to complete.
Ramp(mediumTreeGreen, 0, 100, Over(1).Second, Wait);
// Have the channels on at full intesity for 5 seconds and wait for it to complete.
On(mediumTreeGreen, For(5).Seconds, Wait);
// Fade from 100-0% over the span of one second and wait for it to complete.
Ramp(mediumTreeGreen, 100, 0, Over(1).Second, Wait);
Ramp(mediumTreeBlue, 0, 100, Over(1).Second, Wait);
On(mediumTreeBlue, For(5).Seconds, Wait);
Ramp(mediumTreeBlue, 100, 0, Over(1).Second, Wait);
Ramp(greenCandyCanes, 100, 0, Over(2).Seconds, Wait);
}
}
Thanks, this one saved my bacon.. :rolleyes: trying to talk the wife through running a manual sequence each night while I was at work was really ticking her off =)
Aurbo99
12-23-2008, 10:34 PM
I changed the timings on the script above from 1 second to 15 seconds to get a much slower ramp.
It does not appear to take effect, watching the whole script execute, it looks like everything is all defaulted to a single 1 second time interval.
Anyone know what may cause this?
void Start() {
// The compiler will ignore anything after two forward slashes, like these comments.
// I've placed comments in the code to try to explain what I'm doing.
// Since each thing we're controlling is made up of multiple channels,
// we're going to build collections of channels to control, one for each
// entity.
// Declares variables
// **** Channel Specific ****
ChannelCollection Candles;
ChannelCollection Flake;
ChannelCollection RoofRed;
ChannelCollection RoofBlue;
ChannelCollection MiniTreeBlue;
ChannelCollection MiniTreeYellow;
ChannelCollection MiniTreeRed;
ChannelCollection MiniTreeGreen;
ChannelCollection MegaToppers;
ChannelCollection MegaRed;
ChannelCollection MegaBlue;
ChannelCollection MegaGreen;
ChannelCollection MegaYellow;
ChannelCollection Canes;
// Channel specific - Selected what channels to be in this group
Candles = Channels(Candle_1,Candle_2,Candle_3,Candle_4,Candl e_5,Candle_6,Candle_7,Candle_8);
Flake = Channels(SnowFlake);
RoofRed = Channels(Evestrough_Red,TJ_Red,Bath_Red);
RoofBlue = Channels(Evestrough_Blue,TJ_Blue,Bath_Blue);
MiniTreeBlue = Channels(Mini1_Blue,Mini2_Blue,Mini3_Blue,Mini4_Bl ue,Mini5_Blue,Mini6_Blue,Mini7_Blue,Mini8_Blue,Min i9_Blue,Mini10_Blue);
MiniTreeYellow = Channels(Mini1_Yellow,Mini2_Yellow,Mini3_Yellow,Mi ni4_Yellow,Mini5_Yellow,Mini6_Yellow,Mini7_Yellow, Mini8_Yellow,Mini9_Yellow,Mini10_Yellow);
MiniTreeRed = Channels(Mini1_Red,Mini2_Red,Mini3_Red,Mini4_Red,M ini5_Red,Mini6_Red,Mini7_Red,Mini8_Red,Mini9_Red,M ini10_Red);
MiniTreeGreen = Channels(Mini1_Green,Mini2_Green,Mini3_Green,Mini4 _Green,Mini5_Green,Mini6_Green,Mini7_Green,Mini8_G reen,Mini9_Green,Mini10_Green);
MegaToppers = Channels(MegaTopper);
MegaRed= Channels(Mega_Red1,Mega_Red2,Mega_Red3,Mega_Red4,M ega_Red5,Mega_Red6,Mega_Red7,Mega_Red8);
MegaBlue = Channels(Mega_Blue1,Mega_Blue2,Mega_Blue3,Mega_Blu e4,Mega_Blue5,Mega_Blue6,Mega_Blue7,Mega_Blue8);
MegaGreen = Channels(Mega_Green1,Mega_Green2,Mega_Green3,Mega_ Green4,Mega_Green5,Mega_Green6,Mega_Green7,Mega_Gr een8);
MegaYellow = Channels(Mega_Yellow1,Mega_Yellow2,Mega_Yellow3,Me ga_Yellow4,Mega_Yellow5,Mega_Yellow6,Mega_Yellow7, Mega_Yellow8);
Canes = Channels(CandyCane1,CandyCane2,CandyCane3,CandyCan e4,CandyCane5,CandyCane6,CandyCane7,CandyCane8,Can dyCane9,CandyCane10,CandyCane11,CandyCane12,CandyC ane13,CandyCane14,CandyCane15);
// These are static, they will not change, so we will turn them on and
// leave them.
On(Candles, At(50)); // At 50%
On(RoofRed, At(50));
On(Canes, At(50));
// This will repeat forever until it's stopped by the application.
while(true) {
// Ramp from 0-100% over the span of ten second and wait for it to complete.
Ramp(MiniTreeRed, 0, 100, Over(15).Second, Wait);
Ramp(MiniTreeGreen, 0, 100, Over(15).Second, Wait);
Ramp(MiniTreeYellow, 0, 75, Over(15).Second, Wait);
Ramp(MiniTreeBlue, 0, 100, Over(15).Second, Wait);
// Have the channels on at full intesity for 5 seconds and wait for it to complete.
On(Canes, For(5).Seconds, Wait);
// Fade from 100-0% over the span of one second and wait for it to complete.
Ramp(MegaYellow, 75, 0, Over(8).Second, Wait);
Ramp(MegaYellow, 0, 75, Over(8).Second, Wait);
Ramp(MegaGreen, 90, 0, Over(8).Second, Wait);
Ramp(MegaGreen, 0, 90, Over(8).Second, Wait);
Ramp(MegaRed, 90, 0, Over(8).Second, Wait);
Ramp(MegaRed, 0, 90, Over(8).Second, Wait);
Ramp(MegaBlue, 90, 0, Over(8).Second, Wait);
Ramp(MegaBlue, 0, 90, Over(8).Second, Wait);
On(Flake, For(7).Seconds, Wait);
Ramp(Canes, 100, 0, Over(10).Second, Wait);
Ramp(Candles, 100, 0, Over(10).Seconds, Wait);
}
}
Here's mine shows use of timers to turn on and turn off at certain times of the day.
void Start() {
Off (All);
while (true){
ChannelCollection White;
ChannelCollection Blue;
White = Channels(W_Left_Side, W_Left_Main_Peak, W_Right_Main_Peak, W_Main_Front, W_Left_Low_Peak, W_Left_2nd_Peak, W_Right_2nd_Peak, W_Right_Side, W_Right_Low_Peak, W_High_Peak, W_Mini1, W_Mini2, W_Mini3, W_Mini4, W_Mini5, W_Mini6, W_Mini7, W_Mini8);
Blue = Channels(B_Left_Side, B_Left_Main_Peak, B_Right_Main_Peak, B_Main_Front, B_Left_Low_Peak, B_Left_2nd_Peak, B_Right_2nd_Peak, B_Right_Side, B_Right_Low_Peak, B_High_Peak, B_Mini1, B_Mini2, B_Mini3, B_Mini4, B_Mini5, B_Mini6, B_Mini7, B_Mini8);
DateTime now = DateTime.Now;
//DateTime constructor goes (YY,MM,DD,HH,MM,SS)
DateTime start = new DateTime(now.Year, now.Month, now.Day, 17, 30, 00);
DateTime end = new DateTime(now.Year, now.Month, now.Day, 22, 00, 00);
while (now.CompareTo(start) >= 0 && now.CompareTo(end) <= 0)
{
On (Channels(Sign), At(100));
On (Blue, At(100), Over(5).Minutes, Wait);
Off (Blue);
On (White, At(100), Over(5).Minutes, Wait);
Off (White);
now = DateTime.Now; //update the current time
}
Off (All, Over(5).Minutes, Wait);
}
}
Aurbo99
12-24-2008, 12:43 PM
Thanks Trip
I still get the 1 second timing interval even with yours set at 5 minutes!
Aurbo99
12-24-2008, 12:48 PM
Well, for something learned today...
There is a definate difference between .second and .seconds and .minute and .minutes when your scripting.
I changed the script timers from
Ramp(MiniTreeRed, 0, 100, Over(15).Second, Wait);
to
Ramp(MiniTreeRed, 0, 100, Over(15).Seconds, Wait);
and the timed events keep time..
aERonAUtical96
12-24-2008, 01:01 PM
That's interesting... I thought I read that there was no difference between .Second and .Seconds. Will have to try that.
I don't do a lot on .NET so I don't know about the memory mgmt allocation/deallocation, but you guys may want to make a change to your script where you perform declarations outside of the loop. For instance, you currently have
while (true){
ChannelCollection White;
ChannelCollection Blue;
White = Channels(W_Left_Side, W_Left_Main_Peak, W_Right_Main_Peak, W_Main_Front, W_Left_Low_Peak, W_Left_2nd_Peak, W_Right_2nd_Peak, W_Right_Side, W_Right_Low_Peak, W_High_Peak, W_Mini1, W_Mini2, W_Mini3, W_Mini4, W_Mini5, W_Mini6, W_Mini7, W_Mini8);
Blue = Channels
...
In theory, each time through the loop, you would allocate a new memory space for the variables White and Blue. I'm not sure how .NET will clean up the old memory. This could potentially lead to a memory leak (just continuosly allocating new memory until you run out).
By declaring it once outside the loop, it should alleviate the problem and since you don't make anychanges to the variable values, you don't need to set them each time through.
ChannelCollection White;
ChannelCollection Blue;
White = Channels(W_Left_Side, W_Left_Main_Peak, W_Right_Main_Peak, W_Main_Front, W_Left_Low_Peak, W_Left_2nd_Peak, W_Right_2nd_Peak, W_Right_Side, W_Right_Low_Peak, W_High_Peak, W_Mini1, W_Mini2, W_Mini3, W_Mini4, W_Mini5, W_Mini6, W_Mini7, W_Mini8);
Blue = Channels
while (true){...
I'm not sure if you have seen problems w/ memory. Would be interesting to test to see if .NET will deallocate when out of scope. Just a suggestion and somethign to look out for.
thanks for catching that error aero, you are right. My bad. Glad I posted it up.
Aurbo99
12-25-2008, 09:34 PM
Any tips on how to script a ChannelCollection to ramp from 15 to 75 and then back to 15?
Doing a
Ramp(MegaYellow, 15, 75, Over(8).Seconds, Wait);
Ramp(MegaYellow, 75, 15, Over(8).Seconds, Wait);
Causes a flicker while the ramp up stops and the ramp down begins,
can you do a
Ramp(MegaYellow, 15, 75, 15 Over(16).Seconds, Wait);
instead? or is there another way?
A Marchini
12-26-2008, 02:21 PM
Any tips on how to script a ChannelCollection to ramp from 15 to 75 and then back to 15?
Doing a
Ramp(MegaYellow, 15, 75, Over(8).Seconds, Wait);
Ramp(MegaYellow, 75, 15, Over(8).Seconds, Wait);
Causes a flicker while the ramp up stops and the ramp down begins,
can you do a
Ramp(MegaYellow, 15, 75, 15 Over(16).Seconds, Wait);
instead? or is there another way?
I have talked to K.C. about this issue. He has given me a fix, which I enclose but it didn't seem to make it work evey time. Apparently there is an "all off" type condition at the end of any event.
This new DLL has a "Clear" modifier along with Wait which would set everything to off after the
One side note (for anyone not already aware...like me), you can do a few simultaneous operations using the Wait.
I do the following:
Ramp(Red_set, 100,0, Over(10).Seconds);
Ramp(Blue_set, 0,100,Over(10.Seconds),Wait);
Which drops the Reds off while bringing up the blue at the same time. Just FYI.
Tony M.
Aurbo99
12-26-2008, 04:02 PM
Thanks for the Standard.dll file, I'll give it a try.
The
Ramp(Red_set, 100,0, Over(10).Seconds);
Ramp(Blue_set, 0,100,Over(10.Seconds),Wait);
is good to know, I'll give that a try too
I'm still trying script a single set to ramp up then down without the flicker
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