Posts by Haypro

BECOME PART OF THE COMMUNITY - Sign up here

    Hi guys,


    I've been searching some time for answers, regarding the ooo in sequences, it feels like a bug


    Currently, I've created 4 sequences having recipes in it

    fader 201: 2 recipes for group 1 and 2, both having color Red.

    fader 202: 1 recipe for group 1, having color Yellow

    fader 203: 2 recipes for group 1 and 2, both having color Red.

    fader 204: 1 recipe for group 1, having color Yellow



    the big difference between first 2 and last 2 faders is: Flash and Toggle

    All playbacks have "ooo" enabled


    at this point, I see what I expect:

    - Toggle 204 => this is on

    - Toggle 203 => 204 is off, 203 is on

    - Toggle 204 => 203 stays on, 204 goes on


    when I now press both Flash buttons from 201 or 202, I see the output as how I suppose it to be, and the "0%" of that fader shows "100%". When I leave the flash button, this "100%" becomes back "0%".. but on pressing both flash buttons, I expect at least playback 204 to be released, but both playbacks 203 and 204 keep active/on.


    When I move fader 202 up, then fader 204 will be released.. I expect this also to be released when I press the 202 flash button, because of the values used in the recipes.


    At this point, playback 202 and 203 are both active, while playback 201 and 204 are not,.. having fader 202 at 100%. If I now toggle playback 204, I indeed expect playback 202 to be released, which happens.


    At this point, all faders are at "0%", except for playback 202 at "100%", where playback 203 and 204 are active now. When pressing the flash button of playback 202, I expect playback 204 to be released, which indeed is not happening.


    In my experience, the ooo function on "Flash" buttons will only work when moving the fader, and not by pressing the flash button.

    Is this some bug? or is this normal behaviour?

    Those who are looking for this

    it's written now in the release notes of 1.8 on 2 places:



    ---------------------------------




    also described in this video

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Hi guys,


    as the title says it, I'm wondering if manual actions in the phaser editor can be done using command line commands.

    most macro's and lua's I currently created, were done by checking the commandline window output when doing manual actions, but the phaser editor is a bit more mysterious :)


    For example, I was thinking to create a script that creates standard circle, pan and tilt movements.. it's done easy by hand in the phaser editor, but scripts can be more timesaving.

    In this case, regarding movements, I was searching if commands (or lua code lines) exists to:

    • set either 2 relative points (using for example one "size" value as input for that script), or set 2 absolute points based on 2 position presets
    • clicking the mirror button to make the left part move mirrored, comparing to the right part of all selected fixtures
    • be sure the circle movement is round by setting the correct "size" and "aspect" values by commands

    Hi Guys,


    This thread helped me a lot LUA: UI

    currently I'm created some screens using that code, but there is one thing I'm currently looking for.


    on creating custom buttons like this:

    Code
    tblOptions[x] = optionsGrid:Append("Button")
    tblOptions[x].Text = "Text displayed on the button"


    actions are linked to that button using:

    Code
    tblOptions[x].PluginComponent = myHandle
    tblOptions[x].Clicked = "SelectionAttributeClick";

    finally, I catch that click action using:

    Code
    signalTable.SelectionAttributeClick = function(caller)
        local button_text = caller.Text;
    end


    In this example, caller.Text will return the value of that button, which is "Text displayed on the button"


    mostly, it worked well for me, but I'm wondering if we can check which properties are also available to set for (in this example) a custom button? With properties, I mean like those in my example code: Text, PluginComponent, Clicked , ..


    The goal I want to reach is to check if I can store extra information within that button object, which can be collected when I press that button.. like for example some ID's, or other info.


    this code is not working, but I try to do something like:

    Code
    tblOptions[x].Metadata = 'Group1'

    so when I click that button, I can retreive that Metadata information like

    Code
    signalTable.SelectionAttributeClick = function(caller)
        local group_name = caller.Metadata;
    end

    Hi guys,


    when doing


    export preset 4.1 "exported_preset"


    a file will be created in


    MALightingTechnology/gma3_library/datapools/presets , called exported_preset.xml


    this is the folder on my macbook, but on the console, this path is different.


    for LUA programming, I want to read that exported file as an input file for my script, how can I be sure to have the correct path? Does gma3 have a path variable for this?

    Hi guys,


    I'm currently creating some plugins, who will be shared later.

    Just for maintenance and support, I'm wondering how lua can be encrypted, and still be executed when pasting that encrypted text in the plugins pool

    Just wondering how to set values in the Cmd value of a cue.

    Created this sequence using:

    Store Sequence 99 Cue 1

    Select Sequence 99

    Label Cue 1 "on"


    but then I'm stuck in finding how to set some command value in Cmd using commandline (LUA)



    for a macro step, I used this:

    Cmd('Store Macro ' .. macroNo .. '.1 "" Command \'SetUserVar "testing" "value" \'');

    but this is not working on cues.

    I was able to update CmdDelay using Set Cue 1 CmdDelay 5 for example, but wondering which keyword is needed to update the Cmd value in a cue

    Hi Guys,


    I have a question about labeling objects in layout view


    for any kind of objects, like for sequences, presets, .. names are as unique as the ID's, which has a lot of advantages.

    When creating sequences from presets, to assign in layout views, these sequences must have a unique name.. but for example, I use some keywords more then once, like "open" for an open gobo, open dimmer, open color, ..


    Moving on.. , you can hide the object name, and set a custom text, but this will always appear above the object, I see "text vertical" is grayed out.. just wondering when this is not grayed out?, and if it's possible to have an option where that custom text can be set within the object, instead of above it.. so I'm not depending on the object name for labeling within the object


    indeed, I experience the same situation, as described above


    also.. I did this in blindedit on MA2, to avoid my programmer to be cleared (when something is in it) when pressing a macro which updates my general preset like described above. Will this blindedit function be available again in ma3 ?

    Hi all,


    On MA2 I created a lot of sequences having presets linked, which were updated during show using macro's.


    When doing the same on MA3, the running sequence pauses at the point when I update a linked preset.

    This is both when the preset is recorded in a cue, or when the preset is linked as a recipe.

    The sequence runs again when I turn it off and on (toggle), or when selecting the preset and hit the Go+ hardbutton.


    Is this a known behaviour?

    Hi all,


    I'm wondering if the programmer gets some data by selecting fixtures, and some of their presets, is it possible to read that programmer data using LUA?

    Could not find any info in how to read programmer information using LUA.

    Trying to loop over all (patched) fixtures.

    I found the info I needed in ShowData/LivePatch/IDTypes/Fixture

    using commandline, I could navigate to that location like

    Code
    cd ShowData
    cd LivePatch
    cd IDTypes
    cd Fixture

    when doing List , I have the list I need.


    I tried to loop this list using LUA like:

    Code
    local allFixtures = ShowData().LivePatch.IDTypes.Fixture:Children();
    for allFixture in ipairs(allFixtures) do
        Printf(allFixtures[allFixture].no)
    end

    But no results or no error.


    By thinking Fixture is a reserved word, I also tried local allFixtures = ShowData().LivePatch.IDTypes["Fixture"]:Children(); , but no luck


    anyone any idea how to loop over this list correctly? thank you

    How is the presets created in the first place?

    Presets are created by selecting the fixture, selecting an attribute, put it on a value, and store as preset. It's about one preset holding one value.

    So if I create presets holding a gobo, then that one preset holds only that specific gobo, no other values.


    What could possibly be feasible would be to simultaneously create presets and linked corresponding appearances

    (both based on same channelsets/wheeldata )

    That is indeed the idea, I create the appearance together with the preset (It's all done in LUA, I have that information as described above), because then I have those values from wheeldata and channelsets like you mention.

    I'm wondering how to create an image in the images pool, holding the "image" of that specific gobo, so how to link those (gobo) images in an image pool.. using the info I described in my first post.