thanks for this helpfull update
Posts by Haypro
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Hi guys,
I have a question regarding a phaser, created by 2 presets.
For example, to create it, after I selected the fixtures:
I'm now trying to find the command to select a different form, so to apply a sine form, or a circle form, can this be done using the command line? (having the eye on macros)
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The main problem I believe that you have in your plugin might be some global variables. Every variable that you use that is not specifically declared local with the local keyword in the first use, is declared global. Probably you use a variable called 'type' somewhere in the plugin that overwrites the lua keyword type. When this type variable is global, this will create a conflict when the console software uses the lua type keyword.
well, this is a big breakthrough, I indeed used type as a variable.
In fact, the error becomes more clear to me, just fixing this, thanks for this input !
I will update my variables as you described
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Hi guys,
I've created this plugin https://github.com/kevinhayen/grandma3_fixture_to_presets
but have some questions regarding this installation.
this plugin calls itself a few times using:
and
for some reason, when opening a new showfile, editing a plugin, adding a ComponentLua, pasting the code, saving, rename plugin to "fixture_to_presets" , doing "reloadplugin", .. the plugin loads.
But when doing an action where the plugin calls itselves, that "PluginName" variable is empty, and tells me:
I get this working when I remove the ComponentLua and add it again, but it not always works from the first time. I'm curious what the reason can be for this?
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a second question is about this error:
CodeLUA Runtime Error[string "InsertFixtureswizard@insert_fixtures_wizard.lua"]:60: attempt to call a string value (global 'type')
This error occurs when I try to open the patch screen where I need to select which fixture to patch, and I'm stuck in this screen:
clicking "<select fixture type>" will give just this empty window:
this error occurs when I first navigate within my plugin, mostly when moving from one attribute to another in my plugin, and when I then go to patch and press "insert new fixture".
I tried to check the MA3 lua itself, I do know Printf() to print out a variable, but could not directly find what could go wrong.
Also, in my LUA plugin, I never change any objects within grandma3, I only use info, so I'm confussed in why this error occurs.
I'm curious if someone understands what can go wrong
kind regards
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thank you for this info, glad to understand the logic behind it
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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?
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Those who are looking for this
it's written now in the release notes of 1.8 on 2 places:
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also described in this video
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this indeed is very interesting, thx !
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thank you for this update, I'm curious. Possibly some release time?
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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
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thank you for that direction, I wonder what to do when groups are dynamic?
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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:
CodetblOptions[x] = optionsGrid:Append("Button") tblOptions[x].Text = "Text displayed on the button"
actions are linked to that button using:
finally, I catch that click action using:
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:
so when I click that button, I can retreive that Metadata information like
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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?
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thank you ! I will check that out
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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
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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
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thanks !
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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
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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 ?
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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?