E&S Lighting Documentation FR

Actions

An Action is a series of commands played with a single gesture, like a grandMA macro, but with nothing to write: each line is built in a menu. An Action can start cues, set Faders, select groups, recall a View, change page…

The Actions window is in the Control category: the pool of Actions, as tiles.

Running and setting up

An Action and its lines
An Action and its lines
  • A tap on an Action runs it. A new Action is empty.
  • A long press opens its settings.
  • + Add an Action creates a new one; its name is typed in its tile.
  • Delete, Copy, Move: the common pool sequence (see Delete, copy, move).

An Action can also be run from a DMX Input line (a channel received, see DMX Input), a Timecode line (see Timecode), or another Action.

The lines

The settings popup shows its lines as numbered cards, played in order. Each card summarizes the line on two lines: the object and the action, then its parameters.

  • + Add a line creates a new one.
  • A tap on a card opens its settings.
  • The popup covers the screen area, so sometimes the pad: its Delete, Copy and Move keys are repeated at the top, and do exactly the same as those of the pad.

Building a line

Choosing the objects of a line
Choosing the objects of a line

In four steps, with ‹ Back to return to the previous step:

  1. Which object? — the type of object: Fader, Button, Cue List, Group, Preset, Programmer, Fixture, Speed, Page, View, World, Action.
  2. Which ones? — one or more objects, as tiles: a tap picks or removes an object, in the order of the taps (the order matters for a fixture selection). Or the Numbers field with the keyboard: 1, 3, 5 thru 8; for fixtures, as on the pad: 1, 4.1 thru 403.12. An object that does not exist yet is accepted. For a Fader or a Button, the page is chosen here (empty: the current page at run time); for a Preset, its family. No step for what has no number (Programmer, Page).
  3. Which action? — what the line does (the catalog, below).
  4. The parameters of the action (a cue, a value, a name…) and the Delay before the line, in seconds (empty: none).

Confirm writes the line, in a single history step; the cross cancels everything. Editing an existing line opens the parameters step directly.

The parameters of a line
The parameters of a line

Ask at run time

The question asked at run time
The question asked at run time

Each number or text of a line, objects included, can be asked at run time, with its question ("Which cue?"). At run time, the Action stops at this line and a popup asks the question on the main screen, even if the Action was started by a DMX Input. The question's cross cancels the rest of the Action.

A "Go to a cue…" Action on Cue List 1 that asks for the number thus makes a "go to any cue" button.

The catalog

ObjectActions
Fader, ButtonPress, Release (the slot's button, with its function), Level (Fader only), Go, Go−, Top, Pause, Off, Send a cue (a cue, its Mode Go, Flash, Temp or Toggle, and Return to: Previous cue or Off; a Release line on the same slot brings it back), Store (a new cue, like Store then the button)
Cue ListGo, Go−, Top, Pause, Off, Go to a cue, Store a cue (empty: a new one, at the end), Name a cue
GroupSelect, Add to selection, Off, Store, Name
PresetRecall, Off (what comes from it leaves the programmer), Store, Name
ProgrammerClear, Clear all, Set a value (an attribute, a value), Highlight, Solo (on or off), Next fixture, Previous fixture
FixtureSelect, Add to selection
SpeedSet the BPM, ×2, ÷2, Learn
PageChange page
ViewRecall
WorldActivate
ActionRun

Storing from an Action

Store (a cue, a group, a preset) does the same storing as on the pad: a free number creates the object. If it already exists, the If it already exists parameter chooses:

  • Ask: the Replace / Merge / Remove popup, as on the pad;
  • Replace, Merge or Remove, without asking anything: for an Action run with nobody in front of the screen (DMX Input, Timecode).

Running

  • Lines with no delay start together; a line's delay counts from the end of the previous one.
  • Several Actions can play at the same time. Running one that is playing again restarts it from the beginning.
  • An Action that would run itself, directly or through another, is refused (a message says so): no endless loop.
  • The lines are copied at run time: editing an Action that is playing does not change what is running.
  • Running an Action does not go into the history; only what a line changes in the show does (Store, Name).
An Action only keeps numbers. If you move a Cue List, a cue, a group or an Action referred to by a line, the line follows the new number. Only the fixtures typed in the Numbers field stay as written: they are read again at run time, with the patch of that moment.