Specifications

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Users Manual grandMA Version 3.0
9..3 Command Reference
TOUCH_BTN
VIEW
VIEWBTN
DMXDMX
DMXDMX
DMX
ClassificationClassification
ClassificationClassification
Classification: object keyword
NONO
NONO
NO
T IMPLEMENTED YETT IMPLEMENTED YET
T IMPLEMENTED YETT IMPLEMENTED YET
T IMPLEMENTED YET
..
..
.
DMXDMX
DMXDMX
DMX is accessing directly a DMX address.
DMX_BTNDMX_BTN
DMX_BTNDMX_BTN
DMX_BTN
ClassificationClassification
ClassificationClassification
Classification: object keyword
A DMX_BTN (dmx button) is a remote function triggert by incoming DMX signals.
The DMX_BTN simulates an executor keypress, therefore it is working only in combination with an assigned
executor. DMX_BTNs can be seen under TOOLS / REMOTE DMX menu.
Calling a DMX_BTN manually:Calling a DMX_BTN manually:
Calling a DMX_BTN manually:Calling a DMX_BTN manually:
Calling a DMX_BTN manually:
DMX_BTN X ENTERDMX_BTN X ENTER
DMX_BTN X ENTERDMX_BTN X ENTER
DMX_BTN X ENTER
Linking a DMX_BTN to an executor:Linking a DMX_BTN to an executor:
Linking a DMX_BTN to an executor:Linking a DMX_BTN to an executor:
Linking a DMX_BTN to an executor:
STST
STST
ST
ORE DMX_BORE DMX_B
ORE DMX_BORE DMX_B
ORE DMX_B
TN X EXEC/FADEREBUTTTN X EXEC/FADEREBUTT
TN X EXEC/FADEREBUTTTN X EXEC/FADEREBUTT
TN X EXEC/FADEREBUTT
ON1/2/3 YON1/2/3 Y
ON1/2/3 YON1/2/3 Y
ON1/2/3 Y
.Z ENTER.Z ENTER
.Z ENTER.Z ENTER
.Z ENTER
Using EXEC in this command will always link the remote to the middle executor button.
X must be in the range from 1 to 96.
EDITEDIT
EDITEDIT
EDIT
ClassificationClassification
ClassificationClassification
Classification: operational keyword
a)a)
a)a)
a)
Simulating a right-mouse-click for editing an input field or a cell in a grid:Simulating a right-mouse-click for editing an input field or a cell in a grid:
Simulating a right-mouse-click for editing an input field or a cell in a grid:Simulating a right-mouse-click for editing an input field or a cell in a grid:
Simulating a right-mouse-click for editing an input field or a cell in a grid:
EDIT (use touchscreen to click somewhere) or
EDIT (left-mouse-click somewhere)
b)b)
b)b)
b)
Starting EDIT / UPDATE procedure:Starting EDIT / UPDATE procedure:
Starting EDIT / UPDATE procedure:Starting EDIT / UPDATE procedure:
Starting EDIT / UPDATE procedure:
The whole procedure works as follows:
- EDIT object ENTER
Only one object can be edited at one time. If the edit / update procedure is still running for another object, you
will be asked to update the old one first.
- Programmer is cleared, and the values and selection of the object is loaded into the programmer.
- All titles of fixture and channel sheet will show the name of the edit object.
- Change values and selection in the programmer as you want.
- If you changed something, UPDATE starts flashing.
- Hit UPDATE. You will be asked for a confirmation and then changed values and selection is stored back into the
object.
- ESC will quit the EDIT / UPDATE procedure without updating the object at any time.
Objects that can be edited in this way are:Objects that can be edited in this way are:
Objects that can be edited in this way are:Objects that can be edited in this way are:
Objects that can be edited in this way are:
Syntax , start with EDIT Syntax , start with EDIT 
Syntax , start with EDIT Syntax , start with EDIT 
Syntax , start with EDIT 
CommentComment
CommentComment
Comment
CUE ENTER Edit active cue of default executor
[CUE] X ENTER Edit cue X of default executor
CUE X SEQUENCE Y ENTER
CUE X EXEC Y.Z ENTER
CUE X (hit executor)
SEQUENCE X ENTER or hit button in Will edit first cue of sequence X
sequence pool window