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Creating & configuring scenes
/rv scene run <sceneName>
Runs the secified scene from position 0.
Multiple scenes can run at the same time, so try to not run the same scene twice without it completing or any other scenes that target the same fixtures as it could have some undesirable effects.
/rv scene stop <sceneName>
Stops the specified scene from running.
Note: after a scene has finished running, everything will remain as is after the last step, it will not reset to how it was before the first step. Consider creating a default state to apply after scenarios to reset the fixtures.
To create scenes, edit plugins/RaveVisuals/scenes.yml.
Each root key is a new scene.
Make individual scenes structured like following:
exampleScene1:
repetitions: 5
scene:
0:
delay: 0
exampleFixture1:
motion: motionName1
vars:
exampleMotionSpeed: 10
1:
delay: 100
exampleGroup1:
motion: motionName2
effect: particle
2:
delay: 50
exampleFixture1:
state: idleState
exampleGroup1:
state: idleState
vars:
exampleMotionSpeed: 20
3:
delay: 200
exampleFixture1:
enable: false
exampleGroup1:
enable: false
coolbulbscene:
repetitions: 0
initial:
commands:
- say starting bulbs scene
- oddbulbs
final:
commands:
- say bulbs scene has stopped
- allbulbsoff
scene:
0:
delay: 5
commands:
- evenbulbs
1:
delay: 5
commands:
- oddbulbsAn optional scene part that will run before the main scene sequence starts.
An optional scene part that will run after the scene has been stopped.
Integer value defining how many times it loops. Set to 0 to run indefinetly untill stopped externally.
Integer value in ticks it will wait before executing this section.
Multiple groups and multiple fixtures can be targeted at the same time, do so by creating a sub section with the key being the name of the group or fixture.
The structure of each of these fields is either state: followed by the name of a defined state in states.yml or it can be structured just like a state.
In each step, you can also change vars.
Do so by using the vars key and listing the names of any vars and their new value.
You can also reference the name of another var as the value.
In each scene step you can run any minecraft/plugin command, or one of the command sequences defined in commands.yml
To do so, create the key commands in a scene step and set its vale to a string list where each new line is a command to run
First will be checked if each command entry is the exact name of a command defined in commands.yml and run those. If not, then it will try to run it as a command as is.