Hi Ryan
Do the two effects you have in two subsequent cues control the same channels? I've had similar problems recently with chase effects. The reason for this is that you can only apply one effect at a time to a channel paramater. As a result, if you have different effects in two consecutive cues and both effects have some common channels, the first effect will snap off, and the second will snap on.
For the time, I'd suggest using one effect for the fire. I guess you could try building a second cue list with a loop commands and build the levels that way and then a second subroutine....but that sounds really smeggy and dull.
Hope that helps
Brent
Does anybody know if you can run an intensity level and an effect at the same time?
I would love to run just 1 effect but he wants small fire to start then big fire at the end. Yes both effects are running the same channels just at a different level. I told the Ld this isn't available yet with the Eos, but you know he didn't like that answer. We (Mike & I) have a few ideas we are going to try. First I think if I bring the channnels to 50 in part 1of the cue then part 2 will start the effect and take over intensity. Not sure if it will work but next time we go back to that show I'm gonna try it. Or I guess the other answer would be to add a few lights and channels and run 2 seperate effects on to 2 different sets of fire lights.
Thanks for the info.
Hi Ryan
It is possible to have an intensity level with an effect running over the top of it. I'm not entirely sure, but the effect may over-ride the intensity level and use the "OffState" from the effect rather than the underlying level. It's something you might just need to have a play around with.
Also, a bug I picked up on that I'm told will be fixed in v1.3.1 is the Entry and Exit times from the effect don't work unless there is a value greater than 0 in the Entry time. eg: if you have an entry time of 0 and an exit time of 5, the effect will snap in AND snap out. If you need the effect to snap in, just put an entry time of 0.01 and the problem seems to go away.
Hope this helps
Cheers
Hi Ryan
It is possible to have an intensity level with an effect running over the top of it. I'm not entirely sure, but the effect may over-ride the intensity level and use the "OffState" from the effect rather than the underlying level. It's something you might just need to have a play around with.
Also, a bug I picked up on that I'm told will be fixed in v1.3.1 is the Entry and Exit times from the effect don't work unless there is a value greater than 0 in the Entry time. eg: if you have an entry time of 0 and an exit time of 5, the effect will snap in AND snap out. If you need the effect to snap in, just put an entry time of 0.01 and the problem seems to go away.
Hope this helps
Cheers
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