Page 26 Alcorn McBride Light Cue Pro User’s Guide • July 15, 2010
Loop Play
Description:
This command causes the Light Cue Pro to play the cue specified
by the Select Cue command and loop back to the first look and
continue playing when the end of the cue is reached. Bytes are
included for crossfade time from the current look to the first look of
the selected cue.
Command bytes:
hhmmssffnnnUuLP
<CR>
hhmmssff
- the crossfade time in hours, minutes, seconds, and
frames. (optional)
nnn
– the Cue number to play (optional – can use previously
searched cue instead)
u
– the Universe number. Use * for all.
Message Response:
R
<CR>
Examples:
1.
Loop Play cue 2 on all Universes
"2U*LP"<CR>
2.
Loop Play a previously searched cue on Universe 1
"U1LP"<CR>
3.
Loop Play with crossfade time of 00:00:10.15 on Universe 2
"00001015U2LP" <CR>
4. Loop Play Cue 12 with crossfade time of 00:01:30.10 on
Universe 3
"0001301012U3LP" <CR>
Still
Description:
This command causes the Light Cue Pro to hold the current "look"
of DMX data. Play will resume from where it left off whenever
another Play command is issued unless a Select Cue command is
issued, in which case the selected cue will play from the beginning.
Command bytes:
UuST
<CR>
u
– the Universe number. Use * for all.
Message Response:
R
<CR>
Example:
Still all Universes
"U*ST" <CR>