Cue Commands
Commands Affecting The Whole Cue
Soft Stop
/cue/stop
Soft stops all the stagehands in the show.
Run A Cue
/cue/{cue_number}/go
Attempts to load and execute cue cue_number
Cue Ramp Time
/cue/{cue_number}/ramptime [number]
If number is present then Spikemark will attempt to set cue_number's ramp time. If number is not present then Spikemark will send a data message back with the cue_number's current ramp time.
Cue Total Time
/cue/{cue_number}/totaltime [number]
If number is present then Spikemark will attempt to set cue_number's total time. If number is not present then Spikemark will send a data message back with the cue_number's current total time.
Commands For Individual Movements
Motor Movement Position
/cue/{cue_number}/movement/{motor_name}/position [number]
If number is present then Spikemark will attempt to set motor_name's position in cue_number. If number is not present then Spikemark will send a data message back with motor_name's current position in cue_number's.
Using this command to update the position will remove the existing spike. If you want to update a named spike's position then use either the cue spike command or the motor spike command.
Motor Movement Position
/cue/{cue_number}/movement/{motor_name}/position/scaled [position_int] [scale_float]
Spikemark attempts to set motor_name’s position in cue_number to position_int * scale_float
Using this command to update the position will remove the existing spike. If you want to update a named spike's position then either the cue spike command or the motor spike command.
Motor Movement Spike Position
/cue/{cue_number/movement/{motor_name}/spike/position [number]
If number is present then Spikemark attempts to set motor_name's spike's position in cue_number. If number is not present then Spikemark sends a data message back with the motor_name's spike's position.
This will update a spikes position which will affect every cue that uses the spike.
Motor Movement Spike Factor
/cue/{cue_number}/movement/{motor_name}/spike/factor [number]
If number is present then Spikemark attempts to set motor_name's spike's factor in cue_number. If number is not present then Spikemark sends a data message back with the motor_name's spike's factor.
This will update a spikes factor which will affect every cue that uses the spike.
Motor Movement Spike Offset
/cue/{cue_number}/movement/{motor_name}/spike/offset [number]
If number is present then Spikemark attempts to set motor_name's spike's offset in cue_number. If number is not present then Spikemark sends a data message back with the motor_name's spike's offset.
This will update a spikes offset which will affect every cue that uses the spike.
Motor Movement Speed
/cue/{cue_number}/movement/{motor_name}/speed [number]
If number is present then Spikemark will attempt to set motor_name's speed in cue_number. If number is not present then Spikemark will send a data message back with motor_name's current speed in cue_number's.
Motor Movement Acceleration
/cue/{cue_number}/movement/{motor_name}/acceleration [number]
If number is present then Spikemark will attempt to set motor_name's acceleration in cue_number. If number is not present then Spikemark will send a data message back with motor_name's current acceleration in cue_number's.
Motor Movement Ramp Time
/cue/{cue_number}/movement/{motor_name}/ramptime [number]
If number is present then Spikemark will attempt to set motor_name's ramp time in cue_number. If number is not present then Spikemark will send a data message back with motor_name's current ramp time in cue_number's.
Motor Movement Total Time
/cue/{cue_number}/movement/{motor_name}/totaltime [number]
If number is present then Spikemark will attempt to set motor_name's total time in cue_number. If number is not present then Spikemark will send a data message back with motor_name's current total time in cue_number's.
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