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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