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Found 5 results

  1. I would like to propose adding the feature userLabel to the Conditions / Triggers this way a user could find out what was the trigger event that triggered a scene where multiple conditions are present, simply: example: { conditions = { { isTrigger = true, operator = "match", property = "cron", type = "date", value = { "00", "22", "*", "*", "*", "*" }, userLabel = "time22" }, { isTrigger = true, operator = "match", property = "cron", type = "date", value = { "00", "07", "*", "*", "*", "*" }, userLabel = "time07" }, { isTrigger = true, operator = "==", property = "sunrise", type = "date", value = 0, usrLabel = "Sunrise" }, { isTrigger = true, operator = "==", property = "sunset", type = "date", value = -30 userLabel = "Sunset -30mins" } }, operator = "any" } Then the scene code: local label = json.encode(sourceTrigger.userLabel) local myString function stripChrs(myString) -- You need this as the sourceTirgger.* always returns "" newString=string.sub(myString,2,string.len(myString)-1) return newString end label = stripChrs(label) if label == "time22" then -- Don something
  2. Is it possible to write a (one) trigger for the HC3 scene that responds to all devices, whose interfaces are light. I don't want to write for every light device a trigger.. What I've tried, and it doesn't work is: { operator = “all”, conditions = { { type = “device”, property = “value”, operator = “anyValue”, isTrigger = true } } } OR id= Or id = {45, 46}, --omit altogether and hard to maintain OR id= fibaro.getDevicesID Or id = fibaro.getDevicesID({ Interfaces = {“light”,}, Properties = { dead = false,}, Enabled = true, Visible = true }), And changing 'device' to 'interfaces' or 'interFaces' doesn't work either. { operator = “all”, conditions = { { type = “interfaces”, property = “value”, operator = “==”, value = “light”, isTrigger = true } } } The only code that's working is: But, this trigger is only for 2 devices, and I have a lot more.... And I don't like it because it's hard to maintain.. { operator = "any", conditions = { { type = "device", id = 45, property = "value", operator = "anyValue", isTrigger = true }, { type = "device", id = 46, property = "value", operator = "anyValue", isTrigger = true } } } Can someone help me with this? please!
  3. Hi, I am fighting with the triggers and conditions of a scene and it does not want to work ? There is a motion sensor, a door sensor and a light. What i want to achieve is the following: check as condition if Lux value <10, and also if any of the sensors are breached then turn the light on. { operator = "all", conditions = { { id = 82, isTrigger = false, operator = "<=", property = "value", type = "device", value = 10 }, { operator = "any", conditons = { { id = 167, isTrigger = true, operator = "==", property = "value", type = "device", value = true }, { id = 80, isTrigger = true, operator = "==", property = "value", type = "device", value = true } } } } } Any idea why this does not work please? Thank you
  4. Can I get some help on this one please. I don't understand why my conditions are not working. The setup that I want is. If the light is under 10 lux and either the motion sensor detects or the Garage door opens. then the lights turn on. But what is happening at the moment is, the sensor is behaving as expected. i.e if the light is above 10 lux the sensor won't trigger but if it is bellow it will. But if the garage door opens it triggers no mater what the lux. Any help would be greatly appreciated. Scene attached. Thanks
  5. I can't get my head around a problem I am having with variables triggering scenes. So, turning to the forum to see if anyone has any idea. The problem I am having is that a scene is triggered by a variable even if the variable is not named in the LUA trigger section. I created a scene with the following trigger definition: --[[ %% autostart %% properties %% globals Var1 Var2 --]] The scene worked fine. It is triggered by changes in Var1 and Var2 as should be and the LUA code is executed. My debug code verfies it. I can see that both Var1 and Var2 are triggering the scene. Next, I wanted to change the logic a little and no longer wanted Var2 to trigger the scene, only Var1. I still used Var2 in the code however, just not as scene trigger. The new trigger definition looked as follows: --[[ %% autostart %% properties %% globals Var1 --]] But, to my surprise, the scene is still triggered by Var2! My debug code reports that Var2 is indeed the trigger source. I am confused! Restarting the HC2 does the trick though. After restarting, the scene works as designed and Var2 no longer triggers the scene. The same behaviour also applies to block scenes. I have created a block scene using Var1 and Var2 in the if-statement and then unchecked Var2 it in the "Triggering variables" list. Same thing happens - Var2 keeps triggering the scene despite the fact that I have unchecked it. If I convert the block scene to LUA code I can see that Var2 is not in trigger definition and hence should not trigger the scene. But it still does! Surely this must be a bug in the system right? Or I am missing something? Thanks Software version 4.160
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