elektraLite CP100xt Manual Part One User Manual

Page 76

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instantly the CP-100 snap-shots the DMX input. You can now store this information into any cue.
Now it would be pretty labor intensive if you had to do it fixture by fixture. It would defeat the whole
idea of making life easier. No Margaritas for you in Key West!! So, the CP-100 allows you to select as
many fixtures or dimmers as you want. Instead of pressing “Fixture 21 enter” you could press say
“Fixture 21 thru 50 enter”.

Triggers F5.
Pressing F5 from the Main Menu accesses the Triggers editor. Cues, chases, macros and hotkeys
maybe triggered externally by two methods: A DMX-input signal or a Midi note input.
The trigger editor will display any stored cues, chases, macros and hotkeys. If you have not stored a
hotkey or macro, for example, then it will not be displayed in the screen. To set up the trigger is very
simple. Let’s set up a cue, for example. Using the cursor buttons to the right of the display, move the
cursor to the right of the word ‘cue’ and using the keypad numbers chose the cue you wish to trigger,
then press ‘enter’. Now using the right arrow cursor button again, move to the right ‘---‘. Now choose
which channel you want to trigger the cue; for example 10, then press ‘enter’. Move the cursor to the
right again, so that you are over the word ‘DMX’. DMX is the default setting. Use the –No and +Yes
keys to change to a Midi note. If you choose a midi note then the number before the note refers to the
Midi note channel. Each object (cue, chase, macro or hotkey) can be assigned to a single DMX
channel or to a single Midi channel and Midi note number. (You knew those music lessons would be
useful one day!!). An object can be disconnected from the inputs entirely by setting the channel
parameters to zero.
Norm or Alt.
There are two modes of operating the triggers (DMX or Midi) Normal or Alternative. No, this is not
reference to different types of Rock’n’Roll music. Instead it is for two different ways we let the input
trigger objects.

DMX NORM Mode.
Let’s say you have a 12 channel simple fader board triggering as follows:

Fader 1 linked to cue 1
Fader 2 linked to cue 2

Fader 3 linked to chase 1

Fader 4 linked to Macro 1

Fader 5 linked to Hot key ‘Alt X’.

In the Norm mode whenever the fader moves above zero the object is activated. Whenever the fader
returns to zero the object is deactivated. So moving fader one up activates cue 1. If a cross fade is
stored in the cue then the time is activated. Moving the fader down makes the cue crossfade out (if it
has an ‘out’ time fade) and in this way the cue is deactivated. Because cue 1 is now deactivated, you
can move cue 2 up and activate it. You’re now wondering why we have underlined and made bold the
words activate and deactivate. Well the reason is this. Just because a cue is not active doesn’t mean
that you have darkness on stage. Let put it another way. If your fixtures were turned on and pointing to
stage left before you activated cue1, then after you pull fader 1 down after you have activated it, the
fixtures are going back to the stage left position.

DMX ALT Mode.
Here we going to save you the bother of remembering to keep that DMX-input channel activate ( in
other words, using our example, keeping the fader up!) and outputting a value all the time you want
your objects to be working! With ALT mode, as long as the object receives a dmx signal above zero,
then the object will be active. Moving that channel back down to zero, will have no effect on the

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