Interactive Technologies CueServer 2 User Manual page 202

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Interactive Technologies, Inc.
Next, the wall that separates Ballroom B and C are removed. The desired effect is to "join" these two rooms.
To perform this connection between the two zones, the Join Group Number of each of these two zones must
match. The following commands will set both zone's group number to 7:
Zone "Ballroom B" Join 7
Zone "Ballroom C" Join 7
Once both of these zones have the same Join Group Number, any action taken in one zone will be mirrored
in the other zones. For instance, if the following command is executed:
Zone "Ballroom B" Preset 3 On
Preset 3 will become activated in the Ballroom B Zone. Additionally, Ballroom C's Preset 3 will also be
activated.
Join Group "7" was arbitrarily chosen for this example. Any Join Group from 1 through 32 could have been
used. It is only important that the _same* Join Group number be used for each zone that should be joined
together.
The concept of the Join Group is flexible enough to create scenarios where very complex and not-
necessarily physically connected spaces in the project can be joined together. And because there are 32
possible Join Groups to use, a large number of different logical blocks of zones can be joined together.
When a zone should no longer be joined with any other zones, use the command Join 0, or Join Clear to
set the zone's Join Group to zero.
*
Please note that Join Group numbers are not related to channel Groups.
Examples
Join 3
Sets the currently selected zone's Join Group to 3.
Zone "Foyer" Join 5
Sets the Join Group for the Foyer zone to 5.
Zone "Happy" Join Clear
Clears (sets to zero) the Join Group for the Happy zone.
CueServer 2 User's Manual - 18.5.18
Page 200 of 429

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