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| H2 Driven Stage Pyros and Particle EffectsStandard Features in included in ALL OD Designs Pyros and Stage Particle Effects:
If you are an H2 Owner you do NOT need to buy the H2 Pyro HUD.The full set of Pyro HUDs is in the H2 Update Station Setup
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| Control multiple ODComm objects (pyros, lights, and effects) from a single HUD instead of lots of individual ones. | |
| Use only the features you need - get rid of extra buttons and un-clutter your screen. | |
| Use the H2 engine to program sequences of effects. If you also own the H2 Animation HUD you can put ODComm buttons in with your animation HUD. you can also create sequences of animations that are coordinated with pyros and lighting effects. |
It sounds fancy but its really pretty easy to use. First we need to understand a couple of simple terms.
| ODComm is the communication pipeline used by H2 to communicate with various
devices such as pyros, lights, etc. Messages flow on a series of channels and
groups.
An ODComm message will flow on a given channel and may affect one or more
objects in a given set of groups.
Channel. A communication channel. Channels are numbered 0 - 999. These do not correspond to any particular in-world "chat channels". Each pyro can be setup to listen to a certain channel. Group. A way of grouping together effects so they can respond together. Each pyro item will respond to commands on up to 16 groups. Using channels and groups you can configure H2 HUD buttons that single out individual effects or you can control them in any group you might choose. Examples include:
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Take another look at the _config notecard in the object's contents.
CHANNEL:0 PASSWORD: pword GROUP_0: 0 GROUP_1: 0 GROUP_2: 1 GROUP_3: 0 GROUP_4: 0 GROUP_5: 0 GROUP_6: 0 GROUP_7: 0 GROUP_8: 0 GROUP_9: 0 GROUP_10: 0 GROUP_11: 0 GROUP_12: 0 GROUP_13: 0 GROUP_14: 0 GROUP_15: 1
Edit the notecard to specify your channel number and to select which group(s) the object will belong too. In the above example the object responds to commands on channels 2 and 15. Remember that ALL stage effects respond on group -1. This is the "global control" group and allows you to easily turn and entire channel of effects ON, OFF, switch to a color, etc, etc.
Touch your object. (the pyro, fogger, etc). Get a blue popup menu. Choose Get H2 Cfg. The object will spit out a series of example H2 button definitions, you can pick through these, choose what you want, then copy and paste it into the _config notecard inside your H2. Simple as that. For example: touch the object, select Get H2 Cfg, you will get something that looks like this....(don't be alarmed)...
===BTN;SmokeCol OFF;<1.0, 1.0, 1.0>;btn_red; h2shout ; 0; pword ^ 0 ^ off ===BTN;SmokeCol ON;<1.0, 1.0, 1.0>;btn_green; h2shout ; 0; pword ^ 0 ^ on ===BTN;SmokeCol ONESHOT;<1.0, 1.0, 1.0>;btn_oneshot; h2shout ; 0; pword ^ 0 ^ oneshot ^ 5 ===BTN;SmokeCol PULSE;<1.0, 1.0, 1.0>;btn_pulse; h2shout ; 0; pword ^ 0 ^ pulse ^ 10 ^ 5 ===BTN;SmokeCol TOGGLE;<1.0, 1.0, 1.0>;btn_aqua; h2shout ; 0; pword ^ 0 ^ toggle ^ 5 ===BTN; SmokeCol White ;<1.0, 1.0, 1.0>;btn_white; h2shout ; 0; pword ^ 0 ^ color ^<1,1,1>^<0,0,1> ===BTN; SmokeCol Purple ;<1.0, 1.0, 1.0>;btn_purple; h2shout ; 0; pword ^ 0 ^ color ^<1,0,1>^<0,0,1> ===BTN; SmokeCol Red ;<1.0, 1.0, 1.0>;btn_red; h2shout ; 0; pword ^ 0 ^ color ^<1,0,0>^<1,1,1> ===BTN; SmokeCol Green ;<1.0, 1.0, 1.0>;btn_green; h2shout ; 0; pword ^ 0 ^ color ^<0,1,0>^<1,1,1> ===BTN; SmokeCol Blue ;<1.0, 1.0, 1.0>;btn_blue; h2shout ; 0; pword ^ 0 ^ color ^<0,0,1>^<1,1,1>
===BTN; SmokeCol Cycle ;<1.0, 1.0, 1.0>;btn_purpleloop; h2shout ; 0; pword ^ 0 ^ color ^<1,1,1>^<0,0,1> delay ; 2 h2shout ; 0; pword ^ 0 ^ color ^<1,0,1>^<0,0,1> delay ; 2 h2shout ; 0; pword ^ 0 ^ color ^<1,0,0>^<1,1,1> delay ; 2 h2shout ; 0; pword ^ 0 ^ color ^<0,1,0>^<1,1,1> delay ; 2 h2shout ; 0; pword ^ 0 ^ color ^<0,0,1>^<1,1,1> delay ; 2 h2shout ; 0; pword ^ 0 ^ off
This is a simple series of H2 buttons definitions. For a complete discussion of how buttons are created and programmed click here. Each button requires a ===BTN line to define what the button looks like, and some commands that tell the button what to do. Take the first two buttons for example:
===BTN;SmokeCol OFF;<1.0, 1.0, 1.0>;btn_red; h2shout ; 0; pword ^ 0 ^ off ===BTN;SmokeCol ON;<1.0, 1.0, 1.0>;btn_green; h2shout ; 0; pword ^ 0 ^ on
The first one is an OFF button. The second one is an ON button. As you can see we are using the h2shout command. Lets take a look at it in detail.
h2shout ; channel ; pword ^ group ^ command ^ etc
| h2shout | The H2 command that send data down the ODComm pipe. Range is 100 meters. You can also use h2say which has a range of 20 meters. | ||||||||||||
| channel | The channel. Valid channels are 0 - 1000. Note. These are not equivalent to chat channels 0-1000 | ||||||||||||
| password | a password to protect other users from interfering with your messages. | ||||||||||||
| group | Each channel is made up of 16 groups. A
partical effect, light, or other target object can respond to commands
on a single group, or it can also respond to multiple group commands (up
to 16). This allows you to create various groupings of target
objects that will respond together to a single command depending on how
the groups are setup.
CHANNEL GLOBAL COMMANDS. All devices on a particular channel will respond to commands on group -1. This makes it easy to configure GLOBAL ON, OFF, and other commands. |
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| command | The command that will be executed by the target object.
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Don't forget that you can program your H2 to control complex sequences of actions. Check out the "SmokeCol Cycle" button sequence above. For a complete discussion of how buttons are created and programmed click here.
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These are the default group and channel settings "out of the box" when you first buy your pyros and lights. You can change anything to any group or channel, but these are the initial settings. Remember that all devices will respond to commands on group -1.
| CHANNEL | GROUP | Comment |
| 0 | 0 | Smoke and Fog Effects |
| 0 | 1 | Lightning Bolts |
| 0 | 2 | Flame Spurts |
| 0 | 3 | Explosions |
| 0 | 4 | Lasers |
| 0 | 5 | Sparks |
| 0 | 6 | |
| 0 | 7 | |
| 0 | 8 | |
| 0 | 9 | |
| 0 | 10 | |
| 0 | 11 | |
| 0 | 12 | |
| 0 | 13 | |
| 0 | 14 | |
| 0 | 15 |
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All materials and information are Copyright OD Designs.
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