Everything posted by apostolakisl
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How did this not work
OK, I think this solves all problems except for the 5 minute window right at sunrise. If ( Program 'Dark Outside' is True And Elk Zone 'Back Door' is Violated And Status 'Garage / Third Garage-Breez L' is Off ) Or ( Control 'Back Hall / Back Hall Ext Door-Breezway' is not switched On And Program 'Dark Outside' is True And Status 'Garage / Third Garage-Breez L' is not Off And Program 'back door' is False ) Then Set Scene 'Breezway S' On Wait 5 minutes Repeat 15 times Set 'Back Hall / Back Hall Ext Door-Breezway' 250 (Beep Duration) Wait 2 seconds Repeat 1 times Set Scene 'Breezway S' Off Else - No Actions - (To add one, press 'Action')
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How did this not work
The goal of the program is to turn the light on at the back door for 5 minutes if someone opens the door, at night, and the light isn't already on. Any activity with the door will restart the program. .. which is good. Any change in the status of the light will also reset the 5 minute timer except for clicking "on" at that one switch. . .which is fine (although it wouldn't happen in practice). Clicking the "on" paddle will cancel the program. . . which is the objective. EDIT: The only time I think this program will not work as I want is if I open the door in the morning and in less than 5 minutes the "Dark outside" program changes to false.
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How did this not work
Wait, I think this might fix that problem. If ( Program 'Dark Outside' is True And Elk Zone 'Back Door' is Violated And Status 'Garage / Third Garage-Breez L' is Off ) Or ( Control 'Back Hall / Back Hall Ext Door-Breezway' is not switched On And Program 'Dark Outside' is True ) Then Set Scene 'Breezway S' On Wait 5 minutes Repeat 15 times Set 'Back Hall / Back Hall Ext Door-Breezway' 250 (Beep Duration) Wait 2 seconds Repeat 1 times Set Scene 'Breezway S' Off Else - No Actions - (To add one, press 'Action')
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How did this not work
No. the "or is not switched on" saves you since that is true. So, I do believe that closing the door resets the program, but that is fine. Edit: although I think that this means when the program "dark outside" changes from true to false or vice versa it will run. Which I guess is OK, but not ideal. I'll have to think about that. EDIT again: Actually, this is invalidating the dark outside stipulation and making the program run every time you open the door. Not sure I can get around that and will have to go back to the old program.
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Possible bug?
I have sworn on a number of occasions that I changed some value and hit "update" while writing programs and then later it wasn't changed. I chalked it up to maybe I didn't hit update. But I was really starting to think I was going crazy. Well just now it did it while I was directly watching. I changed "repeat 0 times" to "repeat 1 times". I clearly had the 1 in there and hit update, but the program stayed "0". In the program tree, the program had the little arrow pop up that indicates you need to hit save, so it obviously registered me hitting "update". It does not do this every time. I hit "update" a second time and then it changed. I am quite certain that it has done this to me a bunch of times now that I have positive proof that it can happen. I am running the 4.0.5 firmware with 4.0.11 gui right now.
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How did this not work
I wrote these programs a while back. This got me looking at them and it just seemed like I should be able to do it in one program. And indeed you can. If ( Program 'Dark Outside' is True And Elk Zone 'Back Door' is Violated And Status 'Garage / Third Garage-Breez L' is Off ) Or Control 'Back Hall / Back Hall Ext Door-Breezway' is not switched On Then Set Scene 'Breezway S' On Wait 5 minutes Repeat 15 times Set 'Back Hall / Back Hall Ext Door-Breezway' 250 (Beep Duration) Wait 2 seconds Repeat 1 times Set Scene 'Breezway S' Off Else - No Actions - (To add one, press 'Action') Putting the original stuff in parentheses and "or" ing it with "not switched on" forces the blank "else" clause to run if you hit the "on" paddle while the program is running and terminates the timer.
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Status of switch keeps alternating
Hmmm, this is happening to multiple switches? That is weird. This sounds less like a hardware problem now. Air gap is all that is needed to reset the switch. Turning off the breaker offers nothing more. Just be sure to fully pull the air gap and let it stay out for a good 10 seconds. You might try resetting the programming as well. Pull the air gap for 10 seconds then push it in all the way and hold it for about 5 seconds and that wipes the switch. From there you could try restoring it from ISY. Alternatively, you could erase the switch from ISY and program it from scratch. I did have a problem once where ISY had some orphan links that it kept putting back into a switch and it wasn't until I started from scratch that things were fixed. You can always swap the switch with a new one and see if the new one has the same problem. Or swap it with another switch that you are not having any issues with.
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Status of switch keeps alternating
This really sounds like a bad switch.
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Status of switch keeps alternating
This sounds like a bad switch or a switch that needs a hard reset. Your description leads me to believe that this switch is just constantly turning on/off/on/off all by itself. Unless you have some errant ISY program running in a loop I can't see any possible way for this to happen aside from a bad switch. While I have not seen this exact behavior, I did have one switch that did some crazy things all on its own. What Lee says about noise is basically true. But just to be annoying, noise can still pretend to be an Insteon command, it is just that the odds are astronomically low. At one point someone calculated how long it would take hitting random keys (ie a monkey) on a keyboard before you get War and Peace. . . it can happen, just not likely.
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How did this not work
Yes, well 10 seconds or 10 minutes, he just has to be aware that it will shut off every time unless first disabling the program. This can be rather inconvenient when you actually want to be out there doing something and using the light. All of my timed light programs have a simple way to get out of them. Using 2 programs instead of one and having the second program time the light with an "if" section that causes it to abort (like hitting the on when it is already on). Similar to the following. The first program checks the status of the door and the light and calls the "else" of the second program. If I hit the "on" paddle of the light the second program (the one timing to shut down) ends and the light does not shut off after 5 minutes 30 seconds. If Program 'Dark Outside' is True And Elk Zone 'Back Door' is Violated And Status 'Garage / Third Garage-Breez L' is Off Then Run Program 'back door 2' (Else Path) Else - No Actions - (To add one, press 'Action') If Control 'Back Hall / Back Hall Ext Door-Breezway' is switched On Then - No Actions - (To add one, press 'Action') Else Set Scene 'Breezway S' 100% Wait 5 minutes Set 'Back Hall / Back Hall Ext Door-Breezway' 250 (Beep Duration) Wait 30 seconds Set Scene 'Breezway S' Off In his case he might do something like If status of light is not off Then run else of program 2 If control someswitch is switched on Then . . . blank Else Wait x amount of time Set light off
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How did this not work
This may be your intent, but realize as it is, there is no way to turn that light on and have it not shut off in 10 seconds. Every time the status of the light changes it will trigger the program. I suppose that means you could constantly dim it up/down a little and keep resetting the program, but realistically you aren't going to do that.
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How did this not work
How was the light turned on? This would only run if someone physically did a single click "on" to the paddle. If it was turned fast on (double click), or fade up (push and hold), or if it turned on as a responder to a scene or as a command from ISY the program would not run.
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Rules for lights
That looks fine. It will run the Else path on your second program if the door is opened while the lights are off. In your second program just have the else path turn on the light you want, wait the number of minutes you want, and turn the light off. In the "if" section put any conditions that you would like to have abort the wait. Like If If balcony light is switched on Then - - -blank Else Set balcony light on set pool house light on wait 10 minutes set balcony light off set pool house light off In this case, if someone pushes the "on" paddle of balcony light during the 10 minute wait, it will abort the wait and run the "then" clause. .. which is blank so it just does nothing.
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Rules for lights
I doubt your program is doing what you think it is. Every time you turn your pool house lights or shed spots on, that program will run and it will be false and the lights will shut off after the wait, even though the door was never opened or if "dark outside" is false. Also, at dusk, the dark outside program will change state and trigger the program to run false and the lights (if they were on) would shut off after the wait. The goal of my program was to check the status of the light when the door was opened. If the light is already on, then the assumption is that it is on for a reason and we don't want it to shut off after the wait. If the light is off to start with, opening the door will turn it on and start the timer. You need two programs to do that. You really need to do this with 2 programs. The reason is that you are going to have lots of un-intended runs of the "else" clause.
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Learning to add programs
I would manually do a "run then" and see if the light turns on. That would clear up any comm issues as the prob or mis-labeled/created scenes. Then I would start with all doors secure, then open a door and leave it open and then check ISY admin console to see if the last run time was at that time and that it ran "true". If a door opens, it should violate which should trigger the program and it should be true and the light should turn on. If the program didn't run true, check the ISY admin console to see what status it thinks the open door is in.
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Sunset program problem
The other option is to create a single scene with all of your devices that you want to turn on at sunset. When they are all in one scene it then is a single Insteon command for the whole group. This is probably a slightly better option since short delays like 1 second don't necessarily prevent Insteon traffic pile ups when several repeats are responses are involved.
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Rules for lights
This is what I have done. The first program triggers when you open the door and the light is already off. If the light is already on, then nothing happens. This calls the second program "else" path. After 10 minutes it beeps to warn you that the light is going to shut off. If you want it to stay on, you have to hit the "on" paddle and that will re-trigger the second program to run "true" which will abort the timer that shuts off the light. If Program 'Dark Outside' is True And Elk Zone 'Front Door' is Violated And Status 'Foyer / Foyer-Portico Can L' is Off Then Run Program 'front door 2' (Else Path) Else - No Actions - (To add one, press 'Action') If Control 'Foyer / Foyer-Portico Can L' is switched On Then - No Actions - (To add one, press 'Action') Else Set 'Foyer / Foyer-Portico Can L' 100% Wait 10 minutes Set 'Foyer / Foyer-Portico Can L' 250 (Beep Duration) Wait 30 seconds Set 'Foyer / Foyer-Portico Can L' Off
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questions on toggling events
While it is fine to disable the second program, it isn't necessary. A disabled program blocks the "if" section from self triggering. When the "if" is empty, it can't self trigger anyway. But I do agree, it is better to merge the programs into 1 anyway.
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Sunset program problem
If you can turn the scene on/off without trouble from the admin console then it is not a comm issue unless you only have comm issue at sunset. Do you have any other programs that are running at sunset that might have a load that is messing with things? If your program summary page states it is running "true" at sunset, then you can also check your log and see if the Insteon command was actually sent. Also, try doing a "run then" and a "run else" on the program and see if it turns the lights on off.
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How to program between calendar dates of A to B
Switches... Nice! Really creative. Pick a time of the year. Determine when sunrise is at that time of year. Use that sunrise time as the limit of your time condition. I may steal this idea. That is a clever solution. You might run into DST issues depending on the exact dates.
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How to program between calendar dates of A to B
If you are looking for something where the year is a wild card, then ISY doesn't have that built in. The above program by Lee works for this Christmas season only. If you want to add wild cards for all of the different date functions you need to download this set of programs and install as indicated. Otherwise you need to do what Lee did with multiple "if" statements for as many years into the future as you would like to have this program work connected by "or". (If from a to b date, or c to d date, or e to f date, etc) http://wiki.universal-devices.com/index ... _Variables
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Shut off water pump if it runs for too long
You can use an IOlinc and 2 relays. One relay has a 120vac coil (I'm assuming your pump runs on 120vac) and is placed in parallel with the pump power, between the pressure switch and the pump itself. When the pressure switch powers the pump, it will also power the relay coil and close the contacts. The output side of the relay is connected to the IOlinc. In this fashion, when the relay coil (and thus pump) are powered, the IOlinc will see the contacts on the relay close and signal ISY. The other relay would be a 12vdc coil and a 120vac contact side (like the Elk relays on SH's website). This relay would be used to interrupt power to the pump. The coil would be powered from the IOlinc and thus ISY can turn the IOlinc output on/off which in turn opens/closes the relay which interrupts/connects power to the pump.
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UBE. And Ubi
Ube appears to be getting closer to release. They say they will be releasing their API. The switch looks pretty nice in shape and size. It has screw terminals instead of pigtails. I see that is being a little bit more of a challenge with getting the wires tucked in, but we'll see. I am going to assume that being an IP device with a public API we should be able to control them using the network module right off.
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3-Way - One "off" one "on"
I would add a little bit to item "d". A comm issue could have resulted in the one actually not turning on (or off) and then a query later succeeded in updating the correct status on the ISY (one on, one off). Prior to the successful query, I would have expected a failed comm message on the one that didn't update status (assuming the lights had been controlled via that scene).
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Scene Settings
A controller is any Insteon device that when activated (pushed on/off etc) causes the scene to execute. It is by definition also a responder. A responder is a device that will execute on/off/etc upon receiving a message that the scene was executed. Pushing the device directly will not have any affect on the other members of the scene. What happens when a controller device is pushed on directly is what is listed in the scene as "applied locally". If you click on that device under the scene name in the tree of devices. This same information is also found under the switch settings as a single device in the tree of devices on the ISY home page. What happens when a device responds to a scene is listed when you click on the scene name itself. When you have multiple devices in a scene, you can click the box that applies everything to all devices the same, or you can not check that and set each device to do something different when the scene is activated. When you want to set the applied locally settings, you can click the box to have it copy from the scene, or you can set it to do something different when you directly push the switch as compared to when the switch responds to the scene.