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Armed State is Disarmed


Steigs

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Posted

Is this analogous to "if status" or to "if control"?

 

I'd like to fire events specifically at the moment the system is disarmed and not just based on current status.

Posted

It is like status in that it will trigger when the condition changes. It will also check the condition if something else triggers the program.

 

For example, the following program runs true when the system becomes armed away. Anytime I take another action, like disarm, or arm to any other state it triggers and runs false.

 

If
       Elk Area 'Main House' 'Armed State' is Armed Away

Then
       Set Scene 'My Lighting' Off

Else
  - No Actions - (To add one, press 'Action')


 

If I had another condition in there, it would trigger according to that condition and check the current status of the alarm.

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