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Getting full armed, and armed state in an event

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  • #16
    Yes, tried it out and no joy. From my testing:

    IF Area01 [xxx] changes to Armed To Any State

    Results in it triggering before it is fully armed (exit timer still running)
    ____

    IF Area01 [xxx] changes to Armed Fully
    AND IF Area01 [xxx] is Armed To Any State

    results in no action even when fully armed

    _____

    IF Area01 [xxx] changes to Armed To Any State
    AND IF Area01 [xxx] is Armed Fully

    results in no action even when fully armed

    ___

    Comment


    • #17
      I noticed there was a new version 3.0.5437.37424 so I thought I'd give it a shot. Still no joy with getting an event to fire based on system fully armed. Didn't try the others since this basic one isn't working.

      Ironically I can see the states perfectly in homeseer status including armed state and arm up state.

      But it doesn't trigger properly in events.

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      • #18
        I'll be re-designing the Alarm event triggers this next week. I'll have the house to myself so no one will be annoyed with all the testing

        Regards,
        Ultrajones
        Plug-ins: UltraMon, UltraM1G, UltraCID, Ultra1Wire, UltraLog, UltraWeatherBug, UltraPioneerAVR, UltraGCIR

        Comment


        • #19
          Originally posted by Ultrajones View Post
          I'll be re-designing the Alarm event triggers this next week. I'll have the house to myself so no one will be annoyed with all the testing
          How'd you make out? Can I help? Testing?

          Comment


          • #20
            Originally posted by rmowles View Post
            How'd you make out? Can I help? Testing?
            Sorry, I have not made any progress on this yet.
            Plug-ins: UltraMon, UltraM1G, UltraCID, Ultra1Wire, UltraLog, UltraWeatherBug, UltraPioneerAVR, UltraGCIR

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            • #21
              Has there been an update?

              Having the fully armed prior to the exit timer is causing havoc on my event logic.

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              • #22
                Any progress made on this?

                Comment


                • #23
                  Originally posted by rmowles View Post
                  Yes, tried it out and no joy. From my testing:

                  IF Area01 [xxx] changes to Armed Fully
                  AND IF Area01 [xxx] is Armed To Any State

                  results in no action even when fully armed

                  _____

                  IF Area01 [xxx] changes to Armed To Any State
                  AND IF Area01 [xxx] is Armed Fully

                  results in no action even when fully armed

                  ___
                  Just wanted to give an update on this for the folks that landed here by searching google as I did... I was able to resolve the above 2 scenarios by using the following

                  IF Area01 [xxx] changes to Armed To Any State
                  AND IF Area01 [xxx] is Armed Fully

                  The key being here the 'is Armed Fully', which is provided by the Ultra plugin. Hope this helps

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