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General => General => Topic started by: easyIsle on December 07, 2009, 11:52:44 am

Title: The "Lived-in" look; lighting timer randomness available?
Post by: easyIsle on December 07, 2009, 11:52:44 am
Hello,

I have a pending customer wondering if the lighting timers can be varied with some sort of randomness to make the home look especially lived-in.. is this a feature of the current Vera?

If not, can it be added to a future Vera firmware update?

Thank you for your help, both current Vera users and Vera employees :-)
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JimMac on December 07, 2009, 04:06:03 pm
I asked this question a while ago and never got an answer from MV.
http://forum.micasaverde.com/index.php?topic=2020.0

Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: Chimpware on December 07, 2009, 07:09:59 pm
Only way to achieve something like this right now is to make the light on and off relative to sunset/sunrise.  It then has differing times each day, but relative to sunrise/sunset is fixed.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: aa6vh on December 08, 2009, 11:40:38 am
I have no idea if it works, but the Lua language does have a "math" library that contains a random function. Call is math.random(), and is supposed to return a random number (fraction) between 0 and 1. The documentation indicates there are other options for what random returns as well.

You could write a scene with Lua code that fires every couple of minutes during the window that you want the scene to run, and does a random number lookup, and if the returned number is within a certain range (say > .9 for example), turns on the light (I would add a fail safe that turns on the light at the end of the time "window", just in case).

I found the string library functions kind of work, but there are a couple of issues. I have not tried any of the math functions.

Hope this helps
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: guessed on December 08, 2009, 11:52:11 am
Here's some stuff to get you a few steps closer.  I had written this a few weeks back, but never got it completed (was heading out on vacation and ran out of time).

It was intended as an example to help illustrate what the functionality could look like if "Timers" were augmented, and to find out what worked best for parameters, so it's very rought.

It has a bunch of parameters controlling the minimum time (IntervalLower), maximum time (IntervalUpper) to wait before making a choice along with the on/percentage weighting (eg 30% chance of setting state to "on") at the decision point.

The code waits for a "random" period of time between intervalLower and intervalUpper (in minutes), and then it does an evaluation of whether to turn the Scene event "on" or "off".

It uses the OnPercentage "weighting" to determine whether to set the light to an "on" state or an "off" state at that decision point.


I had it running solo, not controlling anything, but hadn't gotten to getting it correctly working in scenes just yet.


Someone might like to try it as a project....
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: brsipaq on December 08, 2009, 04:39:42 pm
Guessed,

This is great stuff.  What are the problems you are having?

Also, could you post the S_ file?

Thanks,
Brian
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: guessed on December 08, 2009, 04:58:19 pm
Sorry about that Brian, I've amended the post above to include the S_Randomizer.xml file.

Quote
What are the problems you are having?

Mostly, time to write it, I was leaving on vacation the next morning ;)   I had it ticking over, flipping "states", but I wasn't getting it to work when I attached a Lamp/Appliance Module to it's Scene definitions.

In testing, I would set the min/max to 1 (minute) so it would poll quickly, but I couldn't work out the kinks in Scenes.



After that, I had planned to add an "Enabled/Disabled" (better than "Armed/Disarmed") flags that I'd control with regular Timer Scenes.

ie. At 6:00pm set Randomizer "Enabled", at 10:00pm set Randomizer "Disabled"

Where I'd have the Randomizer idle it's state down to "off" after some [random] period after it's diabled.

I was also doing it to see if we could work out "how" we wanted these things to behave, to pilot a better [built in] behaviour of the Timers.... since otherwise you'd need to setup a who bunch of different Randomizer Devices.



On a longer term/larger scale note...
It would be better to be able to "record" user behavior, and then playback.  Unfortunately Vera's Device Luup dont have the capability to see all the requests in order to "Record" them.  The Device hooks to "play back" are, but there's no point unless you can "record".

ie. Record/Playback combined with the Lua XML and Socket libs I've asked for in another thread, and you can read/write a Google Calendar (CalDAV) to control the whole shooting match. 

...perhaps I've had too much quality time with the low level CalDAV protocol lately ;)
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JoTa on February 22, 2011, 01:17:25 pm
Guessed,

   Ive have some experience with the panasonic adapted pluggin to control Foscam PT ipcam pluggin and the Fuztle's Caddx one too, i'll be interesting to look in your randomize pluggin and make some efforts trying to complete it. Can you give me some directions first to save some time before ??


Thanks,
JoTa.-
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: mbairhead on February 22, 2011, 02:38:04 pm
While I'd really like to see a working random scene, I just created a bunch of "Vacation" scenes (I think 12 of them) and set them to run at different times on different days on different lights and let them run over each other. So I might have a Mon - Tues - Fri scene that runs the front door lights and foyer from 7 pm -  9:15 and a Tues - Wed - Sat scene that runs the dining room and stairs from 7:45 - 11:20pm and just kept building like that. It's not truly random but it appears random enough from the outside for a week or so and it's very easy to set up. plus you can easily expand or contract it. Once the Puck is easy to use, I'll probably add a TV on setting every now and then at night too.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: maks327 on February 22, 2011, 05:09:14 pm
It's worth looking at this thread as well:
http://forum.micasaverde.com/index.php?PHPSESSID=f8790d3feb3a89f4c88926311679ebb2&topic=5609.msg32457#msg32457

AP15e is working on a plugin there.  In the mean time, I've got a little snippet of luup code I use to randomize the time a light comes on within a specified time period. 
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: aa6vh on February 22, 2011, 05:51:23 pm
I really just don't worry about the randomness. If someone is watching my house closely enough to realize the light turns on and off at the same time each day, then I feel I am already in trouble.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: guessed on February 22, 2011, 09:50:22 pm
Given that @Ap15e's work is active, probably best to add details to that implementation to get it to do what people need.

Mine started life in UI2, so there's no .json file, it doesn't yet have the logic to enable/disable, etc, etc.  All relatively easy to add, if you're willing to "borrow" snippets of code from things like:

a) D_MotionSensor1.json (for the Scene/Event presence, and a UI to control the "On/Off" nature),
... or from @woodsby's code http://code.mios.com/trac/mios_activerfid/browser/D_RFIDTransmitter.json

b) Add code to handle Actions in the <actionList>
...for when users interact with the JSON-based UI, similar to this snippet from @woodsby's code http://code.mios.com/trac/mios_activerfid/browser/I_ActiveRFID.xml#L147

At the end of that, you could basically use it declaratively (no code) as the "event" to drive two scenes (one for on, one for off) via the Standard scene creation/editing UI.

Again, probably best to get the ideas and fold them into one implementation.  I provide the above info just in case someone wants to learn more about Luup programming, since it's often easier to start with a stub, and go from there.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: glaso on March 31, 2011, 03:11:25 pm
Any news about this. I think it could represent a major improvement in z-wave / Vera functionality
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: Ap15e on March 31, 2011, 04:10:11 pm
I came to the conclusion that the best way to implement a 'lived-in' look would be to record a whole day and play back the recording with a user-defined (or random) timeshift.

The recording functionality is there (http://forum.micasaverde.com/index.php?topic=5609.msg34012#msg34012), but it lacks the recording of timestamps: http://bugs.micasaverde.com/view.php?id=1428
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: raskell on March 31, 2011, 07:27:31 pm
I do this using before sunrise & after sunset, but then add a different 'off' timer for each day of the week.  Each off timer is, by example, around 11:00 pm but then varies by +/- 25 minutes from day to day.  Monday could be 10:40, Tuesday 11:05, Wed 10:50, etc...  This is as random as currently possible and would require a significant amount of survellience to figure it out.  I often go in monthly and shufle the times by day around just in case.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: CMRancho on April 01, 2011, 11:06:26 am
Having lights go on and off randomly is not necessary. It's only the lights going on and off that makes any difference. Just create a few scenes that turn various lights on or off at different times. The fact that it's the same every night won't make any difference.

If you think bad guys have the patience to watch your house night after night to detect patterns in the cycles, you're giving them way to much credit.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: MNB on April 01, 2011, 12:01:06 pm
I agree @Ap15e considering that most of us have a combination of lights turning On/Off on via various schedules and the random manual On/Off lights it would be nice to capture a weekday vs weekend scenario and then add a random +/-25 mins to each if possible.

I see from earlier thread post that @Guessed was going down the path with his initial code but did not finish, is there someway to combine @Ap15e recording methodology and @guess code to make a prototype "Lived-In" scene? It seem strange that for a "Home automation" solution that to date we don't have a plug-in for this. Mike
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: glaso on April 01, 2011, 02:02:50 pm
I Agree with Michael. The random feature is in almost every Home Automation solution out there. I also agree that this could be accomplished using scenes and other features already in Vera.
But, wouldn't be nicer and easier to have a function specifically designed for that. The more simple the better. I imagine a plugin in which you assign which lights will be part of the scene, max/min time for each and maybe max/min number of lights that could be on at a time.
Then you could use normal scenes to activate / deactivate the function.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: Les F on April 01, 2011, 02:10:17 pm


I have been using things like "off at sunset +6 hours" etc... its not random
but at least the off time is a slowly moving target...

Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JimMac on April 01, 2011, 02:59:40 pm
I find the "lived in look" is a required scenario for my house, rental and garage.  Standard timers that turn lots of light on at one time just don't cut it for me so I have been using Luup code to create the custom environment I need.  I have ground floor lights randomly go on just after sunset and randomly go off at different times. Later on at night the bedroom and bathroom lights take their turn, randomly on/off.

  The code I use has three settings; random turn on time, minimum on time and random off time.  A scene is created but it only has Luup code, it does not necessarily need to turn anything on or off in the GUI.  My scenes usually starts with a timer, as an example one of my bedrooms is set to activate the scene @ 9:50pm.  Sunset in this case does not work as you will need to constantly adjust the time as the seasons change.   In the code sample below I have added a few extra settings to make life easier, first I have a logical switch representing if I'm home or not.  This switch changes states when I enter a door code (welcome Home) or press the exit button, On=home, off=away.  If I'm home I don't want the lights doing their thing plus I also check to make sure its dark out.

Here is the Luup code with comments added.


-- Description: Light on within 20min of scene activation, stay on for 13m then off withing 10min

-- Find the status of the logical "House occupied" switch
local house_occupied=luup.variable_get("urn:upnp-org:serviceId:SwitchPower1","Status",49)

-- Exit if the house is occupied or it's not night time
if (house_occupied == "1") or not ( luup.is_night() ) then
 return false
end

-- Setup local variables for random time on & off  (in seconds) plus the device to control
local Device1 = 15
local RandOnTime1 = 1200
local On1 = 800
local RandOffTime1 = 600

local RanNumbOn1 = (math.random() * RandOnTime1 )
local RanNumbOff1 = (math.random() * RandOffTime1 )

function DelayOn1()
luup.call_action("urn:upnp-org:serviceId:Dimming1","SetLoadLevelTarget",{ newLoadlevelTarget="70" },Device1)
-- Keep light on for preset time
luup.call_timer("StayOn1", 1, On1 , "", "")
end

function StayOn1()
-- Start the random off timer for light 1
luup.call_timer("DelayOff1", 1, RanNumbOff1, "", "")
end

function DelayOff1()
-- Turn light off
luup.call_action("urn:upnp-org:serviceId:Dimming1","SetLoadLevelTarget",{ newLoadlevelTarget="0" },Device1)
end

-- It all starts here - Start the random timing for light 1
luup.call_timer("DelayOn1", 1 , RanNumbOn1,"","")


The Device1 number is the device number of the light you want to control.  I have many variations of this code for example:
  A scene is activated that turns on three lights, make each light turn on randomly then use the off from the scene settings - this avoids the all on at once scenario.
 I can call another scene at the end of any of the three timers.  Great for randomly controlling a second set of lights.

A simple cut/past and minor edit should work if you want to use this code.  

Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: Ap15e on April 01, 2011, 03:46:09 pm
Quote
If you think bad guys have the patience to watch your house night after night to detect patterns in the cycles, you're giving them way to much credit.

Well, it's a tradeoff between effort and expected revenue ...  :)
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: MNB on April 02, 2011, 02:58:49 pm
@JimMac, thanks for code, question  is the house occupied device 49 aka your house lock? also how does the logical  switch work; if I use the exit button on my lock what differation from a normal lock vs vacation lock? I'm assuming that the welcome home is a unique key that turns off the thsi Luup code? Mike
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JimMac on April 02, 2011, 06:16:01 pm
Device 49 is my virtual device switch (see this forum on how to create a virtual device switch)  It looks like a switch but it is only virtual no real switch exists.  Just think of it as a flag.  My Welcome home scene turns it on and my exit scene turns it off.  All my Luup code in my lighting scenes check the state of this switch and either executes the away lighting or skips it if we're home (same for my alarm scenes).  I find that toggling a virtual switch is best done with Luup coding not through the scene devices. The day I found out how to do this my system became much easier to live with.



Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: MNB on April 06, 2011, 08:36:48 pm
JimMac, re-reading you virtual switch you indicate that your welcome home scene turns it on and my exit scene turns it off.. The logic seems reverse I would have thought that the welcome home would turn your random code off and Off would indicate that your not home. With help of Ap15e, I was able to create a SD and created a test scene to turn on a specific light when the SD was switched "On", I then created another test scene to turn off the specific light again triggered by the SD state when switched to "Off". I can see the advantage but am trying to get my head around how to best use it. Also I'm assuming that previous random code goes into a scene that drives a single light if I want it to turn on other scene how is this possible? thanxs Mike
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JimMac on April 08, 2011, 09:14:27 am
My welcome home turns it on, exit off, I like to think that someone is home when the lights are on.  The state of the switch does not matter as long as you test for the correct condition.
If you create lots of away lighting scenes you only want these lights doing their thing when your away so have Lup code in each scene that test if your home, if you are home don't run the scene otherwise run them.  Another example is I have multiple scenes that detect motion at night and turn on various lights at 10% so you can see your way. These scenes activate lights when we're home BUT if we are not then instead of turning on lights it activates my alarm siren and strobe lights.  This is all done using the same scene.  One more example, I have a rental cabin, if it is occupied the water heater is turned on otherwise it is kept off all by using a logical switch as a test flag.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JimMac on April 08, 2011, 10:50:43 am
Michael_N_Blackwell
I forgot to tell you how to activate another scene from within an existing scene using Lup codding.  Here is an example of calling another scene using Luup code from within a scene.

-- This code turns on the "house is occupied" logical switch and if it is dark out call scene 9.

-- Turn on logical switch device 49 - Are we home = yes
luup.variable_set("urn:upnp-org:serviceId:SwitchPower1","Status",1,49)

-- If it is dark out call scene 9
if ( luup.is_night() ) then
luup.call_action("urn:micasaverde-com:serviceId:HomeAutomationGateway1","RunScene",{ SceneNum="9" }, 0)  
return False
end

I exit the first scene once I call the second scene (#9) without executing any commands in the original scene but I don't have to do this.  I can exit "true" or remove the "return false" if I want to proceed with all the commands in scene 1 as well.  I use this technique often since it can reduce the number of independent scenes and simplifies the order and way of executing them with advance boollean logic.

Hope this helps... ( This is part of my Welcome home scene @ night)

Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: MNB on April 08, 2011, 12:22:09 pm
JimMac,

Many thanks, I will have to read this a few times to get my head around the concept (a little slow ;D). I can see the advantage, just needed a few pointers (which you provided) to proceed. I would have thought there would have been a "How to for dummies" somewhere e.g wiki. It seems that some of us Lua challenged folks are trying to piece meal via the many related thread with limited success (Ok I'll stop my whinning) again thanks for the comeback.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JimMac on April 08, 2011, 12:46:04 pm
I realize that many people are not programmers that is why I have added many comments in my codding to help you break down what each section or line of code does.  There are so many different things you can do with Lua coding and I try to make it as simple as cut/paste + minor edit for everyone.  I have been on this forum for many years and have found that not too many people are willing to share codding with others.  Maybe it causes too many questions, I'm not sure.  There are the exceptions and thanks to those people who do post as they have helped me and others in learning the language.  You can find those people in the Luup and Development section.

The code for programming is available, the only thing that is not supplied is imagination and the need.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: MNB on April 09, 2011, 12:02:27 pm
JimMac, additional questions;

1) I'm assuming if I want more than one device to turn on that I would simply add additional command statements with each device Id identified e.g Just Confirmed that I can
luup.call_action("urn:upnp-org:serviceId:Dimming1","SetLoadLevelTarget",{ newLoadlevelTarget="70" },Device1)
luup.call_action("urn:upnp-org:serviceId:Dimming1","SetLoadLevelTarget",{ newLoadlevelTarget="70" },Device2)
luup.call_action("urn:upnp-org:serviceId:Dimming1","SetLoadLevelTarget",{ newLoadlevelTarget="70" },Device3)


2) Also on my logical switch (device 49) do I have to have any scene(s) associated with the switch, I would have thought that simply turning it On for Home and Off for Away would be the simple flag or no flag situation that each device would react as Home vs Away? with the;

local house_occupied=luup.variable_get("urn:upnp-org:serviceId:SwitchPower1","Status",49)

3) In your recent post you have code that turns on the logical switch (device 49)

luup.variable_set("urn:upnp-org:serviceId:SwitchPower1","Status",1,49)

Out of curiousty how are you using this, I know the previously I interact with the device 49 thru the GUI, while this statement is a scene to turn device On? thanxs for the insight. Mike
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JOD on April 09, 2011, 12:23:05 pm


I realize that many people are not programmers that is why I have added many comments in my codding to help you break down what each section or line of code does.

The coding goes along way to adding those finishing touches to an installation. I wish there were more examples in the scripting wiki..
http://wiki.micasaverde.com/index.php/Scripts_for_scenes
Personally I've only just learned "return luup.is_night()" and that there is no "return luup.is_day()" so, thank you for contributing.

JOD.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JimMac on April 09, 2011, 01:53:43 pm
Answers as follows;

1) Yes you can add other devices but in your example you will need to create a local variable called Device2 and Device3 so you would have something like this:

-- Setup local variables for random time on & off  (in seconds) plus the device(s) to control
local Device1 = 15
local Device2 = ?? - replace with second light device number
local Device3 = ?? - replace with third light device number

The only problem with this is that all lights will go on and off at the same time.  You can modify the code to allow for each light to have independent random timing.

Also note that the dimmer in my example is set for 70%, you may want to change that value and also make sure you have the correct code for a on/off switch vs. a dimmer.

 Also note that the timing can be changed by changing only the value of these local variables;
local RandOnTime1 = 1200
local On1 = 800
local RandOffTime1 = 600
You don't need to change anything else.

2) Not sure what your asking here?  You don't need any scenes associated with the switch unless you need to.  I add the coding to toggle the state of the logical flag in my Welcome Home and Exit scenes, all other "Away lighting scenes" test the current state and logically react to it.

3) To toggle the "Are_We_Home" flag I add this code to my "Welcome Home" scene:
luup.variable_set("urn:upnp-org:serviceId:SwitchPower1","Status",1,49)

This turns on the flag indicating I'm home.  Change the 1 to a 0 for the exit scene. I don't use the command section to toggle the logical switch just add the codding to the Luup tab.

If you want an example of how to have more than one light using independent random code I will see if I can code one up for you.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: MNB on April 09, 2011, 02:29:17 pm
JimMac again thank-you for taking the time to respond and explain.

The light bulb is starting glow (slightly) as I'm playing with the examples provided. One of the things I've began to do is keep a file with the various Code examples and associated notations as i start to use them. I'm slowly understanding the syntax structure and the difference between local and nonlocal variables. Is there a document with valid Verda Lua calls, monitor and ect.. that one could review/advise?

Responses;
1) Agree, I've seen the local variables used in another code example. However by simply copying the command and changing the device ID I was able to get the code do the same.
2/3) The reason I was asking is that if I simply toggle the logical device from On to Off why would I need a Welcome home and Exit Scene, unless the scenes are doing something else that I'm missing? I noticed that when I use IVerde I have access to both the devices and scenes that why I'm inquiring.

You made mention that you have a scene that turns on your lights to 10% when someone walks at night providing that your "Welcome Home" scene is on if not it turn's on your alarm would be intrested as to how accomplished that.

The Short answer in providing examples is "Yes please!", as both yourself and JOD indicated, there seems to be a lack of Lau examples available and any guidance is greatly apprieciated and is mostly being viewed and used last time looked at this topic we had over 1200 views...  Mike
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: JimMac on April 09, 2011, 03:18:08 pm
Michael_N_Blackwell

My exit /home scenes do all sorts of things so it was convenient to add the code there.
The code for motion is made of two scenes that turns on three lights @ 10% when activated by my two motion sensors but in the Luup codging I have the condition that if my "Are_We_Home" is false skip the lights and instead turn on a plugin module that controls a siren and high intensity red/blue LED light bars in my window.  Very simple to do:

-- Find the status of the logical "House_occupied" switch
local house_occupied=luup.variable_get("urn:upnp-org:serviceId:SwitchPower1","Status",49)

-- Alarm plug in module
Local AlarmPlug= 23

if ( house_occupied == "0" ) then

luup.call_action("urn:upnp-org:serviceId:SwitchPower1","SetTarget",{ newTargetValue="1" },AlarmPlug)
return false
end

Probably best to add a 5 minute timer that shuts it off so the neighbors don't complain.

I'm building a house so my time is limited but I will see what I can do for multiple random lighting but remember that I'm just starting to learn this code so I offer no guaranties plus I invite anyone who has a better way of doing things to jump in and offer suggestions.  The easy way of doing this is to double the code but I want to see if I can create a counter that changes the variable names and counts the number of loops depending on how many lights are used.  
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: tripletdad on May 16, 2011, 01:44:11 pm
Device 49 is my virtual device switch (see this forum on how to create a virtual device switch)...

Can somebody point me to the best place to learn about creating Virtual Devices? I can't seem to find a good starting point.
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: Ap15e on May 16, 2011, 02:14:50 pm
http://forum.micasaverde.com/index.php?topic=6375.msg40051#msg40051 ?
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: oTi@ on May 16, 2011, 02:15:50 pm
Device 49 is my virtual device switch (see this forum on how to create a virtual device switch)...

Can somebody point me to the best place to learn about creating Virtual Devices? I can't seem to find a good starting point.
@JimMac's info in this thread is great. Here's another (http://forum.micasaverde.com/index.php?topic=6375.msg40051#msg40051) shorter thread. Please download version 0.1 in Reply #9 by @Henk (as @Ap15e pointed to as well); it works. :)
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: tripletdad on May 16, 2011, 03:01:52 pm
Hmmm...I'm feeling sort of dense. Is there any fairly step-by-step instructions anywhere about how to create a virtual device? I have no experience in programming or scripting Lua code, so perhaps that is why I am so clueless about this.

If not, no problem. I'll figure it out eventually!

Thanks,

David
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: Henk on May 16, 2011, 03:11:49 pm
Hmmm...I'm feeling sort of dense. Is there any fairly step-by-step instructions anywhere about how to create a virtual device? I have no experience in programming or scripting Lua code, so perhaps that is why I am so clueless about this.

If not, no problem. I'll figure it out eventually!

Thanks,

David

David,

Its more or less like creating all LUUP coded devices anf plugins and requires almost no coding experience.

I do hope you already downloaded the needed json and xml files?
---edit--

Please see this topic: http://forum.micasaverde.com/index.php?action=profile;u=11839;sa=showPosts

Henk
Title: Re: The "Lived-in" look; lighting timer randomness available?
Post by: tripletdad on May 24, 2011, 04:54:40 pm
Henk,

I have now installed the files you referenced. I now have the option of creating virtual devices. Can you please point me in the right direction as to which fields to fill in and what to fill them in with, in order to create an "Away" virtual device?

-David