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Triggers

Triggers decide when sequences play: when the gate sensor sees someone, wait half a second, then play the skeleton. You build them in Show as a graph of blocks wired left to right, or as a plain list if you prefer.

The Show graph: three chains of blocks. A sensor through a delay and a cooldown to a sequence; a second sensor through a cooldown; and an After a sequence block that plays the flood lights when the skeleton sequence ends

Block What it does
⊙ Sensor starts the chain when a sensor becomes active (or becomes clear)
≡ After a sequence starts the chain when another sequence starts or ends, for chaining scares together
⏱ Delay waits before what follows
❄ Cooldown after firing, ignores the trigger for a while, so one visitor doesn’t set it off ten times
⛔ Lockout at most N times per M minutes, for a scare that shouldn’t run all night
⚄ Random pick plays one of the sequences wired after it, chosen at random
⚡ Play sequence plays a sequence

Drag blocks from the palette onto the canvas, or click them. Then drag from the dot on a block’s right side to the dot on the next block’s left side. A chain starts with a trigger (Sensor or After a sequence), can pass through any of the logic blocks, and ends in one or more Play sequence blocks.

A block that isn’t part of a complete chain shows UNWIRED. It does nothing until it is connected.

Press Save triggers to send the chains to the boards.

  • Fan out: one sensor wired to three Play sequence blocks plays all three together.
  • Keep it fresh: sensor → Random pick → three different scares.
  • Chain scares: an After a sequence block on “Skeleton pops up”, set to ends, wired to “Floods flash red”.
  • Spare the neighbors: a Lockout of 20 per 60 minutes on the loudest scare.

Every trigger block has ▶ sim. It runs the chain right now as if the sensor had fired. Delays, random picks and the sequences all play for real. Cooldown and lockout aren’t enforced while simulating, so you can press it again and again. Blocks light up FIRED and PLAYING as the chain runs.

The same triggers as a list: each one reads as a sentence with its sensor, delay, sequence and cooldown, and an on/off toggle at the left

Sensors only set off scares when the show is Armed. See Running the show.