Input Sequences
Input Sequences watch ordered player input. Use them for codes, patterns, rituals, or timed interactions.
UI path
- Open Configuration.
- Select Behavior.
- Expand Input Sequences.
- Click Add Timed Sequence.
- Name the sequence.
- Add expected steps in order.
- Configure timeout and wrong-input handling.
- Set success and failure actions.
- Save and test.
Controls
| Control | What it does |
|---|---|
| Name | Sequence ID used by rules and operator status |
| Steps | Ordered tokens or source events expected from players |
| Timeout | How long the player can wait between steps or to complete the sequence |
| Reset on wrong input | Clears progress when the wrong event occurs |
| Success action | Runs when the sequence completes |
| Failure action | Runs when the sequence fails or times out |
Firmware 1.1 additions
Input sequences and output sequences can be enabled or disabled at runtime, which is helpful when a sequence should only listen during a specific puzzle phase or should be paused during reset/service behavior. Sequence steps also support keyboard copy/paste so repeated patterns can be built and adjusted faster.
Common sources
Use digital inputs for button codes, matrix keypads for keypad codes, knock inputs for rhythm patterns, and RFID events for ordered tag interactions.