States
States describe what mode the prop is currently in, such as idle, armed, failed, or solved. A controller can only ever be in one state while it could hold lots of values in Variables. There are no pre-defined States and States have no pre-defined behavior except what you give them. The Prop Wizard tends to add Armed and Solved States as well as Off and Stage # depending on your configuration. You can have Action Triggers that fire when States are entered or exited and you can look at the current State with Logic Rule Conditions to chosoe when things should or shouldn’t happen. You can also restrict Action Triggers and some other things to function only within certain State(s).
UI path
- Open Configuration.
- Select Definitions.
- Expand States.
- Click + State.
- Enter a clear state name.
- Selecting the Default checkbox will have all added Action Triggers default to only working in this State
- The Auto To allows you to select a State to transition to after a defined wait time.
Use states for guards
Use state guards in Action Triggers and Logic Rules so inputs only matter at the correct time. For example, a reset button can work in any state, but a puzzle input may only work while armed.
Naming pattern
Use gameplay names, not generic labels. Prefer waitingForCode, unlocked, or alarmActive over state1, state2, or modeA.