Rules vs. Scenes

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  • Last Post 07 January 2014
Axial-User posted this 19 December 2013

Is the general direction still that Rules will eventually be fully replaced by Scenes? I figured out how to do something using both methods, I didn't know which I should spend more time in focusing on.


Scenes with triggers & conditions are the preferred method. We probably won't ever make rules stop, but we may eventually 'hide' them so they are less prominent in the UI.

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Ryan-Scott posted this 19 December 2013

Is the general direction still that Rules will eventually be fully replaced by Scenes? I figured out how to do something using both methods, I didn't know which I should spend more time in focusing on.


Scenes with triggers & conditions are the preferred method. We probably won't ever make rules stop, but we may eventually 'hide' them so they are less prominent in the UI.

rspoto posted this 07 January 2014

Is the general direction still that Rules will eventually be fully replaced by Scenes? I figured out how to do something using both methods, I didn't know which I should spend more time in focusing on.

Scenes with triggers & conditions are the preferred method. We probably won't ever make rules stop, but we may eventually 'hide' them so they are less prominent in the UI.


New user here, so this might roll your eyes. I was testing basic functionality and tried to create a scene that would send me an eMail if a virtual switch was turned on. Couldn't figure out how to get it to work. I set up a rule for it in seconds and it worked like a charm. Call me confused, but rules seem easier, or are at least more intuitive.

rspoto posted this 07 January 2014

OK, I've been playing more and it looks like the scene didn't work because of the script I was using. Script works fine for rules, but not for scenes. I'm using the SendeMailWhenActive.cs script. It looks like the nodes aren't being passed to the script (or the script isn't set up for devices in Scense. Or, is it that the device I'm using is the virtual light switch?

Don't you love helping noobs? ;)

ftsikogi posted this 07 January 2014

Hi,
I have a similar setup and it works fine using scenes. You could use the trigger tab to check the status of your virtual switch and also add the virtual switch to the first tab (devices) having the "no change" option checked.
As your email script you could choose the "EmailSceneStatusReport"
Thanks

Ryan-Scott posted this 07 January 2014

Don't you love helping noobs? ;)


Of course, that's why I'm here!

OK, I've been playing more and it looks like the scene didn't work because of the script I was using. Script works fine for rules, but not for scenes. I'm using the SendeMailWhenActive.cs script. It looks like the nodes aren't being passed to the script (or the script isn't set up for devices in Scense. Or, is it that the device I'm using is the virtual light switch?


Use the script EmailSceneStatusReport.cs. Also, check out the "Security System" tutorial for some good info on triggers & conditions.

rspoto posted this 07 January 2014

Use the script EmailSceneStatusReport.cs.


Thanks Ryan! I am using the EmailSceneStatusReport.cs script. From looking at it I'm assuming it should iterate through all devices in the scene and display the status of them, is that correct? This is the only thing in the eMail that I get when I activate the scene:

Status report:
Test at 12:17 AM


No other information, just the name of the scene and when it was activated. Again, I don't know if it's because the only device on the scene is a virtual device or I've got something else wrong. Otherwise, everything else seems to be working great, though I've found I had to restart the service a couple of times for "ghosts".

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