WE ARE PUTTING IN THE FINISHING TOUCHES CUEFORGE2 SHOW CONTROL — COMING SOON

Manual

Cue Types — Control

These cues change the state of the show or other cues rather than playing content.

#Start

Starts (fires) a target cue, then completes so its own list keeps running. A Start cue does NOT move the playhead, does NOT switch the active cue list, and does NOT stop anything already playing — it simply triggers the target, exactly like pressing GO on that one cue. Use it to launch a cue on another list, kick off a parallel sequence, or branch on an event while the current list carries on.

  • Target field: the cue (or group) to start. In a multi-list show the target menu is grouped by cue list — a Start cue can point at a cue on any list. The target is pinned to the chosen list, so duplicate cue numbers across lists resolve correctly.
  • Because the playhead stays put, when the Start cue's target finishes, the Start cue's own list continues its follow / timeline chain from where the Start cue sits. (To actually move the playhead to a cue, use the GOTO keypad or a Load cue instead.)
  • Right-click a Start cue and choose Show Target to jump to the cue it points at.

#LOAD

Arms a specific cue without firing it — sets it as the next cue GO will fire, and moves the playhead there. Like Start, the target can be on any cue list; unlike Start, Load switches to the target's list so the next GO fires it.

#Reset

A chainable version of PANIC. When fired:

  • Stops all playing audio, video, camera, and mic cues.
  • Sends a DMX blackout across all universes. Unlike PANIC, Reset can be placed in an auto-follow chain so an emergency stop becomes part of a sequence.

#Arm / Disarm

Enables or disables a target cue.

  • Target: the cue number to affect.
  • Action: Toggle (flip the current state), Arm (enable it), or Disarm (disable it). Disabled cues are skipped in follow chains. Use Arm/Disarm to turn sections of a show on or off at runtime.

#MIDI Send

Sends a MIDI message on fire.

  • Message types: Note On / Off, Control Change, Program Change, and MSC variants (Go, Stop, Resume, Load, Set).
  • Channel: 1–16.
  • Data bytes: note/CC number, velocity/value.
  • MSC: cue number string and device ID (0x7F = broadcast to all devices).
  • Raw SysEx: enter hex bytes (e.g. F0 7F 7F 02 7F 01 F7).

#Timecode

Generates a timecode stream on fire.

  • Kind: LTC (audio, out a dedicated LTC output channel) or MTC (MIDI, out a MIDI port).
  • Frame rate: 23.976, 24, 25, 29.97 DF, 29.97 NDF, or 30.
  • Start time: where the stream begins (HH:MM:SS:FF).
  • Duration: how long it runs (0 = run until stopped).
  • Match group duration: if this cue is inside a Group, the stream's duration automatically matches the group's total duration.
  • Route LTC through the LTC Timecode output channel in the Audio Outputs window.

#Network

Sends an OSC message or MIDI note/CC/program-change to another device.

  • OSC: enter the address (e.g. /cuelab/go) and arguments.
  • MIDI: choose note, CC, or program change, plus channel and data.
  • Target address and port are set per-cue.

#HTTP

Sends a web request to a URL when fired.

  • Method: GET, POST, PUT, PATCH, or DELETE.
  • URL: the full address.
  • Headers: one Key: Value pair per line.
  • Body: raw request body (disabled for GET). Errors (network failures, HTTP 4xx/5xx) surface in the error banner at the top of the main window. The cue's follow chain continues regardless of the response.

#Serial

Writes bytes to a serial / USB-serial device (e.g. a GPIO board, relay controller, or custom microcontroller).

  • Device: pick from the list of /dev/tty.* and /dev/cu.* devices.
  • Baud rate: 1200 to 230400.
  • Payload: the bytes to send. Use escape sequences: \xNN for a hex byte, \n, \r, \t. Hardware flow control (RTS/CTS) is off by default — most show-control boards don't need it.

#Command (CMD)

Runs a multi-line scripted show command. The Command cue has full syntax highlighting and autocomplete for CueForge2's control language.

#Light

Sets lighting levels by instrument name instead of raw DMX channels. First patch your rig in the Light Patch window (Tools ▸ Light Patch…): give each fixture a name (e.g. front-wash), a universe + DMX address, and a profile (Dimmer, RGB, RGBW, or a custom profile you define). Then a Light cue holds one command per line:

  • front-wash.intensity = 80 — set one parameter (values are 0–100).
  • wash*.intensity = 50 — globs match multiple instruments.
  • band.* = 0 — set every parameter of one instrument.
  • Anything after # on a line is a comment. Values ramp over the cue's Fade In time (0 = snap). Each cue only touches the parameters it names — everything else holds its level (latest-takes-precedence merge). The commands are validated live in the inspector; the PATCHED INSTRUMENTS list inserts command lines for you. Raw DMX Scene cues keep working unchanged as the low-level escape hatch, and a Reset cue's blackout clears the light state too.

#Script

Runs an AppleScript or shell script when fired.

  • Type: AppleScript or shell command.
  • Timeout: maximum run time in seconds.
  • Scripts are blocked in Show Mode by default for safety; enable "allow in show mode" per cue if needed.