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What goes on an executor

The problem

Executors are your instrument during the show. A busking set can need dozens of things within reach: colour looks, positions, movement effects, dimmer chases, white and strobe hits, haze, a blackout, tempo. A console has maybe 15 to 30 faders and as many buttons per page, onPC fewer.

If the layout is random, you search instead of play. If it changes from page to page, your hands learn nothing. The questions are: what goes on an executor at all, faders or buttons, and how do pages fit together?

Practice

This page is common working practice, especially for busking. The manual documents the executor functions and options, not how to arrange them.

Faders for amounts, buttons for events

The most useful rule of thumb:

  • Faders for things you ride by feel: intensity of a layer, effect size, speed, haze amount, an atmosphere submaster.
  • Buttons for things you trigger: a look on/off (Toggle), a hit (Flash, Swop), the next cue (Go), a macro, a tap tempo (Learn).

Fader executors also have buttons, so a fader for "LED bars atmosphere" can have Toggle (or On/Off) and Flash above it: start it, ride it, hit it.

Build blocks, not finished looks

For busking, the strongest structure is layers you combine live rather than complete looks stored as single cues:

Layer Typical executors Combined with
Colour buttons, one per colour look (all fixtures, or per type) everything
Position / movement buttons for static positions, faders for movement effects colour, intensity
Intensity / atmosphere faders per fixture type, dimmer chases, effects colour, position
Beam buttons for gobo, prism, zoom looks position
Hits Flash/Swop buttons: the same fixtures at full white or strobe on top of everything
Specials haze, blackout, macros, tempo –

Each layer only touches its own attributes: a colour button must never move your lights. Store them through the right preset pools, and give the executors playback filters so the guarantee also holds if a sequence accidentally contains more (see Executors that only do one thing). With LTP, the last colour button you pressed wins, and Off On Overwritten turns the previous one off automatically (see Executors and pages).

For the intensity layer and the hits, see Busking intensity: balance, hits and the baseline. It covers why group masters limit your strobes and what to use instead.

Pages: fixed controls and changing controls

Pages only change what you see on the hardware; running executors keep running. Two common structures:

  • Same layout on every page, different content: page 1 "warm", page 2 "cold", page 3 "techno" all have colours on buttons 1–8, movement on faders 1–4, hits on buttons 9–12. Your hands always know where things are.
  • Fixed controls + a changing area: the things you always need (hits, blackout, atmosphere master, speed master) sit in the same place on every page, or are fixed so they stay on the hardware when you change page. Only one area changes per page.

Many programmers combine both: a fixed "always" block, and per-page content in the same positions.

changes per page, same positions fixed (all pages) Colour looks Position · beam Hits button executors: one key each Ice Toggle Fire Toggle Acid Toggle Mono Toggle Centre Toggle Crowd Toggle Gobo Toggle Prism Toggle Bars hit Flash All hit Flash fader executors: two keys above the fader, one below Washes atmo Go Flash Off Bars atmo Go Flash Off Spots dimmer Go Flash Off Chase dimmer Go Flash Off Circle size Go Flash Off Sweep size Go Flash Off Col fx colour Go Flash Off Haze amount Go Flash Off ATMO pb master Speed master Learn Half Double Intensity Movement · fx Special Masters Buttons trigger, faders are ridden. Each layer touches only its own attributes (playback filters).
A sample busking page, laid out like the hardware: button executors on top, fader executors with two keys above and one below. Layers sit in blocks; the block on the right is fixed and the same on every page.

For cue-list shows (a set list with programmed songs), the common structure is one page per song, with the song's cue list on the main executor.

Fog and one-shot buttons on every page

Some controls must be under your hand whatever page you're on: a fog burst before the drop, the hit on the one, blackout, the home macro. If the fog button is on page 1 and you're busking on page 3, the moment is gone before you've flipped back.

Keeping a button in the same place

grandMA2 offers three ways, and they behave differently:

Way How Catch
Fix Fix On Executor 1.15: the executor stays on the hardware when the page changes the fixed slot is taken on every page
Auto Fix (executor option) fixes an executor automatically while it's active, unfixes it when it's switched off doesn't help a Flash button, which is off most of the time
The same sequence on every page Assign Sequence 20 At Executor 2.15, 3.15 … every copy is its own executor with its own options

For one-shot buttons, plain Fix is the reliable choice: fix the whole "always" block (fog, hits, home, ATMO and speed master) once, and every page shows it in the same place. Auto Fix is meant for something else: a look you started on one page follows you to the next until you turn it off.

The manual describes Fix as fixing executors "on a page" and Auto Fix as keeping an active executor "visible even when pages are changed". On onPC without a wing, the same applies to the on-screen executor bar.

A fog machine as a fixture

The manual doesn't mention fog or haze machines. Treated as working practice: a DMX fog machine or hazer is patched like any fixture, usually with an output channel and, on hazers, a fan channel. Two ways to play it:

  • A fader for continuous haze: one executor with output and fan, the fader as the amount. This only works as a level control if the fixture type treats the output as a dimmer attribute, because an executor fader scales dimmer values only. If the output is a plain control attribute, the fader just starts and stops the executor.
  • A Flash button for bursts: an executor with output at full (fan at full) and the key function Flash. Flash turns the executor on with zero timing while pressed and off on release, so a burst lasts exactly as long as you hold it.

For a timed burst that stops by itself, use a macro with wait times (Flash On Executor 1.14, wait 3 s, Flash Off Executor 1.14), or a two-step chaser (output on, output off) with Shoot-Off, which runs its steps once and turns itself off. The chaser's step length follows its speed, so it can be tied to the speed master if the burst should last a bar.

Which masters should reach it

Decide what the global controls are allowed to do to the fog and the other always-there buttons:

  • Blackout, grand master, group masters: they act on fixtures with React to Master on, the default for dimmer attributes. The manual suggests turning it off for "power relays, blue lights and other stuff you do not want to accidently turn down" (Setup → Patch & Fixture Schedule). For a hazer it's usually right to turn it off: a blackout before the drop is the moment when haze in the room matters most.
  • Kill and Swop: a drop look on Kill turns every other executor off, a Swop hit pulls all other masters to zero. Give the haze executor Kill Protect and Swop Protect so the drop doesn't stop it.
  • Home macro: decide whether "home" turns fog off (safe) or leaves the haze running (usual). Put that decision in the macro, not in your head.

Practice

Fog bursts belong on momentary buttons (Flash, or a timed macro), never on a Toggle that can stay on while you're busy elsewhere. A fog machine left running fills a room in minutes and can set off smoke detectors. Continuous haze goes on a fader with a sensible top, and the fader position is something you can see at a glance.

To verify in onPC: check 20

Executor options that make busking predictable

  • Auto Start / Auto Stop on faders: moving the fader up starts the executor, down to zero turns it off.
  • Off On Overwritten: an executor turns off when another one has taken over all of its attributes, so pulling a fader down doesn't bring back an old look you forgot about.
  • Restart: First Cue for looks and effects, so they always start the same.
  • Speed master for every chase and effect, so one tap tempo controls all.
  • Swop Protect / Kill Protect for things that must survive a drop.

On onPC with few faders

Without a fader wing, use button executors and on-screen executors, layouts with groups and presets as touch buttons, and X-keys / keyboard shortcuts for the most important hits. Consider an onPC wing or a MIDI controller (see Remote input in the reference) when you play live often.

When it matters, and when not

  • Busking: this is the core of your show design. Build the layout once, reuse it as a template, and change only the content.
  • Programmed sets / timeline shows: one main executor with the cue list, a few specials, done.

Sources

Mostly working practice. Manual facts used: