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Sequence

Fires its four outputs one after another from a single trigger — a step-by-step timeline: "light 1, then light 2 half a second later, then the door".

Outputs:

Handle Type Fires
step1 event wait 1 seconds after the trigger
step2 event wait 1 + wait 2 seconds after the trigger
step3 event wait 1 + wait 2 + wait 3 seconds after the trigger
step4 event wait 1 + wait 2 + wait 3 + wait 4 seconds after the trigger

Inputs

Handle Type Meaning
trigger event starts the sequence

Parameters

Parameter Default Options
wait (step 1) 0 seconds before step 1 — 0 fires it at once
wait (step 2) 0.5 seconds between step 1 and step 2
wait (step 3) 0.5 seconds between step 2 and step 3
wait (step 4) 0.5 seconds between step 3 and step 4
pulse 0.3 how long each step's pulse lasts, in seconds (in the ⓘ Params tab, not on the card)

Each row on the card reads wait N … stepK: drag the number to change it. A step's name lights up (●) while it pulses.

How it behaves

  • The waits add up. Each one is the gap since the step before it, not a time from the start — so with the defaults the steps fire at 0, 0.5, 1 and 1.5 seconds.
  • One trigger runs all four steps. It does not advance one step per pulse; leave a step unwired if you need fewer.
  • A new trigger starts over. Steps that had not fired yet from the previous trigger are dropped, and the sequence runs again from step 1.
  • Same moment for everyone. Every step's moment is worked out from the one shared trigger time on the shared clock, the way a Delay is, so every player sees each step at the same moment and nothing extra is sent. A player who joins mid-sequence sees the remaining steps fire; steps that already happened before they joined do not fire again.

Practical example

Count one, two, three — and back to zero:

  1. Add a Key Press (capture G) and a Sequence; wire Key Press → Sequence's trigger.
  2. On the Sequence, set the waits to 0, 1, 1, 1.
  3. Add a Counter. Wire step1, step2 and step3 into the Counter's pulse, and step4 into its reset.
  4. Press Play and tap G: the Counter reads 1, 2, 3 a second apart, then 0.

A Key Press triggering a Sequence whose first three steps count up a Counter and whose fourth step resets it

Tip

Steps are ordinary pulses, so each one can drive anything an event drives — a Latch set, a Spawn, a sound, another Sequence for more than four steps.