I've been thinking a little around this...it seems like the sync subroutine is somewhat generic -- when an item changes, just set the scene to the same state.

This question is more for the insteon gurus, would it make sense to incorporate this subroutine into the Insteon object and make it an option for the ICONTROLLER?  So something like;

#PLM Scene Controller  CtlNum,     Scene Name,          Group,       ,Options
INSTEON_ICONTROLLER,   10,         accent_scene,        All_Lights,     localsync

with the localsync option, then there would be a flag to add a tie_event('localsync($<member>, $accent_scene) to each item?  Might be beneficial for anyone who need this functionality to use a similar approach.  Just a thought, don't know if this adds massive complexity for a rare need.

On Mon, Jan 20, 2014 at 9:12 PM, H Plato <hplato@gmail.com> wrote:
Thanks Eloy & Kevin,

  So it looks like to have local control of a multi-way switch group, both are needed;

  - A scene that has all controllers and responders.
  - tie_event code on each object that calls a subroutine to sync the scene.

So using a combination of both of these, everything now works; I have local syncing of the switchlinc and micro on/off device and when I set (through MH) the state of one of the scene members.  All scene members are then set to that state.  Seems a little convoluted, but it does make sense.

Does this sound like a terse ‘official approach’ to controlling multi-way devices?

 - link all multi-way switches as controllers and responders of each other.
 - verify that all devices work, and reflect the state of the item when turned on by other controllers. ie Turn on switch A and switch B should show as ON.
 - link each device to the MH PLM
 - add each device as an insteon item in the items.mht file. (Optional, make all but one device hidden so that the web interface isn’t cluttered)
 - create a group scene, add each device and the scene as controllers and responders of each other.
 - add a tie_event action to each item in the multiway group, and add the sync subroutine in usercode: 

$light->tie_event('sync_multiway($light, $myscene)'); # noloop
# Repeat the line above for all controllers in scenes.
# Every time a switch is toggled locally, or every time you run
# get_status or on receipt of remote activations, also update the
# scene containing the light to keep them in sync.
sub sync_multiway
    my ($ref_light, $ref_scene) = @_;
    # avoid unnecessary traffic, like a get_status where status hasn't changed.
    if ($ref_light->state_changed) {
        print_log “Local Sync: sync_multiway called for state_changed on ".
            $ref_light->get_object_name." to ".$ref_light->state." for ".
            $ref_scene->get_object_name." set multiway in 1sec";
        # delay is to avoid collisions. In case we're in this code path
        # due to a remote toggle instead (you pushed the switch), that switch
        # could already be running a scene and you don't want to conflict with it
        # (for local state changes, this is not an issue).
        $ref_scene->set_with_timer('', 1, $ref_light->state);

On Jan 20, 2014, at 7:21 PM, Eloy Paris <peloy@chapus.net> wrote:

On 01/20/2014 06:04 PM, Kevin Robert Keegan wrote:

On Mon, Jan 20, 2014 at 12:03 PM, H Plato <hplato@gmail.com
<mailto:hplato@gmail.com>> wrote:

   Stupid question, the scene members have 100% as their on state, i'm
   assuming turning off the scene just works, and i don't have to
   create 0% scene_members, correct?


Indeed. I tripped on this a long time ago.

   I'd also need to add the actual scene as a controller and responder,
   so i'll have 6 scene members for this light:

   Scene_member, garage_light, garage_scene, 100%, 0.1s
   Scene_member, garage_light, garage_light_inside, 100%, 0.1s
   Scene_member, garage_light_inside, garage_scene, 100%, 0.1s
   Scene_member, garage_light_inside, garage_light, 100%, 0.1s
   Scene_member, garage_scene, garage_light, 100%, 0.1s
   Scene_member, garage_scene, garage_light_inside, 100%, 0.1s

Here is where you might discover a hiccup with this option.  I don't
think that state of the scene can be updated by a device.  I haven't
tried this, but it may not work, I would be interested to know what you

Right, as far as I know a device cannot update the state of a scene in 
MH. For this you can use the tie_event() trick mentioned in the INSTEON 
scenes page in the wiki.


Eloy Paris.-

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