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Signal

A Signal is a named on/off flag the model uses to coordinate itself. It carries no entities and sits to the side of the flow: steps set it and clear it from action logic, and gates watch it to decide when to open. Use a signal to let one part of the model tell another that something has happened.

The Signal node

Give the signal a name. That name is what you send, clear, and read everywhere else in the model.

Signal Mode sets how the flag behaves once it is turned on:

  • Persistent stays on until something clears it.
  • Once turns on and is used up the first time a gate it controls opens, a single pulse.
  • Timed turns itself off again after a set duration.

From action logic you turn a signal on with SIGNAL SEND "Go" and off with SIGNAL CLEAR "Go". Anywhere a condition is allowed, you read its state with Signal('Go').Active, which is true while the signal is on. The most common use is a gate whose open condition is Signal('Go').Active, so sending the signal opens the gate and clearing it closes the gate again.