Area Cascading
The EG contains 100 area cascading objects that can be configured to create control dependencies between multiple areas. Area cascading objects function as virtual devices in the system and are categorized as follows:
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Parent area objects:
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Activator
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Timer
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Child area object:
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Notifier
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The diagram indicates the dependency hierarchy with lighter shading for parent areas and darker shading for child areas. N, T, and A indicate the area cascading objects required in each Area Cascading area.
When a Notifier object is placed into an area, it reports the status of that child area as occupied or unoccupied to the Activator and Timer in the linked parent area. This enables any area to control any other area. Area cascading objects operate in occupied and unoccupied preset scenes as defined by the commissioning engineer.
Multiple dependencies can be created by cascading the areas from child to parent to grandparent to great-grandparent, etc. This enables the creation of late night egress pathways for a whole building. Unoccupied child areas turn off after a timeout and occupied child areas keep an exit path lit. Only when all child areas under a parent area are unoccupied, then the parent area can turn off.
In the Area Cascading editor, you can create various dependent area functions:
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Corridor Linking Child Area
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Corridor Linking Parent Area
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Background Lighting Child Area
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Background Lighting Parent Area
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Switch Off Warning Area
To configure area cascading:
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In Areas view, select the job name and click the Area Cascading tab.
Or:
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On the floor plan, click the Highlight Area Cascading Areas icon, then right-click areas on the floor plan.
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