Exporting to Pyrosure


To export a script for your Pyrosure firing system, you first need to set up your show with launch positions and configure the launch positions for your firing system equipment. All fireworks in your show will need to launch from configured launch positions. Any fireworks not on a launch position or on a launch position that has not been configured for your equipment will either be ignored in the exported script or will appear as assigned to default equipment.

Once you have added and configured your launch positions and scripted your show, you can select "File > Export firing system script > Pyrosure CSV" to export the script for Pyrosure.

Configuring Launch Positions

The simplest configuration for launch positions is to add a single firing system unit to each launch position, each firing system unit representing a single slat of a module. Finale will assign shots to the pins on that slat until exhausting all pins, and then Finale will automatically generate an additional slat for the same module at that launch position to accommodate additional shots. Finale will continue in this manner, adding slats, until exhausting the number of slats per module, and then Finale will add slats for the next available module number, and so on.

Setting the Address of the Firing System Units

To configure the launch position, click on its edit button. In the "Edit Position Properties" dialog that appears click the link "Add firing system unit" in the lower left. For purposes of configuration, the firing system units for Pyrosure are slats, with addresses like 1A, 3B, etc., where the numerical part of the address refers to the module and the letter part of the address refers to the slat. Each module has six slats, A-F. The address is not case sensitive, and if you like you can include a dash between the number and the letter, like "1-A".

Since Finale will automatically generate additional slats for the same module, and then skip to add slats for the next available module number, the simplest configuration is to begin with a single slat "A" for a different module number on each launch position, e.g., 1A, 2A, 3A, 4A, etc. That's all you need to do, as Finale will add additional slats, and by implication additional modules, as necessary. If you want to add multiple firing system units to launch positions manually in order to have more control over the use of your hardware, you can do that too, but remember that the firing system units represent slats, so you have to add the slats individually.

Finale will always add additional slats to a launch position based on the last slat in the list. For example, if you manually add to a launch position two slats, 1A and 3B, the first automatically generated slat will be 3C (based on 3B, ignoring the 1A).

Since Finale supports many varieties of firing systems, you have to let Finale know that your hardware has exactly six slats per module. You can convey this information to Finale in two ways, either by including the word "pyrosure" in the firing system unit description, or by including the phrase "[slats 6]" (including the brackets). This information will cause the module numbers of the automatically generated slats to increment after the sixth slat, e.g., 1A, 1B, 1C, 1D, 1E, 1F, 2A, 2B, etc...

Setting the Other Firing System Unit Parameters

The other firing system unit fields you need to set, in addition to the description and address, are first pin, number of pins, and matches per pin. Pyrosure slats have four pins, 1-4, and each pin is designed to shoot a single ematch. Thus the first pin is 1, the number of pins is 4, and the matches per pin is 1.

Understanding the Exported Script

In the Pyrosure script format, each row in the script corresponds to a single firework representing a single piece of inventory. The rows are sorted by view time, and rows with the same view time are considered part of the same cue. The first field in a row is the "cue number", which associates all rows with the same view time. The remaining fields are: the number zero, then the view time, prefire time, module number, slat letter, pin number, firework name, caliber, angle, launch position name, and notes.

Field Chains

Finale supports two kinds of chains, those those that you insert from inventory by clicking a button on the top of the screen ("Factory Chains"), and those that you assemble in place in the editor with the menu item "Edit > Make chain". The first type, "Factory Chains," represent chains that are preassembled at the factory as single inventory pieces. They thus occupy a single row in the firing script per piece. Chains of the second type, "Field Chains", represent chains that you assemble in the field from multiple devices that are independent pieces of inventory. Field Chains will appear as multiple rows in the exported script, one row per device. If the devices are staggered with delays in between them, the individual devices will have different view times and will thus be on different cues. However, since they are all fused together they are all still part of the same shot, with a single ignition point on a single pin. Thus the devices of Field Chains will have the same pin number in the exported script, even if they have different view times and different cue numbers.