Linking playouts

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This page covers the Link column: a cue that starts a cue on another playout along with itself. It is what makes two screens operable by one person — you fire the item, and the second screen follows without a second thought.

Click the Link cell on the cue. You get the other playouts that are switched on, each with its cues; pick the one that should start along with this line.

No link clears it again.

If there is nothing to choose from, the menu says why: (no other playout switched on), or (no cues) when the other line has an empty list.

What happens on GO

GO on the linked cue fires both: this cue on this playout, and the target cue on the other one. Each uses its own transition and its own follow action, because each is an ordinary cue on its own list.

The link is one-way. Firing the target on the other playout does not start anything back here — which is what you want, or you would have two lines triggering each other in a circle.

Why moving things does not break it

A link points at the cue, not at its number or its row. Renumber the list, move a block, collapse a group — the link still lands on the same line.

If the target is deleted, the column shows what it used to point at, struck through, and opening it says: that cue no longer exists in the other playout. It does not silently pick something else, and it does not quietly do nothing — you find out by looking at the list.

What to use it for

SituationThe link
A clip on the stream and a still on the hall screenThe clip carries a link to the still
A programme item that has its own graphic on a side screenItem links to graphic
Two screens that must switch together at a fixed momentLink the pair at that moment

What not to use it for

Do not build a whole second rundown out of links. If the two lines run in lockstep from beginning to end, they are one line: put the second screen’s content in a scene on the same playout, or feed it from the same output.

Links are for the moments where two lines coincide, not for gluing them together.