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<Animation>
<Parameter>
<Code> (L:Dummy1,bool) 100 * </Code>
<Lag>100</Lag>
</Parameter>
</Animation>
<Animation name="dummy_switch1" guid="3020b7f6-f1f3-48f9-b464-5ff89fff4ffd" length="100" type="Sim" typeParam2="dummy_switch1" typeParam="AutoPlay" />
<PartInfo>
<Name>dummy_switch1</Name>
<Animation>
<Parameter>
<Code> (L:Dummy1,bool) 100 * </Code>
<Lag>100</Lag>
</Parameter>
</Animation>
<MouseRect>
<Cursor>Hand</Cursor>
<TooltipText>This is a dummy switch.</TooltipText>
<MouseFlags>LeftSingle+RightSingle</MouseFlags>
<CallbackCode>
(L:Dummy1, bool) ! (>L:Dummy1, bool)
</CallbackCode>
</MouseRect>
</PartInfo>

I got it.They all have to respond to different variables in the Animation sections. And all those variables cannot be connected by code to act together in another VC gauge or in a 2D gauge.
Create or download a gauge that prints out all of these variables on the panel. Then figure out why they are acting together.

<Animation>
<Parameter>
<Code> (L:WiperSpd,enum) 50 * </Code>
<Lag>100</Lag>
</Parameter>
</Animation>
<MouseRect>
<Cursor>Hand</Cursor>
<TooltipText>Wiper Speed.</TooltipText>
<MouseFlags>LeftSingle+RightSingle</MouseFlags>
<CallbackCode>
(M:Event) 'LeftSingle' scmp 0 ==
(L:WiperSpd,enum) 0 > &&
if{
(L:WiperSpd,enum 1 - (>L:WiperSpd,enum)
}
(M:Event) 'RightSingle' scmp 0 ==
(L:PRR_set, number) 2 < &&
if{
(L:WiperSpd,enum) 1 + (>WiperSpd,enum)
}
</CallbackCode>
</MouseRect>