When you open or refresh Compositor View, State Sets creates a state node for each state in the list view whose Render Output toggle () is on.
State node expanded to show recorded properties
At the top, each node shows the state name plus an Activate button as in the State Sets hierarchy view. You can expand the node to show recorded properties. So you can use the node enable or disable recording, and to edit the recorded properties; however, in general you'll find it more practical to do these things in the hierarchy view.
Right-clicking the upper part of a State node selects the node and opens this menu. If the State node and other State nodes are already selected, all remain selected so any commands you use apply to all selected nodes.
A sub-state reflects conditions set by the parent state or states in addition to its own conditions. For example, if only Light A is on in a parent state and only Light B is on in a sub-state, then rendered output from the parent state will show lighting only from Light A, while rendered output from the sub-state will show lighting from both lights.
Newly added sub-states do not appear immediately in Compositor View. To make them visible, refresh the view from the main right-click menu.
Highlight a state, then choose Add Scripted State from the States menu. Alternatively, right-click the state and choose Add Scripted State from the context menu.
For example, you could create a scripted state that adds an object to the scene when the state is activated, and then deletes the object when deactivated.
You can use any legal MAXScript commands, and each script can be as long as you like. However, if a script exceeds the bounds of its window, you need to scroll it with the keyboard (the arrow keys, and , and so on); no scroll bar is available. Other standard text-editing functions also apply, such as Copy (+C) and Paste (+V).
To edit the scripted state, double-click its entry in the hierarchical states list.
For example, you could create a template that has a certain camera and lighting setup, and then deploy it as a new state at any time subsequently. However, in order to do so, the camera and lights tracked by the state need to be present in the scene.
For step-by-step instructions on using templates, see Using the State Template Feature: An Example.