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[Closed] Pickbutton Problem

hi, im new to scripting and decided to make a wheel rotation script as my first attempt but i soon encounterd a problem:

i created a utility interface which allows the user to select his car body and four wheels via ‘pickbuttons’

but i wanted to create a message to show if the user inadvertently picked geometry already assigned to another pickbutton.

eg. if the user picked box01 via the ‘pick car body’ button and then tried to pick the same box when using the ‘pick front left wheel’ button a warning message would appear.

yet although i thought i worded it correctly , no message box appears!

any pointers would be appreciated, thanks.

here is the script so far:

[size=3][color=white]utility[/color][/size] wheelscript “Wheel Rotation”

(

fn testclass obj = superclassof obj == GeometryClass

pickbutton car “Pick Car” filter:testclass

pickbutton frontleft “Pick front left wheel” filter:testclass

pickbutton frontright “Pick front right wheel” filter:testclass

pickbutton backleft “Pick back left wheel” filter:testclass

pickbutton backright “Pick back right wheel” filter:testclass

On car picked obj do

( if obj==frontleftobj then

messagebox “pick unassigned object please”

else

carobj=obj

)

On frontleft picked obj do

( if obj==carobj then

messagebox “pick unassigned object please”

else

[size=3]frontleftobj=obj

)

)

[/size]

2 Replies

carobj and frontleftobj are not declared outside of the event handers, thus they become local variables to the event handler functions and are “invisible” to the other handlers.
You should add the line

local carobj,frontleftobj

to the utility just before the FN definition. You can add the variable names of all other objects you might want to add in the future.

A better way though would be to avoid picking objects via the filter function you already have…


 utility wheelscript "Wheel Rotation"
 (
 local theCarArray = #()
 fn testclass obj = superclassof obj == GeometryClass and findItem theCarArray obj == 0
 pickbutton car "Pick Car" filter:testclass
 pickbutton frontleft "Pick front left wheel" filter:testclass
 pickbutton frontright "Pick front right wheel" filter:testclass
 pickbutton backleft "Pick back left wheel" filter:testclass
 pickbutton backright "Pick back right wheel" filter:testclass
 
 on car picked obj do theCarArray[1]=obj
 on frontleft picked obj do theCarArray[2]=obj
 on frontright picked obj do theCarArray[3]=obj
 on backleft picked obj do theCarArray[4]=obj
 on backright picked obj do theCarArray[5]=obj
 
 )

Now, if you have picked the car body already, the mouse and Select By Name dialog will skip the object and not even provide the user with a chance to pick the wrong object.

You could also display the name of the picked object on the button:

utility wheelscript "Wheel Rotation"
(
local theCarArray = #()
fn testclass obj = superclassof obj == GeometryClass and findItem theCarArray obj == 0
pickbutton car "Pick Car" width:160 filter:testclass
pickbutton frontleft "Pick front left wheel" width:160 filter:testclass
pickbutton frontright "Pick front right wheel" width:160 filter:testclass
pickbutton backleft "Pick back left wheel" width:160 filter:testclass
pickbutton backright "Pick back right wheel" width:160 filter:testclass

on car picked obj do (theCarArray[1]=obj; car.text = obj.name )
on frontleft picked obj do (theCarArray[2]=obj; frontleft.text = obj.name )
on frontright picked obj do (theCarArray[3]=obj; frontright.text = obj.name )
on backleft picked obj do (theCarArray[4]=obj; backleft.text = obj.name )
on backright picked obj do (theCarArray[5]=obj; backright.text = obj.name )

)

Thank you very much bobo, you are a legend!

No doubt as i progress with this script ill have more to ask.