Final structure of script: global Scriptname = getThisScriptFilename() global Scriptpath = (getFilenamePath Scriptname) global configfilepath = …
Thanks Bobo, I was updating my previous answer while you added yours. I’ve added that simplest solution is just to move function to the top of the s…
SOLVED!!! Sorry guy for very long discussion. But you really helped me to get to the source of the problem and prevent one more to happen. Here’s al…
Thanks Bobo for very informative answer. It really makes sense, that on evaluation the function still wasn’t read by engine, therefore doesn’t exist i…
Don’t worry about whole code – The error already exists in this peace of code: global Scriptname = getThisScriptFilename() global Scriptpath = (ge…
Sorry, the code is huge, so had to get to the very basic explanation of problem (which I didn’t know). Other way it would be total mess. However, sti…
Right got the core of the error. And it is due to function. However still don’t know how to fix it. Here are both scripts – In this file I’ve inclu…
If I understood you correctly Maybe I’m wrong but it looks like it hates to send path as function parameter. Will to few tests and will post them …
Just tried to make completely new script with just this: global Scriptname1 = getThisScriptFilename() global Scriptpath1 = (getFilenamePath Scriptna…
Probably I understand what you mean. It’s like in C++, first you have to allocate memory: int x = 0; and only the modify it. Ok I’ve added folowing …
At this stage, I’m loading it manually, later it will be just called by button. Scriptname and Scriptpath are defined as global as they will be used …
Thank you all guys, both ways are nice: deleteModifier o (o.modifiers[#BrickDisplace]) Perfect one! I knew it should work this way, but didn’t man…
Got it working thanks – on btnpick picked obj do global uv = obj.modifiers[ #unwrap_uvw ]; local verts = (uv.NumberVertices()); Another question:…