Unselectable script
- clintonman
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Re: Unselectable script
After flattening only the connector remains, so the exported panel disappears.
I had to swap the up and down scripts to get it to work. Removed the checkbox because the button takes care of it. Changed up text is "Unlocked" and down text is "Locked".
Re: Unselectable script
Remove the checkbox?
I think your plugin honors the checkbox, checked or unchecked.
The default state of the selectionLocking node in your UnSelectable scripts is Unlocked
I think your plugin honors the checkbox, checked or unchecked.
The default state of the selectionLocking node in your UnSelectable scripts is Unlocked
- clintonman
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Re: Unselectable script
But the checkbox doesn't honor the code in the button, so button replaces it.
Edit:
Maybe your button isn't connected to the UnSelectable value? Mine is linked to it.
Edit:
Maybe your button isn't connected to the UnSelectable value? Mine is linked to it.
Last edited by clintonman on 04 Oct 2020, 16:27, edited 1 time in total.
- clintonman
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Re: Unselectable script
Yep, already fixed here.
Re: Unselectable script
Correct, it is not linked to the UnSelectable attribute and is assigned to a new boolean, UnLock_Lock.clintonman wrote: ↑04 Oct 2020, 16:22 But the checkbox doesn't honor the code in the button, so button replaces it.
Edit:
Maybe your button isn't connected to the UnSelectable value? Mine is linked to it.
I changed the text to Up = UnLock and Down = Lock
This matches the UI, Lock and Unlock
For backwards compatibility, it might be necessary to delete the unSelectable node in the scene, in order to replace it in an existing scene
- clintonman
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Re: Unselectable script
Good point.
Attached is the node I plan to use.
- Attachments
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- selectionLocking.RsObj
- (8.59 KiB) Downloaded 164 times
- clintonman
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Re: Unselectable script
Untested check for and remove old version:
Added to the Lockit and the RMB scripts.
Added to the Lockit and the RMB scripts.
Code: Select all
//check for old version and remove it
if(Node.Exists(Space.CurrentScene() + "/unSelectable") && !Node.ConExists(Space.CurrentScene() + "/unSelectable", "Source")) {
Node.Delete(Space.CurrentScene() + "/unSelectable");
}
Re: Unselectable script
That works too.
I am going to add Space.Unselect() to the Down script
Re: Unselectable script
I'll wait for your official update and add it to the unofficial updates.clintonman wrote: ↑04 Oct 2020, 17:14 Untested check for and remove old version:
Added to the Lockit and the RMB scripts.
Code: Select all
//check for old version and remove it if(Node.Exists(Space.CurrentScene() + "/unSelectable") && !Node.ConExists(Space.CurrentScene() + "/unSelectable", "Source")) { Node.Delete(Space.CurrentScene() + "/unSelectable"); }
- clintonman
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Re: Unselectable script
Right, I was going to ask you about that, but forgot. I'll do the same.trueBlue wrote: ↑04 Oct 2020, 17:18That works too.
I am going to add Space.Unselect() to the Down script