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Hello everyone, I'm looking for a way to create a resource list of all space styles in the document using vs.BuildResourceList, but I can't find a way to identify space objects. I tried listing all symbols with vs.BuildResourceList first and then checking whether the sub-objects are linked to the record 'Space'—without success. Also, vs.GetPluginInfo only returns "False, '', 0, 0, 0". Does anyone know a way to explicitly identify space objects / space styles? Best regards KroVex
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Hello everyone, does anyone know how to implement a dropdown in a cell within the List Browser dialog? Similar to how it is possible in the Organization under Design Layer -> Story: I am familiar with the following article, but I couldn’t find anything related to this: https://developer.vectorworks.net/index.php?title=User:CBM-c-/VS-List_Browsers_part_1 Is this even possible with the List Browser? Best regards
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Salü KingChaos, Ich kann dir nicht sagen, was das Problem mit dem Compose-Node ist, aber mit einer kleinen Anpassung kannst du darauf auch gleich verzichten: 9 segmentiges POlygon fuer Strangmoebel V8 v2024.vwx Gruss KroVex
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Hello Frog, you will find MRoth's two nodes in the Marionette-Gallery, which move objects to the foreground or background: Best regards, KroVex
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Hello Sebatain, The node "Infinite Intersect" is originally designed only to determine the intersections of two lines, or between multiple lines in one input and one line in the other input. It thus requires an iteration to allow this over multiple lines. In the attached document, I have modified the "Infinite Intersect" node and added two nodes from DomC, "Items to List". Now the script works as desired: Points on Poly 240409.vwx Best regards, KroVex
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I have found two ways to solve my problem. Path 1: I execute the command "vs.DSelectAll" before the menu command and then use the menu command with SEL=TRUE - which is somewhat cumbersome. Path 2: Instead of the menu command, I have created a Marionette object from all symbols, with which I can directly switch the views. I have now decided to go with this path...
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Hello Antonio, just to make sure I understand you correctly, the following procedure is not possible: Manually activate three symbols in the plan -> Execute menu command -> receive the symbol names of the currently activated symbols? Even if I additionally filter the objects by the active layer, the problem remains with SEL=TRUE that too many objects are outputted, for example, if anything was once selected in another group on this layer...
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Thank you for your reply, but the Marionette script is intended as a menu command, not as a Marionette object. Simply put, the menu command retrieves the symbol names and positions of the activated objects and places new symbols on the plan accordingly. Sorry if this was not clear. Regards KroVex
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Hi all, I have created a Marionette menu command which, from selected floor plan symbols in the plan, is supposed to place view symbols at an X distance defined via dialog. The problem is that using Objs by Crit with VSEL=TRUE does not output any objects. However, if I use SEL=TRUE, objects are outputted, but far too many, since selected objects that are not visible (e.g., selected objects in groups and symbols) are also captured. What am I doing wrong or what have I overlooked? Attached is the document with VSEL and SEL: SelectedSymbol.vwx Regards KroVex
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Tobias Kern started following KroVex
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KroVex changed their profile photo
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Hi All I'm trying to build a Wall Merger Tool (separate Walls are combined to one Wallstyle). Im almost done, but one last thing make me crazy: With vs.GetObjStoryBound i can get the Layer Level Types. It needs as input the component handler and the boundID. The boundID needs a 0 for the lower edge and a 1 for the upper edge. So if I feed in a list of 1's, or a list of 0's, I get all top edges or all bottom edges extracted. But when I shuffle the lists (no matter how), wrong values come out: GetLayerLevelType.vwx Sure, I could use "Get Component Story Bound" twice, once with 0 lists and once with 1 lists. But I'm interested in why it doesn't go together and it wouldn't be solved that nicely either. Does anyone have an idea or explanation? Greetings KroVex
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Hi All I have the same problem and can't switch to VW22 for a while.. Simple Testbuild: Testfile: ControlPoint.vwx Is there a solution for VW21? Greetings KroVex
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Hi All Inspired by this Network created by @sbarrett, I would like to create new Story's, but without creating new layers. To do this, however, the Story should be linked to the existing layer. The Dev-Wiki says that with the command "vs.CreateStoryLayerTemplate" the creation of a new layer is optional. However, if no layers are created, I need the command "vs. AssociateLayerWithStory" so that the story is linked to the layer. So that "vs. AssociateLayerWithStory" works, "vs. SetLayerLevelType" is also required (according to the Wiki), but this creates a new LayerLevelType (without elevation o.O) and I can't use the existing LayerLevelType from the Node "Create Default Story Level". It is also strange that in the organization I see the additionally created LayerLevelType at the Layer, but as soon as I edit it, it is not assigned to any one: What am I doing wrong? Or have I misinterpreted the procedure? File with the new Node: Story.vwx Greetings KroVex PS: I hope the translation is not too bad and you understand what I mean. 🙈
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Hi All I have some marionette network saved as a symbol in the resource manager. But even when it's not placed in the drawing, and I import a DWG or just update "intelligent objects" (by the menu command), the marionette network will be triggered and give some error messages (which is logical because no data has been entered to the Marionette Object). But why? Is there a way for the Network only to be triggered when it's placed in the drawing? greets KroVex
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Antonio Landsberger started following KroVex
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Thank you Marissa for the detailed explanation. Then I hope that the priority of the bug is big enough, that it will be fixed soon 😀 Greetings KroVex