I'm using the following scripting to select which team logos and colors to use in a fullscreen graphic:
dim Alogo, Acolor, Hlogo, Hcolor as xpBaseObject
dim Ateam, Hteam as xpTextObject
dim logopath as string
scene.GetObjectByName("Logo 1", Alogo)
scene.GetObjectByName("Color 1", Acolor)
scene.GetObjectByName("Logo 2", Hlogo)
scene.GetObjectByName("Color 2", Hcolor)
scene.GetObjectByName("Select Logo 1", Ateam)
scene.GetObjectByName("Select Logo 2", Hteam)
logopath = "D:\LOGOS\" & text & "\"
if scene.iscopy then
Alogo.SetVolatileTextureFile(0, logopath & Ateam.text & "\Team_Logo.png")
Acolor.SetVolatileTextureFile(0, logopath & Ateam.text & "\Team_Color1.png")
Hlogo.SetVolatileTextureFile(0, logopath & Hteam.text & "\Team_Logo.png")
Hcolor.SetVolatileTextureFile(0, logopath & Hteam.text & "\Team_Color1.png")
end if
I use this same basic scripting in multiple scenes and it works like it's supposed to everywhere else. But in this scene, the logos aren't being populated by the text input in the published text fields. Instead, they're populating based on the text input in the scene itself. I've tried unpublishing and re-publishing every object in the scene, I've created new text fields and re-entered the scripting, and I've tried re-naming the text fields in both the scene and the scripting. But for whatever reason, this scene is intent on completing the filepath using the default text values. It's maddening. Can anyone point out what I'm doing wrong?
Thanks