Hi Simon,
the problem actually shifted in the meantime.
So I managed to have score changes with a counterwidget play an scenedirector first and then update the "old" score to the current score at the end of the scenedirector. But now I want to add a condition to the script that checks if the score is getting bigger or smaller and then plays either the score up or down scenedirectors.
I put the current setup I use in the attached files. There you can see the animation working but only up and not down. I already managed to have a second scenedirector with the other animation but I'm missing the "onsettext" script to check if the number got bigger or smaller.
The original post came from a similar position where I wanted to push text from the original textbox to a onair textobject without the need of a datalinq or a secondary textfield that the gets animated into. So basically a datalinq but without external data. So I want to use the "onsettext" script to update onair text without external data but with the same textfield. So to paint a picture. I have a lower third with the text "technical problem" after a minute I might know what the issue is and I would want to update the text in said lower third. But I would like to avoid a second takeitem with a back2back setup and use the original textbox of the original takeitem and just push this new text to the already onair item.
Sorry for this cluster of issues and thoughts.
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Best wishes,
Johannes
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Original Message:
Sent: 05-05-2026 02:25
From: Robert Simons
Subject: Push to air button
Johannes,
I hope I understand what you are trying to achieve. But as I see it, you only want to change the score from a Datalinq score to a manual score (or backup score). In that case, I think you could solve it with two widgets. See the attached screenshots.
Widget 1 is your switch
Widget 2 is your backup score (data)
hope this will work for you. And if it has to animate the switch could also trigger a scenedirector.
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Robert Simons
XPression Artist
NEP GFX
Hilversum Netherlands
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