--renameSelectedObjects.ms --Spet2010 --Matt Rennie -- script to rename selected objects to a name supplied by the user -- if (renameSelectionFloater != undefined) do (destroyDialog renameSelectionFloater) -- global renameSelectionFloater = undefined global renameSelection global textVal = "" fn renameSelected nameToRenameTo = ( myArray = selection as array for i = 1 to myArray.count do ( print ("renaming "+myArray[i].name+" to "+nameToRenameTo+"_"+(i as string)) myArray[i].name = nameToRenameTo+"_"+(i as string) + "_" + myArray[i].name ) print "Renaming complete." ) fn renameUI = ( try(if renameSelectionFloater != undefined then closeRolloutFloater renameSelectionFloater)catch() textVal = "" rollout renameSelection "" ( edittext renameText "Rename to:" fieldWidth:200 labelOnTop:true width:260 height:25 button btnRename "Rename" width:170 height:25 button btnGround "Ground" width:170 height:25 button btnDressing "Dressing" width:170 height:25 button btnProp "Prop" width:170 height:25 button btnWall "Wall" width:170 height:25 button btnCeiling "Ceiling" width:170 height:25 button btnWD "Wall Dressing" width:170 height:25 on renameText entered txt do ( if txt != "" do ( textVal = txt ) ) on btnRename pressed do ( if textVal != "" then ( renameSelected textVal ) else ( print "No text value specified" ) ) on btnGround pressed do ( renameSelected "Ground" ) on btnDressing pressed do ( renameSelected "Dressing" ) on btnProp pressed do ( renameSelected "Prop" ) on btnWall pressed do ( renameSelected "Wall" ) on btnCeiling pressed do ( renameSelected "Ceiling" ) on btnWD pressed do ( renameSelected "Wall_Dressing" ) ) renameSelectionFloater = newRolloutFloater "Rename Selection" 300 290 -- renameSelectionFloater = createDialog "Rename Selection" 300 290 addRollout renameSelection renameSelectionFloater ) renameUI()