we have set up a simple mimic as shown below.
We want to be able to press the button "SP100" and for the value of "SP100 Level" to appear in the "Generic Level".
What is the best method to do this. A pick action of the button or a mimic script or other.
Is it possible to substitute the value of the "Generic String Point" into the path.
Generic_Level. + "GenericStringPoint.CurrentValue" + .Level or something like.
If so what is the notation?
You could have the button action write to the Registry, and use an indirect animation involving the Registry entry for the Generic Level display.
But I think you've left out details.
Do you want it just displayed on the screen, or is there a Point of some kind backing the Generic Level that you actually want that value to write to, and would it need to 'link' the two such that new values on SP100 are also pushed to the Generic Level?
Depending on the number of these, might be more efficient for the server and mimic if you have visibility and disabled/enabled as necessary, rather than use indirect tags.
But as you point out, need a bit more detail as there are a few things to consider.
to be able to select SP100, SP101......SP110 from a list by some means.
Then display the level value for the selected SP.
The plan is to have up to five on a mimic.
5 sets is neither here nor there if you only have a couple of tags for each set.
The indirect tag option has a slightly higher fixed overhead, but results in less tags always 'on scan' (subscribed).
Animation layers allows for lower overhead (since there's less tag subscribe sequences needed), but has more tags in general 'on scan'.
You've yet again changed your target though. Your first post says 'button', and now you say 'list'. Buttons are not lists, and our recommendations may be drastically different depending on which you actually want, and were your data will be coming to.
I would personally go for the indirect tag, with the registry. Since it can be a bit more flexible in terms of the number of sets. You don't need to keep adding animations / layers etc to handle it.
But it is a bit trickier to debug / diagnose, and the animations themselves can be a little more fiddly.
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