This is how I would approach it:
1. Use a Build Node of type Vector2D so that you can take advantage of its add/remove input UI. Vector 2D because it allows you to specify min/max index in one go.
2. For each user-specified range, use a Range Node to build a list of indexes.
3. Collect all of the indexes in a single Array<Integer>
4. Use that array to control the "Selection" (not selection string) input for the Delete node.
Ideas to make it more useful/robust:
1. Negative Indexing: Add support for negative indexing so that `-1` is the highest indexed polygon.
2. Start + Count: Maybe switch from Start/End indexing to Start + Count so that it's easier to select big blocks of numbers.
3. Step Size: Switch to a Vector3D input so that you can specify a step-size for checkered patterns between selected elements.
4. Custom UI: The build array node lets the user specify as many elements as they want, but it doesn't allow for custom-named elements. You might opt for building a custom UI that allows for a set number of ranges (I imagine 4 will be more than enough for most people) with checkboxes to activate them.
_Authored in Cinema 4D 2025.1_
delete-index-range-list_v01.c4d