yes, for the very same reason...
but now that I think deeper about it, i recall set a limit to 0.99999
to be able to fire events...
try to increase using smaller values like 0.0001
and trace on enterframe the pathanimator.time
its should be very very near to 1.
then change with something like ( time+increase > 0.99999)? stop to
0.99999 : continue;
animateOnPath is used by the internal tweener, depending on duration
and framerate you might indeed get similar problem.
Fabrice
On Aug 4, 2009, at 5:21 PM, rob gibson wrote:
hey, thanks for that, but the problem happens even if i use the
animateOnPath function...