I'm having a similar issue with MovieClipSprite in v3.6.0 They move
initially, but as soon as they get to where they're going, they won't
move anymore. As long as they keep moving, they'll continue to accept
a new location (from changingArrayOfXYZLocations) and move to it. But
as soon as they stop moving, that's it, they refuse to move anymore.
There will be a few assets on stage and some will move while the
others stop. If I take out the lines that set the assets specifically
to where they're going when they get close and instead never let them
get to their destination, then they keep working as expected.

        var mcs:MovieClipSprite;

        var deltaX:Number;
        var stepX:Number;
        var newPosX:Number;
        var deltaY:Number;
        var stepY:Number;
        var newPosY:Number;
        var deltaZ:Number;
        var stepZ:Number;
        var newPosZ:Number;

        for (i = 0; i < arrayOf3DAssets.length; i++)
        {
                mcs = arrayOf3DAssets[i];

                deltaX =  mcs.x - changingArrayOfXYZLocations[i][0];
                stepX = deltaX / SPEED;
                newPosX =  mcs.x - stepX;
                deltaY =  mcs.y - changingArrayOfXYZLocations[i][1];
                stepY = deltaY / SPEED;
                newPosY =  mcs.y - stepY;
                deltaZ =  mcs.z - changingArrayOfXYZLocations[i][2];
                stepZ = deltaZ / SPEED;
                newPosZ =  mcs.z - stepZ;

                if (Math.abs(deltaX) < .1) newPosX = 
changingArrayOfXYZLocations[i]
[0];
                if (Math.abs(deltaY) < .1) newPosY = 
changingArrayOfXYZLocations[i]
[1];
                if (Math.abs(deltaZ) < .1) newPosZ = 
changingArrayOfXYZLocations[i]
[2];

                mcs.x = newPosX;
                mcs.y = newPosY;
                mcs.z = newPosZ;
        }

        _camera3D.hover();
        _view.render();

Any thoughts or suggestions?

Thanks, Nick

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