hi Corban,
> this[charThumb_MC].loadMovie(charThumb);
loadMovie is delayed until all scripts in the frame have finished, so
you assign the onRelease to a movieclip that will be replaced by a
newly loaded one moments later.
use a container to load it into, and assign your onRelease to the container.
btw, createEmptyMovieClip returns a reference to the new clip, very
useful if you don't want to type this[charThumb_MC] over and over
again:
var clip = this.createEmptyMovieClip(charThumb_MC, this.getNextHighestDepth());
clip._x = ...
hth,
mark
On 1/30/06, Corban Baxter <[EMAIL PROTECTED]> wrote:
> Guys can you tell me why this entire block of code work in F8 except the part
> where it hits the onRelease its like it doesn't even make it a button when
> applied. Any ideas?
>
> buildCharMenu = function(totalChars, setNum){
> setMax = setNum * 5;
> trace("setMax: " + setMax); //if set is 1 this returns 4
> setMin = setMax - 5; //limits total created in set to be 5
> trace("setMin: " + setMin); //if setMax is 4 this returns 0
>
> for(i=setMin; i<setMax; i++){
> charThumb = xmlNode.childNodes[i].attributes.thumb;
> trace("charThumb: " + charThumb);
> charThumb_MC = "charThumb" + i; //set new mc name
> trace(charThumb_MC);
> this.createEmptyMovieClip(charThumb_MC,
> this.getNextHighestDepth());
> this[charThumb_MC]._x = 365 + (50 * i); //initially the value
> is 0 so nothing is added
> this[charThumb_MC]._y = 408;
> //trace(charThumb_MC + ": " + this[charThumb_MC]._x);
> this[charThumb_MC].loadMovie(charThumb);
> this[charThumb_MC].myNum = i;
>
> this[charThumb_MC].onRelease = function(){
> input_char_info(myNum);
> trace("myNum: " + myNum);
> }
> }
> }
>
> Corban Baxter |rich media designer |www.funimation.com
>
>
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