Great links, Olivier! One of the additional oddities called out in the second link:
"if i trace the number of children i get 1 still, but if i do getChildAt(0), it traces null on the first frame" That is something I noticed myself but forgot to include in my link. Really amazing! I am going to give the CustomWait static helper a shot. Can anyone confirm for me that it's fixed (sorry "changed") in FP10? -jonathan On Thu, Nov 13, 2008 at 11:14 AM, Olivier Besson <[EMAIL PROTECTED]> wrote: > hi, > this old as3 "feature" has upset so many people that, as far as I remember, > this has been fixed in flash player 10. > Meanwhile, you have to resort to tricks, sorry I don't know which one is > the best. > > This one seems to be what you suggested: > > http://www.lecrabe.net/blog/index.php?post/2008/08/05/41-as3-gotoandstop-gotoandplay-issue > > Here senocular suggests listening "ADDED" event from a parent node: > (because ADDED bubbles ;)) > http://www.kirupa.com/forum/showthread.php?t=247040 > > Olivier > > jonathan howe a écrit : > > Hello, >> >> I've got a situation where animators hand me a clip that has a bunch of >> frame labels, each representing an animation sequence. At each frame >> label, >> I've got labelled MovieClips inside the clip. So, for example, on each >> frame >> I have a clip called "character_mc", "talkbubble_mc", "hitarea_mc". The >> reason for the setup like this is that the animators position the key >> clips >> in different ways depending on the state of the character (walking, >> running, >> etc.). They like it all in one clip so they can make sure the transitions >> between the states are smooth. >> >> So, the problem I have is that in AS3, I'll tell the parent clip to go to >> a >> frame, and the value of character_mc will return null ... sometimes. This >> never used to happen in AS2; it always seemed that as soon as I executed >> gotoAndStop on a parent clip, the stage instances of that parent clip were >> available to me on the very next line of code. [OR, perhaps I was fooled >> into thinking this because of AS2's permissive ways (i.e. I was actually >> calling operations on a null instance)?] What I find strange is that >> character_mc is not null the line before the gotoAndStop execution. Almost >> as if the parent clip is in a halfway state ... >> >> So my question is, how can I make sure that the instances on the stage are >> initialized, defined and ready to access? Is there a way to force this? >> Do >> I have to create a deferred part of the code and add an ENTER_FRAME event >> every time I want to access the clip? Or to get away from this, do I >> really >> have to convert all of the animators' clips into a structure that doesn't >> rely on the parent clip's timeline? >> >> -jonathan >> >> >> >> > > -- > Olivier Besson (gludion) - (33 1) 44 64 78 99 > http://wwww.gludion.com > http://blog.gludion.com > > _______________________________________________ > Flashcoders mailing list > [email protected] > http://chattyfig.figleaf.com/mailman/listinfo/flashcoders > -- -jonathan howe _______________________________________________ Flashcoders mailing list [email protected] http://chattyfig.figleaf.com/mailman/listinfo/flashcoders

