Irv's suggestion will work. But if your using DMX2004, try changing the commonPlayer property to some symbol other then #none or whatever the "no common player" symbol is. I believe the commonPlayer will also cause the sprite to render and be active since it has to assume a mix of assets and on/offscreen positioning. I haven't tried it myself but I believe I remember discussing the like somewhere at one point in the past.
Sincerely Mark R. Jonkman ----- Original Message ----- From: Irv Kalb <[EMAIL PROTECTED]> Date: Thursday, April 14, 2005 12:22 pm Subject: Re: <lingo-l> Explain me this... > Kurt, > > I ran into the same thing about two weeks ago and it nearly drove > me > crazy! I found exactly what you have found, that if there is a > sprite "over" a Flash sprite, the Flash sprite doesn't run. (I > was > trying to use Flash to do an audio only thing, and had a 16 by 16 > pixel Flash sprite that I did not want to show, so I put some > Director sprite over it - same result as you.) > > After many hours (days even), I found that the Flash sprite needs > to > be "visible" in order for it to run. After continued > experimentation, I found that you can do this by making the Flash > sprite Direct To Stage, but movie it off the screen. The Direct > To > Stage, even when it is off screen, apparently tricks the Flash > sprite > into to thinking that it is visible, and it will run. > > Give it a try, > > Irv > > At 12:55 PM -0400 4/14/05, Kurt Griffin wrote: > >Hi all, > > > >I just came across a little weirdness, and was wondering if > anyone > >can give me a reason for it (found a workaround). > > > >I have a Flash sprite. That base swf loads other swfs into a > clip. > >I'm getting a little flash (no pun intended) when swapping the > swfs. > >There seems to be a delay between the movieclip loader class's > >report of the swf being fully loaded and the actuality of the swf > >being fully loaded - the first swf disappears, nothing is on > stage > >for a split second, then the new swf appears. > > > >So, to kill the flash, I figured I'd grab the stage image, drop > it > >in a sprite higher than the Flash sprite, and then call the Flash > >sprite, telling it to start the load process. Then, the loader > class > >in Flash sends a message to Director to remove the "mask" once > the > >load is complete. > > > >That second call wasn't getting issued. I turned visibility off > for > >the mask sprite to see what was happening underneath, and viola - > >call gets sent. So, it seems that if you fully cover a Flash > sprite, > >it hibernates. However, using any ink except copy on the mask's > >sprite does not cause this. > > > >I don't get it. > > > >(Flash sprite is not DTS, obvously). > > > >Bug, or am I missing some aspect of copy ink and Flash? > > > >I have sample movies if anyone's interested. > > > >-Kurt > > > >[To remove yourself from this list, or to change to digest mode, > go > >to http://www.penworks.com/lingo-l.cgi To post messages to the > >list, email [email protected] (Problems, email > >[EMAIL PROTECTED]). Lingo-L is for learning and helping > with > >programming Lingo. Thanks!] > > > -- > > Multimedia Wrangler. > [To remove yourself from this list, or to change to digest mode, > go to http://www.penworks.com/lingo-l.cgi To post messages to the > list, email [email protected] (Problems, email owner- > [email protected]). Lingo-L is for learning and helping with > programming Lingo. Thanks!] > [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [email protected] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]
