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-
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> programming Lingo.  Thanks!]
> 

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