Hey Tim,

In aid to you nailing this down is the timeout called in the beginSprite handler?

As far as I know this would be the source of the problem when the sprite lives in frame 1. The reason for this is that beginsprite events get called on sprites starting in frame 1 before the startMovie event gets called.

So with a sprite in frame 1 the order of events is

prepareMovie
beginsprite to all sprites in frame 1
startMovie

And since timeout objects get system calls as timeout object generated in the beginsprite event would exist when the startMovie call is sent out and if the timeout object does not specifically trap for a startMovie call that gets passed along to the movie script. The result is 2 startMovie calls.

Note, I believe that if you jump from one movie to another it is not just frame 1 that is the problem. Code like:

_movie.go(10, someMovie)

Will have the prepareMovie fire, then the beginsprite events for sprites in frame 10, then the startMovie event.
So you'll see the same problem you see now even though you don't have sprites in frame 1.


(I may be remembering this all incorrectly I should really test it again)

Anyway the best way to avoid this kind of stuff is to have your timeout objects trap all system events even if they don't need to use them that way they won't leak through to the movie handlers.

-hth,

Rob


On Wed, 18 May 2005 15:58:07 +0100, Tim Welford <[EMAIL PROTECTED]> wrote:


Thanks roymeo,

Combined with Kraigs answer, that's a good place to start, as I am using
a timeout object in the same channel that I discovered was causing the
anomaly.


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