Eliminating frame 1 would not be the cure since as I mentioned yesterday you get the same problem with intermovie navigation if you specifically jump to a frame other than 1. It all comes down to the sequence of events. As long as any dependancies in your beginsprite code have be set up in prepareMovie and not startMovie you should be okay
If you set up the movieevent traps in your timeout objects and follow the above rule I don't think you'll run into any problems with sprites on frame 1. Okay here is a possible problem scenario.
You have sprites on frame 1 that have beginsprite which manipulate some variable you set up in prepareMovie, but you startMovie handler has a go(someFrame) and because of that you thought frame 1 is skipped all together and won't affect your variable set in prepareMovie so you jump to someFrame only to find your variable to not be what you expected it to be.
I think it all boils down to planning.
But I have no idea about the inner workings in Director I can only make best guesses by observing what happens on the outside. (Boy this is amazingly similar to my previous career in biochemistry/cell biology where I used to poke cells with electrodes run some current, see what happened and made best guesses as to what was going on inside the cell)
-Rob
On Thu, 19 May 2005 08:41:30 -0400, Mentor, Kraig <[EMAIL PROTECTED]> wrote:
Since the problem was so deep, there was, at one time, discussion of changing the score, so that frame one just didnt exist anymore on the Director interface. It would just have been moved off to the left with frame 2 becoming the new frame one.
K
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