Hi,

I have 3 casts:
- 1 internal with common cast members
- 2 identical casts in respect of their content and the way the cast
members are named, but different in what the images / text are (ie one
displays words in English as images and text, the other in Spanish)

I choose the language by setting a global variable, whereby the
clicked sprites member name is the name of the cast as well (ie.
'english' and 'spanish'):

**************
global gLanguage gLanguage
property SpriteNum SpriteNum

on mouseUp me mouseUp me
gLanguage = sprite(SpriteNum).member.name
end
**************

To each sprite that has a 'langugae sensitive' member attached to it,
I attach this script:

**************
global gLanguage
property SpriteNum

on beginSprite
  sprite(SpriteNum).member = member("Capital", value(gLanguage))
end beginSprite
**************

While working very well in Authoring mode, it comes up with a
'castmember not found' error during run time? And I can't see where I
am going wrong....

Any ideas? Anyone dealt with language selection efficiently, without
having to load in two sets of members, just in case?

Thanks


--
Nik C

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