I've probably come at this at the wrong time and thus missing a large chunk of info, but why exactly are you doing a repeat loop inside a mouseDown handler to constantly change the sprite's member?

Can't you just switch the members once in the mouseDown handler and be done with it? Here's a whole new script for you...

property pSprite
property pBaseMember, pOverMember, pDownMember
property pBaseCursor, pClickCursor

on beginSprite me
   pSprite = sprite(me.spriteNum)
   pBaseMember = pSprite.member
   pBaseCursor = pSprite.cursor
end

on mouseEnter
   pSprite.member = pOverMember
end

on mouseLeave
   pSprite.member = pBaseMember
end

on mouseDown
   pSprite.member = pDownMember
   pSprite.cursor = pClickCursor
   puppetsound 3, "QuikSwch"
end

on mouseUp
   pSprite.member = pOverMember
   pSprite.cursor = pBaseCursor
end

on mouseUpOutside
   pSprite.member = pBaseMember
   pSprite.cursor = pBaseCursor
end

No loops, no jamming, just switch the sprite's members about to the required film loops and job done. Or am I missing the point?

Ross


                
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