There is a preload frame option, where you just preload the frame you want to be sure that it's loaded. Sometimes I do a manual version of that, by placing all the cast members I want to be loaded on an earlier frame than the one the user sees. For example, let's say that you have an animation, at the end of which you want there to be a lively menu with lots of buttons and rollovers. You could Cast to Time spread all the parts needed for the menu, over the range of frames occupied by the animation (but in a lower sprite channel). As the animation plays, the elements needed for the menu are being loaded. Director doesn't know that they are hidden behind the animation, and so it loads them anyway.
All being well, the load of each element doesn't slow down the animation. Once you get to the menu screen, you can be sure that the members needed are loaded. A click through of the animation will defeat that approach, but then the menu will load as quickly as it can, and the user is no worse off than they are as you have it now. [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!]
