Hi Rob, I did another simple parent-child LDM with success. I have 1 parent script and 2 sprites in the LDM. The mouseDown in a sprite makes a new child that appends itself to that sprite and changes its cast member. The mouseUp changes it back and removes the child from the sprite. The child script idea is valid to this point at least.
So... I pared my problem LDM down to one (the simpler) parent script. I took out all the mouseEnter-Leave handlers in the sprite and left one mouseUp handler. I also pared the child script down to its basics. This is what the script does. On mouseUp in the sprite calls a new child *In the child's on new handler The child appends itself to the sprite The child changes the sprites cast member The child throws a new timeout with (aDuration, #aHandler, me) as arguments The on new handler ends The sprite's mouseUp handler ends *In the child's aHandler (same thing with the on endSprite) The child forgets the timeout The child changes the sprite's cast member back The child detaches itself from the sprite The handler ends This works as a movie by itself. The LDM works up to the child changing the sprites cast member. After that nothing happens. The sprite stays with its changed cast member. Is the timeout's response going somewhere else, or do I need to tell the LDM that time is passing by sending it a message? As a side note: Both problem behaviors do not need interaction with the mouse handlers after they start. The other behavior, the one I threw out, does not use timeOuts, but it does use prepareFrame, enterFrame, and ExitFrame. It does not work either as an LDM. Thanks [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!]
