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


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