hi craig -
there was a fairly in depth discussion a couple months ago on this - end of June to be exact w/ subject akin to scriptInstanceList. During that discussion, I posted a movie http://www.evanadelman.com/puppetTest/puppetTest.dir that's crap at best, but demonstrates adding scripts dynamically. taking the script out on exit frame rather than on mouseUp shouldn't make one bit of difference in the following example -


-------
property addScript

on beginSprite
 addScript = 1
end

on mouseUp me
 -- save the scriptList for later use and then wipe out existing scripts

 i=1
 -- put previously saved scripts back
 if addScript then
   y = new(script "counter")
   sprite(i).scriptInstanceList.add(y)
   addScript=0
 else
   sprite(i).scriptInstanceList.deleteAt(1)
   addScript=1
 end if
end

------------
cheers,

Evan


Craig Taylor wrote:


Hello List,

I am building a program where I need to remove the behaviours from a sprite
at one point and then reattach further down the score.  This all takes place
within the same sprite span.  The much simplified version of how I was
trying to handle it, is as follows:


global gBehaviorScriptsToReattach


on mouseUp me
-- save the scriptList for later use and then wipe out existing scripts
gBehaviorScriptsToReattach = sprite(x).scriptList
llDummyList = []
sprite(x).setScriptList(llDummyList)
end

on exitFrame me
-- put previously saved scripts back
sprite(x).setScriptList(gBehaviorScriptsToReattach)
end

In actuality, this process takes place by calling different methods from the
same object, but the logic is there.  Seems to work during authoring, but
not at runtime.  However, I didn't see any documentation as such?  I have
also tried using scriptInstanceList, but ran into errors when it tried to
execute the reattached behaviours.  Just looking for the best way to handle
this!

Thanks!
-_Craig


Craig Taylor Renegade Digital Media inc. www.renegadedigital.com


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