Okay I re-read your and Kristian's posts.
There should be no problem with the me reference if you add code such as
put me
you will see that a proper reference to me is output
The problem stems from the fact that both of you were creating a new script
instance with the new() command. Behaviours work in such a way that when they
are dropped on a sprite and then are instantiated the automatically create a
property called spriteNum and assign the current sprite number to it. However
when you call the new() event on the script no such automation occurs. You can
get around this by forceably creating a the spriteNum property after call the new()
x = script("whatever").new()
x[#spriteNum] = theNumber
Craig in my example the spriteNum is hard coded because it is communicating to
another sprite, I could have used sendAllSprites and it would have worked. Also
all the instances in the scriptInstanceList will have their spriteNum defined since
they were instantiated under regular circumstances so if in the alert line you add
me.spriteNum
you'll see that the correct reference shows up. No problems at all. If you explore
this in the future and still have problems send me a code sample I know I can
make it work.
hth,
Rob
11/09/2003 11:42:12 AM, "Craig Taylor" <[EMAIL PROTECTED]> wrote:
>Hey Rob,
>
>> on mouseDown me
>> pCounter = pCounter + 1
>> if pCounter mod 2 then
>> pSL = sprite(1).scriptInstanceList
>> sprite(1).setNum(random(100))
>> sprite(1).scriptInstanceList = []
>> else
>> sprite(1).scriptInstanceList = pSL
>> end if
>> end
>>
>
>Had a similar sample that also worked fine, aong as you hard-coded the
>spriteNum. The problem seems to arise if you use "me" to reference the
>sprite from where you are executing the code. It simply fails to recognize
>that sprite. I just sent a response back to Kristian, as such. In other
>words, if you hardcode the spriteNum or even use sprite(the
>currentSpriteNum) as an alternative, it works fine, as long as you don't
>reference the object??
>
>Weird...
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