At 18:52 Uhr -0700 22.12.2003, Bruce Mitchener wrote:
As above, it is just stopping. A trace shows something that is like this in terms of things happening:
* exitFrame on sprite X runs. * exitFrame on sprite X + 1 runs. * exitFrame on sprite X + 5 runs. * stopMovie runs.
did you already do a dearch for the keyword 'halt' in all your scripts ?
Yep. We call halt in one place, a mouse down handler. And I've confirmed in 2 different ways (setting a breakpoint and 'the trace=true') that this is not running, apart from knowing that I didn't click the thing that has the mouse down handler.
might it be the case, that one of the LDMs has some kind of mechanism to stop the movie, if it does detect, that it is not run as LDM ?
Nope. All I've done is take 3 scripts (2 behavior, 1 parent), copied them into my root-level movie and made modications to them to make them work without being in an LDM.
(Basically, we use an LDM to control presentation of elements of our game. We can render them in 2D, 3D, or a text/spreadsheet like view. Some of those display mechanisms require a lot of sprites, hence the LDM usage. The purpose of all of this for me was to see if the 3D stuff ran faster at all outside of the LDM.)
- Bruce
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