I think the problem is the unknowns:

pSomeProperty = "blend"
pSomeSprite = Sprite(2)
put the pSomeProperty of pSomeSprite


Using Irv's suggestion with accessors, are you sure your are using #blend instead of "blend"


...so you would end up doing the following to set the blend to 100:
sendSprite(channelOfDamper, #setMyProperty, #blend, 100 )


Just tried this....and it appears to work fine, albeit kind of a pain.


--(BEHAVIOR)------------------------------------------
property pMySprite
property spritenum

on beginsprite me
  pMySprite = sprite(me.spritenum)
end

on mSetMyProperty me, symProperty, newValue

  case symProperty of
    #blend:
      pMySprite.blend = newValue
      --etc...for each property
  end case

end
------------------------------------------------------

sendAllSprites(#mSetMyProperty, #blend, 100)

~Mathew


Warren Ockrassa wrote:
On Feb 20, 2004, at 2:22 PM, roymeo wrote:

But sprite(21) and #LocH don't work.

x = #locH -- or #blend, or any sprite property
put sprite(21).getProp(x)

SYNTAX ERROR


How about

put the locH of sprite 21

and

put the blend of sprite 21

...?

It's not .syntax but it orter work. Or is there a reason you need it all to be in .syntax?

(The flash guy is already done with his code...his screen objects are full objects.)


It's much easier to write "code" in Flash using the kiddy point-and-click UI, true.

;)


-- WthmO


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