I'm having the same problem.
Try this on the flash member:
on flashMemberReady fMem
if fMem.type = #flash then
if (fMem.mediaReady) then
if fMem.frameCount then return TRUE
end if
end if
return FALSE
end
On 3/3/04 1:09, "Todd Culley" <[EMAIL PROTECTED]> wrote:
> You might want to try the .percentStreamed property and wait for this to be
> 100% before calling your code. And yes this does work for linked .swf files
> on CD-ROM.
>
> I had a project with a lot of .swf files. These files were segmented into
> chapters. Though I would load the file into memory and Director said is was
> loaded you couldn't jump to the last chapter if you clicked on it to fast.
> After a couple of seconds it would be ok. It was a little annoying at first
> but I realized Director said it was loaded but the
> flashMember.percentStreamed was still streaming in from the hard
> drive/CD-ROM. Changed my code to wait for .percentStreamed = 100% and
> everything was working as expected.
>
> Todd
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Mike Gralish
> Sent: Tuesday, March 02, 2004 7:46 PM
> To: [EMAIL PROTECTED]
> Subject: <lingo-l> #flash type with no #flash props
>
>
>
> What might cause a sprite to respond
>
> put sprite(aFlashSprite).member.type
> -- #flash
>
> but then show a "handler/property not found" error when I try to call
> any flash specific property (eg: .playbackMode) or function (eg: play(),
> goToFrame(),..) The flash member is valid and reports mediaReady = TRUE.
> And there is an updateStage() call is in there after setting the member.
>
> Director 8.5; Flash 5
>
> The same code works flawlessly 99.993 % of the time.. but the .007% is 100%
> reproducible in both projector and development. It's a HUGE project and I'm
> trying to find the allocation/resource handling error I must have & hope you
> might have some idea.
>
> One maybe clue or red herring... it's happening to a puppet flash sprite
> that was puppet FALSE-ed then puppet again with a flash member. There is an
> updateStage call after the re-puppet-ing, & re-member-ing and before the
> function calls.
>
> this happens with flash members that work lots of other times with the same
> code... even with the same repuppetting.... but obviously not exactly the
> same. I get to find out what is different.
>
> What might make a flash report itself is a #flash, then immediately fail any
> flash specific code?
>
> Thanks for reading this far.
>
> Mike Gralish
>
>
>
>
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>
>
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