At 08:05 PM 11/27/00, you wrote:
>The cast members are not in the internal cast but rather another cast
>called "eval" ... they do correspond to the correct cast location
>numbers. Obviously a rollover is supposed to occur (this simulates an
>email form) but instead what happens is the resulting rollover appears
>in the corner of the screen barely visible to the viewer.
>
>I know this must be easy but I'm wacked ... any thoughts?
Check that members "SendUp", "SendDown", and "SendDisabled" all have the
same registration points in the paint window. Also, it's the sprite number
that's important in that script rather than the cast location number. Your
"SendUp" member should be in sprite channel 20. You may want to ensure that
there are no other members with the same names, too.
You may also want to consider converting from the old D4 cast script
technique of
repeat while the stillDown
if rollover() then
...
to utilizing the new mouseEnter, mouseLeave, and mouseUpOutside events in
behaviors (After you've had some rest and are less "whacked" ;-)
--
Mark A. Boyd
Keep-On-Learnin' :)
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