hi, colin
thanks for the input. i've sent a new message before reading yours about 
it. i knew i had to make them talk via tell command (tell the stage worked 
fine), but when i wanted to talk to the ldm, i mistakenly used the ldm's 
cast name, and not the sprite number. but the bottom line is, if you don't 
use "tell sprite ldmspritenumber" from within the ldm scripts, the ldm 
script will change the main movie sprite. let's say you want to switch 
sprite 2 in the ldm with this script:
on mousewithin me

sprite(the currentSpriteNum).member = "rolloverbutton"
end

on mouseLeave me
sprite(the currentSpriteNum).member = "outbutton"
end

then, you'll see the sprite 2 in the main movie change, and only if u have 
the "rolloverbutton" on its cast; if not, message error will show up. 
that's weird. to behave like that, shouldn't i use tell the stage instead?

anyway, it didn't work totally. can you make a small experience? in the 
ldm, make a button or something that switches states on mousewithin, and 
see if it works when the ldm is active in the main movie. for me, it 
didn't. it acts like on mouseDown.
that's the script i used for the experience. no big deal.

--*****************
property pQualMembro,pQualMembroOriginal, pLdmSprite
on getPropertyDescriptionList
   lista = [#pQualMembro:[#format:#bitmap,#default:"",#comment:"Pick the 
pressed 
member:"],#pQualMembroOriginal:[#format:#bitmap,#default:"",#comment:"Pick 
the original 
member:"],#pLdmSprite::[#format:#integer,#default:148,#comment:"Ldm sprite 
number:"]]
   return lista
end

on mouseDown me
   tell sprite pLdmSprite
     sprite(the currentSpriteNum).member = member pQualMembro
     updateStage
   end tell
end

on mouseUp me
   tell sprite pLdmSprite
     sprite(the currentSpriteNum).member = member pQualMembroOriginal
     updateStage
   end tell
end


thanks one more time.


At 12:27 01/02/01 -0500, you wrote:
>>any suggestion for a workaround? or that'the way things are, accept it 
>>and live with it?
>
>Work with them in the same way you would a MIAW. From the stage, tell the 
>ldm sprite to do whatever, and then have a whatever handler in the LDM. If 
>that script needs the main movie to do something, have it tell the stage 
>to do it.
>
>
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Quixadá

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