Hi Quixada,
I think I might be able to help... The way that you are intending to work with the
sprites in the ldm is not the best way. First and foremost. Go to
www.director-online.com search for LDM's there is a very good article there that
will help you start. Second: you know custom handlers correct? ok...
LDM Movie Note 1) Create public methods for a private interface! What does this mean?
An analogy: if you wanted a drink of water in your house would you go to the faucet
or go to the water main with a hack-saw? You would probably go to the faucet because
you want a very concise and clean way of accessing the
water. So, when dealing with LDM's you are going to need to use some well planned
behaviors...
LDM Movie Note 2) Streaming happens in strange ways with LDM's so if you notice wacky
"blinking" effects when a new sprite shows up on the LDM stage do this: make a
keyframe directly before the keyframe you want to see the sprite that ws blinking...
then, make the blend of the sprite 0 at that first keyframe....
then on the second keyframe of that particular sprite, make the blend something non-0
this will fix the "blink-in" effect that usually happens when a LDM sprite has scripts
on it....
Main Movie Note 1) Make sure that you have scripts enabled on the LDM (see the
property inspector)
Main Movie Note 2) The sprite that contains the LDM will not respond to mouse events
correctly!!! (you figured this out already) The work around is that, with well
planned behaviors, you can pass events into the LDM....
So, lets give an example (and yes there are even better ways of doing this...) :
lets say you have an LDM movie that has something in it that you want to be able to
rollover from the Main Movie... Let also say that this behavior is attached to sprite
23, 24, 25 and 26 in the LDM....
property spritenum, phot, pcold
on beginsprite
phot = 100
pcold = 50
end
on rollon me, who
if who = spritenum then
sprite(spritenum).blend = phot
end if
end
on rolloff me, who
if who = spritenum then
sprite(spritenum).blend = pcold
end if
end
--- then... from your main movie, lets say you need to talk to sprite 23
sendallsprites(#rollon, 23) all sprites will recieve this message, only those with a
rollon handler will interpret the message, and once it checks to see if you are
talking to it....
Obviously, the question in your mind must be: where do I put the
sendallsprites(#rollon, 23), and the answer is, that will have to go in the Main Movie
-- somewhere.... I do not know how you want your movie to work exactly, but you
might want to have an invisible hot-spot thaat sort of floats over the area in the
LDM that you want to be affected...
In any case, if you need help you can email me on or off list...
talk to you
-paul catanese
[EMAIL PROTECTED]
>Date: Thu, 01 Feb 2001 16:03:37 -0200
>From: =?iso-8859-1?Q?Quixad=E1?= <[EMAIL PROTECTED]>
>Subject: <lingo-l> linked director movies - II
>hi, lingoists
>i think i'm starting to figure out how ldms work. inside the ldm sprite
>scripts i have to use the tell command to the channel number the ldm
>occupies in the main movie. something like
>on mouseWithin
>tell sprite 148
>cursor[1,2]
>end tell
>end
>if i don't use that way, director mixes ldm and main movie sprite channels,
>changing the members in the channel 148 of the main movie, when it should
>change sprite 148 of the ldm. anyway, although i'm using a mouseWithin
>handler to switch cast members in the ldm, it's acting like mouseDown, and
>it don't switch back. weird, weird...
>[]'s
>Quixadá
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