I think the first part of your question has to do with event passing.
The mouse handlers on other sprites don't react, because your cursor
sprite is trapping the mouseUp events. Try looking into "pass" in the
Lingo Dictionary. A "pass" just before "end" in your cursor sprite's
mouseUp handler should do the trick.
There are many ways creating a custom cursor:
-with a sprite(like you're doing)
-with a 1-bit member (the cursor command)
-with the cursor Xtra (never used it)
I believe your director help file quote has to do with the the cursor
Xtra.
If you're using a sprite approach, you will need to:
(harder)-create your cursor object with a parent script, and store its
reference in a global variable
or
(easier)-put your "cursor" sprite in the same channel in all movies.
HTH, Clars
Tomek Otto wrote:
>
> Dear list,
> I am fairly new to lingo and I have encountered some problems lately. I am
> making kind of an adventure game (like myst or so) and I need to have a
> sprite follow the mousecursor. My code is this:
>
> on mouseUp me
> global gkeyfollow
> if gkeyfollow = 0 then
> gkeyfollow=1
> puppetsprite 17, TRUE
> sprite(17).constraint = 11
> else
> gkeyfollow = 0
> end if
> end
>
> This following part is a movie script:
>
> on idle
> global gkeyfollow
> if gkeyfollow = 1 then
> sprite(17).locH = the mouseh
> sprite(17).locV = the mousev
> updatestage
> else
> sprite(17).constraint = 0
> sprite(17).locH = 2000
> sprite(17).locV = 1000
> end if
> end
>
> This all works fine but now none of the on mouseup handlers in the
> constraining area work while the sprite is following the mouse.
>
> My other problem is how to get variables remain in memory as stated in the
> director help file: "store any special cursor resource number as a global
> variable that remains in memory between movies."
>
> Tomek Otto
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