Mark,

Thank you for the explanation. I'm trying to think of a way to use 
this feature of the timeout objects.

I put the 'active' contents in frame 2.

-Andreas



>Hi Andreas
>
>Roy may be correct in assuming that the timeOut object is generating the
>second message. TimeOut objects have a nifty feature that allows you to
>channel various system events to objects.  For example an object that is
>floating around in memory (ie. not attached to a sprite) generally only
>recieves the stepFrame event vs prepareFrame, exitFrame and startMovie calls
>etc.. However, if you have a timeOut object that holds a reference to that
>object in its target property, then the object will recieve the additional
>events including the startMovie event.  I can't remember the exact sequence
>of events being fired off, but my gut instinct is that the beginSprite
>handler might be firing just prior to the startMovie event thus giving you
>the effect of dual startMovies. While it doesn't seem to be as greatly
>emphasized anymore, at one time it was advised to avoid starting your movie
>at frame 1, rather skip to frame 2 to allow Director to initialize itself
>(frame 1) and then begin drawing the content on frame 2. The drawback is a
>momentary view of the stage (although you could place content that doesn't
>have any behaviours attached into frame 1 - assuming that your content
>didn't set up its positioning as a result of the beginsprite event.
>
>not sure if that helps are explains why the timeOut object could indeed be
>your nasty culprit.. but if you wish to test it, put a startMovie handler in
>the behaviour in question, remove the timeout object call and then see if
>you recieve two startMovie events. Then put the timeout object back in and
>see if you still get the two events.
>
>just an idea.
>
>Sincerely
>
>Mark R. Jonkman
>
>
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