> Most notably the score and cast members are not yet loaded into memory
when prepareMovie executes, therefore you cannot puppet sprites, you cannot
access member properties, etc. What you can do is act on movie level
properties, things like the soundDevice, properties and commands that are
not score/frame/member specific can be executed. I don't really have a
clearer outline other than saying "don't touch score/member items in
prepareMovie handlers".
>
OK thanks for that info.
> Test test test...
The story of all programmers.
> As I said, you can also simply move your sprites in the score so that
frame 1 is not used at all (this is my usual technique, I leave frame 1
empty).
Yeah having problems with that though don't have time to hunt down it all
now but will tackle it later.

Thanks for the help,
Alex Smith


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