>I'm kind of guessing, because I don't know what's in these scenes, but
>there are several things you can do:
>
>- slow the tempo down (look up puppetTempo)

1.The command is puppetTempo oldTempo � 20 (any number less than the default 
I used).

The puppetTempo is set after any go command and used in a  movie  script?

Why is it  unnecessary to turn off the puppet tempo condition to make 
subsequent tempo changes in the Score take effect?


>- use the frame script loop to temporarily halt until a button is clicked

You illustrated this with this example:

>Here's an example of how to pause on a screen. You have a button on screen
>(it can be just a bitmap) with this behavior:
>
>on mouseUp me
>   sendSprite(0, #moveOn) -- sprite 0 is the script channel
>end
>
>and in the script channel, a frame before you want to hold, put this:
>
>global gPausing
>on exitFrame
>   gPausing = TRUE
>end
>
>and in the next frame, this frame script:
>global gPausing
>
>on exitFrame
>if gPausing = TRUE then go the frame


-- end if should be added here


>end

>on moveOn
>   gPausing = FALSE
>end

This script only works if there is a button on screen to click e.g. a skip 
introduction button. So , it is not quite useful when there are no bitmaps 
etc.

However, this script  is useful too, I am going to use it for my skip intro 
button which has  a lousy script. Thank you!


2. May I ask:

Why do you specify  that sprite 0 is a sprite channel?


>- stretch out the sprite spans

3. Won�t it make the score longer? Also,  in doing this, the tempo is still 
not fixed and  the movie would still have different speeds when played on 
different machines.


>- use a timeOut object to trigger the move (look under "new" in the Lingo
>Dictionary in Help)

4. May I not not use timeOut as an event Handler specifing timeout Length as 
a property?

The command is
New Timeout = timeout(�myTimeout�)
In this case, how is the object used?


>Can you describe in a bit more detail what you want to do? We can be more
>specific then.


As mentioned, it is something like a linear movie � it just continues 
playing, but certain screens have more text than others and requires a 
longer time to read. So the screens need a pause.

Anyway, I have managed to find out that startTimer can be used. Of course, 
the script is not as elegant as yours, however.

on beginSprite
  startTimer
end


on exitFrame me
    if the timer<60*5 then
    go to the frame
  end if

end



Thanks so much

Genevieve




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