Thanks! I had given up on using the _up, _over, _down mc-button method in as3 
because of that flicker. Your explaination and solution make perfect sense.

jimbo

*********** REPLY SEPARATOR  ***********

On 3/1/2008 at 9:08 PM Joseph Balderson wrote:

>Just found this thread while trying to work this out myself.
>
>I have tried the same technique as discused here, and my button was 
>flickering too, until I discovered that it's because of the event 
>bubbling and regarding child objects as buttons themselves. What you 
>need to do is set
>
>btn_mc.mouseChildren = false;
>
>...and the flickering is solved. When I turned that on I didn't need to 
>use addChild, which I never quite understood the rationale anyways since 
>my movie clip button is already on the timeline. Here's what I have:
>
>btn_mc.addEventListener(MouseEvent.CLICK,clickHandler);
>btn_mc.buttonMode = true;
>btn_mc.mouseChildren = false;
>function clickHandler(evtObj:MouseEvent):void
>{
>       trace("button clicked!");
>}
>
>On my button timeline I have _up, _over, _down frames, plus a few custom 
>states, and each state frame has a movie clip with several child movie 
>clips in turn.
>
>You might also encounter flickering if your over and up states are of 
>different sizes, in which case you should define an alpha 0 movie clip 
>containing the "hit" shape of the button on the bottom layer spanning 
>all frames, and in the code include
>
>btn_mc.hitArea = hit_mc;
>
>
>Worked for me.
>_______________________________________________________________
>
>Joseph Balderson, Flash Platform Developer | http://joeflash.ca
>Writing partner, Community MX | http://www.communitymx.com
>Abobe Certified Developer & Trainer
>
>
>Jim Berkey wrote:
>> Fuomo,
>> One more question, if you have the inclination . . .
>> I put the statement on each frame of the button mc, and it works as
>expected, but as I mouse over the shape, there is a flicker between the up
>state to the over state - I thought it might be that part of the graphic
>was transparent and losing focus, but that is not the case?
>> 
>> http://jimbo.us/lab/FinalAssets3.fla
>> http://jimbo.us/lab/FinalAssets3.swf
>> 
>> 
>> jimbo
>> 
>> *********** REPLY SEPARATOR  ***********
>> 
>> On 6/28/2007 at 9:48 PM Fumio Nonaka wrote:
>> 
>>> When the statement you put is processed the play head in the btn_play 
>>> instance is in the first frame, in which the over_mc instance does not 
>>> exist.  This is what the error tells you.  Therefore 
>>> InteractiveObject.mouseEnabled for over_mc cannot be set.
>>>
>>>     trace(btn_play.over_mc);  // Output: null
>>>
>>> The statement should be placed in the second frame of the btn_play, or 
>>> inside the over_mc itself.
>>> _____
>>> Jim Berkey wrote:
>>>> Can you explain using' InteractiveObject.mouseEnabled' to allow a mc
>>> inside a mc acting as a button a little more? I have a mc called
>>> button_play, with the three frames (_up, _over, and _down), in the over
>>> frame, instead of a graphic, I placed a mc, gave it instance name
>over_mc,
>>> and on the main timeline, put:
>>>> btn_play.over_mc.mouseEnabled = false;
>>>>
>>>> I got this error:
>>>> TypeError: Error #1009: Cannot access a property or method of a null
>>> object reference.
>>>>    at FinalAssets2_fla::MainTimeline/FinalAssets2_fla::frame1()
>>> Good luck,
>>> -- 
>>> Fumio Nonaka
>>> mailto:[EMAIL PROTECTED]
>>> http://www.FumioNonaka.com/
>>> My books<http://www.FumioNonaka.com/Books/index.html>
>>> Flash community<http://F-site.org/>
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>>> Flashcoders@chattyfig.figleaf.com
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>> 
>> 
>> 
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