Hi list,
I am having a bit of a weird problem. I have a large movie file that's
nearly entirely script driven.
For some reason the on startmovie handler is being called twice.
(discovered using a put command)
I have searched the movie high and low for any erroneous scripts that
may be making
Quick test.
If you've any sprites starting in frame one, try moving them all to
start in frame two.
Kraig
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED] On Behalf
| Of Tim Welford
| Sent: Wednesday, May 18, 2005 10:30 AM
| To:
Thanks roymeo,
Combined with Kraigs answer, that's a good place to start, as I am using
a timeout object in the same channel that I discovered was causing the
anomaly.
Cheers
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of roymeo
Sent: 18 May 2005 15:48
Well don't just restrict this to frame 1. As I mentioned in an earlier
e-mail, and have now tested to confirm..
_movie.go(frameNum, movie)
will have the same results in the frame you are jumping to even if it
isn't frame 1. It all comes down to order of events... so is this a bug or
expected
I've noticed that some people send posts to lingo-l@penworks.com, some
people send posts to lingo-l@lists.fcgnetworks.net, and still others
send to both.
What gives? I know I sometimes send to one and sometimes to the other
myself.
Stephen
[To remove yourself from this list, or to change to
And since timeout objects get system calls as timeout object
generated in the beginsprite event would exist when the
startMovie call is sent out and if the timeout object does
not specifically trap for a startMovie call that gets passed
along to the movie script. The result is 2 startMovie
At 11:38 -0400 18/05/2005, Rob Romanek wrote:
Anyway the best way to avoid this kind of stuff is to have your
timeout objects trap all system events even if they don't need to
use them that way they won't leak through to the movie handlers.
And then there's always:
on startMovie aCulprit
if
It can't be a bug because bug that has existed since version 4.0 would have
been fixed by now 8)
The problem is not simple... On frame 1 Director initializes the sprites
while the player is still paused, and this changes the expected chain of
events that some asset Xtras (3rd party or internal
on 5/18/05 4:05 PM, Bryan Thompson at [EMAIL PROTECTED] wrote:
Is it just me, or is everyone getting ten million copies of this message?
Some are doubled, but not all.
Weird???
L8R,
John
===
John R. Sweeney Jr.([EMAIL PROTECTED])
At 4:38 PM -0500 5/18/05, John R. Sweeney Jr wrote:
on 5/18/05 4:05 PM, Bryan Thompson at [EMAIL PROTECTED] wrote:
Is it just me, or is everyone getting ten million copies of this message?
Some are doubled, but not all.
Weird???
Same here.
--
Cole
[To remove yourself from this list, or to change
Which is what actually brought me to the
I've noticed that some people send posts to lingo-l@penworks.com, some
people send posts to lingo-l@lists.fcgnetworks.net, and still others
send to both.
I guess, these guys are posting to both.
Cole Tierney wrote the following on 5/18/2005 8:32 PM:
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