Did prepareMovie always exist? Deep in my memory I seem to remember only
startMovie at some point. And I thought that preparemovie was introduced
to get rid of some of these problems. It seems that the order of events is
that sprites initialize themselves prior to startMovie. As a result you
Did prepareMovie always exist? Deep in my memory I seem to remember only
startMovie at some point. And I thought that preparemovie was introduced
to get rid of some of these problems. It seems that the order of events is
I think it all boils down to planning.
But I have no idea about the inner
Hi Mauricio,
Thanks for that info. I never do put any sprites in frame 1 but have been
burned by not remembering the event order during inter-movie navigation
and I think that's what I ulitmately wanted to point out that it is not
just a frame 1 issue but a _first_ frame issue and event order
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
| To: lingo-l@penworks.com
| Subject: lingo-l StartMovie Problem
|
| 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
To: Lingo programming discussion list
Cc: lingo-l@penworks.com
Subject: Re: lingo-l StartMovie Problem
Frame one can cause problems as such.
some other things which have been known to have unexpected events would
be
timeout objects, MIAWs, maybe LDM's
(not that this causes this exact problem
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
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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