Hey Tom,
Should be adding an aeCancelAllAEMessages command? Sounds like something that
could be useful…
Cheers,
Malte
--
derbrill IT-service Malte Pfaff-Brill
Tanneneck 2, d-24790 Ostenfeld
Tel: +49 4331-337 640 0
eMail: i...@derbrill.de web: http://www.derbrill.de
Steuernummer: 28 015 03865
Malte,
All I can say is that when I was working on this project it seemed to be a
natural thing to look for. Every time I would go to a new card the same scripts
would run and animate image 1 but If I went to the next card before the
current card animation was done it would then build up on
I'd give it a try with the code as in the docs (under cancel)
repeat until the pendingMessages is empty
cancel item 1 of line 1 of the pendingMessages
end repeat
It might just be that you catch additional timed messages that have
triggered while you are inside your loop.
What the heck -
May not make a difference, but have you already tried:
repeat for each line x in the pendingMessages
I'm asking only because I haven't seen message canceling done by putting the
messages in a variable first.
Regards,
Scott Rossi
Creative Director
Tactile Media, UX Design
On May 24, 2013, at
..:-)
Subject: Re: AnimationEngine pending messages
From: sc...@tactilemedia.com
Date: Fri, 24 May 2013 10:05:49 -0700
To: use-livecode@lists.runrev.com
May not make a difference, but have you already tried:
repeat for each line x in the pendingMessages
I'm asking only because I haven't seen
IF tMsg is in tPendingMsgs then
repeat for each line x in tPendingMsgs
if tMsg is in x then cancel item 1 of x
end repeat
end if
end cancelThisMsg
from the notes in the dictionary..:-)
Subject: Re: AnimationEngine pending messages
From: sc...@tactilemedia.com
Date: Fri
is in tPendingMsgs then
repeat for each line x in tPendingMsgs
if tMsg is in x then cancel item 1 of x
end repeat
end if
end cancelThisMsg
from the notes in the dictionary..:-)
Subject: Re: AnimationEngine pending messages
From: sc...@tactilemedia.com
Date: Fri, 24 May 2013