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you can just put the same visibility=none code after the resetworld but change it to front or both
>Does resetWorld not affect object visibility?
It really should.
>When the movie is rewound, all scripts recompiled, the model remains invisible.
Only if you really use "resetworld", only rewinding and recompiling will not change the 3D member to it's original state.
tyree_2 & hondo3000, thanks for the responses. I thought I was really using resetWorld. I have it inside a prepareMovie function inside of a Movie script. Is this the right place to call it, or do I need to compile a projector to truly test the reset?
Maybe you could try to put it into "on beginsprite" or "on endsprite" handler. But at the moment i am not sure why it should not work in a "preparemovie" handler...
When I import a w3d file into an empty project, i can set the visibility of a model to #none. Let's say i type into the message window:
It is defenitely working as expected. But if it is only in the preparemovie handler, it will only be executed the first time you start the movie inside director or in the projector. If you want to resetworld at runtime, you need to put it somewhere else. Can you describe in which situation the "resetworld" is not working?
I was incorrect when I stated that resetWorld was inside of the prepareMovie function. It is in the same Movie script as my prepareMovie function, however it is outside the prepareMovie function.
Take a look at the attached code. I thought that placing the code in either spot would be ok, as both of the trace statements fire when I play my movie. Anyone know why a trace statement would fire outside of the prepareMovie function but resetWorld apparently doesn't?
you can also place resetworld in the last frame of your movie