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yes. If you check sprite(11).scriptInstanceList on beginSprite the scriptInstanceLIst might not be initialized. Does it happen on exitFrame randomly or only on beginSprite randomly?
Sean Wilson enlightened me. If you add the scriptinstancelist of a sprite
to the behavior inspector while a movie is running, it will work fine but if
you add it before the movie is run and then run the movie, it will in
effect, inconsistently, dissable the behavior on that sprite.
I have now had consistent results if I remove the entry from the OI each
time I stop the movie then add it back after I run it. It's a pain in the
neck but it works. I'm not sure if this is a bug or an anomoly in the OOP
design of Director and Lingo. I strongly suspect it's a bug.
Thanks for your input.
"the real POTMO" <email@example.com> wrote in message
> yes. If you check sprite(11).scriptInstanceList on beginSprite the
> scriptInstanceLIst might not be initialized. Does it happen on exitFrame
> randomly or only on beginSprite randomly?
I discovered something that's handy if you run into this problem of using
the scriptInstanceList of a sprite in the Object Inspector. Once Sean
enlightened me as to what was going on, I started removing the entry from
othe OI then reentering it when the referenced sprite was alive. That was a
pain in the butt but it worked. I have found that if I just close the OI or
even to to the Behaviors tab of that window, I can stop and start the movie
all I want and as long as I open the OI or go back to that tab everything
works fine. Of course if the entry is still in the OI and the OI is active
then it dissables all scripts.