You are saving the cast with the .cxt extension, which Director considers as being a protected file. Does it help to use ".cst" as the extension?
Thanks for replying!
Unfortunately its not the CXT. I just found that it wasn't having any trouble picking up the cast file at all, that actually works.
Instead it looks like, when I play the game in Director, when the game goes from one .dir to the next, it does NOT execute the handler "on startmovie"
However, when I publish and do the executable, it seems that the game DOES execute "on startmovie" when switching from one .dir to the next. When it does this, it runs the start up scripts which refresh the name and scores and saved data. Does that sound like it could be correct??
I may just have to re do a lot of the script. I'll keep posting updates. Thanks for the help!
I'm not sure why startMovie() is not firing. I have not encountered that issue before.
Here is a workaround that might ensure that a #startMovie event is sent.
- Create a timeout object with a period of 0 and an object as its target. Since the timeout will never be triggered when the period is 0, the name of the timeout handler is unimportant
- Set the persistence of the timeout to TRUE
- All system events in Movie Scripts will now be called twice.
You can create an empty movie and give it this Movie Script, to test:
if not gWrapper then
gWrapper = script(1).create()
on startMovie(instance, timeOut)
put instance, timeOut
go movie the movie
go the frame
-- TIMEOUT WRAPPER --
vTimeOut = timeOut().new("SystemEvents", 0, #nullHandler, me)
vTimeOut.persistent = TRUE