i'm having a problem with the navigation interface in a
fairly simple movie.
a user may click on links to take them to the next section of
my problem is with the rollover function of the links. i'm
using text as my buttons (eg "next", "previous" etc) and a sprite
adjacent to a button to indicate that it can be clicked when it is
rolled over. the script i'm using changes the location of the
indicator sprite relative to the locH and locV of the reg point of
the currently rolled over text.
this all works fine in runtime but when i click between
sections of the movie using the links, the indicator sprite does
one of three things:
- sticks in the location it was on the last page (annoying
and looks rubbish) for about a second and then works as desired
- sticks in the location it was on the last page until
another link has been rolled over
- works as desired
I can think of no reason why there should be a disparity
between runtime and the published projector.
I have tried to counter the problem by using a frame script
to change the blend of the indicator sprite to 0 in order to
counter the problem (ie it would still stick, but it would
effectively be invisible until the next link was rolled over) but
this only affects certain sections of the movie.
I'm sure that part of the movie is bugged so that the script
does not call the correct handler when requested, but i'm tearing
my hair out trying to find out which one!!!
any help would be greatly appreciated.
"H1000" <email@example.com> posted in
> this all works fine in runtime but when i click between
sections of the
> movie using the links, the indicator sprite does one of
> - sticks in the location it was on the last page
(annoying and looks
> rubbish) for about a second and then works as desired
> - sticks in the location it was on the last page until
> has been rolled over
> - works as desired
Is the indicator sprite supposed to begin on the new "page"
screen? If so, are you doing this in a beginSprite event and
does the sprite
span last only as long as the "pages"?
If the sprite spans across all of these frames, are you
explicitly setting it
off-stage when the button is clicked - before it performs a