Thanks. Tried your suggestion, but got the same results as when I put sym.getSymbol("AH").stop(); at creationComplete for the Stage. All four balls move in unison. And the animation is already running when the action (F-IN) is triggered.
Appreciate your idea! Will keep scratching my head on this one.
maybe you need to tell each individual SI to stop or pause
I don't trust the (directly on timeline) playback feature
Thanks again Pittsburgh_joe.
I put the following statements in the Stage action for creationComplete:
Now when the F-IN action is triggered, there are 3 balls and the animation is already playing. The only stop() that it appears to recognize is sym.getSymbol("AH").getSymbol("S1").stop(); I can try any other of the stop()'s and they seem to have no effect (for example, if I delete the S1 stop all 4 balls show up, even though there are 3 other stops in the action).
What I did find out is that the stop() in the Stage action is affected by the "Play" in the Playback (timeline) for each of the individual S1 symbols. If I add a "Play" to S1 (which I didn't have before) then the stop() in the Stage action is ignored just like the 3 other symbol copies.
Appreciate your thoughts! Will keep experimenting.
I think I finally figured it out. I had to edit the AH and S1 symbols and set "Autoplay" to "off". Then I had to issue a sym.getSymbol("AH").play(0); to start the animation when the F-IN action was triggered. Once the animation was playing I could just fade it in and out.
Turns out I also had to move my stop() action that I had set at 1 sec on the timeline back to 0. A lot of trial an error... but it seems to work ok now.
Here's a LINK to a video that explains what I was actually trying to do.