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I guess this would be considered a bug, it's always bugged me, but it's nothing new to CS4 as far as I can tell. I've dealt with it for as long as I can remember.
The usual fix is to either name things at both frames, or separate the keyframes (blank keyframe between, etc)
Thank you for verifying this and the suggestion...
The issue with adding the "blank frames" is the flash player slows to about 4 times slower to render out the new frame.
I have decided to place the code directly on the buttons, because I have found that sometimes a button's name will change as well and call on the wrong function....So this is very weird that I can dynamically change a buttons name hardcoded in! I cannot take the risk of the button firing off the wrong function as this could seriously injure someone. This program controls some big machinery.
The issue seems to stem pretty deep into the flash engine and effects all "Objects".
1. On Frame 1 name all of the objects
2. On Frame 2 rename all of the objects
3.On Frame 3 do not name the objects
On frame 1 gotoAndStop(3)
all of the buttons are named from frame 2 !!!!
So even though I have skipped frame 2 the unnamed objects pick up frame 2's names and label the unnamed objects.
So I would think the player would skip over frame 2...like a hard drive would indexing....but rather the flash player acts like a tape recorder having to seek to a position in the timeline.