13 Replies Latest reply on Oct 4, 2007 8:16 AM by clbeech

    Running AFTER a function's been executed?

    Mr. Aztek
      Below is the current code I'm using. It works fine and does what I need it to do, no problems.

      However, I'd previously tried to use a conditional statement to have the last two tweens (3x and 4y) to wait until all the previous ones had finished, and have been unsuccessful and been getting a syntax error for onLoad. I don't know how adding a boolean conditional statement (i.e. dLaunchDone = true) gave me a syntax error for onLoad, but it did. Could be my computer's acting funny, but that's wishful thinking.

      I'll be okay if it can't be done, just wondering how I get a function to wait until another has been completely executed before running as well.