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First off, you should know that the flash components aren't that predictable/stable to begin with, but anyway.
1 If the sprite only exists in frame 2 you can't change it's properties in frame 1. What you can do, and I'm reasonably sure you don't need to, is to put the visible code in a on begin sprite handler for a script on the sprite which should be run every time you enter frame 2.
2. Works fine here so I can only speculate on what's causing your problem. My guess is that the text areas share sprite channel with some other component during your movie and that component has it's ink set to copy. Move the flash text area component to their own channels or add a behavior script to them that sets the ink in the on begin sprite handler.
Thanks for good advices, the first one helped.
But I still can not fix the "ink"-prpoerty of textAreas in the property inspector. I have also tried to isolate all these textAreas in a single channel.
They simply do not obey ink-changes I make with property inspector,I tried to change to other ink-types, with no change in the appearance of these textAreas.
How can put beginSprite behaviour which changes the ink to background transparent?
Best regards, HR
select the sprite on stage and in the property inspector select the behavior tab, click the plus and select new behavior and call it something like pflashfield (doesn't really matter just as long as you know what it is later).
Open the script in the script editor and type
on beginsprite me
pSprite.ink = 36
pSprite.blend = 50 -- just to show that it worked
Thanks! It worked!
It saved me a lot of time!