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Well, seem to have found a fix.
I've added a 'go the frame' after the cast member swap - seems to work okay?!
on mouseEnter me
sprite(me.spriteNum).member = member("Button Rollover")
go the frame
on mouseLeave me
sprite(me.spriteNum).member = member("Button")
go the frame
If anybody know any known issues regarding this I'd be happy to hear them.
I would use a frame script and have it repeat while it waits for the cue point to pass. When I have used the tempo channel for cue points, it always messes up any animation I have on the stage.
I've said this probably 20 times in this forum. The Tempo channel should be
scrapped. It wastes more people's time like yours when some basic Lingo
will avoid all issues.
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"Scnoods" <firstname.lastname@example.org> wrote in message
>I have a problem with a rollover state not working on a button when the
> head is paused due to a cue-point in the audio file.
> I have a basic swap cast member scrip attached to the sprite (button) but
> since the playback head is paused on the cue-point the swap cast member
> doesn't seem to be recognised (only works when the play head is moving).
> Is there any fix/lingo I can add to my sprite script that will tell it to
> ignore the cue-point/play-head..?
> I've got to get this job out the door asap, so any help here will be
Thanks for the advice.
I need to brush up on my lingo, and try to scrap some of my old methods (like using the tempo channel).