> And since timeout objects get system calls as timeout object 
> generated in the beginsprite event would exist when the
> startMovie call is sent out and if the timeout object does
> not specifically trap for a startMovie call that gets passed
> along to the movie script. The result is 2 startMovie calls.
> 
> Note, I believe that if you jump from one movie to another it 
> is not just frame 1 that is the problem. Code like:
> 
> _movie.go(10, someMovie)
> 
> Will have the prepareMovie fire, then the beginsprite events 
> for sprites in frame 10, then the startMovie event. So you'll
> see the same problem you see now even though you don't have 
> sprites in frame 1.

And we have a winner, there is no funky mojo at work here, just what's
described above. If you have timeout objects alive when the startMovie event
occurs you'll get this behavior - normally that pertains to frame 1, but
intermovie navigation allows you to jump into a starting frame other than 1.
FWIW, timeout objects have long received these system events and the
behavior described is as intended and by design, this is in no way a bug
(one might argue it's not optimal but as of today it's working completely as
designed and expected [based on that design]).

Rob's description and work-around are spot on.

Cheers,
Tom Higgins - Technical Product Manager
Macromedia Director and the Shockwave Player
http://www.markme.com/thiggins/ 
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