I'm in agreement with Sean, check what value(gLanguagage) gives you. If I
understand correctly since gLanguage is a string ("english" or "spanish")
then the statement should just be something like
sprite(SpriteNum).member = member("Capital", gLanguage)
As far as other ideas for dealing with language, I work with English and
French versions of programs all the time and I have 2 external casts, one
English, one French they have their equivalent members named exactly the
same and residing in the same positions. Only one of these casts is linked
to the movie. The movie will then dynamically change the file name of my
"language" cast to either the English or French depending on the users
choice. Works great, no special coding, just make the swap and you're in
business.
hth,
Rob
On Sun, 18 Dec 2005 23:51:32 +0000, nik crosina <[EMAIL PROTECTED]> wrote:
on beginSprite
sprite(SpriteNum).member = member("Capital", value(gLanguage))
end beginSprite
**************
While working very well in Authoring mode, it comes up with a
'castmember not found' error during run time? And I can't see where I
am going wrong....
Any ideas? Anyone dealt with language selection efficiently, without
having to load in two sets of members, just in case?
Thanks
--
Nik C
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