Well, that's at least some progress, because in versions prior to MX
mouseEnter wouldn't work at all in LDMs, as far as I know.

Here is simple way to fix director's confusion, based on the undocumented
fact that the tell-command works not only for windows but also for
LDM-sprites!

1) in a sprite-script attached to the LDM-sprite in the main-dir:
--------------------------------
global gLDM

on beginSprite me
  gLDM=sprite(me.spriteNum)
end
--------------------------------

2) in the script inside the LDM:
--------------------------------
global gLDM

on mouseEnter me
  tell the stage to tell gLDM to sprite(10).blend = 50
end

on mouseLeave me
  tell the stage to tell gLDM to sprite(10).blend = 100
end
--------------------------------

regards,
valentin


> Hello people, i've been trying for the last 3 years to use embbedded
> movies the right way, no success..
>
> The main problem I face is that the scripts I write in the embedded movie
> that accesss its sprites, tend to mix
> up everything and endup accessing the main movie.
>
> example
>
> if I put a script on the embedded movie:
>
> on mouseenter me
>     (sprite 10).blend = 50
> end
>
>
> lets suppose that this script is put on the (sprite 2) of the embedded
> movie, when the mouse pointer passes
> over that sprite, the (sprite 10) of the MAIN movie gets its blend level
> changed, and not the (sprite 10) at the
> embedded one?!?!?
>
> what in the universe make it works like that?? Why not use the same _root
> and _parent syntax as Flash?
>
> and better, whats the syntax to change the blend level of a sprite on the
> embedded movie?
>
> Luiz

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