The problem with text (or fields for that matter) members is that 
you can´t change the text within the sprite without affecting the member
itself. It does not work for text or fields as it does for shapes. With
shapes you can create different sprites (instances of the original
object if you´re familiar with OOP), but it is no good with text. If you
"create" an instance of the text (i.e. sprite) and you change that
instance, you will change the original member of the cast, no matter
what. That´s why you´re having this problem. The only solution is the
one Daniel talked about. Sorry, but it seems youll have to rewrite quite
a lot of code.
Isn´t it annoying when you find out that something is not working
corretly just when you are deep inside coding and have done most of it,
and it is just (at least in this case) from some malicious glitch in
Director.

 

Diego Landro
Viamonte 1646 7ş Of. 100
Tel. 4812-9979/7398
(1955) Ciudad de Buenos Aires - Argentina


-----Mensaje original-----
De: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] En nombre de Daniel Nelson
Enviado el: Miércoles, 27 de Agosto de 2003 12:07 p.m.
Para: [EMAIL PROTECTED]
Asunto: Re: <lingo-l> dynamic text fields, how-to...

>
> open to suggestions - I´m not even sure how I would go about creating
> text members on-the-fly. Thankful for any input

Dynamically creating members in cast "castlib name":

new(#field, castLib("castlib name"))
new(#text, castLib("castlib name"))

Regards,

Daniel

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