At 4:48 PM -0400 6/5/01, Bill Numerick wrote: >Hi All, > >How can i set properties of a dynamically attached script to a sprite? > Add an extra handler to your behavior, call it whatever you want - something meaningfull like, "on SetProps", "on FakeBeginSprite", and right after you the script to the scriptinstance list, call the handler to set the properties that you want. Here's an extra hint. If you want the behavior to work either in the score, or as a dynamically attached script do something like this: property pSomeProp1 property pSomeProp2 property spriteNum on GetPropertyDescriptionList me ... sets the value of pSomeProp1, pSomeProp2 end on beginSprite me me.mCommonBeginSprite() end on FakeBeginSprite me, theSpriteNumber, value1, value2 spriteNum = theSpriteNumber -- I believe that you have to set this explicitly pSomeProp1 = value1 pSomeProp2 = value2 me.mCommonBeginSprite() end on mCommonSprite me -- Any code that you want to do on beginsprite either in the score or dynamically attached -- e.g. sprite(spriteNum).member.text = "" -- end Irv -- Lingo / Director / Shockwave development for all occasions. (Home-made Lingo cooked up fresh every day just for you.) [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/LUJ/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]) Lingo-L is for learning and helping with programming Lingo. Thanks!]