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



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