Thanks, Roy--but no, not really. The movement is still laggy, just as it 
was when I had the stillDown in my exitFrame handler. You're right--when I 
adjust location in the sprite's handlers, I lose the stillDown, but not 
when I do that in exitFrame: the result is the same whether I use a flag or 
the stillDown. The sprite moves way behind the mouse pointer (comical, 
almost). This is under Windows 2000, 450 MHz, D8. And the sprite's member 
is a small text member with Background Transparent ink. Any other ways to 
achieve that?

At 10:43 AM 8/20/2001 -0400, you wrote:
>Generally the non-repeat loop way to do that is to have the mouseDown set 
>a boolean value and you check that boolean value on the exitFrame (or more 
>elegantly, do it in the stepFrame and add "me" to the actorList).  You're 
>losing the stillDown because you end up moving the mouse off the 
>image...the smaller the image, the easier this is to do.
>
>So, on a valid mouseDown, set yourself up to continue following the mouse 
>until you actually get a mouseUp (and mouseUpOutside) which will set the 
>'follow' condition to false.
>
>that help?
>
>roymeo
>
>At 10:13 AM 8/20/01 -0400, you wrote:
>>I also tried putting the sequence in the exitFrame script. In that case, 
>>the handler always works, but is very "laggy," even at 25 frames/sec.
>>...
> >    if the stillDown then
>> >      locLeft = the mouseH - pLeftMouseOffset
>> >      locTop = the mouseV - pTopMouseOffset
>> >      sprite(me.spriteNum).loc = point(locLeft, locTop)
>> >    end if


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