lingo-l number of sprite channels.

2005-01-11 Thread Lee Blinco
In the help (dirMX) it clearly states that up to a 1000 channels cann be
used, i am only allowed to use 150 though, the score window stops at this
number. Does anyone know if it is  a setting i've missed or if the help has
led me up the garden path, i need to get 2500 (only upto 300 at a
time)objects accurately positioned by tommorrow lunch and now i've sorted
out the script to do it i cant as i'm only allowed 150 sprites at a time.
On the same subject can you create a sprite dynamically or can you only have
a 'sprite holder' which you can change the member of dynamically.
cheers for your thoughts
Lee Blinco
Multimedia Developer
AVR Productions
+44 (0)1462 819603


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Re: lingo-l number of sprite channels.

2005-01-11 Thread Daniel Nelson
control-shift-d.
Set the number of channels.
Regards,
Daniel
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Re: lingo-l number of sprite channels.

2005-01-11 Thread John R. Sweeney Jr
on 1/11/05 12:31 PM, Lee Blinco at [EMAIL PROTECTED] wrote:

Go to the Property Inspector Movie Tab and set your number of channels
desired.

L8R,
John



 In the help (dirMX) it clearly states that up to a 1000 channels cann be
 used, i am only allowed to use 150 though, the score window stops at this
 number. Does anyone know if it is  a setting i've missed or if the help has
 led me up the garden path, i need to get 2500 (only upto 300 at a
 time)objects accurately positioned by tommorrow lunch and now i've sorted
 out the script to do it i cant as i'm only allowed 150 sprites at a time.
 On the same subject can you create a sprite dynamically or can you only have
 a 'sprite holder' which you can change the member of dynamically.
 cheers for your thoughts
 Lee Blinco
 Multimedia Developer
 AVR Productions
 +44 (0)1462 819603
 
 
 [To remove yourself from this list, or to change to digest mode, go to
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===
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Interactive Multimedia Developer/
Digital Media Specialist

OnDemand - Interactive, Inc.
847.651.4469 (cell)  847.310.5959 (office/fax)
=== 

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Re: lingo-l number of sprite channels.

2005-01-11 Thread Troy Rollins
On Jan 11, 2005, at 1:31 PM, Lee Blinco wrote:
In the help (dirMX) it clearly states that up to a 1000 channels cann 
be
used, i am only allowed to use 150 though, the score window stops at 
this
number. Does anyone know if it is  a setting i've missed or if the 
help has
led me up the garden path, i need to get 2500 (only upto 300 at a
time)objects accurately positioned by tommorrow lunch and now i've 
sorted
out the script to do it i cant as i'm only allowed 150 sprites at a 
time.
On the same subject can you create a sprite dynamically or can you 
only have
a 'sprite holder' which you can change the member of dynamically.
Look at the property inspector, under Movie where you can set the 
number of channels your movie will use (up to 1000.)

--
Troy
RPSystems, Ltd.
http://www.rpsystems.net
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lingo-l re - filmloop + script?

2005-01-11 Thread Michael Nadel
Thanks everyone for all the answers about the filmloop + script!
Michael Nadel
MediArt.Corp
Creativity is more powerful than knowledge -- Albert Einstein
***
Tel: (972-2) 5807-454
Email: [EMAIL PROTECTED]
Web: http://www.intelligineering.com/mediart/home.htm
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RE: lingo-l number of sprite channels.

2005-01-11 Thread Thomas Higgins
 Does anyone know if it is  a setting i've missed ...

Check out the Movie tab of the Property Inspector, there's a field for
Channels if in normal view or an entry for lastChannel if in list view. This
sets the total number of sprites your movie will use (note that this number
is only editable in normal view, when in list view it is read-only).
Understand that there is still a hard limit of 1000 maximum sprites that
can't be broken so you'll have to work within that limit.

 On the same subject can you create a sprite dynamically ...

There is score recording which is generally an author-time routine that you
can use that doesn't require place-holder sprites, during recording sessions
you can build your stage and sprites as needed and then when done, save your
file. Give that a look in the docs and let us know if you have any
questions.

Cheers,
Tom Higgins - Technical Product Manager
Macromedia Director and the Shockwave Player
http://www.markme.com/thiggins/ 
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Re: lingo-l number of sprite channels.

2005-01-11 Thread Robert Tweed
- Original Message - 
From: Lee Blinco [EMAIL PROTECTED]

 In the help (dirMX) it clearly states that up to a 1000 channels cann be
 used, i am only allowed to use 150 though, the score window stops at this
 number. Does anyone know if it is  a setting i've missed or if the help
 has led me up the garden path,

Go to the movie properties - you'll see a box with 150 in it, which is the
number of score channels. Increase the number to 300, or whatever you need,
up to a maximum of 1000.

 i need to get 2500 (only upto 300 at a time)

Are you saying you need 300 channels, or you need 2500 channels? Director
won't allow more than 1000, but you can use LDMs or imaging lingo to get
more objects onscreen at once.

- Robert
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Re: lingo-l number of sprite channels.

2005-01-11 Thread Sean Wilson
There's an option on the Property Inspector - Movie tab to increase the 
number of available channels, but the upper limit really is 1000

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Re: lingo-l number of sprite channels.

2005-01-11 Thread Irv Kalb
Modify - Movie - Properties  takes you to the Property Inspector. 
In there, turn the detailed display off, and you will see a place 
that says Channels.  Change from 150 to whatever you want.

Yes, you can easily change the member of any sprite dynamically. It 
can be done purely through Lingo, but the easiest way to do it is to 
put in a place holder member.  Go to the paint window, create a new 
member, give it a name like Hide - no pixels, just a name.  Now you 
have a member that you can put in a channel, but it takes up zero 
pixels!

Any time you want, you just change the member of that sprite to 
whatever you want:

property spriteNum
...
sprite(spriteNum).member = member(whatever you want)
to hide it again:
sprite(spriteNum).member = member (Hide)
Irv
At 6:31 PM + 1/11/05, Lee Blinco wrote:
In the help (dirMX) it clearly states that up to a 1000 channels cann be
used, i am only allowed to use 150 though, the score window stops at this
number. Does anyone know if it is  a setting i've missed or if the help has
led me up the garden path, i need to get 2500 (only upto 300 at a
time)objects accurately positioned by tommorrow lunch and now i've sorted
out the script to do it i cant as i'm only allowed 150 sprites at a time.
On the same subject can you create a sprite dynamically or can you only have
a 'sprite holder' which you can change the member of dynamically.
cheers for your thoughts
Lee Blinco
Multimedia Developer
AVR Productions
+44 (0)1462 819603
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--
Multimedia Wrangler.
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lingo-l re number of sprite channels

2005-01-11 Thread Lee Blinco
Cheers guys for pointing out what i should have seen, didn't think it would
be there for some reason,
tahnks again.
Lee Blinco
Multimedia Developer
AVR Productions
+44 (0)1462 819603


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Re: lingo-l number of sprite channels.

2005-01-11 Thread Rob Romanek
On Tue, 11 Jan 2005 11:18:24 -0800, Thomas Higgins 
[EMAIL PROTECTED] wrote:


On the same subject can you create a sprite dynamically ...
There is score recording which is generally an author-time routine that 
you
can use that doesn't require place-holder sprites, during recording 
sessions
you can build your stage and sprites as needed and then when done, save 
your
file. Give that a look in the docs and let us know if you have any
questions.
Don't forget about that great little combo in DMX04
makeScriptedSprite and removeScriptedSprite
-Rob
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Re: lingo-l re number of sprite channels

2005-01-11 Thread John R. Sweeney Jr
on 1/11/05 1:32 PM, Lee Blinco at [EMAIL PROTECTED] wrote:

 Cheers guys for pointing out what i should have seen, didn't think it would
 be there for some reason,
 tahnks again.
 Lee Blinco
 Multimedia Developer
 AVR Productions
 +44 (0)1462 819603

I can lend you my Walgreen's readers. :)

I've done that before, where I look and look and look and then I found it,
I go, How the heck did I MISS THAT?.

Been there, done that (more than once ;).

Have a good day,
John


===
John R. Sweeney Jr.([EMAIL PROTECTED])
Interactive Multimedia Developer/
Digital Media Specialist

OnDemand - Interactive, Inc.
847.651.4469 (cell)  847.310.5959 (office/fax)
=== 

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lingo-l Disabling printscreen

2005-01-11 Thread Zebin Ayinikat
Hi
 How do do you disable the printscreen key.. it tried to get its
keycode in director  ..but couldnt get it(might be
keyboard specific)... Using buddy api  going through its docs ..i
found the keycode for printscreen is 44.  but when tested it doesnt
work...
You guys have any idea about this...

Thanks...
Zzzz
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Re: lingo-l Disabling printscreen

2005-01-11 Thread John R. Sweeney Jr
on 1/11/05 4:51 PM, Zebin Ayinikat at [EMAIL PROTECTED] wrote:

 Hi
 How do do you disable the printscreen key.. it tried to get its
 keycode in director  ..but couldnt get it(might be
 keyboard specific)... Using buddy api  going through its docs ..i
 found the keycode for printscreen is 44.  but when tested it doesnt
 work...
 You guys have any idea about this...

When I've had to work with system keys like that in the past (like disable
CNTRL-ALT-DEL to simulate and Windows NT training on a Win9X box), we had to
write our own custom keyboard.dll. Invoke it when our program started and
replace it with the system one, when we where done. Not an easy solution to
implement, but it worked.

Good luck,
John


===
John R. Sweeney Jr.([EMAIL PROTECTED])
Interactive Multimedia Developer/
Digital Media Specialist

OnDemand - Interactive, Inc.
847.651.4469 (cell)  847.310.5959 (office/fax)
=== 

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Re: lingo-l Disabling printscreen

2005-01-11 Thread Sean Wilson
There is a Windows-only xtra at 
http://www.xtra-ucd.com/pages/page.php?product=xtralanguage=en called 
XdisPrtScrn

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