Re: lingo-l problem with publishing MPEG movies

2001-08-24 Thread Chad Mefferd (Morris Publishing)

on 8/24/01 5:28 AM, sreedhar reddy at [EMAIL PROTECTED] wrote:

 Dear All
 
 Im facing a problem while publishing the director
 files with mpeg movies in it. When ever i try to
 publish the movie im getting an error message saying
 that  the required xtra is missing or may not be
 there in the xtras folder even though i installed
 mpeg xtra and is there in the xtras folder
 can any one help me out with this problem
 
 thanks in advance
 sreedhar
 
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Re: lingo-l Problem with floaint points

2001-07-23 Thread Rob Romanek

Hey Jason,

go to the archives and read this earlier message at:

[EMAIL PROTECTED]/msg10744.html

that should answer your question.

later,

Rob


Jason Whiting wrote:

 Reading about how Director handles floating point calculations it seems like
 the issues are only when displaying numbers not the actual calculations but
 the script doesn't function at all without hardcoding the number. This leads
 me to belive that Director is using 0 as the solution to
 (1/sprite(2).duration) .  Can anyone help here?


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Re: lingo-l Problem with floaint points

2001-07-23 Thread Tab Julius


Since both operands are integers (that is, 1 is an integer, and the 
duration is an integer), Director will perform integer math on it, and the 
result will be an integer (in this case, 0).

What you want to do is force it to do floating point math on it.  Since one 
of your divisors is a constant (1) you can do it easily like so:
cpart = ctime * (1.0/sprite(2).duration)

(note how I made the 1 to be 1.0)

Alternatively you could do float(1), although this is unnecessary if you 
can just tack a .0 on the end - it makes more sense when bother are variables.

Now, one of the operands is a floating point, and Director will perform 
floating point math instead of integer math.  Easy - just add .0!

- Tab

At 02:08 PM 7/23/01 -0400, Jason Whiting wrote:
Hopefully somone can help me with this one. I am working on a movie slider.
Here's the code to move the slider durring playback.


 ctime = sprite(2).currenttime
 -- 2 is the video sprite
 -- ctime is the current time code in ms

 cpart = ctime * (1/sprite(2).duration)
 -- cpart computes the current segment
 -- currenttime * 1/duration in MS

 cloc = sprite(149).width * cpart
 -- width of entire slider * segment
 -- products the approximate number of pixels to move

 vcalc = integer(cloc)
 -- convert cloc to integer

 sprite(150).loch = vcalc + sprite(149).loch - (sprite(149).width/2)
 -- move slider control correct number of pixels
 -- based on left edge of slider bar

in the past I have hard coded:

cpart = ctime * (1/sprite(2).duration)

so it looked like:

  cpart = ctime * .03620564808

but I would rather build this behavior to be drag and drop. My problem lies
in how Director is handle'n the math. In director 1/276200 = 0 where I need
it to = 3.62056480811006517016654598117306e-6. I read various technotes on
MM site but none seem to give any hint to a solution to this problem.
Reading about how Director handles floating point calculations it seems like
the issues are only when displaying numbers not the actual calculations but
the script doesn't function at all without hardcoding the number. This leads
me to belive that Director is using 0 as the solution to
(1/sprite(2).duration) .  Can anyone help here?


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RE: lingo-l Problem with floaint points

2001-07-23 Thread Jason Whiting

Thanks for the link. Here's what i did to solve the problem. all works well
now and thanks again.

-Jason

 ctime = sprite(2).currenttime
-- 8 is the video sprite #

floatPrecision = 10
-- allow floating numbers to use 10 decimal places

cdur = float(sprite(2).duration)
-- set the duration of movie to a Floating point number

cpart = ctime * float(1.00/cdur)
-- this number is 1 / clip lenghth

put cpart

cloc = sprite(149).width * cpart
-- this number is the slider lenght

vcalc = integer(cloc)
sprite(150).loch = vcalc + sprite(149).loch - (sprite(149).width/2)
-- this number is the Horizontal location of the left edge of the bar


-Original Message-
From: Rob Romanek [mailto:[EMAIL PROTECTED]]
Sent: Monday, July 23, 2001 2:44 PM
To: [EMAIL PROTECTED]
Subject: Re: lingo-l Problem with floaint points


Hey Jason,

go to the archives and read this earlier message at:

[EMAIL PROTECTED]/msg10744.html

that should answer your question.

later,

Rob

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RE: lingo-l Problem with floaint points

2001-07-23 Thread Jason Whiting

I like that one even better. thanks alot.

-Jason




-Original Message-
From: Tab Julius [mailto:[EMAIL PROTECTED]]
Sent: Monday, July 23, 2001 2:14 PM
To: [EMAIL PROTECTED]; '[EMAIL PROTECTED]'
Subject: Re: lingo-l Problem with floaint points



Since both operands are integers (that is, 1 is an integer, and the 
duration is an integer), Director will perform integer math on it, and the 
result will be an integer (in this case, 0).

What you want to do is force it to do floating point math on it.  Since one 
of your divisors is a constant (1) you can do it easily like so:
cpart = ctime * (1.0/sprite(2).duration)

(note how I made the 1 to be 1.0)

Alternatively you could do float(1), although this is unnecessary if you 
can just tack a .0 on the end - it makes more sense when bother are
variables.

Now, one of the operands is a floating point, and Director will perform 
floating point math instead of integer math.  Easy - just add .0!

- Tab

At 02:08 PM 7/23/01 -0400, Jason Whiting wrote:
Hopefully somone can help me with this one. I am working on a movie slider.
Here's the code to move the slider durring playback.


 ctime = sprite(2).currenttime
 -- 2 is the video sprite
 -- ctime is the current time code in ms

 cpart = ctime * (1/sprite(2).duration)
 -- cpart computes the current segment
 -- currenttime * 1/duration in MS

 cloc = sprite(149).width * cpart
 -- width of entire slider * segment
 -- products the approximate number of pixels to move

 vcalc = integer(cloc)
 -- convert cloc to integer

 sprite(150).loch = vcalc + sprite(149).loch - (sprite(149).width/2)
 -- move slider control correct number of pixels
 -- based on left edge of slider bar

in the past I have hard coded:

cpart = ctime * (1/sprite(2).duration)

so it looked like:

  cpart = ctime * .03620564808

but I would rather build this behavior to be drag and drop. My problem lies
in how Director is handle'n the math. In director 1/276200 = 0 where I need
it to = 3.62056480811006517016654598117306e-6. I read various technotes on
MM site but none seem to give any hint to a solution to this problem.
Reading about how Director handles floating point calculations it seems
like
the issues are only when displaying numbers not the actual calculations but
the script doesn't function at all without hardcoding the number. This
leads
me to belive that Director is using 0 as the solution to
(1/sprite(2).duration) .  Can anyone help here?


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RE: lingo-l problem reading compiled scripts

2001-06-28 Thread Pekka Buttler

Control - Recompile All Scripts (Shift + F8)

Pekka


 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On
 Behalf Of [EMAIL PROTECTED]
 Sent: 28. kesakuuta 2001 3:46
 To: [EMAIL PROTECTED]
 Subject: lingo-l problem reading compiled scripts
 
 
 I am getting an error when I launch my Director file.  Director Player 
 Error.  Problem Reading Compiled Scripts.  205  The scripts 
 work.  Any ideas?
 
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Re: lingo-l problem reading compiled scripts

2001-06-27 Thread Kerry Thompson


I am getting an error when I launch my Director file.  Director Player
Error.  Problem Reading Compiled Scripts.  205  The scripts work.  Any ideas?

Try hitting the compile all button (the lightning bolt) and see if you 
get any script errors.

Also, make sure you save and compact frequently.

If those don't work, let us know.

Cordially,

Kerry Thompson


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RE: lingo-l Problem....

2001-06-14 Thread Malcolm Beddows

Hasta,

You are a supa star -

I thought i had eliminated all the obvious/silly possibilities, but hey -
just checking that i'm still human, thanks again for your help -

Mango -

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]]
Sent: Wednesday, June 13, 2001 9:26 PM
To: [EMAIL PROTECTED]
Subject: RE: lingo-l Problem


 One quick question to you all. Q: As i was working on a project
 yesterday, i
 suddenly found
 i had no keyframes appearing in my score when dropping a cast member onto
 it,
 then suddenly all my cast members caught the bug - and now - no keyframes
 anywhere.
 It's now another day  still no keyframes, i was hoping it was just a
 temporary glitch yesterday, but to my
 my problem still haunts me..
 
 Has anyone else had this problem,  how did you overcome it!!??!!
 
 Is this something i have done?
 
 My appreciation in advance...
 

Try checking ViewKeyframes... Does that help?

Hasta...

ck


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RE: lingo-l Problem....

2001-06-13 Thread jp

Which version of Director are you using ?
If you go to VIEW--KeyFrames is there a checkmark next to the label ?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]]On
Behalf Of Malcolm Beddows
Sent: Wednesday, June 13, 2001 2:09 AM
To: '[EMAIL PROTECTED]'
Subject: lingo-l Problem


Hi people -

One quick question to you all. Q: As i was working on a project yesterday, i
suddenly found
i had no keyframes appearing in my score when dropping a cast member onto
it,
then suddenly all my cast members caught the bug - and now - no keyframes
anywhere.
It's now another day  still no keyframes, i was hoping it was just a
temporary glitch yesterday, but to my
my problem still haunts me..

Has anyone else had this problem,  how did you overcome it!!??!!

Is this something i have done?

My appreciation in advance...

Mango.

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Re: lingo-l Problem....

2001-06-13 Thread Buzz Kettles

Could you have accidentally zoomed in too far ?
(@ 50% score view the keyframes are tiny and at 25% they are not shown).

*just an idea*

-Buzz

At 10:09 AM +0100 6/13/01, Malcolm Beddows wrote:
Hi people -

One quick question to you all. Q: As i was working on a project yesterday, i
suddenly found
i had no keyframes appearing in my score when dropping a cast member onto
it,
then suddenly all my cast members caught the bug - and now - no keyframes
anywhere.
It's now another day  still no keyframes, i was hoping it was just a
temporary glitch yesterday, but to my
my problem still haunts me..

Has anyone else had this problem,  how did you overcome it!!??!!

Is this something i have done?

My appreciation in advance...

Mango.

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RE: lingo-l Problem....

2001-06-13 Thread Colin Kettenacker

 One quick question to you all. Q: As i was working on a project
 yesterday, i
 suddenly found
 i had no keyframes appearing in my score when dropping a cast member onto
 it,
 then suddenly all my cast members caught the bug - and now - no keyframes
 anywhere.
 It's now another day  still no keyframes, i was hoping it was just a
 temporary glitch yesterday, but to my
 my problem still haunts me..
 
 Has anyone else had this problem,  how did you overcome it!!??!!
 
 Is this something i have done?
 
 My appreciation in advance...
 

Try checking ViewKeyframes... Does that help?

Hasta...

ck


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Re: lingo-l Problem with lists

2001-06-06 Thread Kurt Griffin

 global graw, gbiglist, gblist
 
 on assemble
 gbiglist = []
 gblist = [:]
 repeat with i = 1 to the number of lines in filed(netTextResult)
 graw = member(netTextResult).line[i]
 graw = value(graw)
 if not(field(netTextResult).line[i] = empty) then
 gblist.setaProp(#shape,member(graw[1]))
 gblist.setaProp(#hspeed,graw[2])
 gblist.setaProp(#vspeed,graw[3])
 gblist.setaProp(#rspeed,graw[4])
 gblist.setaProp(#red,graw[5])
 gblist.setaProp(#green,graw[6])
 gblist.setaProp(#blue,graw[7])
 gblist.setaProp(#name,graw[8])
 end if
 gbiglist.add(gblist)
 --updatestage
 end repeat
 
 end


 at this point the problem is that gbiglist reads:
 
 put gbiglist
 - -- [[#shape: (member 10 of castLib 2), #hspeed: -4, #vspeed: 0, #rspeed: 4,
 #red: 158, #green: 128, #blue: 109, #name: test_05], [#shape: (member 10
 of castLib 2), #hspeed: -4, #vspeed: 0, #rspeed: 4, #red: 158, #green: 128,
 #blue: 109, #name: test_05], [#shape: (member 10 of castLib 2), #hspeed:
 - -4, #vspeed: 0, #rspeed: 4, #red: 158, #green: 128, #blue: 109, #name:
 test_05], [#shape: (member 10 of castLib 2), #hspeed: -4, #vspeed: 0,
 #rspeed: 4, #red: 158, #green: 128, #blue: 109, #name: test_05]]
 
 only the last property list repeated 4 times.

That's because you assign gblist = [] outside of the repeat loop. So, you
are adding gblist to gbiglist four times, and updating the contents of that
list... thus, the last update is what you'll have in all four cases. Put the
gblist = [] inside the repeat loop, and you'll create a fresh list every
time through the loop. 4 different lists, instead of four copies of 1 list.

 then I have 100 empty sprites channels 20 to 120
 with the following behaviour attached..
 
 global gbiglist
 property my ,phspeed, pvspeed, prspeed, pname
 
 on beginsprite me
 
 my = sprite(me.spriteNum)
 x = me.spritenum -19
 my.member = gbiglist[x].shape
 my.color = rgb(gbiglist[x].red,gbiglist[x].green,gbiglist[x].blue)
 phspeed = gbiglist[x].hspeed
 pvspeed = gbiglist[x].vspeed
 prspeed = gbiglist[x].rspeed
 pname = gbiglist[x].name
 my.locH = random(600)
 my.locV = random(500)
 end if
 
 end
 
 on exitframe me
 goh me
 my.rotation = my.rotation + prspeed
 end
 on goh me
 my.locH = my.locH + phspeed
 if my.locH  700 then
 my.locH = -10
 end if
 if my.locH  -20 then
 my.locH = 700
 end if 
 end
 
 the error here reads my.member = gbiglist[x].shape index out of range...

Yes, it would. Once x reaches 5, you are beyond the range of gbiglist (it
only has 4 items).

Try moving the property setting method out of the begin sprite - I'd create
another behavior with an exitFrame script that assigns the values (or just
use a loop in a startmovie or something to set them all at once).

counter = 1
range = gBigList.count
mySprite = 19

repeat with x = 20 to 120
 mySprite = mySprite + 1
 sendSprite(mySprite, #mSetProperties, gbiglist[counter].shape,\
 rgb(gbiglist[counter].red,gbiglist[counter].green,gbiglist[counter].blue),\
 gbiglist[counter].hspeed,\
 gbiglist[counter].vspeed,\
 gbiglist[counter].rspeed,\
 gbiglist[counter].name)
 if counter  range then
   counter = counter + 1
 else
   counter = 1
 end if
end

That way, you stay within the limits of gBigList.

-Kurt





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Re: lingo-l Problem with lists

2001-06-05 Thread Colin Holgate

the error here reads my.member = gbiglist[x].shape index out of range...

What is me.spritenum at this time? What is gbiglist.count?

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Re: lingo-l problem with baPrintFile

2001-05-23 Thread Mark A. Boyd

At 10:53 5/22/2001, Allard, Simon wrote:

on printPDF
   baPrintFile(gPathPDF  myPDF.pdf)
end

Is there something I should know, on how to use this function ?

In addition to Bruce's comments, you might want to get the return code from 
baPrintFile(). The help file lists several return codes along with their 
meanings.

on printPDF
   OK = baPrintFile(gPathPDF myPDF.pdf)
   if OK  32 then
 alert PrintFile error OK
   end if
end


--
Mark A. Boyd
Keep-On-Learnin' :)


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Re: lingo-l Problem with cast

2001-05-19 Thread Irv Kalb

Try this:

on beginSprite me
   pNormalState = sprite(me.spriteNum).member.number --  -- use the 
number of the member
   pOverState = pNormalState + 1  -- then you can add offsets
   pDownState = pNormalState + 2
end

(As a side note, if you declare spriteNum as a property at the top 
of your script, then you can just use spriteNum instead of 
me.spriteNum)

Irv


At 9:39 PM +0200 5/19/01, Kamil Dabkowski wrote:
Hi,

I've created simple behavior (below) to controll video sprite. I put
members for buttons in external cast. In the same cast I put this
behavior. Over and Down button state I create by:

on beginSprite me
   pNormalState = sprite(me.SpriteNum).member
   pOverState = sprite(pNormalState.number + 1)
   pDownState = sprite(pNormalState.number + 2)
end

Unfortunatelly for Over and Down state Director uses members from
Internal cast not from External. The number of member is ok but cast is
different. Somebody know why?


-- 

Lingo / Director / Shockwave development for all occasions. 
  
   (Home-made Lingo cooked up fresh every day just for you.)

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Re: lingo-l Problem with cast

2001-05-19 Thread Kerry Thompson


if you declare spriteNum as a property at the top of your script, then 
you can just use spriteNum instead of me.spriteNum

Just curious, Irv--have you run any tests to see which is faster?


Cordially,

Kerry Thompson


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Re: lingo-l Problem with cast

2001-05-19 Thread Irv Kalb

At 2:24 PM -0700 5/19/01, Kerry Thompson wrote:
if you declare spriteNum as a property at the top of your script, 
then you can just use spriteNum instead of me.spriteNum

Just curious, Irv--have you run any tests to see which is faster?



What you want me to prived data to prove my claim?  OK, here you go:

property spriteNum

on mouseDown me
   startMS = the milliseconds
   repeat with i = 1 to 10
 x = me.spriteNum
   end repeat
   totalMS = the milliseconds - startMS
   put Total milliseconds using me.spriteNum:  totalMS

   startMS = the milliseconds
   repeat with i = 1 to 10
 x = spriteNum
   end repeat
   totalMS = the milliseconds - startMS
   put Total milliseconds using spriteNum:  totalMS

end


 From the message window:

-- Total milliseconds using me.spriteNum: 353
-- Total milliseconds using spriteNum: 255

Looks like I'm right.

Irv

-- 

Lingo / Director / Shockwave development for all occasions. 
  
   (Home-made Lingo cooked up fresh every day just for you.)

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Re: lingo-l Problem with cast

2001-05-19 Thread Kerry Thompson


Looks like I'm right.

Cool--thanks, Irv.

I wasn't disputing your claim :-)

In fact, your post didn't even mention speed--you mentioned it as an easier 
way (which I agree with).

I figured it was probably faster, and was just wondering if you had done 
any tests. It's a lazy Saturday afternoon, and I figured I'd run a couple 
tests myself, but why reinvent the wheel?

But you just made the Saturday afternoon a tad lazier for me :-)

I think I'll go to Macy's now that I've gotten you to do my work for me ;-)


Cordially,

Kerry Thompson


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Re: lingo-l Problem with cast

2001-05-19 Thread Irv Kalb

At 3:02 PM -0700 5/19/01, Kerry Thompson wrote:
Looks like I'm right.

Cool--thanks, Irv.

I wasn't disputing your claim :-)

In fact, your post didn't even mention speed--you mentioned it as an 
easier way (which I agree with).

Yes, it's definitely easier.  And while I had assumed that it would 
be faster, I had never tested it.  So your message forced me to 
challenge my theory by using creating real data.  Thanks.


I figured it was probably faster, and was just wondering if you had 
done any tests. It's a lazy Saturday afternoon, and I figured I'd 
run a couple tests myself, but why reinvent the wheel?

But you just made the Saturday afternoon a tad lazier for me :-)

I think I'll go to Macy's now that I've gotten you to do my work for me ;-)

Hey as long as you're going, would you please pick up a four-slice 
toaster for me.  Thanks  :)

Irv


-- 

Lingo / Director / Shockwave development for all occasions. 
  
   (Home-made Lingo cooked up fresh every day just for you.)

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Re: lingo-l Problem with cast

2001-05-19 Thread Kerry Thompson


Hey as long as you're going, would you please pick up a four-slice toaster 
for me.

The ones they had only work with System 8.x, not 9.



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RE: lingo-l problem hyperlinkState in hyperlink behavior

2001-05-16 Thread Bastien Bouchard

I just forgot in my last post an important point about the problem with
hyperlinkState.

The bug only occur in runtime mode. Never in authoring mode.

Bastien Bouchard
Logique multimédia
[EMAIL PROTECTED]



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Re: lingo-l Problem in implementing a go back button.

2001-04-22 Thread Slava Paperno

You could maintain a linear list of visited pages, like a browser's 
history, and use it as a stack to go back and forward. Look up Lists.

S.

07:59 PM 4/22/2001 +, you wrote:


I am producing my first application with Director 8 and i  want to include 
in the framework a "go back" button. NOT A PREVIOUS PAGE BUTTON (this is 
easy :) )


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RE: lingo-l Problem in implementing a go back button.

2001-04-22 Thread Bastien Bouchard

 You could maintain a linear list of visited pages, like a browser's
 history, and use it as a stack to go back and forward. Look up Lists.

Indeed, just add in the list "the marker" each time the user visit a new
page.

Bastien Bouchard
Logique multimedia
[EMAIL PROTECTED]

99 Turcot
Beauport (Que.)
G1B 2L4
(418) 821-0301

2190 Maisonneuve Est
2ieme etage
Montreal
H2K 2E3
(514) 569-1238





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RE: lingo-l problem with handler

2001-04-21 Thread Al Hospers

 I've got a problem with a script.

I agree

 on collisionSprite me
   if me.spriteNum(bee shape).intersects sprite.(spider shape)THEN
 sprite.(spider shape).width * 1.1
 sprite.(spider shape).height * 1.1
 sprite.(bee shape).width * 0
 sprite.(bee shape).height  * 0
 end

 The error I'm getting is: Script error: Expected THEN.

wo. I'm surprised that is all you are getting

 Also, I'd prefer to have this part of the script actually
SNIP

1 - you should really read the documentation on what Sprite as a Lingo
keyword actually means. the following is directly from the online HELP:

Syntax  sprite(whichSprite).property

the property of sprite whichSprite

Description Keyword; tells Lingo that the value specified by whichSprite
is a sprite channel number. It is used with every sprite property.

A sprite is an occurrence of a cast member in a sprite channel of the
Score.

Example This statement sets the variable named horizontal to the locH of
sprite 1:

horizontal = sprite(1).loc

Example This statement displays the current member
in sprite channel 100 in the Message window:

put sprite (100).member


the thing to note here is that the parameter whichSprite is a NUMBER which
refers to the channel that the sprite is placed in. bee shape is
meaningless in this context. I assume that it is a member name, but in this
case it is clearly not a sprite. if we were to make the variable
whichSpriteNumber equal to the sprite in channel 10 and if you want to refer
to the member that is used to make a sprite you do it thus

  whichSpriteNumber = 10  -- channel 10
  sprite(whichSpriteNumber).member

and if you actually do want to set that sprite's height  width you do it
like

  whichSpriteNumber = 10
  sprite(whichSpriteNumber).width = 0
  sprite(whichSpriteNumber).height = 0

and if you want to move it off screen, which is what I assume you desire,
you would write

  sprite(whichSpriteNumber).locV = 1000

locV is the vertical location of the given sprite. this would then, move the
sprite to a position 1000 pixels from the top of the screen.

additionally your syntax in the handler you are writing is very incorrect.
for starters you left off the end if for your if...then statement. here is
an example from the online Help again

if (the commandDown) and (the key = q) then
cleanUp
quit
end if

note the end if closure. adding this into your handler  fixing the other
problems you might come up with

on collisionSprite me
 property SpriteNum  -- built in property getting the sprite number of the
 -- sprite we are attached to

 property spiderSpriteNumber  -- you have to put this in

 beeSpriteNum = spriteNum  -- we dropped this behavior onto the bee sprite

 spiderSpriteNumber = 10  -- you edit this number appropriately

  if sprite(beeSpriteNum ).intersects sprite.(spiderSprite)THEN
sprite.(beeSpriteNum ).LocV = 1000  -- move the bee sprite ofscreen
sprite.(spiderSpriteNumber).LocV = 1000  -- move the spider sprite
ofscreen
  end if

end

put this in a behavior script  drop it onto the bee sprite. you would have
to edit the spiderSprite number to the appropriate number.

what you are trying to do is not the most simple thing. I strongly urge you
to read the manual and look at some sample programs. perhaps go to the
www.mediamacros.com site  download some code samples. based on the code you
posted, you need to spend some time getting the fundamentals own. be sure to
also read about behaviors.

HTH

Al Hospers
CamberSoft, Inc.
alatcambersoftdotcom
http://www.cambersoft.com

A famous linguist once said:
There is no language wherein a double
positive can form a negative.

YEAH, RIGHT






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RE: lingo-l Problem when try to import *.pic file as castmember.

2001-04-20 Thread Colin Holgate


  Hello list.I am trying to import  an image file with the extention .pic
  in my cast window for a product i am building.
  Director 8 comes up with an error 85 error message.
  Does anyone has any idea why i cannot import these files.

Open in Quick Time  screen capture  paste in a cast member.

Simple enough?


A tiny bit harder on PCs, but you could clean up the screen shot 
after you've pasted it.

One other thing to try is to name the file as .PCT instead of .PIC. 
Director seems to prefer that extension sometimes.

If you get completely stuck, and the picture isn't too private, post 
it somewhere. I can open it as a PICT from a URL, and send it back as 
a BMP.


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Re: lingo-l Problem when try to import *.pic file as castmember.

2001-04-20 Thread Mahmood Akhtar

Dear George!

When you try to open this file in Photoshop if it appears in open dialog
box, if it is not appearing, click on show all files and then select this
file and open it. Save it again in pict format and try to import in Director


Mahmood.



on 4/21/01 8:27 AM, george.gemenetzis at [EMAIL PROTECTED] wrote:

 
 Hello list.I am trying to import  an image file with the extention .pic
 in my cast window for a product i am building.
 Director 8 comes up with an error 85 error message.
 Does anyone has any idea why i cannot import these files.
 This file was propably created with a Mac.
 I cannot open it with photoshop5.5 or 6.0 I can open it thow with with
 QuickTime picture viewer but i cannot edit it that way.
 Does anyone knows the solution to my problem.
 Note that the error message i see in director is the error 85 one.
 Thanks for your help.
 
 
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Re: lingo-l Problem when try to import *.pic file as cast member.

2001-04-20 Thread ifmp

RE:
--
From: "george.gemenetzis" [EMAIL PROTECTED]
To: "'[EMAIL PROTECTED]'" [EMAIL PROTECTED]
Subject: lingo-l Problem when try to import *.pic file as cast member.
Date: Fri, Apr 20, 2001, 10:27 PM

I am trying to import  an image file with the extention .pic
in my cast window for a product i am building.
Director 8 comes up with an error 85 error message.
Does anyone has any idea why i cannot import these files.
This file was propably created with a Mac.
I cannot open it with photoshop5.5 or 6.0 I can open it thow with with 
QuickTime picture viewer but i cannot edit it that way.
Does anyone knows the solution to my problem.
---

Export the image in whatever format you want, .tiff, .psd, etc, right
from QuickTime Picture Viewer. You may need QT Pro ($29 reg fee on the
Apple web site) to do this - I can't remember off hand if you do.  



Steve Bennett
www.ifmp.net













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Re: lingo-l Problem with antialiasing in Director Trial version

2001-04-18 Thread Mark A. Boyd

At 22:11 4/17/2001, [EMAIL PROTECTED] wrote:

I've included 2 text xtras (TextAsset xtra and the other is Text xtra, if
only I spelled their names properly).

If using an embedded font, you may need the font xtras, too.



--
Mark A. Boyd
Keep-On-Learnin' :)


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Re: lingo-l Problem with antialiasing in Director Trial version

2001-04-17 Thread pranavn


You're missing the Font Xtra or the Font Asset XtraI dont remember.
Just check that out.

Regards,
Pranav
---
A bus station is where a bus stops.
A train station is where a train stops.
On my desk, I have a work station..



obliterated
when I create a projector in Director 8 Trial version, the text, which
should be antialiased, is not.
obliterated



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Re: lingo-l Problem with antialiasing in Director Trial version

2001-04-17 Thread Mark A. Boyd

At 21:33 4/17/2001, [EMAIL PROTECTED] wrote:
Here is the problem -- when I create a projector in Director 8 Trial
version, the text, which should be antialiased, is not. This happens only
if I create projector. If I embed the same DCR in HTML and open it in
browser or play it in the Director itself, the text is OK.

To cut off possible questions/solutions:
1. antialiasing is explicitly set in the Property inspector for every text
cast memeber (which should be antialiased).
2. antialiasing is on for 'All text'.
2. the on prepareMovie handler sets the text sprites' members antialiased
property = TRUE.

4. Did you remember to include the text Xtras in your projector or 
(preferably) in the Xtras folder next to your projector?


--
Mark A. Boyd
Keep-On-Learnin' :)


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Re: lingo-l Problem with antialiasing in Director Trial version

2001-04-17 Thread vyacheslav . chichikin


I've included 2 text xtras (TextAsset xtra and the other is Text xtra, if
only I spelled their names properly).

Best regards,
Vyacheslav


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Re: lingo-l Problem When Importing Wav I found the problem

2001-04-12 Thread pranavn


Can you share it with us? So the rest of us don't make that goof-up

Regards,
Pranav
---
A bus station is where a bus stops.
A train station is where a train stops.
On my desk, I have a work station..



obliterated
i found what the problem was.
obliterated



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Re: lingo-l problem with 'new'

2001-03-20 Thread Irv Kalb

Yup.

You probably have what you think is a parent script that you have not 
set to be of type parent script.  The "new" handler in the script is 
being called using as an argument.  When the "return me" executes, it 
returns #bitmap.  Look through your scripts that have "on new me" 
handlers and you will find one (or more) that are set to be movie 
scripts instead of parent scripts.

Irv

At 4:15 PM -0500 3/20/01, Carl West wrote:
With a new movie open I can do:

foo = new(#bitmap)
put foo
-- (member 1 of castlib 1)

and I get a new bitmap castmember. That's what's supposed to happen.

In some of my project's movies when I do it I get:


foo = new(#bitmap)
put foo
-- #bitmap

and no new castmember. There's ample room for it in the cast.
The new movie has all the same external casts that're used on the
project linked to it

Any one else ever run into this?
Any hints or clues for getting around it?

-- 
Lingo / Director / Shockwave development for all occasions.

(Over two millions lines of Lingo code served!)

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Re: lingo-l problem with 'new'

2001-03-20 Thread g r i m m w e r k s

On 3/20/01 4:15 PM, "Carl West" [EMAIL PROTECTED] wrote:

 
 foo = new(#bitmap)
 put foo
 -- #bitmap
 
 and no new castmember. There's ample room for it in the cast.
 The new movie has all the same external casts that're used on the
 project linked to it
 
 Any one else ever run into this?
 Any hints or clues for getting around it?


The problem is that you probably have a parent script somewhere in your
movie, so that calling 'new' director thinks you want to create an
object/child of that script.

I don't think there's a work around yet.


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RE: lingo-l problem with 'new'

2001-03-20 Thread Stephane Comeau


  foo = new(#bitmap)
  put foo
  -- #bitmap
  
  and no new castmember. There's ample room for it in the 
 cast. The new 
  movie has all the same external casts that're used on the project 
  linked to it
  
  Any one else ever run into this?
  Any hints or clues for getting around it?
 
 
 The problem is that you probably have a parent script 
 somewhere in your movie, so that calling 'new' director 
 thinks you want to create an object/child of that script.
 
 I don't think there's a work around yet.

..er, the problem isn't with parent scripts, it's that you have a script
written to be a parent script but has it's type set to "movie" so the
function calls are globally available, so the "new" function of the
script overrides director's "new" function. This is common operator
error, I've done it myself a few times. No workaround required, it works
as it is supposed to.

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Re: lingo-l problem with 'new' Solved!

2001-03-20 Thread Carl West

Irv Kalb wrote:
 
 Yup.
 
 You probably have what you think is a parent script that you have not
 set to be of type parent script.  The "new" handler in the script is
 being called using as an argument.  When the "return me" executes, it
 returns #bitmap.  Look through your scripts that have "on new me"
 handlers and you will find one (or more) that are set to be movie
 scripts instead of parent scripts.
 
 Irv

...
 foo = new(#bitmap)
 put foo
 -- #bitmap
 
 and no new castmember. There's ample room for it in the cast.
...


Bingo! I did a Find on 'on new me' and command-g'd my way through all
the casts and sure enough there was _one_ behaviour masquerading as a
movie script. now it works fine.

Thankyou, thankyou, thankyou.

-- 
Carl West[EMAIL PROTECTED]
617.262.8830 x246

I have no superfluous leisure; my stay must be
stolen out of other affairs; but I will attend you awhile.

   - Isabella, Measure for Measure, Act 3 Scene 1

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Re: lingo-l problem with 'new'

2001-03-20 Thread Irv Kalb

At 4:39 PM -0500 3/20/01, g r i m m w e r k s wrote:
On 3/20/01 4:15 PM, "Carl West" [EMAIL PROTECTED] wrote:


The problem is that you probably have a parent script somewhere in your
movie, so that calling 'new' director thinks you want to create an
object/child of that script.

I don't think there's a work around yet.


It's not a bug.  As I said in my other message, ensuring that all 
scripts with a "new" handler are declared as parent scripts will fix 
the problem and allow him to use the Director "new" handler to create 
a bitmap castmember on the fly.

Irv
-- 
Lingo / Director / Shockwave development for all occasions.

(Over two millions lines of Lingo code served!)

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Re: lingo-l Problem in checking the browser installed or not

2001-01-23 Thread Kurt Griffin

 on mouseUp
 set ok = baOpenFile("htm/a.htm", "maximised")
 if ok = 31 then alert ("Install browser")
 end
 
 As browser is also an application why my above code is
 
 not working.
 Iam not able to open the browser itself.

You need to use a full pathname - such as "c:\files\htm\a.htm" or (the
moviepath  "htm\a.htm")



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Re: lingo-l problem with sound and avi files(very urgnt)

2000-12-22 Thread Colin Holgate

You may be having a similar problem to the one that can show up when 
using QuickTime and regular sound. I would try setting the 
sounddevice to something other than Macromix. If oyu do this:

on startmovie
   set the sounddevice = "directsound"
   if the sounddevice  "directsound" then set the sounddevice = "qt3mix"
end


the sounddevice will be set to DirectSound if its present, QT3Mix if 
it's not (which will take care of NT machines), and if neither are 
there the user is left with Macromix, and are no worse off than if 
you didn't try to fix the problem at all. Mac users will be fine too, 
because the mixing is already good, and neither of the two lines will 
do any harm.



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Re: lingo-l problem lingo

2000-10-16 Thread Carl West


 We'd love to help you. Can you give us a little more information? If you
 can describe what you are trying to do, and the problems you are having, in
 more detail, we will be better able to help.
 
 How to call the  picture in folder to interface by typekeyborad

Sounds like Patchareepan wants to import a bitmap that is in an external
folder and show it on the screen, I can't tell whether (s)he wants to do
it in authoring mode or in the executable though.

-- 
Carl West[EMAIL PROTECTED]
617.262.8830 x246

I have no superfluous leisure; my stay must be
stolen out of other affairs; but I will attend you awhile.

   - Isabella, Measure for Measure, Act 3 Scene 1

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Re: lingo-l problem lingo

2000-10-16 Thread Kerry Thompson


  How to call the  picture in folder to interface by typekeyborad

Sounds like Patchareepan wants to import a bitmap that is in an external
folder and show it on the screen

You're probably right, Carl. His/her question is so broad, it's difficult 
to tell.

I admire Patchareepan for tackling the English language, one of the most 
difficult there is. He/she is certainly better at it than I would be in 
his/her native language :-)

Now, if we can take it a step farther and get some details--Patchareepan, 
don't be self-conscious about your use of English. Give us the details as 
best you can, and we'll see what we can do.

Cordially,
Kerry Thompson
Sr. Interface Engineer
Learning Network


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Kerry Thompson


Can anyone here make easy sense of this "go to frame" command?

Probably, if you could be more specific about the problems you are having. 
The "go to frame" command works fine, but you might be running into a 
syntax or logic problem.

Though I have to temper that comment--it's been a long time since I used 
Director 5. I don't remember problems with "go to frame" in D5, but I'm a 
relative newcomer myself--I only started with Director 4.

How about a sample of your code?

Cordially,
Kerry Thompson
Learning Network


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Colin Holgate

The reason that this stuff is pissing me off is because I use another
authoring software called Multimedia Fusion which is hassle free as far as
going from page-to-page.


You need to look for what you're doing wrong, it's not Director's 
fault. Check to see if the script channel is disabled by looking at 
the diamond at the left edge of the score window. If that is pressed 
the scripts will be ignored. Also, the go the frame script needs to 
be on both frame 1 and 2 (you can option(alt)-drag the frame 1 script 
to the right one position to extend the script to frame 2), because 
otherwise the movie will advance past frame 2, and if you have the 
movie looped it will go back to frame 1 again.


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Kerry Thompson


I started out with one frame.  I clicked-on the frame and then the script
button to enter:

on exitFrame
   go the frame
end

This is suppose to create an endless loop which I suppose technically can
not be exited easily.

Close. It does loop, but it can be exited easily.

I know what's happening to you, but let me lay some groundwork first.

To understand how Director works, imagine a frame script as an object that 
receives event messages. Let's say you have your tempo set to 15 fps. Your 
frame script will receive these messages 15 times per second:

prepareFrame
enterFrame
exitFrame

The prepareFrame event lets you do things offstage that you don't want the 
user to see.
Then, on enterFrame, stuff happens on stage.

After the enterFrame event, you have a hiatus in which you can do 
things--trap mouse events, do calculations, whatever. It's here that it's 
easy to break out of a loop--just use a go to frame command.

Now, here's what's happening to you. Your commands are being executed just 
like you expect. The "go to frame 2" is working exactly as it should. The 
problem is, you haven't told Director what to do next. Without a script in 
subsequent frames, it thinks it has reached the end of the movie, and goes 
back to frame 1.

You can confirm this by copying the frame script from frame 1 to frame to. 
You will see it now goes to frame 2 and loops.

You could also confirm this by changing the tempo to 1 fps and watching the 
playback head.

An interesting side note is that you will probably eventually have a lot of 
1 fps movies if you get heavily into Lingo. Somewhat counter-intuitively, 
you get better performance on some things at a slower tempo--audio, video, 
flash animations, for example, work better because they are not constantly 
being interrupted by the frame events.

While you're at it, look at your control panel. I don't remember what D5 
looked like exactly, but in D8 there's an icon that is either a straight 
right arrow and a "|", or an arrow that curves back on itself.  This 
controls whether the movie automatically loops, or continues to play.

The strange part is that I have read of this problem before, but I have yet
to see an example of "going to pages" in director.  The program problem was
listed at Macromedia site, but I have yet to see a working example of this
simple task.:(

Believe me, it works, and darn well--don't give up yet :-) You've just 
begun to explore one of the most powerful and flexible multimedia and Web 
authoring tools in existence. Expect some bumps on the road, and a steep 
learning curve--but also some help from your friendly neighborhood Lingo List.

I do strongly suggest, though, that you get Director 8. It's light years 
ahead of Director 5. You can download an evaluation copy free from the 
Macromedia Web site and try it out for 30 days. A lot of things have 
changed--the score style, Lingo commands, even the basic runtime engine. If 
you're going to learn, you should take advantage of the latest and best 
version.

Good luck, and check in with us from time to time as you discover more 
questions :-) In the meantime, lurk, and read the postings--you'll learn an 
amazing amount from the folks here. You'll learn quickly whose interests 
correspond with yours, but there are some really, really bright people on 
the list--Colin Holgate, Zac, Luke Wigley, Jakob Hede Madsen, Ike 
Eisenhauer, Irv Kalb, Mark Jonkman, Robert Wingate, Terry Schussler, James 
Newton, Roy Pardi, Stephane Comeau, Fumio Nonaka, even Rob Koberg. I'm sure 
I've left off some of the major contributors, but if you watch for posts 
from those folk, you can't go wrong.




Cordially,
Kerry Thompson
Learning Network


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Kerry Thompson


that rules out the prepareframe message that Kerry talked about.

Good catch, Colin. Like I said, it's been years since I used D5, and there 
was a hiatus when I was writing a lot of C/C++, so I missed the 
introduction of that event. As it turns out, prepareFrame isn't really 
relevant to his problem anyway. More important for Rudy is to understand 
the concept of frame events and how they fit in.

  Also, I don't think Kerry noticed that you said that the movie loops 
 through both frames

Actually, I did see that. He followed it by saying "If I press the button, 
the program appears to go to the other frame for a second, then continues 
cycling through the frames again." I wasn't quite sure what he meant by 
that--I interpreted it to mean it didn't go to frame 2 until he clicked the 
button. You could be right, though, Colin--in fact, both of us could be right.

Rudy, that's what I love about this list. If one of us misses something, 
there are people like Colin to tweak our answers :-)


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Colin Holgate

Actually, I did see that. He followed it by saying "If I press the 
button, the program appears to go to the other frame for a second, 
then continues cycling through the frames again." I wasn't quite 
sure what he meant by that--I interpreted it to mean it didn't go to 
frame 2 until he clicked the button. You could be right, though, 
Colin--in fact, both of us could be right.


We could both be right. I see what you were picking up on, but I 
picked up on this part:

  When I run the program, it loops through both frames without 
stopping.  If I
  press the button, the program appears to go to the other frame 
for a second,
  then continues cycling through the frames again.

That suggested that running the programming would show the looping 
through both frames problem, and then clicking on the button would 
seem to take it into the second frame for a moment, presumably if it 
wasn't there already.


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Kerry Thompson


That suggested that running the programming would show the looping through 
both frames problem, and then clicking on the button would seem to take it 
into the second frame for a moment, presumably if it wasn't there already.

Precisely. Perhaps my suggestion of slowing the tempo to 1 fps can help 
Rudy see what's actually happen.

I must confess, I so seldom disable the frame script channel, I didn't even 
think of that. Good call, old fellow :-)

-Kerry


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Colin Holgate

I must confess, I so seldom disable the frame script channel, I 
didn't even think of that. Good call, old fellow :-)

I don't know if I've ever disabled that channel, but I have had 
occasions where it has become disabled, possibly through some rogue 
key press I did.


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Rudy Sanchez

Good points, Colin, thanks, Rudy

- Original Message -
From: "Colin Holgate" [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, September 25, 2000 1:08 AM
Subject: Re: lingo-l Problem with go to frame


 The reason that this stuff is pissing me off is because I use another
 authoring software called Multimedia Fusion which is hassle free as far
as
 going from page-to-page.


 You need to look for what you're doing wrong, it's not Director's
 fault. Check to see if the script channel is disabled by looking at
 the diamond at the left edge of the score window. If that is pressed
 the scripts will be ignored. Also, the go the frame script needs to
 be on both frame 1 and 2 (you can option(alt)-drag the frame 1 script
 to the right one position to extend the script to frame 2), because
 otherwise the movie will advance past frame 2, and if you have the
 movie looped it will go back to frame 1 again.


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Rudy Sanchez

Hi Kerry, your explanation is about the best I have read on the "go to"
subject.  Your explanation was very helpful.

I suspect that Director 8 would be the way to go, but I am having a hard
time justifying the cost.  I would be interested in hearing how many
developers earned at least $1000 + using Director 8?

Oh, an X-tras does not count.:)  I mean like sales to the public.

However, if I do make enough money, I will feel that the product was worth
getting.

Thanks again, Kerry,

Rudy

- Original Message -
From: "Kerry Thompson" [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, September 25, 2000 1:10 AM
Subject: Re: lingo-l Problem with go to frame



 I started out with one frame.  I clicked-on the frame and then the script
 button to enter:
 
 on exitFrame
go the frame
 end
 
 This is suppose to create an endless loop which I suppose technically can
 not be exited easily.

 Close. It does loop, but it can be exited easily.

 I know what's happening to you, but let me lay some groundwork first.

 To understand how Director works, imagine a frame script as an object that
 receives event messages. Let's say you have your tempo set to 15 fps. Your
 frame script will receive these messages 15 times per second:

 prepareFrame
 enterFrame
 exitFrame

 The prepareFrame event lets you do things offstage that you don't want the
 user to see.
 Then, on enterFrame, stuff happens on stage.

 After the enterFrame event, you have a hiatus in which you can do
 things--trap mouse events, do calculations, whatever. It's here that it's
 easy to break out of a loop--just use a go to frame command.

 Now, here's what's happening to you. Your commands are being executed just
 like you expect. The "go to frame 2" is working exactly as it should. The
 problem is, you haven't told Director what to do next. Without a script in
 subsequent frames, it thinks it has reached the end of the movie, and goes
 back to frame 1.

 You can confirm this by copying the frame script from frame 1 to frame to.
 You will see it now goes to frame 2 and loops.

 You could also confirm this by changing the tempo to 1 fps and watching
the
 playback head.

 An interesting side note is that you will probably eventually have a lot
of
 1 fps movies if you get heavily into Lingo. Somewhat counter-intuitively,
 you get better performance on some things at a slower tempo--audio, video,
 flash animations, for example, work better because they are not constantly
 being interrupted by the frame events.

 While you're at it, look at your control panel. I don't remember what D5
 looked like exactly, but in D8 there's an icon that is either a straight
 right arrow and a "|", or an arrow that curves back on itself.  This
 controls whether the movie automatically loops, or continues to play.

 The strange part is that I have read of this problem before, but I have
yet
 to see an example of "going to pages" in director.  The program problem
was
 listed at Macromedia site, but I have yet to see a working example of
this
 simple task.:(

 Believe me, it works, and darn well--don't give up yet :-) You've just
 begun to explore one of the most powerful and flexible multimedia and Web
 authoring tools in existence. Expect some bumps on the road, and a steep
 learning curve--but also some help from your friendly neighborhood Lingo
List.

 I do strongly suggest, though, that you get Director 8. It's light years
 ahead of Director 5. You can download an evaluation copy free from the
 Macromedia Web site and try it out for 30 days. A lot of things have
 changed--the score style, Lingo commands, even the basic runtime engine.
If
 you're going to learn, you should take advantage of the latest and best
 version.

 Good luck, and check in with us from time to time as you discover more
 questions :-) In the meantime, lurk, and read the postings--you'll learn
an
 amazing amount from the folks here. You'll learn quickly whose interests
 correspond with yours, but there are some really, really bright people on
 the list--Colin Holgate, Zac, Luke Wigley, Jakob Hede Madsen, Ike
 Eisenhauer, Irv Kalb, Mark Jonkman, Robert Wingate, Terry Schussler, James
 Newton, Roy Pardi, Stephane Comeau, Fumio Nonaka, even Rob Koberg. I'm
sure
 I've left off some of the major contributors, but if you watch for posts
 from those folk, you can't go wrong.




 Cordially,
 Kerry Thompson
 Learning Network


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Rudy Sanchez

Yes, I agree.  That was a good suggestion.:)

Rudy

- Original Message -
From: "Kerry Thompson" [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, September 25, 2000 2:29 AM
Subject: Re: lingo-l Problem with go to frame



 That suggested that running the programming would show the looping
through
 both frames problem, and then clicking on the button would seem to take
it
 into the second frame for a moment, presumably if it wasn't there
already.

 Precisely. Perhaps my suggestion of slowing the tempo to 1 fps can help
 Rudy see what's actually happen.

 I must confess, I so seldom disable the frame script channel, I didn't
even
 think of that. Good call, old fellow :-)

 -Kerry


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Re: lingo-l Problem with go to frame

2000-09-24 Thread Rudy Sanchez

Hi Kerry:

Well, you definitely got my attention.  Sorry, I most have missed your
earlier list.  Too bad.

I work for the fed gov't.  Frankly I do not know anyone who uses Director
where I work, but I can see good reasons why they should.

I suppose that if I were to offer my services to corps that might be a way
to justify the cost.  I have never done this, but it might be worth a try.

Good point, Kerry, and thanks,

Rudy

- Original Message -
From: "Kerry Thompson" [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Monday, September 25, 2000 5:38 AM
Subject: Re: lingo-l Problem with go to frame



   I would be interested in hearing how many
 developers earned at least $1000 + using Director 8?

 Per week or per day? You could start with the list I rattled off earlier
:-)

 A good Director/Lingo programmer earns upwards of $100 per hour, depending
 on where you work.

 You won't make that much at first, of course, but there's quite a demand
 for good Director people. If you need to justify it to your boss, you will
 gain enough productivity going from D5 to D8 to pay back the investment in
 a month or two, I would think.


 Cordially,
 Kerry Thompson


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Re: lingo-l problem with flash movies

2000-09-22 Thread sam

Hello Sreedhar,

1. Not sure if this is what you are trying to do but if you put this script
on a frame with a flash movie in channel i (substitute for correct number):

on exitFrame
 if sprite(i).frame  sprite(i).member.frameCount then
go to the frame
 else
go to the frame + 1
 end if

then it will play the entirety of the flash movie and then go to the next
frame.

2. not sure - check that you have sound enabled in the properties for the
flash cast member.

Hope this is of some help!?

Regards,

Sam and the Elektonika team.



= elektonika =
= just another nu-meeja company =
= www.elektonika.co.uk = = [EMAIL PROTECTED] = = www.mustardpot.com =

STANDARD DISCLAIMER: This message is confidential. You should not copy it or
disclose its contents to anyone. You may use and apply the information only
for the intended purpose. Internet communications are not secure and
therefore Elektonika does not accept legal responsibility for the contents
of this
message. Any views or opinions presented are only those of the author and
not those of Elektonika. If this email has come to you in error please
delete it and
any attachments.


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Re: lingo-l Problem with go to movie in the callback handler(QTVR)

2000-09-21 Thread Jakob Hede Madsen

Hi all,

When I use "go to movie" in the handler that runs when a click on a hot spot
occurs in a QTVR movie, I get off the application with messages "error 1",
"error 2" or "error 3"!

Yes, this' a classic.
If from the object from which an event originates, is destroyed 
during the processing of the event, then the callstack can't 
terminate, and you get a crash.
The solution is to only use events from the QTVR object to set a flag 
somewhere, and then read the flag and take appropriate action, in an 
other event, originating from a more persistent object, such as the 
lingo engine.

Simple pseudo example:

global gFlag

on callBack
  gFlag = TRUE
end

on exitFrame
   if gFlag then
 gFlag = FALSE
 go "whereEver"
   end if
end

Jakob


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Re: lingo-l problem with the commandDown in a MIAW

2000-09-14 Thread Fumio Nonaka
Hi Robert,

This is a problem of a MIAW on Macintosh.  The 'keyDown' event is not
received in a MIAW and passed to the stage.  The sample scripts below
are to send back the event from the stage and to receive it by the
sprite that the behavior is attached in a MIAW.
_
Robert Wright wrote:
 I'm having trouble getting a clipboard features behavior to work on a field
 in a MIAW. I've narrowed it down to the lingo within an "if the
 commandDown..." statement is never getting called. I've tried just using
 this simple script:
 
 on keyDown me
   if the commandDown then beep
 end

Good luck,

Fumio Nonaka
Attain Corporation
[EMAIL PROTECTED]
--
-- Getting the keyDown message form the stage behavior
-- For field sprite
--
on beginSprite me
  --  Initializing for testing
  the keyDownScript = "put #keydown"
  sprite(me.spriteNum).member.editable = true
  me.xSetKeyDownBack()
end

on keyDown me
  alert string([#key: the key, #movie: the movieName])
end

on xSetKeyDownBack me
  --  Sending the sprite number to the stage
  tell the stage
call(#xSendKeyDownTo, the actorList, me.spriteNum)
  end tell
end

-
-- Sending state of MIAW to the stage
-- Movie script
-
on activateWindow
  --  Sending the message of activated MIAW 
  sActiveWindow = the activeWindow
  tell the stage
call(#xActivateMIAW, the actorList, sActiveWindow)
  end tell
end

on deactivateWindow me
  --  Sending the message of deactivated MIAW
  sActiveWindow = the activeWindow
  tell the stage
call(#xDeactivateMIAW, the actorList, sActiveWindow)
  end tell
end

--
-- Sending back the keyDown event behavior
-- For a sprite in the stage
--
property psMIAW, pnMIAWSpriteNum, psKeyDownScript, pbMIAWActive

on beginSprite me
  --  Initialize for testing
  sprite(me.spriteNum).member.editable = true
  sMIAW = the moviePath  "KeyDownMIAW85"
  me.xOpenMIAW(sMIAW)
  the keyDownScript = "put [#init: the key, #movie: the movieName]"
end

on endSprite me
  --  Cleanup to finish test
  me.xForget()
  the keyDownScript = empty
end

on xOpenMIAW me, sMIAW
  --  Opening a MIAW and activating the behavior
  (the actorList).append(me)
  psMIAW = sMIAW
  pbMIAWActive = true
  open window(psMIAW)
end

on xForget me
  --  Forgetting a MIAW and deactivating the behavior
  forget window(psMIAW)
  (the actorList).deleteOne(me)
  the keyDownScript = psKeyDownScript
end

on xSendKeyDownTo me, nMIAWSpriteNam
  --  Setting a target sprite in the MIAW
  pnMIAWSpriteNum = nMIAWSpriteNam
  psKeyDownScript = the keyDownScript
  the keyDownScript = "call(#xSendKeyDownToMIAW, the actorList)"
end

on xSendKeyDownToMIAW me
  --  Sending back the keyDown event to the MIAW
  if pbMIAWActive then
tell window(psMIAW)
  do the keyDownScript
  sendSprite(pnMIAWSpriteNum, #keyDown)
end tell
stopEvent
  else
do psKeyDownScript
  end if
end

on xActivateMIAW me, sActiveMIAW
  --  Setting for activated MIAW
  pbMIAWActive = true
end

on xDeactivateMIAW me, sActiveMIAW
  --  Setting for deactivated MIAW
  pbMIAWActive = false
end

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Re: lingo-l problem with the commandDown in a MIAW

2000-09-14 Thread Fumio Nonaka
Let me clarify that.  The 'keyDown' event with the COMMAND key pressed
is not received in a MIAW.
_
Fumio Nonaka wrote:
 This is a problem of a MIAW on Macintosh.  The 'keyDown' event is not
 received in a MIAW and passed to the stage.  The sample scripts below
 are to send back the event from the stage and to receive it by the
 sprite that the behavior is attached in a MIAW.

Good luck,

Fumio Nonaka
Attain Corporation
[EMAIL PROTECTED]

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RE: lingo-l problem with the commandDown in a MIAW

2000-09-13 Thread Robert Wingate

 Any clues as to why this would be the case?

The window probably doesn't have focus anymore, and depending on the
situation, this is what happens.  Each movie can have its own keyDownScript
though -- I'd suggest dropping your MIAW's keyDown functionality into a
keyDownScript handler.  Then in the MIAW's startMovie or openWindow handler,
set the keyDownScript to that handler.

Hope it helps,
Rob

/*
* Rob Wingate, Software Human*
* http://www.vingage.com *
* mailto:[EMAIL PROTECTED] *
*/

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RE: lingo-l Problem WAV AVI

2000-09-11 Thread Mark A. Boyd

At 04:13 AM 9/11/00, Viking Karwur wrote:
Thank Yoshi,

If possible if I use sound-wav in other part and use video-with-sound in
other part (but the sound not loss)... can you tell me what command/script
to make this happen (since I'm just beginner in Director) ?!?


-- in a movie script
on prepareMovie
   the soundKeepDevice = 0
end


--
Mark A. Boyd
Keep-On-Learnin' :)


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