Am 18.05.2005 um 19:20 schrieb Thomas Higgins:
timeout objects have long received these system events and the
behavior described is as intended and by design, this is in no way
a bug
(one might argue it's not optimal but as of today it's working
completely as
designed and expected [based on tha
Which is what actually brought me to the
"I've noticed that some people send posts to lingo-l@penworks.com, some
people send posts to lingo-l@lists.fcgnetworks.net, and still others
send to both."
I guess, these guys are posting to both.
Cole Tierney wrote the following on 5/18/2005 8:32 PM:
At 4:38 PM -0500 5/18/05, John R. Sweeney Jr wrote:
on 5/18/05 4:05 PM, Bryan Thompson at [EMAIL PROTECTED] wrote:
Is it just me, or is everyone getting ten million copies of this message?
Some are doubled, but not all.
Weird???
Same here.
--
Cole
[To remove yourself from this list, or to change t
on 5/18/05 4:05 PM, Bryan Thompson at [EMAIL PROTECTED] wrote:
> Is it just me, or is everyone getting ten million copies of this message?
Some are doubled, but not all.
Weird???
L8R,
John
===
John R. Sweeney Jr.([EMAIL PROTECTED])
Intera
It can't be a bug because bug that has existed since version 4.0 would have
been fixed by now 8)
The problem is not simple... On frame 1 Director initializes the sprites
while the player is still paused, and this changes the expected chain of
events that some asset Xtras (3rd party or internal on
Is it just me, or is everyone getting ten million copies of this message?
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Mentor, Kraig
> Sent: Wednesday, May 18, 2005 8:39 AM
> To: Lingo programming discussion list; lingo-l@penworks.com
> Subje
It is possible to get this error without timeout objects. The original
bug dates back to Director 4, I believe.
K
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lingo-l@penworks.com (Problems, ema
At 11:38 -0400 18/05/2005, Rob Romanek wrote:
Anyway the best way to avoid this kind of stuff is to have your
timeout objects trap all system events even if they don't need to
use them that way they won't leak through to the movie handlers.
And then there's always:
on startMovie aCulprit
if aCu
> And since timeout objects get system calls as timeout object
> generated in the beginsprite event would exist when the
> startMovie call is sent out and if the timeout object does
> not specifically trap for a startMovie call that gets passed
> along to the movie script. The result is 2 startMov
I've noticed that some people send posts to lingo-l@penworks.com, some
people send posts to lingo-l@lists.fcgnetworks.net, and still others
send to both.
What gives? I know I sometimes send to one and sometimes to the other
myself.
Stephen
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Well don't just restrict this to frame 1. As I mentioned in an earlier
e-mail, and have now tested to confirm..
_movie.go(frameNum, movie)
will have the same results in the frame you are jumping to even if it
isn't frame 1. It all comes down to order of events... so is this a bug or
expected be
Sort of reminds me of the when it's ok to use the "@" symbol with
pathnames problem. If you don't, then you don't need to remember when
it's ok.
While I'm sure someone can provide an exacting list of things to
avoid in frame 1, the generic advice is to do nothing in frame 1 (no
sprites with co
It can't be a bug because bug that has existed since version 4.0 would have
been fixed by now 8)
-Jeremy Aker
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tim Welford
Sent: Wednesday, May 18, 2005 10:56 AM
To: Lingo programming discussion list
Subject:
Hey Tim,
In aid to you nailing this down is the timeout called in the beginSprite
handler?
As far as I know this would be the source of the problem when the sprite
lives in frame 1. The reason for this is that beginsprite events get
called on sprites starting in frame 1 before the startMovie ev
Correct. It is one of the eternal mysteries that we must accept on faith
as no logical steps have been found, that I'm aware, of to reproduce it.
Kraig
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED] On Behalf
| Of roymeo
| Sent: Wedn
Am 18.05.2005 um 16:58 schrieb Tim Welford:
Thanks roymeo,
Combined with Kraigs answer, that's a good place to start, as I am
using
a timeout object in the same channel that I discovered was causing the
anomaly.
timeout objects send some 'global level' events to their targets like
startmovie, s
There is a long standing, deeply embedded bug in Director that can cause
this when sprites are in frame one. It is affectionally referred to as
"The Frame One Bug".
Kraig
| Thanks roymeo,
|
| Combined with Kraigs answer, that's a good place to
| start, as I am using a timeo
While I'm sure someone can provide an exacting list of things to avoid in
frame 1, the generic advice is to do nothing in frame 1 (no sprites with
code) if possible and then you don't have to remember what all those exact
things are. (and you usually remember after spending several hours trying
Thanks roymeo,
Combined with Kraigs answer, that's a good place to start, as I am using
a timeout object in the same channel that I discovered was causing the
anomaly.
Cheers
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of roymeo
Sent: 18 May 2005 15:48
Hi Kraig, your right,
I have about 15 sprites in frame 1, I moved them all sequentially to see
what happened, and by moving the one in channel 18, it stopped doing it,
All the other sprites are fine where they are.
Is this a bug or is it something in my script. (I won't post the script
if possi
Frame one can cause problems as such.
some other things which have been known to have unexpected events would be
timeout objects, MIAWs, maybe LDM's
(not that this causes this exact problem, just tossing out some things to
check)
roymeo
At 10:29 AM 5/18/2005, Tim Welford wrote:
Hi list,
I am
Quick test.
If you've any sprites starting in frame one, try moving them all to
start in frame two.
Kraig
| -Original Message-
| From: [EMAIL PROTECTED]
| [mailto:[EMAIL PROTECTED] On Behalf
| Of Tim Welford
| Sent: Wednesday, May 18, 2005 10:30 AM
| To: l
Hi list,
I am having a bit of a weird problem. I have a large movie file that's
nearly entirely script driven.
For some reason the "on startmovie" handler is being called twice.
(discovered using a put command)
I have searched the movie high and low for any erroneous scripts that
may be making t
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