On Wed, 17 May 2006 09:30:27 -0400, Daniel Nelson
<[EMAIL PROTECTED]> wrote:
However, if you are storing information locally, then at some level it
is vulnerable, even if it takes more sophistication than simply opening
in Notepad. If you are truly concerned about security, then you may
On Tue, 11 Apr 2006 21:41:33 +0200, Valentin Schmidt <[EMAIL PROTECTED]>
wrote:
but this means you first have to convert your poibnts to vectors, so it
doesn't make sense if all of the points change all the time.
Hey,
I took Valentin's code and threw in the point to vector conversion just
Hi Tim,
Just off the top of my head this might get you started (email lingo, watch
for typos)
on getNearestPoint aListOfPoints, aRefPoint
d = the maxInteger
tWhichPoint = 0
repeat with i in aListOfPoints
a = aRefPoint[1] - i[1]
b = aRefPoint[2] - i [2]
c = a*a + b*b
if c
I'm on Win xp and have tried it in both IE and opera and the browser does
not crash but the video does disappear on reload and I can't seem to get
it back.
Rob
On Fri, 10 Mar 2006 10:59:05 -0500, Slava Paperno
<[EMAIL PROTECTED]> wrote:
This can be tested at http://132.236.21.62/collt/QTTe
Hey Irv,
the channel(6) syntax is correct since makescripted takes over the whole
sprite channel, with the new DOM that's how you access it, sounds are
accessed by _sound.channel(1) or just sound(1)
Rob
On Fri, 24 Feb 2006 10:41:18 -0800, Irv Kalb <[EMAIL PROTECTED]> wrote:
I'll bet that t
Hi Daniel,
I have written some code which works with Director's property inspector
and will allow you to select the value of a property and then that
selection will impact what else displayed in the PI. This will allow you
to create some pretty complicated decision making scenerios as to what
Hey Alan
If you are using DMX 04 check out
channel(x).makescriptedSprite(memberRef, loc)
channel(x).removeScriptedSprite()
hth,
Rob
On Wed, 18 Jan 2006 16:31:20 -, Alan Skinner <[EMAIL PROTECTED]>
wrote:
It seems I have to have some sprites on the stage already
I then download the
Hey Alan
If you are using DMX 04 check out
channel(x).makescriptedSprite(memberRef, loc)
channel(x).removeScriptedSprite()
hth,
Rob
On Wed, 18 Jan 2006 16:31:20 -, Alan Skinner <[EMAIL PROTECTED]>
wrote:
It seems I have to have some sprites on the stage already
I then download the
Hey Michael,
I don't think that should be happening. You should still get a list, I
just did a quick test to confirm on Win XP D10.1
Having a behaviour with no params gives me
-- []
Any way you might be clearing out the scriptInstanceList via code? Even
earlier on in another part of the sco
On Mon, 16 Jan 2006 21:27:35 +0100, Mark Hagers
<[EMAIL PROTECTED]> wrote:
Sorry for the confusion.
Whew, what a great first posting to the Lingo-L list that was :-(
Hey I've lost track of the number of times I've posted confusing things.
Rob
[To remove yourself from this list, or to chan
On Mon, 16 Jan 2006 10:27:44 -0800, Buzz Kettles <[EMAIL PROTECTED]> wrote:
At 5:06 PM +0100 1/16/06, you wrote:
On 16-jan-2006, at 16:34, Rob Romanek wrote:
Actually you don't need to use the syntax of float(1.1) above. Just
use 1.1, any time you put a float into your operation
On Mon, 16 Jan 2006 16:16:35 +0100, Mark Hagers
<[EMAIL PROTECTED]> wrote:
The best way would be to multiply height and width with the same
factor. However in order to do that you need to make sure that the
factor by which you multiply will not be truncated to an integer. Use
the float() f
Just to confirm that my memory was working correctly I tossed this little
test together.
Create a parent script, called "parent"
--parent
property pId
on new me, aId
pId = aId
return me
end
on prepareFrame me
put "prepareFrame", pId, _system.milliseconds
end
on timedEvent me
put "ti
If my memory serves me correctly timeouts are actually called in reverse
order that they are in the timeout list. This makes sense in that if one
of the processes called by the timeout has the timeout forget itself then
it would be removed from the list and this would screw up the current
posit
I'm in agreement with Sean, check what value(gLanguagage) gives you. If I
understand correctly since gLanguage is a string ("english" or "spanish")
then the statement should just be something like
sprite(SpriteNum).member = member("Capital", gLanguage)
As far as other ideas for dealing with la
Do you have different alpha thresholds for the 2 members?
Rob
On Wed, 7 Dec 2005 15:56:54 -0500, Kerry Thompson
<[EMAIL PROTECTED]> wrote:
When ever I've had the flickering issue with a rollover, its
always been that the first castmember is slightly larger than
the second (or swapped castm
Did you say you are running on Windows? Have you tried Scrnxtra? I know it
can grab a DTS QT movie. The problem is I don't think it is OS X
compatible. Also don't know how smooth the swap is going to look. It's
something I was going to play with myself in the next couple days.
Rob
On Tue, 11
Hey Buzz,
I got both your tests. As a result I have determined that you are
definitely alive.
Rob
On Tue, 4 Oct 2005 14:08:38 -0700, Buzz Kettles <[EMAIL PROTECTED]> wrote:
since I had never rcvd my other test, I signed up again & am verifying &
testing turnaround
[To remove yourself from
Ross,
Check out this link:
http://www.director-online.com/dougwiki/index.php/Linked_Director_Movies
There's a link there to my original, now very old but still useful,
article. If you have questions keep proding me and I'll try to expand the
information on the wiki. (Although I am about to he
Sorry that test statement is a bit off should be something like
if not(list1.getOne(tTest)) + not(list2.getOne(tTest)) = 0 then
put "Match"
or some such thing, you get the idea anyway.
-Rob
On Tue, 02 Aug 2005 17:38:14 -0400, Rob Romanek <[EMAIL PROTECTED]>
wrote:
Hey Jo
Hey John,
Not sure if I'm understanding you correctly but...
list1 = [[#name:"a"], [#name:"b"]]
list2 = [[#name:"b"], [#name:"c"]]
tTest = [#name:"b"]
if list1.getOne(tTest) + list2.getOne(tTest) = 2 then
put "A match is found"
end if
-Rob
On Tue, 2 Aug 2005 13:45:25 -0700, JOHN HART <[EM
On Sat, 2 Jul 2005 15:18:01 +0200, arjen <[EMAIL PROTECTED]> wrote:
thanks xavi,
but that's what i started with.
on osx it seems you have the choice between
1) no background, but with menubar
2) no menubar, but with background
i want to get rid of both.
so what i want is:
a fullscreen project
So if I understand you correctly you have your first image, 350x400 then
import another which is 700x800. Of this new image you will only see a
quarter of the area. Then you can click on it and grab is and scroll it
around in that 1/4 of total size window.
This is doable via filmloops.
Create
Hi Mauricio,
Thanks for that info. I never do put any sprites in frame 1 but have been
burned by not remembering the event order during inter-movie navigation
and I think that's what I ulitmately wanted to point out that it is not
just a frame 1 issue but a _first_ frame issue and event order pl
Yes this is MX2004 syntax. I would highly recommend the upgrade to MX2004.
I was using 8.5 prior to this version, I dabled with MX but found it did
not give me any significant features for the upgrade. However I personally
find the changes to MX2004 well worth it. I very much like to use the new
Did prepareMovie always exist? Deep in my memory I seem to remember only
startMovie at some point. And I thought that preparemovie was introduced
to get rid of some of these problems. It seems that the order of events is
that sprites initialize themselves prior to startMovie. As a result you
se
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
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
Hi Anthony,
Here is a solution for multiple selection in a GPDL. It requires that you
work through the PI and not the dialog box but it should do the trick for
you.
www.manibus.com/codeSamples/dynamicGpdl.zip
-Rob
On Thu, 17 Mar 2005 08:31:51 -0600, Anthony W. Fouts, Jr.
<[EMAIL PROTECTED]> wr
Hi Anthony
In the handler being called include the following statement
put me
You will see that in the sendSprite approach me is a reference to the
instance of the behaviour while in the sprite(x).call approach me is
sprite(x). This can cause some confusion as to what the rest code is
referencin
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
Hi Michael,
Are you running DMX04? If so check makeScriptedSprite and
removeScriptedSprite. Otherwise puppetSprite does work, but once you
puppet you need to assign the cast, set ink etc. Can't remember which
attributes are required to be assigned in order to "see" the sprite. The
problem with
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