I'm having the same problem. Try this on the flash member:
on flashMemberReady fMem if fMem.type = #flash then if (fMem.mediaReady) then if fMem.frameCount then return TRUE end if end if return FALSE end On 3/3/04 1:09, "Todd Culley" <[EMAIL PROTECTED]> wrote: > You might want to try the .percentStreamed property and wait for this to be > 100% before calling your code. And yes this does work for linked .swf files > on CD-ROM. > > I had a project with a lot of .swf files. These files were segmented into > chapters. Though I would load the file into memory and Director said is was > loaded you couldn't jump to the last chapter if you clicked on it to fast. > After a couple of seconds it would be ok. It was a little annoying at first > but I realized Director said it was loaded but the > flashMember.percentStreamed was still streaming in from the hard > drive/CD-ROM. Changed my code to wait for .percentStreamed = 100% and > everything was working as expected. > > Todd > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Mike Gralish > Sent: Tuesday, March 02, 2004 7:46 PM > To: [EMAIL PROTECTED] > Subject: <lingo-l> #flash type with no #flash props > > > > What might cause a sprite to respond > > put sprite(aFlashSprite).member.type > -- #flash > > but then show a "handler/property not found" error when I try to call > any flash specific property (eg: .playbackMode) or function (eg: play(), > goToFrame(),..) The flash member is valid and reports mediaReady = TRUE. > And there is an updateStage() call is in there after setting the member. > > Director 8.5; Flash 5 > > The same code works flawlessly 99.993 % of the time.. but the .007% is 100% > reproducible in both projector and development. It's a HUGE project and I'm > trying to find the allocation/resource handling error I must have & hope you > might have some idea. > > One maybe clue or red herring... it's happening to a puppet flash sprite > that was puppet FALSE-ed then puppet again with a flash member. There is an > updateStage call after the re-puppet-ing, & re-member-ing and before the > function calls. > > this happens with flash members that work lots of other times with the same > code... even with the same repuppetting.... but obviously not exactly the > same. I get to find out what is different. > > What might make a flash report itself is a #flash, then immediately fail any > flash specific code? > > Thanks for reading this far. > > Mike Gralish > > > > > [To remove yourself from this list, or to change to digest mode, go to > http://www.penworks.com/lingo-l.cgi To post messages to the list, email > [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is > for learning and helping with programming Lingo. Thanks!] > > > > [To remove yourself from this list, or to change to digest mode, go to > http://www.penworks.com/lingo-l.cgi To post messages to the list, email > [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is > for learning and helping with programming Lingo. Thanks!] [To remove yourself from this list, or to change to digest mode, go to http://www.penworks.com/lingo-l.cgi To post messages to the list, email [EMAIL PROTECTED] (Problems, email [EMAIL PROTECTED]). Lingo-L is for learning and helping with programming Lingo. Thanks!]