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Subject: | RE: FLASH: Help! My game gun is shooting blanks... |
From: | Paul Willoughby |
Date: | Mon, 16 Oct 2000 16:45:08 +0100 |
Couple of things about your code look a bit weird John, for starters...
> (inside the button itself there's an Up state, a Down state
> with a gun sound
> attached, and no Over or Hit state)...
How do you mean no hit state? If there is no keyframe in the 'hit' frame the
hit state will be whatever was in the 'down' state frame. If you have a
blank keyframe in the 'hit' state the button will do nothing as it has no
hit area.
> On (Release)
> If (GetProperty("",_droptarget) eq "/Duck MC instance name")
> Begin Tell Target ("/Duck MC instance name")
> Play
> End Tell Target
> End If
> End On
You can't evaluate the _droptarget property without having stopped a drag
first, normally like this:
On (Release)
Stop Drag
If (GetProperty("",_droptarget) eq "/Duck MC instance name") etc etc.
Is that included in your code somewhere? Anyway, your method seems a little
over complex. Wouldn't it be better to put an invisible button on your duck
and then kill it if the user manages to press it. There's no need for
dragging and dropping targets for a simple shooter like this.
hth
paul
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