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Prev: LDM?s, moveable sprites, and stage updates
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From: Darrel Hoffman on 10 Apr 2008 20:04 This is a weird one. I've got a sprite - one of 10 identical sprites, which is not executing its code at all. The other 9 all work perfectly fine, and they all have the exact same behavior on them. This one guy executes his beginSprite code, and that's it. The mouse-events, exitFrame, and custom handlers on the thing don't even respond. (I tried using "put" commands in each of the other behaviors to see if it's even reading the code, but it isn't.) It has all its properties from the behavior (set in the beginSprite - the only one that runs on this one for some reason), and they can be altered via run-time scripts and checked via Message Window/Object Inspector. I'm not doing anything nutty like messing with scriptInstanceLists or puppetSprites or anything. (And if I were, I'd imagine that even if I'd somehow killed its scriptInstanceList, its properties given by that script would not be accessable anymore, and that's not the case.) As far as I can see, this sprite is being treated exactly like its 9 brothers, but for some reason, their code works and his doesn't. I've tried removing and reapplying the behavior, even deleting the sprite and copy/pasting one of the others into it's location, moving it to another sprite channel, etc. Nothing seems to make a difference. I realize this isn't much to go on, but I couldn't begin to explain all the scripts going on on this thing, and I doubt any of you would have the patience to go through that much code anyhow. (It's a somewhat long script, though not unusually complicated.) I'm just wondering if anyone else has had something like this happen where a sprite just suddenly stopped responding to all scripts for no discernable reason...
From: Darrel Hoffman on 10 Apr 2008 20:43 D'oh. Never mind. After all that - save, quit, reload made it go away. Should've considered the possibility that it was the program screwing up and not me... Oh well. Still really annoying when that happens...
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