Control + Click and Drag

Hi there,
Scenario
I need to use Google Chrome on my early 2011, 13' Macbook Pro (running Mavericks 10.9.2) for an online job. They have their own interface which is only supported by Chrome and not Safari or any other browsers.
Problem
On some specific tasks that I do, I need to draw a box on the interface while Pressing the Control key, but when I press Control and Press mouse button to draw the box, it brings up the MENU.  This doesn't seem to be working with Command key either, since unlike windows, CTRL is COMMAND in mac.
I need to figure out how do Control + Click and Drag in the interface.

I don't see anything via that link that I can relate to this posting.
If you want to make the change in frames happen solely based on the direction (x) that the mouse is being moved, then you need to test the current position of the mouse against the last known position...
var startPosition:Number = mouseX;
wwr_mc.gotoAndStop(10);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouse);
function onMouse(e:MouseEvent): void {
    if (mouseX-startPosition >= 0) {
        wwr_mc.nextFrame();
    } else {
        wwr_mc.prevFrame();
   startPosition = mouseX;
I am not sure what you find as being too fast.  When you are doing things relative to an extended event, such as a mouse being moved for some time, then it is highly likely that the event will execute the event handler function repeatedly... as fast as the frame rate of the file allows.  So if you want more control of the rate at which mouse moves effect nextFrame/prevFrame function calls, then you need to build in some form of delay.  In the example below, it takes the form of removing the mouse move event listener for a short period using a timing function (setTimeout in this example, though you could use the Timer class as well)
var startPosition:Number = mouseX;
var delayTime = 250; // 0.25 sec
wwr_mc.gotoAndStop(10);
stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouse);
function onMouse(e:MouseEvent): void {
    stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouse);
    var currentPosition:Number = mouseX;
    if (currentPosition-startPosition >= 0) {
        wwr_mc.nextFrame();
    } else {
        wwr_mc.prevFrame();
   setTimeout(setListener, delayTime);
function setListener(){
   startPosition = mouseX;
   stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouse);

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    I don't see anything via that link that I can relate to this posting.
    If you want to make the change in frames happen solely based on the direction (x) that the mouse is being moved, then you need to test the current position of the mouse against the last known position...
    var startPosition:Number = mouseX;
    wwr_mc.gotoAndStop(10);
    stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouse);
    function onMouse(e:MouseEvent): void {
        if (mouseX-startPosition >= 0) {
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    I am not sure what you find as being too fast.  When you are doing things relative to an extended event, such as a mouse being moved for some time, then it is highly likely that the event will execute the event handler function repeatedly... as fast as the frame rate of the file allows.  So if you want more control of the rate at which mouse moves effect nextFrame/prevFrame function calls, then you need to build in some form of delay.  In the example below, it takes the form of removing the mouse move event listener for a short period using a timing function (setTimeout in this example, though you could use the Timer class as well)
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    wwr_mc.gotoAndStop(10);
    stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouse);
    function onMouse(e:MouseEvent): void {
        stage.removeEventListener(MouseEvent.MOUSE_MOVE, onMouse);
        var currentPosition:Number = mouseX;
        if (currentPosition-startPosition >= 0) {
            wwr_mc.nextFrame();
        } else {
            wwr_mc.prevFrame();
       setTimeout(setListener, delayTime);
    function setListener(){
       startPosition = mouseX;
       stage.addEventListener(MouseEvent.MOUSE_MOVE, onMouse);

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