QT movie refuses to leave stage...
I have a QT movie that plays on stage with this lingo:
on timeout
go to "start"
end
property spriteNum
on exitFrame me
myMember = sprite(11).member
myDuration = member(myMember).duration
myMovietime = sprite(11).movieTime
if myDuration > myMovietime then
go to the frame
else
go to "start"
end if
end
As long as I run it from within DW9 environment, it works
fine. The
movie plays when done, exits to the "start" marker as it
should.
However, as soon as I try to play the .dir outside of DW9
(from my exe),
the movie plays, but at the end of the movie, the QT window
remains
(hangs)on stage.
This is a kiosk app...
Any ideas on this?
Thanks.
Dave
Since the movie isn't going back to 'start', is there a way
to force it
to do that based on the length of the QT? The QT clip is
5:26. So maybe
something with manually setting
myMovietime = sprite(11).movieTime - 315*60
Would that work?
property myDuration
on beginSprite me
myDuration = sprite(11).member.duration - 60
end
on exitFrame me
if sprite(11).movieTime = 315*60 then
go the frame
else
sprite(11).locV = - 1000
go to "start"
the stageColor = the stageColor
end if
end
Mark A. Boyd wrote:
> On Mon, 18 Dec 2006 19:24:16 GMT, Dave Anderson posted
in
> macromedia.director.lingo:
>
>> property spriteNum
>>
>> on exitFrame me
>> myMember = sprite(11).member
>> myDuration = member(myMember).duration
>> myMovietime = sprite(11).movieTime
>> if myDuration < myMovietime then
>> go to the frame
>> else
>> go to "start"
>> the stageColor = the stageColor
>> end if
>> end
>>
>> I've tried: "myDuration < myMovietime",
"myDuration = myMovietime", and
>> "myDuration > myMovietime"
>>
>> In each instance, the same issue with QT not exiting
the stage (the last
>> frame of the video stays visible in fact). I also
tried the transparent
>> sprite in the start frame -- no luck.
>>
>> Maybe this means that my exitFrame script is not
right?
>>
>> Dave
>
> Seems OK to me. Are you certain that it's actually going
to "start"?
>
> A couple of notes that may not help, but worth trying.
>
> You may need to provide a little slop tolerance
>
> if (myDuration - 60) <= myMovieTime then
>
> And there's no need to set the duration in every frame
loop. Add a property
> variable and set it once in a beginSprite event
>
> property myDuration
> on beginSprite me
> myDuration = sprite(11).member.duration
> -- myDuration = sprite(11).member.duration - 60
--<< if slop factor needed.
> end
>
> on exitFrame me
> if sprite(11).movieTime <= myDuration then
> go the frame
> else
> sprite(11).locV = - 1000
> go to "start"
> the stageColor = the stageColor
> end if
> end
>
>
>
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