RH11. Script to make Next and Prev buttons work as they do in a standard browser?

Hello.
I know that the Next and Prev button arrows in the navigation pane take the user to the next or previous topic specified in the browser sequence. This means that the Help author has to design one or more browse sequences, which can be time-consuming and hard to maintain.
Has anyone created a script, or know if one exists, that can turn the Next and Prev buttons into buttons that perform standard browser actions. For example:
User opens Topic A.
User opens Topic J.
User presses Prev button.
Help opens Topic A.
At the moment the results depend on the browse sequence.
User opens Topic A.
User opens Topic J.
User presses Prev button.
Help opens Topic I (the topic preceding Topic J in the browse sequence).
Thank you.[
Carol Levine

What you are looking at are the properties for the Single Source Layout. Notice that your properties have a location that says "Default Window:"
That option allows you to choose the window I was showing earlier. So you need to click View > Pods > Project Set up, then expand the Windows category and change the settings for the CHM window. You may not actually have one defined. For example, in the image below, all I see is a WebHelp window. And in that case, I need to right-click, point at New Window and choose Microsoft HTML Help. Then you will see the image I showed earlier.
Once you have your window defined, you then choose it in the Single Source Layout settings.
Cheers... Rick

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        private int index = 0;
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            myPart[0] = new part("Glass Break", 730, 12, 32.19);
            myPart[1] = new part("Motion", 995, 14, 37.69);
            myPart[2] = new part("Keypad", 220, 12, 50.69);
            myPart[3] = new part("Contact", 944, 44, 1.19);
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            //TODO fill this in
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            //TODO fill this in
        public part getLast()
            //TODO fill this in
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            //TODO fill this in
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            //TODO fill this in
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            //TODO fill this in
        // this main is here only to test out the class
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            System.out.println("getFirst: " + inv.getFirst());
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            for (int j = 0; j < 6; j++) // deliberately set to be > 4
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                System.out.println("getPrev: " + inv.getPrev());
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            System.out.println("getLast: " + inv.getLast());
    }Then use this class as a variable within another class, say InventoryGUI. In this second class, the "next" button would call the Inventory object's getNext() method.

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    name of the layer with the navigable frames?
    next_btn.addEventListener(MouseEvent.MOUSE_UP,buttonPressed);
    prev_btn.addEventListener(MouseEvent.MOUSE_UP,buttonPressedprev);
    function buttonPressed(event:MouseEvent){
    my_mc.nextFrame()
    function buttonPressedprev(event:MouseEvent){
    my_mc.prevFrame()
    Sorry if this is confusing, I am such a n00b I don't even
    know how to ask questions properly.

    sholditch,
    > This is a huge help and one of the better explanations
    of AS
    > coding I've ever seen. Thanks a ton.
    Thanks!
    > However, I think I may be jumping ahead too much.
    Sure, no worries. It's definitely dizzying at the beginning.
    > Follow up questions, n00b style:
    >
    > 1. What would be the equivalent of the nextFrame()
    method
    > for previous? Tried searching help and googling, but
    getting
    > too much other stuff to wade through.
    Google absolutely rocks, but I hear ya ... you have to be
    willing to
    wade through numerous search results. Fortunately, the Help
    docs usually
    get you directly to your answer -- and quickly, at that -- if
    you just know
    how to navigate them. If you're using Flash CS3, the Help
    docs are local,
    though optionally available online. If you're using Flash
    CS4, the docs are
    online and open in a browser, in either case, what you're
    looking for
    specifically is the ActionScript 2.0 Language Reference (if
    you're using
    AS2) or the ActionScript 3.0 Language and Components
    reference (if you're
    using AS3).
    AS2:
    http://help.adobe.com/en_US/AS2LCR/Flash_10.0/help.html?content=Part2_AS2_LangRef_1.html
    AS3:
    http://help.adobe.com/en_US/AS3LCR/Flash_10.0/index.html
    In the case of AS2, you'll click on the lefthand side. Open
    up
    "ActionScript 2.0 Language Reference," then "ActionScript
    classes," and
    you're in. In the case of AS3, you'll see the classes already
    listed on the
    lefthand side.
    Now ... you've coded up your button, which means you
    consulted the
    Button (AS2) or SimpleButton (AS3) class to see what was
    available to you.
    (I'm speaking hypothetically, of course. When you've become
    more
    comfortable with the docs, this will often describe your
    initial steps.)
    You want to code up a button symbol, so that means you've
    looked up the
    Events heading for the appropriate class to see what this
    object can react
    to, such as a button click. You've found your event --
    onRelease or
    MouseEvent.CLICK -- and have associated that event with a
    custom function.
    Now, you're on to the next step. In this case, the object
    you're
    looking for is no longer a button. It's a movie clip, because
    you want this
    function to send the main timeline forward or backward.
    Again, your first
    question is always: a) what object am I dealing with? Here,
    it's the
    MovieClip class, so that's where you flip to. Your second
    question is: b)
    what category am I looking for? If characteristics, look up
    Properties; if
    something the object can do, look up Methods; if something
    the object can
    react to, look up Events. In this case, you want to send the
    timeline
    somewhere. That's something the timeline (that is, this
    particular movie
    clip) can do. The things-an-object-can-do category is
    Methods, so that's
    where you flip to.
    You'll see a decent selection in either language, including
    the common
    gotoAndPlay(), gotoAndStop(), and so on. You'll also see
    nextFrame() and
    prevFrame(). Bingo! (Note, both versions of the language rely
    on something
    called inheritance, which behaves just like it sounds. Just
    as we humans
    inherit traits from our predecessors, most classes inherit
    traits from other
    classes up the family tree. In the AS3 docs, you'll see a
    "Show Inherited
    Public Methdods [or Properties, or Events]" hyperlink. If you
    need more
    detail, be sure to click that link. In the AS2 docs, the
    inherited items
    are listed in a box beneath each heading. Any given class may
    or may not
    have inherited items.)
    So you really don't have to wade too far. Think of what
    object you're
    dealing with, then jump to the relevant category.
    > 2. How do I make the next and previous buttons the only
    > controls that will move to the next or previous frames?
    I
    > plugged in the code into a separate as_layer and when I
    > test the scene it just goes through the frames
    automatically.
    Movie clips (including the main timeline) just animate
    naturally -- they
    *want* to move -- so if you want a timeline to stop, you have
    to instruct it
    to. Here again, you'll look up the MovieClip class and,
    because you want to
    find out how to *do* something (how to stop this movie clip),
    you'll jump to
    the Methods section. Sure enough, there's a MovieClip.stop()
    method.
    In frame 1 of your main timeline, simply type stop(), and
    that'll do it.
    The reason it works is because you're invoking a MovieClip
    method on a
    MovieClip instance -- the main timeline. If you wanted to
    stop a movie clip
    symbol, you'd have to give it an instance name, then invoke
    the method on
    that particular instance, like this:
    myMovieClip.stop();
    ... in which case, myMovieClip is the instance name, and this
    clip happens
    to site in the same timeline as this code appears.
    Alternatively, you could enter the timeline of that movie
    clip and
    simply put stop() in its own first frame. That would do it
    too. In either
    case, you've invoked a MovieClip method on a particular movie
    clip. All you
    ever need is an object reference (implicit, because you're in
    that object's
    scope) or an instance name (or a variable that, by some other
    mechanism,
    refers to a particular object) and then you're set. With that
    reference in
    hand, you simply name the reference, put a dot, then invoke
    the desired
    property, method, or event.
    In the case where you simply invoke stop() on the main
    timeline, you
    *could* reference the main timeline directly, like this:
    this.stop();
    The "this" keyword is a special reference that refers to
    whatever scope
    its in. Because your code appears inside a keyframe, its
    scope is the movie
    clip in which that keyframe appears, therefore "this" -- in
    that context --
    refers to that movie clip. But as I showed earlier, you can
    also simply
    leave off the prefix object reference because Flash will know
    what you mean
    (that is, which movie clip you mean).
    Eventually, when you're more comfortable, you'll reference
    instances of
    other kinds of objects, such as sounds, text formatting
    objects, and more.
    In those cases, your object reference -- an instance name, or
    a variable --
    will act the same way, but you'll only be able to invoke
    functionality from
    the relevant class.
    If you have Sound instance, for example, you couldn't do
    this:
    mySound.gotoAndPlay(15);
    ... because sounds don't have timelines, and the Sound
    class's Methods
    section doesn't feature a gotoAndPlay() method. And that
    totally makes
    sense, right?
    > If you have a beginner's guide to actionscripting,
    focused
    > on AS3, I will buy it today.
    I'm happy to keep answering your questions here, but yes, I
    do have a
    few books you might be interested in. If you're using Flash
    CS3, you might
    consider Tom Green's and my Foundation Flash CS3 for
    Designers (friends of
    ED) (
    http://tinyurl.com/2k29mj),
    and if you're using Flash CS4, you'll want
    the current version of that book (
    http://tinyurl.com/5j55cv).
    Bear in mind,
    these are "foundation" books, so they cover all of Flash, not
    just
    ActionScript. Still, there's tons of ActionScript in either
    one
    (exclusively AS3, by happenstance), and we've received
    positive feedback on
    the ActionScript Basics chapter, in particular.
    I also recently finished an AS2-to-AS3 migration book for
    O'Reilly
    http://tinyurl.com/2s28a5),
    but that one may not be especially useful for
    you, because it focuses more on developers who have a basic
    understanding of
    AS2 but feel bewildered when it comes to AS3.
    There's also my blog, (quip.net/blog), which has tons of AS2
    stuff, and
    is slowly growing new AS3 content. One of my co-authors for
    the O'Reilly
    book, Rich Shupe, co-authored an ActionScript 3.0 book
    specifically for
    beginners, so take a look, read the reviews, and see if the
    publisher offers
    sample chapters. They often do, and that's usually a good
    indicator -- to
    me, anyway -- of how a particular author's style gels (or
    doesn't gel) with
    your particular learning style.
    David Stiller
    Contributor, How to Cheat in Adobe Flash CS3
    http://tinyurl.com/2cp6na
    "Luck is the residue of good design."

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