User Guide

758 Chapter 14: Properties
error
Usage
member(whichCastmember).model(whichModel).sds.error
Description
3D #sds modifier property; indicates the percentage of error tolerated by the modifier when
synthesizing geometric detail in models.
This property works only when the modifier’s
subdivision property is set to #adaptive. The
tension and depth (3D) properties of the modifier combine with the error property to control
the amount of subdivision performed by the modifier.
Example
The following statement sets the error property of the #sds modifier of the model named Baby
to 0. If the modifiers
tension setting is low, its depth setting is high, and its subdivision
setting is
#adaptive, this will cause a very pronounced effect on Babys geometry.
member("Scene").model("Baby").sds.error = 0
See also
sds (modifier), subdivision, depth (3D), tension
eventPassMode
Usage
-- Lingo syntax
memberOrSpriteObjRef.eventPassMode
// JavaScript syntax
memberOrSpriteObjRef.eventPassMode;
Description
Flash cast member property and sprite property; controls when a Flash movie passes mouse events
to behaviors that are attached to sprites that lie underneath the flash sprite. The
eventPassMode
property can have these values:
#passAlways (default)—Always passes mouse events.
#passButton—Passes mouse events only when a button in the Flash movie is clicked.
#passNotButton—Passes mouse events only when a nonbutton object is clicked.
#passNever—Never passes mouse events.
This property can be tested and set.
Example
The following frame script checks to see whether the buttons in a Flash movie sprite are currently
enabled, and if so, sets
eventPassMode to #passNotButton; if the buttons are disabled, the script
sets eventPassMode to #passAlways. The effect of this script is the following:
Mouse events on nonbutton objects alwa.ys pass to sprite scripts.
Mouse events on button objects are passed to sprite scripts when the buttons are disabled.
When the buttons are enabled, mouse events on buttons are stopped.