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View Full Version : how can I stop a motion tween command dead in its tracks?


million$smile
11-13-2008, 01:01 AM
I have the following 15-second motion tween that executes after the first pano has loaded:

intro_pano_move1="pano.pan=360,15000,,nextPano1,myInterrupt"
nextPano1="pano.leash=free;loadPano(?panoName=images/2)"

And I have thumbnails for all the other panos as well that the user can click on to jump to that panorama.

Here is the problem:

The first pano loads and the motion tween begins. If I allow the motion tween to finish completely, then the next pano loads automatically and the motion tween for that pano begins and ends perfectly. That's what I want.

But if I click on the thumbnail of another pano 1/2 way through the motion tween, the new pano loads but the intro_pano_move1 from the previous pano stills keeps running. So what ends up happening is the intro_pano_move1 from the first pano executes it's 'nextPano1' function 1/2 way through the motion tween of the new pano!!

I thought the myInterrupt function would prevent this, but it doesn't.

Any way to solve this problem?