Adobe Director 11 Scripting Dictionary

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ADOBE® DIRECTOR® 11
Scripting Dictionary

ADOBE DIRECTOR 11.0 ii
Scripting Dictionary

© 2007 Adobe Systems Incorporated. All rights reserved.
Adobe® Director® 11 software Getting Started Guide for Windows®
If this guide is distributed with software that includes an end user agreement, this guide, as well as the software
described in it, is furnished under license and may be used or copied only in accordance with the terms of such
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The content of this guide is furnished for informational use only, is subject to change without notice, and should not
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refer to any actual organization.
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Microsoft, Windows, Windows Vista, PowerPoint, Windows Media Player, DirectX, DirectSound, Windows Media
Audio, Microsoft Speech Application Programming Interface (SAPI), and Internet Explorer are registered trademarks or trademarks of Microsoft Corporation in the United States and/or other countries. Sun is a trademark or
registered trademark of Sun Microsystems, Inc. in the United States and other countries. Apple, Mac OS, QuickTime,
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ADOBE DIRECTOR 11.0 iii
Scripting Dictionary

porated, 345 Park Avenue, San Jose, CA 95110-2704, USA. For U.S. Government End Users, Adobe agrees to comply
with all applicable equal opportunity laws including, if appropriate, the provisions of Executive Order 11246, as
amended, Section 402 of the Vietnam Era Veterans Readjustment Assistance Act of 1974 (38 USC 4212), and Section
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,and 60-741. The affirmative action clause and regulations contained in the preceding sentence shall be incorporated
by reference.

iv

Contents
Chapter 1: Introduction
Intended audience . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
What’s new with Director scripting

........................................................ 1

What’s new in this documentation

......................................................... 2

Finding information about scripting in Director

............................................ 3

Chapter 2: Director Scripting Essentials
Types of scripts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
Scripting terminology
Scripting syntax
Data types

..................................................................... 5

........................................................................... 7

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10

Literal values

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Variables

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14

Operators

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18

Conditional constructs

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21

Events, messages, and handlers
Linear lists and property lists
JavaScript syntax arrays

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37

Chapter 3: Writing Scripts in Director
Choosing between Lingo and JavaScript syntax
Scripting in dot syntax format

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42

Introducing the Director objects
Object model diagrams

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44

Top-level functions and properties

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45

Introduction to object-oriented programming in Director
Object-oriented programming with Lingo syntax

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47

Object-oriented programming with JavaScript syntax
Writing scripts in the Script window

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 56

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64

Chapter 4: Debugging Scripts in Director
Good scripting habits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Basic debugging

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 77

Debugging in the Script window

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 79

Debugging in the Message window

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80

Debugging in the Object inspector

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83

Debugging in the Debugger window

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86

Debugging projectors and Shockwave movies
Advanced debugging

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91

Chapter 5: Director Core Objects
Cast Library . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Global

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94

v

Key

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95

Member
Mouse

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97

Movie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98

Player

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100

Sound

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102

Sound Channel
Sprite

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104

Sprite Channel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106

System

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 107

Window

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108

Chapter 6: Media Types
Animated GIF . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Bitmap

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111

Button

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 111

Color Palette
Cursor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 112

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113

DVD

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113

Field

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115

Film Loop

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116

Flash Component
Flash Movie
Font

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119

Linked Movie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119

QuickTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120

RealMedia

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121

Shockwave 3D

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122

Shockwave Audio
Sound
Text

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 124

Vector Shape

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 125

Windows Media

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126

Chapter 7: Scripting Objects
Fileio . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 128
MUI Xtra

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129

NetLingo

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129

SpeechXtra

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130

XML Parser

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131

Chapter 8: 3D Objects
Camera . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Group

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133

Light

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134

Member

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135

vi

Model

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137

Model Resource
Motion

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138

Renderer Services
Shader
Sprite

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140

Texture

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 141

Chapter 9: Constants
" (string) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142
BACKSPACE

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 142

EMPTY

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143

ENTER

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143

FALSE

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144

PI

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 144

QUOTE

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145

RETURN (constant)
SPACE
TAB

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146

TRUE

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147

VOID

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148

Chapter 10: Events and Messages
on activateApplication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 149
on activateWindow
on beginSprite

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150

on closeWindow
on cuePassed

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152

on deactivateApplication
on deactivateWindow

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 153

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154

on DVDeventNotification
on endSprite

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157

on enterFrame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158

on EvalScript

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 159

on exitFrame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161

on getBehaviorDescription
on getBehaviorTooltip

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162

on getPropertyDescriptionList
on hyperlinkClicked
on idle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 164

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165

on isOKToAttach
on keyDown
on keyUp

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168

on mouseDown (event handler)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169

on mouseEnter

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 171

on mouseLeave

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172

vii

on mouseUp (event handler)
on mouseUpOutside
on mouseWithin

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 174

on moveWindow

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 175

on openWindow

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176

on prepareFrame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176

on prepareMovie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177

on resizeWindow

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 178

on rightMouseDown (event handler)
on rightMouseUp (event handler)
on runPropertyDialog
on savedLocal

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 179

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 180

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181

on sendXML

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181

on startMovie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182

on stepFrame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 183

on stopMovie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184

on streamStatus
on timeOut

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186

trayIconMouseDoubleClick
trayIconMouseDown

trayIconRightMouseDown
on zoomWindow

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 186

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 188

Chapter 11: Keywords
\ (continuation) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
case

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190

char...of
end

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 191

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192

end case
exit

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 192

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193

exit repeat
field
global
if

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195

INF

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197

item...of

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197

line...of

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198

loop (keyword)
me

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199

menu

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200

NAN

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 201

next

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202

next repeat
on

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203

otherwise

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203

property

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204

viii

put...after

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205

put...before
put...into

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206

repeat while

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207

repeat with

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207

repeat with...down to
repeat with...in list
return (keyword)
set...to, set...=

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 208
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 209

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211

sprite...intersects
sprite...within

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 211

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212

version

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213

word...of

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 213

Chapter 12: Methods
abort . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215
abs()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 215

activateAtLoc()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 216

activateButton()
add

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217

add (3D texture)
addAt

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 218

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219

addBackdrop
addCamera
addChild

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 219
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 220

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 221

addModifier

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222

addOverlay

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 222

addProp

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223

addToWorld

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 224

addVertex()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 225

alert()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226

Alert()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 226

append

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 227

appMinimize()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 228

atan()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 229

beep()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230

beginRecording()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 230

bitAnd()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 231

bitNot()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 232

bitOr()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 233

bitXor()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 234

breakLoop()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235

browserName()
build()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 235

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 236

cacheDocVerify()
cacheSize()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 237

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 238

ix

call

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 239

callAncestor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 240

callFrame()
camera()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 242

cameraCount()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243

cancelIdleLoad()
castLib()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 243

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 244

channel() (Top level)
channel() (Sound)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 245

chapterCount()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246

charPosToLoc()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 246

chars()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 247

charToNum()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 248

clearAsObjects()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249

clearCache

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 249

clearError()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 250

clearFrame()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 251

clearGlobals()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252

clone

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 252

cloneDeep

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 253

cloneModelFromCastmember

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254

cloneMotionFromCastmember

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 254

close()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 255

closeFile()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256

closeXlib

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 256

color()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 257

constrainH()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 258

constrainV()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 259

copyPixels()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 260

copyToClipBoard()
cos()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 262

count()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 263

createFile()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264

createMask()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 264

createMatte()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265

crop() (Image)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 265

crop() (Bitmap)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266

cross

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 266

crossProduct()
cursor()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 267

date() (formats)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 271

date() (System)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 273

delay()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 274

delete()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275

deleteFile()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275

x

deleteAt

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 275

deleteCamera

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 276

deleteFrame()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 277

deleteGroup

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278

deleteLight

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 278

deleteModel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279

deleteModelResource
deleteMotion

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 279

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280

deleteOne

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 280

deleteProp

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281

deleteShader

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 281

deleteTexture

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 282

deleteVertex()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283

displayOpen()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 283

displaySave()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284

do

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 284

doneParsing()
dot()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 285

dotProduct()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286

downloadNetThing
draw()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 286

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 287

duplicate() (Image)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 288

duplicate() (list function)
duplicate() (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 289

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290

duplicateFrame()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 290

enableHotSpot()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 291

endRecording()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 292

erase()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293

error()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 293

externalEvent()
extrude3D

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 294

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 295

externalParamName()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 296

externalParamValue()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 298

extractAlpha()
fadeIn()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 299

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300

fadeOut()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300

fadeTo()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 301

fileName()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302

fileOpen()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 302

fileSave()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 303

fill()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 304

filter()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305

findLabel()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 305

findEmpty()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 306

findPos

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307

xi

findPosNear

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 307

finishIdleLoad()
flashToStage()
float()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 308
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309

floatP()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 310

flushInputEvents()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311

forget() (Window)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 311

forget() (Timeout)
framesToHMS()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 312
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313

frameReady() (Movie)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 313

frameStep()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 314

freeBlock()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 315

freeBytes()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316

generateNormals()
getaProp
getAt

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 316

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 317

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 318

getError() (Flash, SWA)
getError() (XML)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 319

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 321

getErrorString()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 322

getFinderInfo()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323

getFlashProperty()
getFrameLabel()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 323
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 324

getHardwareInfo()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 325

getHotSpotRect()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326

GetItemPropList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 326

getLast()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327

getLatestNetID

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 327

getLength()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328

getNetText()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328

getNormalized

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330

getNthFileNameInFolder()
getOne()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 330

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 332

getOSDirectory()
getPixel()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 333

getPlayList()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 334

getPosition()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 335

getPref()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 336

getPos()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 337

getPref()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338

getProp()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 338

getPropAt()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339

getRendererServices()
getStreamStatus()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 339

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 340

getURL()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 341

getVal()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 342

xii

getVariable()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 343

GetWidgetList()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344

GetWindowPropList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 344

getWorldTransform()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 345

go()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 346

goLoop()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 347

goNext()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 348

goPrevious()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349

goToFrame()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 349

gotoNetMovie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 350

gotoNetPage

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351

group()
halt()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 351
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 352

handler()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353

handlers()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 353

hilite (command)
hitTest()

HMStoFrames()
hold()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 354
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 355

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 356

identity()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 357

idleLoadDone()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 358

ignoreWhiteSpace()
ilk()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 358

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 359

ilk (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 361

image()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 362

importFileInto()
Initialize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 363

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 365

insertBackdrop

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 365

insertFrame()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 366

insertOverlay

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 367

inside()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 368

installMenu

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 368

integer()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 369

integerP()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 369

Interface()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370

interpolate()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 370

interpolateTo()
intersect()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 371

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372

inverse()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 372

invert()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373

isBusy()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 373

isInWorld()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 374

isPastCuePoint()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 375

ItemUpdate()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 376

keyPressed()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 377

xiii

label()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 378

last()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 379

lastClick()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380

lastEvent()
length()
light()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 380
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 381

lineHeight()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382

linePosToLocV()
linkAs()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 382

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 383

list()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 383

listP()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 384

loadFile()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 384

locToCharPos()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 385

locVToLinePos()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386

log()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 386

makeList()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 387

makeScriptedSprite()
makeSubList()
map()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 388

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 388

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 389

map (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390

mapMemberToStage()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 390

mapStageToMember()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391

marker()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 391

matrixAddition()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 392

matrixMultiply()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 393

matrixMultiplyScalar()
matrixTranspose()
max()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 394

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 395

maximize()
mci

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 395

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 396

member()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 397

mergeDisplayTemplate()
mergeProps()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 398

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 398

mesh (property)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 399

meshDeform (modifier)
min

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 394

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 400

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 401

minimize()
model

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 402

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 402

modelResource

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 403

modelsUnderLoc

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 404

modelsUnderRay

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 405

modelUnderLoc

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407

motion()
move()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 407
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 408

moveToBack()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 409

xiv

moveToFront()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 409

moveVertex()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 410

moveVertexHandle()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 411

multiply()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412

neighbor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412

netAbort

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 412

netDone()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 413

netError()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 414

netLastModDate()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 416

netMIME()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 417

netStatus

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 418

netTextResult()
new()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 419

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 420

newCamera

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 422

newColorRatio

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 423

newCurve()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424

newGroup

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 424

newLight

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 425

newMatrix()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 425

newMember()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 426

newMesh

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 427

newModel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 428

newModelResource

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 429

newMotion()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 430

newObject()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 430

newShader

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 431

newTexture
normalize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 432
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 433

nothing

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 434

nudge()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 435

numColumns()
numRows()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 436

numToChar()
objectP()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 436
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 437

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 438

offset() (string function)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 439

offset() (rectangle function)
open() (Player)
open() (Window)
openFile()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 441

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 442

openXlib
param()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 440

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 443

paramCount()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 444

parseString()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 445

parseURL()
pass

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 445

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 447

xv

pasteClipBoardInto()
pause() (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 448

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 449

pause() (Sound Channel)
pause() (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 449

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 450

pause() (RealMedia, SWA, Windows Media)
perlinNoise()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 451

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 451

perpendicularTo

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 453

pictureP()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 453

play() (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 454

play() (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 455

play() (Sound Channel)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 457

play() (RealMedia, SWA, Windows Media)
playFile()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 458

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 459

playFromToTime()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 459

playNext() (Sound Channel)
playNext() (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 460

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 461

playerParentalLevel()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 461

point()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 462

pointAt

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 463

pointInHyperlink()
pointToChar()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 464

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 464

pointToItem()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 465

pointToLine()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 466

pointToParagraph()
pointToWord()
postNetText
power()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 467

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 467
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 468

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 470

preLoad() (Member)
preLoad() (Movie)
preLoadBuffer()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 472

preLoadMember()
preLoadMovie()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 473
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 474

preloadNetThing()
preMultiply

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 470
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 471

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 474

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 475

preRotate

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 476

preScale()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 477

preTranslate()
print()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 478

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 479

printAsBitmap()
printFrom()
propList()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 480

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 480
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 481

proxyServer

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 482

ptToHotSpotID()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 483

puppetPalette()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 483

puppetSprite()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 484

xvi

puppetTempo()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 485

puppetTransition()
put()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 486

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 488

qtRegisterAccessKey()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 489

qtUnRegisterAccessKey()
queue()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 490

queue() (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 491

QuickTimeVersion()
quit()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 489

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 492

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 492

ramNeeded()
random()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 493

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 494

randomVector()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 495

randomVector

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 496

rawNew()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 496

readChar()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 497

readFile()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 497

readLine()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 498

readToken()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 499

readWord()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 500

realPlayerNativeAudio()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 500

realPlayerPromptToInstall()
realPlayerVersion()
recordFont
rect()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 501

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 502

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 503

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 505

registerForEvent()
registerScript()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 506

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 508

removeBackdrop

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 509

removeFromWorld
removeLast()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 510

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 510

removeModifier

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 510

removeOverlay

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 511

removeScriptedSprite()
resetWorld
resolveA

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 511

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 512
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 513

resolveB

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 513

restart()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 513

restore()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 514

result

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 515

resume()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 515

returnToTitle()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 516

revertToWorldDefaults

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 516

rewind() (Sound Channel)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 517

rewind() (Windows Media)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 517

rewind() (Animated GIF, Flash)
rollOver()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 518

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 519

xvii

rootMenu()
rotate
run

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 520

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 520
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 522

runMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 522

save castLib

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 523

saveMovie()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 523

scale (command)
script()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 524

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 525

scrollByLine()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 526

scrollByPage()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 526

seek()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 527

selectAtLoc()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 528

selectButton()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 529

selectButtonRelative()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 529

selection() (function)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 530

sendAllSprites()
sendEvent
sendSprite()
setAlpha()
setaProp
setAt

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 530

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 531
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 532
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 533
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 533

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 534

setCallback()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 535

setCollisionCallback()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 537

setFilterMask()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 537

setFinderInfo()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538

setFlashProperty()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 538

setNewLineConversion()
setPixel()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 539

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 540

setPlayList()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 541

setPosition()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 542

setPref()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 542

setProp

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 543

setScriptList()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 544

settingsPanel()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 545

setPref()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 545

setTrackEnabled()
setVal()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 547

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 547

setVariable()
shader()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 548

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 549

showLocals()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 550

showProps()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 550

showGlobals()
shutDown()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 551
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 552

sin()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 552

sort

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 552

xviii

sound()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 553

sprite()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 554

spriteSpaceToWorldSpace
sqrt()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 554

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 555

stageBottom
stageLeft

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 556

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 556

stageRight

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 557

stageToFlash()
stageTop

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 557

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 558

status()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 559

stop() (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 559

stop() (Sound Channel)
stop() (Flash)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 560

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 561

stop() (RealMedia, SWA, Windows Media)
stop

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 561

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 562

stopEvent()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 562

stream()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 563

string()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 565

stringP()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 565

subPictureType()
substituteFont

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 566
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 566

swing()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 567

symbol()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 568

symbolP()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 569

tan()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 569

tellStreamStatus()
tellTarget()
texture()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 569

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 570
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 571

time() (System)
timeout()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 572

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 573

titleMenu()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 573

top (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 574

topCap

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 575

topRadius
trace()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 575

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 576

transform (command)
translate
union()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 578

unLoad() (Member)
unLoad() (Movie)
unLoadMovie()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 579
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 579

unLoadMember()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 580
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 581

unregisterAllEvents
update

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 576

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 577

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 582

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 582

updateFrame()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 583

xix

updateStage()
URLEncode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 584
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 585

value()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 585

vector()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 587

version()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 587

voiceCount()
voiceGet()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 588
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 588

voiceGetAll()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 589

voiceGetPitch()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 590

voiceGetRate()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 591

voiceGetVolume()
voiceInitialize()
voicePause()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 593

voiceResume()
voiceSet()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 591

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 592
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 593

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 594

voiceSetPitch()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 594

voiceSetRate()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 595

voiceSetVolume()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 595

voiceSpeak()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 596

voiceState()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 596

voiceStop()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 597

voiceWordPos()
voidP()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 598

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 598

window()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 599

WindowOperation
windowPresent()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 600
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 600

worldSpaceToSpriteSpace
writeChar()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 601

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 602

writeReturn()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 602

writeString()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 603

xtra()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 604

zoomBox

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 604

Chapter 13: Operators
# (symbol) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 606
. (dot operator)
- (minus)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 607

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 607

-- (comment)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 608

&, + (concatenation operator)
&&, + (concatenation operator)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 609
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 610

() (parentheses)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 611

* (multiplication)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 612

+ (addition)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 612

+ (addition) (3D)
- (subtraction)
* (multiplication)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 613
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 613
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 614

xx

/ (division)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 614

/ (division) (3D)
< (less than)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 615
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 615

<= (less than or equal to)
<> (not equal)
= (equals)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 616

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 616

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 616

> (greater than)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 617

>= (greater than or equal to)
[ ] (bracket access)
[ ] (list)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 618

@ (pathname)
and

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 617

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 618

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 620

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 621

contains

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 622

mod

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 623

not

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 624

or

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 625

starts

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 626

Chapter 14: Properties
_global . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 627
_key

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 627

_mouse

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 628

_movie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 629

_player

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 629

_sound

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 630

_system

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 630

aboutInfo

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 631

actionsEnabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 631

active3dRenderer

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 632

activeCastLib

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 633

activeWindow

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 633

actorList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 634

alertHook

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 635

alignment

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 636

allowCustomCaching
allowGraphicMenu
allowSaveLocal

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 637
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 637

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 638

allowTransportControl
allowVolumeControl

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 638
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 639

allowZooming

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 639

alphaThreshold

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 639

ambient

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 640

ambientColor
ancestor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 640

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 641

angle (3D)
angle (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 642
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 643

xxi

angleCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 643

animationEnabled
antiAlias

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 644

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 644

antiAliasingEnabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 645

antiAliasingSupported
antiAliasThreshold
antiAliasType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 645

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 646

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 646

appearanceOptions
applicationName

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 647
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 648

applicationPath

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 649

aspectRatio

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 650

attenuation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 650

attributeName

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 651

attributeValue

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 651

audio (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 652

audio (RealMedia)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 652

audio (Windows Media)
audioChannelCount
audioExtension
audioFormat

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 654

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 654

audioSampleRate
audioStream

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 656

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 656

autoblend

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 657

autoCameraPosition
autoMask

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 657

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 658

autoTab

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 658

axisAngle
back

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 655

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 655

audioStreamCount
auto

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 653

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 653

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 659

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 660

backColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 660

backdrop

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 661

backgroundColor
beepOn

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 662

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 662

bevelDepth
bevelType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 663
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 664

bgColor (Window)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 664

bgColor (Sprite, 3D Member)
bias

bitmapSizes
bitRate

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 665

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 666
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 666

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 667

bitsPerSample
blend (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 667

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 668

blend (Sprite)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 668

blendConstant

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 669

xxii

blendConstantList
blendFactor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 670

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 670

blendFunction

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 671

blendFunctionList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 672

blendLevel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 673

blendRange

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 673

blendSource

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 674

blendSourceList
blendTime
bone

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 674

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 675

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 676

bonesPlayer (modifier)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 676

border

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 678

bottom

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 678

bottom (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 679

bottomCap

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 679

bottomRadius

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 680

bottomSpacing

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 680

boundary

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 681

boundingSphere

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 681

boxDropShadow

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 682

boxType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 682

brightness

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 683

broadcastProps
bufferSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 683

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 684

buttonCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 684

buttonsEnabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 685

buttonStyle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 685

buttonType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 686

bytesStreamed

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 687

bytesStreamed (3D)
camera

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 687

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 688

cameraPosition

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 688

cameraRotation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 689

castLib

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 689

castLibNum

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 690

castMemberList
center

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 691

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 691

centerRegPoint

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 692

centerStage

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 693

changeArea

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 693

channelCount
chapter

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 694

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 694

chapterCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 695

characterSet

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 695

charSpacing

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 696

xxiii

checkMark

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 697

child (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 697

child (XML)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 698

chunkSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 698

clearAtRender
clearValue
clickLoc

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 699

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 699
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 700

clickMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 700

clickOn

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 701

closed

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 702

closedCaptions

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 703

collision (modifier)
collisionData

collisionNormal
color()

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 703

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 704
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 705

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 706

color (fog)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708

color (light)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708

colorBufferDepth
colorDepth
colorList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 709
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 710

colorRange
colors

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 708

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 711

colorSteps

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 712

commandDown
comments

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 713

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 714

compressed

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 714

constraint

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 715

controlDown
controller

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 716

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 716

copyrightInfo (Movie)
copyrightInfo (SWA)
count

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 717
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 717

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 718

count (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 719

cpuHogTicks

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 720

creaseAngle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 720

creases

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 721

creationDate
crop

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 721

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 722

cuePointNames

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 722

cuePointTimes

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 723

currentLoopState

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 724

currentSpriteNum

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 724

currentTime (3D)
currentTime (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 725
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 726

currentTime (QuickTime, AVI)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 726

xxiv

currentTime (RealMedia)
currentTime (Sprite)
cursor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 727

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 728

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 729

cursorSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 731

curve

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 732

debug

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 733

debugPlaybackEnabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 733

decayMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 734

defaultRect

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 735

defaultRectMode
density

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 736

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 737

depth (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 737

depth (Bitmap)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 738

depthBufferDepth
deskTopRectList
diffuse

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 739
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 739

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 740

diffuseColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 741

diffuseLightMap

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 741

digitalVideoTimeScale
digitalVideoType
direction

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 742

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 743

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 743

directionalColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 744

directionalPreset

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 744

directToStage

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 745

disableImagingTransformation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 746

displayFace

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 747

displayMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 747

displayRealLogo

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 748

displayTemplate

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 749

distribution
dither

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 750

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 750

dockingEnabled
domain

doubleClick
drag

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 751

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 752
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 752

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 753

drawRect

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 753

dropShadow

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 754

duration (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 755

duration (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 755

duration (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 756

duration (RealMedia, SWA)
editable

editShortCutsEnabled
elapsedTime
emissive

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 756

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 757
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 758

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 758

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 759

xxv

emitter

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 760

emulateMultibuttonMouse
enabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 761

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 761

enabled (collision)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 762

enabled (fog)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 762

enabled (sds)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 763

enableFlashLingo

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 763

endAngle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 764

endColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 765

endFrame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 765

endTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 766

environmentPropList
error

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 766

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 768

eventPassMode
exitLock

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 768

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 769

externalParamCount
face

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 770

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 771

face[ ]

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 772

far (fog)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 772

fieldOfView

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 773

fieldOfView (3D)
fileFreeSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 773

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 774

fileName (Cast)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 774

fileName (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 775

fileName (Window)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 776

fileSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 777

fileVersion

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 778

fillColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 778

fillCycles

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 779

fillDirection
filled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 779

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 780

fillMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 781

fillOffset

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 781

fillScale

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 782

filterlist

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 783

firstIndent

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 783

fixedLineSpace
fixedRate

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 784

fixStageSize
flashRect
flat

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 784
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 785

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 786

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 786

flipH

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 787

flipV

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 788

floatPrecision
fog

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 788

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 789

xxvi

folder
font

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 789
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 791

fontSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 791

fontStyle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 792

foreColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 793

frame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 794

frameCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 795

frameLabel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 795

framePalette
frameRate

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 796
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 796

frameRate (DVD)
frameScript

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 798

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 798

frameSound1

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 799

frameSound2

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 799

frameTempo

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 800

frameTransition
front

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 800

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 801

frontWindow
fullScreen

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 802

getBoneID
globals

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 802

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 803

glossMap
gravity

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 801

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 803

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 804

gradientType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 804

group

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 805

height

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 806

height (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 806

heightVertices

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 807

highlightPercentage
highlightStrength

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 807
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 808

hilite

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 808

hither

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 809

hotSpot

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 810

hotSpotEnterCallback
hotSpotExitCallback
HTML

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 810
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 811

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 811

hyperlink

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 812

hyperlinkRange
hyperlinks

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 813

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 813

hyperlinkState

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 814

idleHandlerPeriod
idleLoadMode
idleLoadPeriod
idleLoadTag

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 815

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 816
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 816
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 817

idleReadChunkSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 817

xx-

image (Image)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 818

image (RealMedia)
image (Window)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 819
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 819

imageCompression

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 820

imageEnabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 821

imageQuality

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 822

immovable
ink

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 822

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 823

inker (modifier)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 824

inlineImeEnabled
interval

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 825

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 825

invertMask

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 826

isVRMovie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 827

itemDelimiter
kerning

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 828

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 828

kerningThreshold
key

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 829

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 829

keyboardFocusSprite
keyCode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 830

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 831

keyDownScript

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 832

keyframePlayer (modifier)
keyUpScript
labelList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 833

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 834

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 835

lastChannel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 835

lastClick

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 836

lastError

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 836

lastEvent

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 837

lastFrame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 837

lastKey

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 838

lastRoll

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 838

left

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 839

left (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 840

leftIndent

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 840

length (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 841

lengthVertices
level

lifetime
light

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 841

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 842
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 842

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 843

lineColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 843

lineCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 844

lineDirection

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 844

lineHeight

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 844

lineOffset

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 845

lineSize
linked

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 845
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 846

xx-

loaded

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 847

loc (backdrop and overlay)
locH

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 847

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 848

lockTranslation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 848

locV

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 849

locZ

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 849

lod (modifier)
loop (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 850

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 851

loop (emitter)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 852

loop (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 852

loop (Flash)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 853

loop (Windows Media)
loopBounds
loopCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 855

loopEndTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 856

loopsRemaining

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 857

loopStartTime
magnitude
margin

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 857
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 858

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 858

markerList
mask

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 854

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 854

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 859

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 859

maxInteger

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 860

maxSpeed

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 861

media

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 861

mediaReady

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 862

mediaStatus (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 862

mediaStatus (RealMedia, Windows Media)
mediaXtraList
member

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 863

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 864

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 864

member (Cast)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 865

member (Movie)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 865

member (Sound Channel)
member (Sprite)
memorySize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 868

meshDeform (modifier)
milliseconds
minSpeed

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 866

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 866
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 868

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 869
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 870

missingFonts

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 870

mode (emitter)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 871

mode (collision)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 871

model

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 872

modelA

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 873

modelB

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 873

modelResource
modified

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 874

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 875

xxix

modifiedBy

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 875

modifiedDate

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 876

modifier

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 876

modifier[]

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 877

modifiers

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 877

mostRecentCuePoint
motion

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 878

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 879

motionQuality

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 879

mouseChar

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 880

mouseDown

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 880

mouseDownScript
mouseH

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 881

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 882

mouseItem

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 883

mouseLevel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 884

mouseLine

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 884

mouseLoc

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 885

mouseMember

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 886

mouseOverButton
mouseUp

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 887

mouseUpScript
mouseV

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 888

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 889

mouseWord

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 890

moveableSprite
movie

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 891

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 891

multiSound
name

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 887

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 892

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 892

name (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 893

name (menu property)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 893

name (menu item property)
name (Sprite)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 894

name (Sprite Channel)
name (timeout)
name (XML)
near (fog)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 896

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 897
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 897
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 898

netThrottleTicks
node

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 895

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 896

nearFiltering
netPresent

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 894

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 898

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 899

nodeEnterCallback
nodeExitCallback

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 899
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 900

nodeType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 901

normalList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 901

normals

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 902

number (Cast)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 902

number (characters)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 903

xxx

number (items)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 904

number (lines)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 904

number (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 905

number (menus)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 906

number (menu items)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 906

number (Sprite Channel)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 907

number (system)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 907

number (words)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 908

number of members
number of xtras

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 908

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 909

numChannels

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 909

numParticles

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 910

numSegments

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 910

obeyScoreRotation
optionDown

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 911

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 911

organizationName
originalFont
originH

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 912

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 913

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 913

originMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 914

originPoint

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 915

originV

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 916

orthoHeight
overlay

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 917

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 917

pageHeight
palette

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 918

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 919

paletteMapping
paletteRef
pan

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 919

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 920

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 920

pan (QTVR property)
paragraph
parent

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 921

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 921

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 922

password

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 922

path (Movie)
path (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 923

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 924

pathName (Flash member)
pathStrength
pattern

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 924

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 925

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 926

pausedAtStart (Flash, Digital video)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 926

pausedAtStart (RealMedia, Windows Media)
percentBuffered
percentPlayed

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 928
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 929

percentStreamed (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 929

percentStreamed (Member)
period
persistent

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 927

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 930

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 931
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 931

xxxi

picture (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 932

picture (Window)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 932

platform

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 933

playBackMode
playing

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 934

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 934

playing (3D)
playlist

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 935

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 935

playRate (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 936

playRate (DVD)
playRate

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 936

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 937

playRate (Windows Media)
pointAtOrientation
pointOfContact

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 937

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 938

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 938

position (transform)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 939

positionReset

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 940

posterFrame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 940

preferred3dRenderer
preLoad (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 941

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 942

preLoad (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 942

preLoadEventAbort

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 943

preLoadMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 944

preLoadRAM

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 944

preLoadTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 945

primitives

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 946

productName

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 946

productVersion
projection

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 947

purgePriority
quad

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 947
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 948

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 949

quality

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 949

quality (3D)
radius

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 950

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 951

randomSeed
recordFont

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 951
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 952

rect (camera)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 953

rect (Image)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 953

rect (Member)
rect (Sprite)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 955

rect (Window)
ref

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 954
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 955

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 956

reflectionMap
reflectivity
region
regPoint

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 957

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 957

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 958
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 958

regPoint (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 959

xxxi

regPointVertex
renderer

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 959

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 960

rendererDeviceList
renderFormat
renderStyle
resizable

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 962

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 963

resolution (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 963

resolution (DVD)
resolve

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 964

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 964

resource
right

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 961

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 961

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 965

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 965

right (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 965

rightIndent

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 966

rightMouseDown
rightMouseUp
romanLingo

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 966

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 967
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 967

rootLock

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 968

rootNode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 968

rotation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 969

rotation (backdrop and overlay)
rotation (engraver shader)
rotation (transform)
rotationReset
RTF

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 970

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 971

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 971

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 972

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 972

safePlayer

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 973

sampleCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 974

sampleRate

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 974

sampleSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 975

savew3d

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 976

saveWorld

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 976

scale (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 977

scale (backdrop and overlay)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 977

scale (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 978

scale (transform)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 979

scaleMode
score

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 979

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 981

scoreColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 981

scoreSelection
script

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 981

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 982

scripted

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 983

scriptingXtraList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 984

scriptInstanceList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 984

scriptList
scriptNum

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 985
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 985

scriptsEnabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 986

xxxi

scriptText

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 986

scriptType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 987

scrollTop

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 987

sds (modifier)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 988

searchCurrentFolder

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 989

searchPathList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 990

selectedButton

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 991

selectedText
selection

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 991

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 992

selection (text cast member property)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 993

selEnd

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 993

selStart

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 994

serialNumber
shader

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 994

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 995

shaderList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 996

shadowPercentage
shadowStrength
shapeType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 997
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 997

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 998

shiftDown

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 998

shininess

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 999

silhouettes
size

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 999

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1000

sizeRange
sizeState
skew

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1000
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1001

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1002

smoothness

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1002

sound (Member)
sound (Player)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1003
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1004

soundChannel (SWA)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1004

soundChannel (RealMedia)
soundDevice

soundDeviceList
soundEnabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1006
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1007

soundKeepDevice
soundLevel

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1007

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1008

soundMixMedia
source

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1005

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1006

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1009

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1010

sourceFileName
sourceRect

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1010

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1010

specular (light)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1011

specular (shader)
specularColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1011

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1012

specularLightMap

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1013

spotAngle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1013

spotDecay

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1014

xxx-

sprite (Movie)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1014

sprite (Sprite Channel)
spriteNum
stage

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1015

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1015

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1016

startAngle

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1017

startFrame

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1017

startTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1018

startTimeList
state (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1019

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1020

state (Flash, SWA)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1020

state (RealMedia)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1022

static

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1023

staticQuality
status

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1024

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1024

stillDown

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1025

stopTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1026

stopTimeList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1026

streamMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1027

streamName
streamSize

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1028
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1028

streamSize (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1029

strokeColor

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1029

strokeWidth

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1030

style

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1030

subdivision

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1031

subPicture

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1031

subPictureCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1032

suspendUpdates

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1032

switchColorDepth
systemTrayIcon

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1033
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1034

systemTrayTooltip
tabCount
tabs

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1034

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1035

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1035

target

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1036

targetFrameRate
tension
text

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1036

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1037

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1037

texture

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1038

textureCoordinateList
textureCoordinates
textureLayer
textureList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1039

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1040
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1040

textureMember
textureMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1039

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1041
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1041

textureModeList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1042

xxx

textureRenderFormat
textureRepeat

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1043

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1044

textureRepeatList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1045

textureTransform

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1046

textureTransformList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1047

textureType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1049

thumbNail

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1049

tilt

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1050

time (timeout object)
timeoutHandler
timeoutList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1050

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1051

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1052

timeScale

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1052

title (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1053

title (Window)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1053

titlebarOptions

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1054

titleCount

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1055

toolXtraList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1055

toon (modifier)
top

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1056

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1057

topSpacing
traceLoad

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1057
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1058

traceLogFile

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1059

traceScript

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1059

trackCount (Member)
trackCount (Sprite)
trackEnabled

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1060
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1060

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1061

trackNextKeyTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1061

trackNextSampleTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1062

trackPreviousKeyTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1062

trackPreviousSampleTime

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1063

trackStartTime (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1063

trackStartTime (Sprite)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1064

trackStopTime (Member)
trackStopTime (Sprite)
trackText

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1065

trackType (Member)
trackType (Sprite)
trails

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1064
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1065

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1066
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1066

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1067

transform (property)
transitionType

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1067

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1069

transitionXtraList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1069

translation

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1069

transparent

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1070

triggerCallback

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1071

trimWhiteSpace

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1072

xxx-

tunnelDepth
tweened

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1072

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1073

tweenMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1074

type (light)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1074

type (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1075

type (model resource)
type (motion)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1076

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1077

type (shader)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1077

type (sprite)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1078

type (texture)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1078

type (Window)
updateLock

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1079

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1080

updateMovieEnabled
URL

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1080

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1081

useAlpha

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1081

useDiffuseWithTexture
useFastQuads

useHypertextStyles
useLineOffset
userData

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1082

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1083
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1083

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1084

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1084

userName

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1085

userName (RealMedia)
useTargetFrameRate
vertex

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1086
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1087

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1087

vertexList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1088

vertexList (mesh generator)
vertexList (mesh deform)
vertices

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1089
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1089

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1090

video (QuickTime, AVI)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1090

video (RealMedia, Windows Media)
videoFormat

videoForWindowsPresent
viewH

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1091

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1091
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1092

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1092

viewPoint

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1093

viewScale

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1095

viewV

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1095

visible

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1096

visible (sprite)
visibility

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1097

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1097

volume (DVD)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1098

volume (Member)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1098

volume (Sound Channel)
volume (Sprite)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1100

volume (Windows Media)
warpMode

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1099
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1100

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1101

xxx-

width

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1101

width (3D)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1102

widthVertices
wind

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1102

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1103

window

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1103

windowBehind

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1104

windowInFront

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1104

windowList

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1105

wordWrap

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1105

worldPosition

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1106

worldTransform

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1106

wrapTransform

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1107

wrapTransformList
x (vector)
xAxis
xtra

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1107

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1108

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1108
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1109

xtraList (Movie)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1110

xtraList (Player)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1110

y (vector)
yAxis
yon

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1112

z (vector)
zAxis

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1111

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1111
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1112

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1113

Chapter 15: Physics Engine
Physics World properties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1114
Physics World methods

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1120

Rigid Body management methods
Rigid Body properties

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1124

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1128

Rigid Body methods

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1138

Constraint methods

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1141

Constraint properties
Spring properties

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1147

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1151

Collision and Collision Callback methods

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1155

Terrain methods

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1160

Terrain properties

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1163

6 DOF joint methods
6DOF properties

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1167

RayCasting methods
Error Codes

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1166
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1184

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .1186

1

Chapter 1: Introduction
This reference provides conceptual and how-to information about scripting in Adobe® Director® 11, and also
provides reference descriptions and examples for the scripting application programming interfaces (APIs) that you
use to write scripts.
The scripting APIs are the means by which you access the functionality of Director through script to add interactivity to a movie. By using these APIs, you can create interactive functionality that is identical to that provided by the
prewritten behaviors that are shipped with Director, in addition to functionality that is more powerful and more
varied than that provided by the prewritten behaviors.
The prewritten behaviors enable you to add basic interactive functionality to a movie, such as moving the playhead
to a frame number or marker, or zooming in when a user clicks a sprite. They also enable non-interactive functionality such as sprite animation, media loading, and frame navigation. The scripting APIs enable you to extend and
customize these types of functionality.

Intended audience
This reference is intended for you if you want to do any of the following:

•

Extend the existing functionality of prewritten behaviors by using script.

•

Add functionality to a movie by using script instead of prewritten behaviors.

•

Add more powerful, varied, and custom functionality to a movie than that provided by prewritten behaviors.

This reference is intended to provide all the information, from basic to advanced, you need to add interactivity to
your movies by using script. Therefore, you do not need to have any prior scripting experience to write effective
scripts in Director.
Regardless of your experience level with Director, Lingo, or JavaScript™ syntax, take a few moments to browse
“Director Scripting Essentials” on page 4 and “Writing Scripts in Director” on page 41 before you begin writing
scripts. Like any product, Director has its own unique set of scripting conventions, types of data, and so on. You will
need to be comfortable with these unique characteristics of Director before you can write effective scripts.

What’s new with Director scripting
If you have written scripts in previous versions of Director, you should note some new and important changes about
scripting in this latest release.
Adobe Director supports scripting in Unicode.
Limitations of Unicode support in Director

•

Languages written right-to-left are not supported.

• File I/O Xtra functions such as readchar(), getLength(), and getPosition() work only with a one-byte character
input. To read two- or three-byte Unicode characters, read the entire file into a string object using the readFile()
method. Then, use the char...of method to read the Unicode character.

ADOBE DIRECTOR 11.0 2
Scripting Dictionary

•

Components of Director Physics do not support Unicode.

•

Unicode names for HTTP paths are not supported.

• You cannot name a scripting Xtra as a Unicode string using the 'kMoaMmDictType_MessageTable' registry key.
Also, you cannot expose Lingo functions named in Unicode using the scripting Xtras.
• Scripting Xtras expose Lingo functions. These function names exposed through the Xtras are not supported in
Unicode.
•

3D model names are not supported in Unicode.

The Script window has an Explorer panel in addition to the Script Editor. By default, the Explorer panel appears to
the left of the Script Editor. You can view the Explorer panel in the Dictionary view or the Script Browser view.

Dictionary view
The Dictionary view displays a list of built-in Lingo script/JavaScript functions arranged in a tree structure. The
functions are classified based on their category, and alphabetically as an index.
Use the Dictionary view to do the following:

•

Browse built-in functions for Lingo scripts and JavaScripts.

•

Use the built-in functions to create scripts.

Script Browser view
The Script Browser view displays the scripts and associated handlers that have been used in the movie. You can create
new scripts and handlers in this view.
Use the Script Browser view to do the following:

•

Browse scripts and handlers in the current movie as a tree or a list.

•

Sort scripts based on their script name, cast name, cast number, or script type.

•

Locate a handler in the Script Editor.

•

Create scripts under each script type.

What’s new in this documentation
If you learned how to script in previous versions of Director, you should know about some changes in the scripting
documentation for this release. The Director Scripting Reference takes the place of the Lingo Dictionary that was
shipped with previous versions of Director. This reference is organized differently than the Lingo Dictionary.
In the Lingo Dictionary, information about the scripting model was organized by feature. For example, if you wanted
to learn how to work with sprites in script, you looked up that information in one of the sections under the Sprites
heading, such as Dragging Sprites, Sprite Dimensions, and so on. In addition, all of the scripting APIs were listed in
a single alphabetical list, which meant that all functions, properties, events, and so on were mixed together alphabetically.
In the Director Scripting Reference, information about the scripting model is organized by object. This organization
closely reflects the organization of the actual scripting objects that you use in your scripts. For example, if you want
to find out how to work with sprites in script, you should look for the Sprite section in the chapter, Director Core
Objects.

ADOBE DIRECTOR 11.0 3
Scripting Dictionary

The scripting APIs are still listed in alphabetical order, but they are categorized by API type. For example, all methods
are listed alphabetically under the Methods heading, all properties are listed alphabetically under the Properties
heading, and so on.

Finding information about scripting in Director
With its new organization, the Director Scripting Reference contains the following topics:
Director Scripting Essentials

Provides information about the basic scripting concepts and components you will

use when scripting in Director.
Provides information about the Director scripting environment in addition to
advanced scripting concepts and techniques.

Writing Scripts in Director

Debugging Scripts in Director

Provides information about how to find problems in your scripts when they are not

performing as expected.
Director Core Objects
Provides a list of the objects and APIs that you use to access the core functionality and
features in Director, such as the Director player engine, movie windows, sprites, sounds, and so on.

Provides a list of the media types and APIs that you use to access the functionality of the various
media types in Director, such as RealMedia, DVD, Animated GIF, and so on, that are added to movies as cast
members.

Media Types

Provides a list of the scripting objects, also known as Xtra extensions, and APIs that you use to
extend core Director functionality. Xtra extensions provide capabilities such as importing filters and connecting to
the Internet.

Scripting Objects

3D Objects
Constants

Provides a list of the objects you use to add 3D functionality to a movie.
Provides a list of the constants that are available in Director.

Events and Messages
Keywords
Methods

Provides a list of the events that are available in Director.

Provides a list of the keywords that are available in Director.
Provides a list of the methods that are available in Director.

Operators

Provides a list of the operators that are available in Director.

Properties

Provides a list of the properties that are available in Director.

4

Chapter 2: Director Scripting Essentials
If you are new to scripting in Director®, you may want to take some time to learn the basic scripting concepts that
are essential to understanding how to script in Director before you begin. Some of these essentials include definitions
of important terms, syntax rules, available data types, and information about the basic elements of scripting in
Director—for example, variables, arrays, operators, and so on.

Types of scripts
A Director movie can contain four types of scripts: behaviors, movie scripts, parent scripts, and scripts attached to
cast members. Behaviors, movie scripts, and parent scripts all appear as independent cast members in the Cast
window. A script attached to a cast member is associated with that cast member in the Cast window and does not
appear independently.

• Behaviors are scripts that are attached to sprites or frames in the Score, and are referred to as sprite behaviors or
frame behaviors. The Cast window thumbnail for each behavior contains a behavior icon in the lower-right corner.
When used in the Director Scripting Reference, the term behavior refers to any script that you attach to a sprite or
a frame. This differs from the behaviors that come in the Director Library Palette. For more information on these
behaviors, which are built into Director, see the Using Director topics in the Director Help Panel.
All behaviors that have been added to a cast library appear in the Behavior inspector’s Behavior pop-up menu.
Other types of scripts do not appear there.
You can attach the same behavior to more than one location in the Score. When you edit a behavior, the edited
version is applied everywhere the behavior is attached in the Score.

• Movie scripts contain handlers that are available globally, or on a movie level. Event handlers in a movie script
can be called from other scripts in the movie as the movie plays.
A movie script icon appears in the lower-right corner of the movie script’s Cast window thumbnail.
Movie scripts are available to the entire movie, regardless of which frame the movie is in or which sprites the user
is interacting with. When a movie plays in a window or as a linked movie, a movie script is available only to its
own movie.

• Parent scripts are special scripts that contain Lingo that is used to create child objects. You can use parent scripts
to generate script objects that behave and respond similarly yet can still operate independently of each other. A
parent script icon appears in the lower-right corner of the Cast window thumbnail.
For information on using parent scripts and child objects, see “Object-oriented programming with Lingo
syntax” on page 47.
JavaScript syntax does not use parent scripts or child objects; it uses regular JavaScript syntax-style objectoriented programming techniques. For information on object-oriented programming in JavaScript syntax, see
“Object-oriented programming with JavaScript syntax” on page 56

• Flash® member components placed on the stage (Flash sprites) that are invisible can be accessed only by using
the Member object. Using a Sprite object for a Flash sprite with an invisible property will result in an error.
• Scripts attached to cast members are attached directly to a cast member, independent of the Score. Whenever
the cast member is assigned to a sprite, the cast member’s script is available.

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Unlike behaviors, movie scripts, and parent scripts, cast member scripts do not appear in the Cast window.
However, if Show Cast Member Script Icons is selected in the Cast Window Preferences dialog box, cast
members that have a script attached display a small script icon in the lower-left corner of their thumbnails in the
Cast window.

Scripting terminology
Both Lingo and JavaScript syntax use some terms that are specific to each language, in addition to some terms that
are shared between each language.
Important scripting terms are listed here in alphabetical order. These terms are used throughout the Director
Scripting Reference, so it will help to understand these terms before moving forward.

•

Constants are elements whose values do not change. For example, in Lingo, constants such as TAB, EMPTY, and
RETURN always have the same values and cannot be modified. In JavaScript syntax, constants such as Math.PI and
Number.MAX_VALUE always have the same values and cannot be modified. You can also create your own custom
constants in JavaScript syntax by using the keyword const.
For more information on constants, see “Constants” on page 13.

• Events are actions that occur while a movie is playing. Events occur when a movie stops, a sprite starts, the
playhead enters a frame, the user types at the keyboard, and so on. All events in Director are predefined, and always
have the same meaning.
For more information on events, see “Events” on page 26.

•

Expressions are any part of a statement that produces a value. For example, 2 + 2 is an expression.

•

Functions refer to either top-level functions or specific types of JavaScript syntax code.
A top-level function instructs a movie to do something while the movie is playing or returns a value, but it is not
called from any specific object. For example, you would call the top-level list() function by using the syntax
list(). Like a function, a method also instructs a movie to do something while the movie is playing or returns
a value, but it is always called from an object.
A function is used in JavaScript syntax to represent an event handler, a custom object, a custom method, and so
on. The use of JavaScript functions in these cases is described in the applicable topics later in this reference.

• Handlers, or event handlers, are sets of statements within a script that run in response to a specific event and
subsequent message. When an event occurs, Director generates and sends a corresponding message to scripts, and
a corresponding handler runs in response to the message. The names of handlers are always the same as the events
and messages they respond to.
Note: Although in JavaScript syntax an event is actually handled by a function, the term handler is used generically
throughout this reference to refer to both Lingo handlers and JavaScript syntax functions that handle events.
For more information on handlers, see “Handlers” on page 28.

• Keywords are reserved words that have a special meaning. For example, in Lingo, the keyword end indicates the
end of a handler. In JavaScript syntax, the keyword var indicates that the term following it is a variable.

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• Lists (Lingo) or Arrays (JavaScript syntax) are ordered sets of values used to track and update an array of data,
such as a series of names or the values assigned to a set of variables. A simple example is a list of numbers such as
[1, 4, 2].
For more information on using lists in both Lingo and JavaScript syntax, see “Linear lists and property lists” on
page 31.
For more information on using JavaScript syntax arrays, see “JavaScript syntax arrays” on page 37.

• Messages are notices that Director sends to scripts when specific events occur in a movie. For example, when
the playhead enters a specific frame, the enterFrame event occurs and Director sends an enterFrame message. If a
script contains an enterFrame handler, the statements within that handler will run, because the handler received
the enterFrame message. If no scripts contain a handler for a message, the message is ignored in script.
For more information on messages, see “Messages” on page 27

• Methods are terms that either instruct a movie to do something while the movie is playing or return a value, and
are called from an object. For example, you would call the insertFrame() method from the Movie object, using the
syntax _movie.insertFrame(). Although similar in functionality to top-level functions, methods are always called
from an object, and top-level functions are not.
• Operators are terms that calculate a new value from one or more values. For example, the addition (+) operator
adds two or more values together to produce a new value.
For more information on operators, see “Operators” on page 18.

• Parameters are placeholders that let you pass values to scripts. Parameters only apply to methods and event
handlers, and not to properties. They are required by some methods and are optional for others.
For example, the Movie object’s go() method sends the playhead to a specific frame, and optionally specifies the
name of the movie that frame is in. To perform this task, the go() method requires at least one parameter, and
allows for a second parameter. The first required parameter specifies what frame to send the playhead to, and
the second optional parameter specifies what movie the frame is in. Because the first parameter is required, a
script error will result if it is not present when the go() method is called. Because the second parameter is
optional, the method will perform its task even if the parameter is not present.

• Properties are attributes that define an object. For example, a sprite in a movie has specific attributes, such as
how wide it is, how tall it is, its background color, and so on. To access the values of these three specific attributes,
you would use the Sprite object’s width, height, and backColor properties.
For more information on assigning properties to variables, see “Storing and updating values in variables” on
page 15.

• Statements are valid instructions that Director can execute. All scripts are made up of sets of statements. The
following Lingo is a single complete statement.:
_movie.go("Author")

For more information on writing script statements, see “Scripting in dot syntax format” on page 42

• Variables are elements used to store and update values. Variables must start with a letter, an underscore (_), or
the dollar sign ($). Subsequent characters in a variable name can also be digits (0-9). To assign values to variables or
change the values of many properties, you use the equals (=) operator.
For more information on using variables, see “Variables” on page 14.

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Scripting syntax
The following are general syntax rules that apply to Lingo and JavaScript syntax:

•

Comment markers vary between Lingo and JavaScript syntax.
All Lingo comments are preceded by double hyphens (--). Each line of a comment that covers multiple lines
must be preceded by double hyphens.
-- This is a single-line Lingo comment
-- This is a
-- multiple-line Lingo comment

JavaScript syntax comments on a single line are preceded by a double-slash (//). Comments that cover multiple
lines are preceded with a /* and followed by a */.
// This is a single-line JavaScript syntax comment
/* This is a
multiple-line JavaScript syntax comment */

You can place a comment on its own line or after any statement. Any text following the comment markers on the
same line are ignored.
Comments can consist of anything you want, such as notes about a particular script or handler or notes about a
statement whose purpose might not be obvious. Comments make it easier for you or someone else to understand
a procedure after you’ve been away from it for a while.
Adding large numbers of comments does not increase the size of your movie file when it is saved as a compressed
DCR or DXR file. Comments are removed from the file during the compression process.
Comment markers can also be used to ignore sections of code you want to deactivate for testing or debugging
purposes. By adding comment markers rather than removing the code, you can temporarily turn a section into
comments. Select the code you want to turn on or off, and then use the Comment or Uncomment buttons in the
Script window to quickly add or remove comment markers.

•

Parentheses are required after all method and function names. For example, when calling the Sound object’s

beep() method, you must include the parentheses after the word beep. Otherwise, a script error will occur.
// JavaScript syntax
_sound.beep(); // this statement will work properly
_sound.beep; // this statement will result in a script error

When you call a method, function, or handler from within another method, function, or handler, you must
include parentheses in the calling statement. In the following example, the modifySprite() method contains a
call to a spriteClicked handler. The call to the spriteClicked handler must include parentheses; otherwise,
a script error occurs:
// JavaScript syntax
function modifySprite() {
spriteClicked(); // this call to the handler will work properly
spriteClicked; // this call to the handler results in a script error
}
function spriteClicked() {
// handler code here
}

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You can also use parentheses to override the order of precedence in math operations, or to make your statements
easier to read. For example, the first math expression below yields a result of 13, while the second expression
yields a result of 5:
5 * 3 - 2 -- yields 13
5 * (3 - 2) -- yields 5

•

Event handler syntax varies between Lingo and JavaScript syntax. In Lingo, handlers use the syntax on
handlerName. In JavaScript syntax, handlers are implemented as functions and use the syntax function
handlerName(). For example, the following statements make up a handler that plays a beep when the mouse button
is clicked:
-- Lingo syntax
on mouseDown
_sound.beep()
end
// JavaScript syntax
function mouseDown() {
_sound.beep();
}

• Event handler parameter syntax can vary between Lingo and JavaScript syntax. Both Lingo and JavaScript syntax
support enclosing parameters passed to a handler within parentheses. If more than one parameter is passed, each
parameter is separated by a comma. In Lingo, you can also pass parameters that are not enclosed by parentheses. For
example, the following addThem handler receives the two parameters a and b:
-- Lingo syntax
on addThem a, b -- without parentheses
c = a + b
end
on addThem(a, b) -- with parentheses
c = a + b
end
// JavaScript syntax
function addThem(a, b) {
c = a + b;
}

• The const keyword can be used in JavaScript syntax to specify a constant whose value does not change. Lingo
has its own predefined set of constants (TAB, EMPTY, and so on); therefore, the keyword const does not apply to
Lingo.
For example, the following statement specifies a constant named intAuthors and sets its value to 12. This value
will always be 12, and cannot be changed through script:
// JavaScript syntax
const intAuthors = 12;

• The var keyword in JavaScript syntax can be placed in front of a term to specify that the term is a variable. The
following statement creates a variable named startValue:
// JavaScript syntax
var startValue = 0;

Note: Although using var in JavaScript syntax is optional, it is recommended that you always declare local JavaScript syntax variables, or those inside a function, using var. For more information on using variables, see “Variables”
on page 14.

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• The line continuation symbol (\) in Lingo indicates that a long line of sample code has been broken into two or
more lines. Lines of Lingo that are broken in this way are not separate lines of code. For example, the following code
would still run:
-- Lingo syntax
tTexture = member("3D").model("box") \
.shader.texture

JavaScript syntax does not include a line continuation symbol. To break multiple lines of JavaScript syntax code,
add a carriage return at the end of a line, and then continue the code on the following line.

• Semicolons can be used to specify the end of a statement of JavaScript syntax code. Semicolons do not apply to
Lingo.
Using a semicolon is optional. If used, it is placed at the end of a complete statement. For example, both of the
following statements create a variable named startValue:
// JavaScript syntax
var startValue = 0
var startValue = 0;

A semicolon does not necessarily specify the end of a line of JavaScript syntax code, and multiple statements can
be placed on one line. However, placing separate statements on separate lines is recommended in order to
improve readability. For example, the following three statements occupy only one line of code and function
properly, but it is difficult to read the code:
// JavaScript syntax
_movie.go("Author"); var startValue = 0; _sound.beep();

• Character spaces within expressions and statements are ignored in both Lingo and JavaScript syntax. In strings
of characters surrounded by quotation marks, spaces are treated as characters. If you want spaces in a string, you
must insert them explicitly. For example, the first statement below ignores the spaces between the list items, and the
second statement includes the spaces.
-- Lingo syntax
myList1 = ["1",
myList2 = [" 1

•

", "

"2",
"3"] -- yields ["1", "2", "3"]
2 ", " 3 "] -- yields [" 1 ", " 2

", "

3

"]

Case-sensitivity can vary between Lingo and JavaScript syntax.
Lingo is not case-sensitive in any circumstance—you can use uppercase and lowercase letters however you want.
For example, the following four statements are equivalent:
-- Lingo syntax
member("Cat").hilite
member("cat").hiLite
MEMBER("CAT").HILITE
Member("Cat").Hilite

=
=
=
=

true
True
TRUE
true

Although Lingo is not case-sensitive, it’s a good habit to choose a case convention and use it consistently
throughout your scripts. This makes it easier to identify names of handlers, variables, cast members, and so on.
JavaScript syntax is case-sensitive when referring to objects, the top-level properties or methods that refer to
objects, or when referring to user-defined variables. For example, the top-level sprite() method returns a
reference to a specific Sprite object, and is implemented in Director with all lowercase letters. The first statement
below refers to the name of the first sprite in a movie, while the second and third statements result in a script
error.
// JavaScript syntax
sprite(1).name // This statement functions normally
Sprite(1).name // This statement results in a script error

ADOBE DIRECTOR 11.0 10
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SPRITE(1).name // This statement results in a script error

Literal strings are always case-sensitive in both Lingo and JavaScript syntax.
For more information on using strings, see “Strings” on page 12.

Data types
A data type is a set of data with values that have similar, predefined characteristics. Every variable and property value
in Director is of a specific data type, and values returned by methods are of a specific data type.
For example, consider the following two statements. In the first statement, variable intX is assigned a whole number
value of 14, which is an integer. So, the data type of variable intX is Integer. In the second statement, variable
stringX is assigned a sequence of character values, which is a string. So, the data type of variable stringX is String.
-- Lingo syntax
intX = 14
stringX = "News Headlines"
// JavaScript syntax
var intX = 14;
var stringX = "News Headlines";

The values that are returned by methods or functions are also of an inherent data type. For example, the Player
object’s windowPresent() method returns a value that specifies whether a window is present. The returned value is
TRUE (1) or FALSE (0).
Some data types are shared between Lingo and JavaScript syntax, and some data types are specific to one language
or another. The set of data types that Director supports is fixed and cannot be modified, meaning that new data types
cannot be added and existing data types cannot be removed. Director supports the following data types.
Data type

Description

# (symbol)

A self-contained unit that can be used to represent a condition or flag. For example, #list or #word.

Array

(JavaScript syntax only) Although not literally a data type, an Array object can be used to work with
linear lists of values. The functionality of an Array object is similar to that of the List data type in Lingo.

Boolean

A value that is TRUE (1) or FALSE (0). In Lingo, all TRUE or FALSE values are simple integer constants,
1 for TRUE, 0 for FALSE. In JavaScript syntax, all true or false values are by default the actual
Boolean true or false values, but are converted to simple integer constants automatically when
required in Director.
In Lingo, TRUE and FALSE can be either lowercase or uppercase. In JavaScript syntax, true and
false must always be lowercase.

Color

Represents an object’s color.

Constant

A piece of data whose value does not change.

Date

Although not literally a data type, in JavaScript syntax a Date object can be used to work with dates.
In Lingo, use the date() method to create a Date object and work with dates.

Float

(Lingo only) A floating-point number. For example, 2.345 or 45.43.

Function

(JavaScript syntax only) Although not literally a data type, a Function object can be used to specify a
string of code to run.

Integer

(Lingo only) A whole number. For example, 5 or 298.

ADOBE DIRECTOR 11.0 11
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Data type

Description

List

A linear or property list made up of values or property names and values, respectively.

Math

(JavaScript syntax only) Although not literally a data type, a Math object can be used to perform
mathematical functions.

null

(JavaScript syntax only) Denotes a variable whose value behaves as 0 in numeric contexts and as
false in Boolean contexts.

Number

(JavaScript syntax only) Although not literally a data type, a Number object can be used to represent
numerical constants, such as a maximum value, not-a-number (NaN), and infinity.

Object

Although not literally a data type, an Object object can be used to create a custom named container
that contains data and methods that act on that data.

Point

A point in the coordinate space that has both a horizontal and vertical coordinate.

Rect

A rectangle in the coordinate space.

RegExp

(JavaScript only) A regular expression pattern that is used to match character combinations in
strings.

String

A contiguous sequence of keyboard symbols or character values. For example, "Director" or "$5.00".

undefined

(JavaScript syntax only) Denotes a variable that does not have a value.

Vector

A point in 3D space.

VOID

(Lingo only) Denotes an empty value.

Note: Many of the data types and objects that are specific to JavaScript syntax contain their own set of methods and
properties that can be used to further manipulate those types. While the Director Scripting Reference may refer to some
of these methods and properties, it does not include complete reference information about them. For more detailed information on these data types and objects, and their methods and properties, see one of the many third-party resources on
the subject.
The built-in properties in Director, such as the Cast object’s name property, can only be assigned values that are the
same data type as that of the property’s inherent data type. For example, the Cast object’s name property’s inherent
data type is a string, so the value must be a string such as News Headlines. If you try to assign a value of a different
data type to this property, such as the integer 20, a script error occurs.
If you create your own custom properties, their values can be of any data type, regardless of the data type of the initial
value.
Both Lingo and JavaScript syntax are dynamically typed. This means that you do not have to specify the data type of
a variable when you declare it, and data types are automatically converted as needed while a script runs.
For example, the following JavaScript syntax initially sets the variable myMovie to an integer, and later in the script
it is set to a string. When the script runs, the date type of myMovie is converted automatically:
-- Lingo syntax
myMovie = 15 -- myMovie is initially set to an integer
...
myMovie = "Animations" -- myMovie is later set to a string
// JavaScript syntax
var myMovie = 15; // myMovie is initially set to an integer
...
myMovie = "Animations"; // myMovie is later set to a string

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Literal values
A literal value is any part of a statement or expression that is to be used exactly as it is, rather than as a variable or a
script element. Literal values that you encounter in script are character strings, integers, decimal numbers, cast
member names and numbers, frame and movie names and numbers, symbols, and constants.
Each type of literal value has its own rules.

Strings
Strings are words or groups of characters that script treats as regular words instead of as variables. Strings must be
enclosed in double quotation marks. For example, you might use strings to give messages to the user of your movie
or to name cast members. In the following statement, Hello and Greeting are both strings. Hello is the literal text
being put into the text cast member; Greeting is the name of the cast member:
-- Lingo syntax
member("Greeting").text = "Hello"

Similarly, if you test a string, double quotation marks must surround each string, as in the following example:
-- Lingo syntax
if "Hello Mr. Jones" contains "Hello" then soundHandler

Both Lingo and JavaScript syntax treat spaces at the beginning or end of a string as a literal part of the string. The
following expression includes a space after the word to:
// JavaScript syntax
trace("My thoughts amount to ");

Although Lingo does not distinguish between uppercase and lowercase when referring to cast members, variables,
and so on, literal strings are case-sensitive. For example, the following two statements place different text into the
specified cast member, because Hello and HELLO are literal strings:
-- Lingo syntax
member("Greeting").text = "Hello"
member("Greeting").text = "HELLO"

In Lingo, the string() function can convert a numerical value into a string. In JavaScript syntax, the toString()
method can convert a numerical value into a string.
Note: Attempting to use the toString() method in JavaScript syntax on a null or undefined value results in a script
error. This is in contrast with Lingo, in which the string() function works on all values, including those that are VOID.

Numbers
In Lingo, there are two types of numbers: integers and decimals.
An integer is a whole number, without any fractions or decimal places, in the range of -2,147,483,648 and
+2,147,483,647. Enter integers without using commas. Use a minus (-) sign for negative numbers.
A decimal number, also called a floating-point number, or float, is any number that includes a decimal point. In Lingo,
the floatPrecision property controls the number of decimal places used to display these numbers. Director
always uses the complete number, up to 15 significant digits, in calculations; Director rounds any number with more
than 15 significant digits in calculations.
JavaScript syntax does not distinguish between integers and floating-point numbers, and merely uses numbers. For
example, the following statements illustrate that the number 1 is an integer in Lingo and a number in JavaScript
syntax, and that the decimal number 1.05 is a float in Lingo and a number in JavaScript syntax:

ADOBE DIRECTOR 11.0 13
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-- Lingo syntax
put(ilk(1)) -- #integer
put(ilk(1.05)) -- #float
// JavaScript syntax
trace(typeof(1)) // number
trace(typeof(1.05)) // number

In Lingo, you can convert a decimal to an integer by using the integer() function. You can also convert an integer
to a decimal by performing a mathematical operation on the integer, for example, by multiplying an integer by a
decimal. In JavaScript syntax, you can convert a string or a decimal number to a whole number by using the
parseInt() function. As opposed to Lingo’s integer() function, parseInt() rounds down. For example, the
following statement rounds off the decimal number 3.9 and converts it to the integer 4 (Lingo) and the number 3
(JavaScript syntax):
-- Lingo syntax
theNumber = integer(3.9) -- results in a value of 4
// JavaScript syntax
var theNumber = parseInt(3.9); // results in a value of 3

In Lingo, the value() function can convert a string into a numerical value.
You can also use exponential notation with decimal numbers: for example, -1.1234e-100 or 123.4e+9.
In Lingo, you can convert an integer or string to a decimal number by using the float() function. In JavaScript
syntax, you can convert a string to a decimal number by using the parseFloat() function. For example, the
following statement stores the value 3.0000 (Lingo) and 3 (JavaScript syntax) in the variable theNumber:
-- Lingo syntax
theNumber = float(3) -- results in a value of 3.0000
// JavaScript syntax
var theNumber = parseFloat(3) // results in a value of 3

Constants
A constant is a named value whose content never changes.
In Lingo, the predefined terms TRUE, FALSE, VOID, and EMPTY are constants because their values are always the same.
The predefined terms BACKSPACE, ENTER, QUOTE, RETURN, SPACE, and TAB are constants that refer to keyboard
characters. For example, to test whether the last key pressed was the Space bar, use the following statement:
-- Lingo syntax
if _key.keyPressed() = SPACE then beep()

In JavaScript syntax, you can access predefined constants using some of the data types that are unique to JavaScript
syntax. For example, the Number object contains constants such as Number.MAX_VALUE and Number.NaN, the Math
object contains constants such as Math.PI and Math.E, and so on.
Note: This reference does not provide in-depth information about the predefined constants in JavaScript syntax. For
more information on these constants, see one of the many third-party resources on the subject.
In JavaScript syntax, you can also define your own custom constants by using the const keyword. For example, the
following statement creates a constant named items, and assigns it a value of 20. This value cannot be changed after
it has been created:
// JavaScript syntax
const items = 20;

ADOBE DIRECTOR 11.0 14
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For more information on constants, see “Constants” on page 142.

Symbols
A symbol is a string or other value in Lingo that begins with the pound (#) sign.
Symbols are user-defined constants. Comparisons using symbols can usually be performed very quickly, providing
more efficient code.
Note: In Lingo, the uppercase for the symbol is mapped to the lowercase. If you try to convert a string (for example,
Sonia) into a symbol by using the symbol function, the output will be sonia.
For example, the first statement below runs more quickly than the second statement:
-- Lingo syntax
userLevel = #novice
userLevel = "novice"

Symbols cannot contain spaces or punctuation.
In both Lingo and JavaScript syntax, convert a string to a symbol by using the symbol() method.
-- Lingo syntax
x = symbol("novice") -- results in #novice
// JavaScript syntax
var x = symbol("novice"); // results in #novice

Convert a symbol back to a string by using the string() function (Lingo) or the toString() method (JavaScript
syntax).
-- Lingo syntax
x = string(#novice) -- results in "novice"
// JavaScript syntax
var x = symbol("novice").toString(); // results in "novice"

In JavaScript syntax, you cannot compare symbols of the same name to determine whether they refer to the same
symbol. To compare symbols of the same name, you must first convert them to strings by using the toString()
method, and then perform the comparison.

Variables
Director uses variables to store and update values. As the name implies, a variable contains a value that can be
changed or updated as a movie plays. By changing the value of a variable as the movie plays, Director can do things
such as store a URL, track the number of times a user takes part in an online chat session, record whether a network
operation is complete, and many more options.
It is a good idea always to assign a variable a known value the first time you declare the variable. This is known as
initializing a variable. Initializing variables makes it easier to track and compare the variable’s value as the movie
plays.
Variables can be global or local. A local variable exists only as long as the handler in which it is defined is running.
A global variable can exist and retain its value as long as Director is running, including when a movie branches to
another movie. A variable can be global within an individual handler, a specific script, or an entire movie; the scope
depends on how the global variable is initialized.

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If you want a variable to be available throughout a movie, it is good practice to declare it in an on prepareMovie
(Lingo) or a function prepareMovie() (JavaScript syntax) handler. This ensures that the variable is available from
the very start of the movie.
For more information on using both global and local variables, see “Using global variables” on page 16 and “Using
local variables” on page 18.

Storing and updating values in variables
Variables can hold data for any of the data types found in Director, such as integers, strings, TRUE or FALSE values,
symbols, lists, or the result of a calculation. Use the equals (=) operator to store the values of properties and variables.
As mentioned in the Data types section of this reference, variables in both Lingo and JavaScript syntax are dynamically typed, which means that they can contain different types of data at different times. (The ability to change a
variable’s type distinguishes Lingo from other languages such as Java™ and C++, in which a variable’s type cannot be
changed.)
For example, the statement x = 1 creates the variable x, which is an integer variable because you assigned the variable
an integer. If you subsequently use the statement x = "one", the variable x becomes a string variable, because the
variable now contains a string.
You can convert a string to a number by using the value() function (Lingo) or the parseInt() method (JavaScript
syntax), or a number to a string by using the string() function (Lingo) or the toString() method (JavaScript
syntax).
The values of some properties can be both set (the value is assigned) and returned (the value is retrieved), and some
property values can only be returned. Properties whose values can be both set and returned are called read/write,
and those that can only be returned are called read-only.
Often these are properties that describe some condition that exists outside the control of Director. For example, you
cannot set the numChannels cast member property, which indicates the number of channels within a movie that
contain Adobe® Shockwave® content. However, you can return the number of channels by referring to the
numChannels property of a cast member.
Assign a value to a variable
❖ Use the equals (=) operator.

For example, the following statement assigns a URL to the variable placesToGo:
// JavaScript syntax
var placesToGo = "http://www.adobe.com";

Variables can also hold the results of mathematical operations. For example, the following statement adds the result
of an addition operation to the variable mySum:
-- Lingo syntax
mySum = 5 + 5 -- this sets mySum equal to 10

As another example, the following statement returns the cast member assigned to sprite 2 by retrieving the value of
the sprite’s member property and places it into the variable textMember:
-- Lingo syntax
textMember = sprite(2).member

It is good practice to use variable names that indicate what the variable is used for. This makes your scripts easier to
read. For example, the variable mySum indicates that the variable contains a sum of numbers.

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Test the values of properties or variables

Use the put() or the trace() functions in the Message window or check the values in the Watcher window;
(put() and trace() provide identical functionality and are available to both Lingo and JavaScript syntax).
For example, the following statement displays the value assigned to the variable myNumber in the Message window:
-- Lingo syntax
myNumber = 20 * 7
put(myNumber) -- displays 140 in the Message window
// JavaScript syntax
var myNumber = 20 * 7;
trace(myNumber) // displays 140 in the Message window

Using global variables
Global variables can be shared among handlers, scripts, or movies. A global variable exists and retains its value as
long as Director is running or until you call the clearGlobals() method.
In Adobe Shockwave Player, global variables persist among movies displayed by the goToNetMovie() method, but
not among those displayed by the goToNetPage() method.
Every handler that declares a variable as global can use the variable’s current value. If the handler changes the
variable’s value, the new value is available to every other handler that treats the variable as global.
It is good practice to start the names of all global variables with a lowercase g. This helps identify which variables are
global when you examine your code.
Director provides a way to display all current global variables and their current values and to clear the values of all
global variables.
Display all current global variables and their current values

Use the Global object’s showGlobals() method in the Message window.
For more information on the Message window, see “Debugging in the Message window” on page 80.
Clear all current global variables

Use the Global object’s clearGlobals() method in the Message window to set the value of all global variables
to VOID (Lingo) or undefined (JavaScript syntax).
To monitor the values of global variables during movie playback, use the Object inspector. For more information on
the Object inspector, see “Debugging in the Object inspector” on page 83.
Global variables in Lingo

In Lingo, variables are considered local by default, and you do not need to precede the variable name with any
keyword. To declare a global variable, you must precede the variable with the keyword global.
If you declare a global variable at the top of a script and before any handlers, the variable is available to all handlers
in that specific script. If you declare a global variable within a handler, the variable is available only to that handler;
however, if you declare a global variable with the same name within two separate handlers, an update to the variable’s
value in one handler will also be reflected in the variable in the other handler.
The following example illustrates working with two global variables: gScript, which is available to all handlers in
the script, and gHandler, which is available within its defining handler and any other handlers that declare it on the
first line of the handler:

ADOBE DIRECTOR 11.0 17
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-- Lingo syntax
global gScript -- gScript is available to all handlers
on mouseDown
global gHandler
gScript = 25
gHandler = 30
end
on mouseUp
global gHandler
trace(gHandler) -- displays 30
end

In Lingo, when you use the term global to define global variables, the variables automatically have VOID as their
initial value.
Global variables in JavaScript syntax

In JavaScript syntax, variables are considered global by default. The scope of a global variable can be determined by
how and where it is declared.

• If you declare a variable within a JavaScript syntax function without preceding the variable name with the
keyword var, the variable is available to all functions within its containing script.
• If you declare a variable outside a JavaScript syntax function, with or without the keyword var, the variable is
available to all functions within its containing script.
• If you declare a variable inside or outside a JavaScript syntax function by using the syntax _global.varName,
the variable is available to all scripts within a movie.
The following example uses the syntax _global.gMovie in one script to declare the variable gMovie as global. This
variable is available to all scripts within the movie:
// JavaScript syntax
_global.gMovie = 1; // Declare gMovie in one script
// Create a function in a separate script that operates on gMovie
function mouseDown() {
_global.gMovie++;
return(_global.gMovie);
}

The following example declares the global variable gScript in one script. This variable is available only to functions
within that script:
// JavaScript syntax
var gScript = 1; // Declare gScript in a script
// gScript is available only to functions in the script that defines it
function mouseDown() {
gScript++;
return(gScript);
}

In JavaScript syntax, when you define variables before any handlers, the variables automatically have undefined as
their initial value.

ADOBE DIRECTOR 11.0 18
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Using local variables
A local variable exists only as long as the handler in which it is defined is running. However, after a local variable is
created, you can use the variable in other expressions or change its value while a script is still within the handler that
defined the variable.
Treating variables as local is a good idea when you want to use a variable only temporarily in one handler. This helps
you avoid unintentionally changing the value in another handler that uses the same variable name.
Create a local variable

In Lingo, assign the variable a value using the equals (=) operator.
In JavaScript syntax, inside a function precede the variable name with the keyword var, and then assign the
variable a value using the equals operator.
Note: Because JavaScript syntax variables are global by default, if you attempt to declare a local variable inside a
function without using the keyword var, your script could produce unexpected behavior. Therefore, although using
var is optional, it is strongly recommended that you declare all local JavaScript syntax variables using var to avoid
any unexpected behavior.
Display all current local variables in the handler

In Lingo only, use the showLocals() function.
In Lingo, you can use this method in the Message window or in handlers to help with debugging. The result appears
in the Message window. The showLocals() method does not apply to JavaScript syntax.
To monitor the values of local variables during movie playback, use the Object inspector. For more information on
the Object inspector, see “Debugging in the Object inspector” on page 83.

Operators
Operators are elements that tell Lingo and JavaScript syntax scripts how to combine, compare, or modify the values
of an expression. Many of the operators in Director are shared between Lingo and JavaScript syntax, and some are
unique to each language.
Some types of operators include the following:

•

Arithmetic operators (such as +, -, /, and *)

•

Comparison operators (such as <, >, and >=), which compare two arguments

•

Logical operators (not, and, or), which combine simple conditions into compound ones

•

String operators (such as &, &&, and +), which join, or concatenate, strings of characters

Note: There are many more types of operators in JavaScript syntax than there are in Lingo, and not all of them are
covered in this reference. For more information on additional operators in JavaScript 1.5, see one of the many thirdparty resources on the subject.
The items that operators act upon are called operands. In Lingo, there are only binary operators. In JavaScript syntax,
there are both binary and unary operators. A binary operator requires two operands, one before the operator and one
after the operator. A unary operator requires a single operand, either before or after the operator.

ADOBE DIRECTOR 11.0 19
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In the following example, the first statement illustrates a binary operator, where the variables x and y are operands
and the plus (+) sign is the operator. The second statement illustrates a unary operator, where the variable i is the
operand and ++ is the operator.
// JavaScript syntax
x + y; // binary operator
i++; // unary operator

For reference information on operators, see “Operators” on page 606.

Understanding operator precedence
When two or more operators are used in the same statement, some operators take precedence over others in a precise
hierarchy to determine which operators to execute first. This is called the operators’ precedence order. For example,
multiplication is always performed before addition. However, items in parentheses take precedence over multiplication. In the following example, without parentheses the multiplication in this statement occurs first:
-- Lingo syntax
total = 2 + 4 * 3 -- results in a value of 14

When parentheses surround the addition operation, addition occurs first:
-- Lingo syntax
total = (2 + 4) * 3 -- results in a value of 18

Descriptions of the types of operators and their precedence order follow. Operators with higher precedence are
performed first. For example, an operator whose precedence order is 5 is performed before an operator whose precedence order is 4. Operations that have the same order of precedence are performed left to right.

Arithmetic operators
Arithmetic operators add, subtract, multiply, divide, and perform other arithmetic operations. Parentheses and the
minus sign are also arithmetic operators.
Operator

Effect

Precedence

()

Groups operations to control precedence order.

5

-

When placed before a number, reverses the sign of a number.

5

*

Performs multiplication.

4

mod

(Lingo only) Performs modulo operation.

4

/

Performs division.

4

%

(JavaScript syntax only) Returns the integer remainder of dividing two operands.

4

++

(JavaScript syntax only) Adds one to its operand. If used as a prefix operator (++x),
returns the value of its operand after adding one. If used as a postfix operator (x++),
returns the value of its operand before adding one.

4

--

(JavaScript syntax only) Subtracts one from its operand. The return value is analogous 4
to that of the increment operator.

+

When placed between two numbers, performs addition.

3

-

When placed between two numbers, performs subtraction.

3

ADOBE DIRECTOR 11.0 20
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Note: In Lingo, when only integers are used in an operation, the result is an integer. Using integers and floating-point
numbers in the same calculation results in a floating-point number. In JavaScript syntax, all calculations essentially
result in floating-point numbers.
When dividing one integer by another does not result in a whole number, Lingo rounds the result down to the
nearest integer. For example, the result of 4/3 is 1. In JavaScript syntax, the actual floating-point value, 1.333, is
returned.
To force Lingo to calculate a value without rounding the result, use float() on one or more values in an expression.
For example, the result of 4/float(3) is 1.333.

Comparison operators
Comparison operators compare two values and determine whether the comparison is true or false.
Operator

Meaning

Precedence

==

(JavaScript syntax only) Two operands are equal. If the operands are not of the same 1
data type, JavaScript syntax attempts to convert the operands to an appropriate data
type for the comparison.

===

(JavaScript syntax only) Two operands are equal and of the same data type.

!=

(JavaScript syntax only) Two operands are not equal. If the operands are not of the
1
same data type, JavaScript syntax attempts to convert the operands to an appropriate
data type for the comparison.

!==

(JavaScript syntax only) Two operands are not equal and/or not of the same type.

1

<>

(Lingo only) Two operands are not equal.

1

<

The left operand is less than the right operand.

1

<=

The left operand is less than or equal to the right operand.

1

>

The left operand is greater than the right operand.

1

>=

The left operand is great than or equal to the right operand.

1

=

(Lingo only) Two operands are equal.

1

1

Assignment operators
An assignment operator assigns a value to its left operand based on the value of its right operand. With the exception
of the basic assignment operator equal (=), all of the following shortcut assignment operators apply only to JavaScript
syntax.
Operator

Meaning

Precedence

=

Equal

1

x += y

(JavaScript syntax only) x = x + y

1

x -= y

(JavaScript syntax only) x = x - y

1

x *= y

(JavaScript syntax only) x = x * y

1

x /= y

(JavaScript syntax only) x = x / y

1

x %= y

(JavaScript syntax only) x = x % y

1

ADOBE DIRECTOR 11.0 21
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Logical operators
Logical operators test whether two logical expressions are true or false.
Use care when using logical operators and string operators in Lingo and JavaScript syntax. For example, in JavaScript
syntax, && is a logical operator that determines whether two expressions are true, but in Lingo, && is a string operator
that concatenates two strings and inserts a space between the two expressions.
Operator

Effect

Precedence

and

(Lingo only) Determines whether both expressions are true

4

&&

(JavaScript syntax only) Determines whether both expressions are true

4

or

(Lingo only) Determines whether either or both expressions are true

4

||

(JavaScript syntax only) Determines whether either or both expressions are true

4

not

(Lingo only) Negates an expression

5

!

(JavaScript syntax only) Negates an expression

5

The not (Lingo) or ! (JavaScript syntax) operator is useful for toggling a TRUE or FALSE value to its opposite. For
example, the following statement turns on the sound if it’s currently off and turns off the sound if it’s currently on:
-- Lingo syntax
_sound.soundEnabled = not (_sound.soundEnabled)
// JavaScript syntax
_sound.soundEnabled = !(_sound.soundEnabled);

String operators
String operators combine and define strings.
Use care when using logical operators and string operators in Lingo and JavaScript syntax. For example, in JavaScript
syntax, && is a logical operator that determines whether two expressions are true, but in Lingo, && is a string operator
that concatenates two strings and inserts a space between the two expressions.
Operator

Effect

Precedence

&

(Lingo only) Concatenates two strings

2

+

(JavaScript syntax only) Concatenates two string values and returns a third string that 2
is the union of the two operands

+=

(JavaScript syntax only) Concatenates one string variable and one string value, and
assigns the returned value to the string variable

2

&&

(Lingo only) Concatenates two strings and inserts a space between the two

2

"

Marks the beginning or end of a string

1

Conditional constructs
By default, Director always executes script statements starting with the first statement and continuing in order until
it reaches the final statement or a statement that instructs a script to go somewhere else.

ADOBE DIRECTOR 11.0 22
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The order in which statements are executed affects the order in which you should place statements. For example, if
you write a statement that requires some calculated value, you need to put the statement that calculates the value first.
The first statement in the following example adds two numbers, and the second statement assigns a string representation of the sum to a field cast member named Answer, which appears on the Stage. The second statement could not
be placed before the first statement because the variable x has not yet been defined.
-- Lingo syntax
x = 2 + 2
member("Answer").text = string(x)
// JavaScript syntax
var x = 2 + 2;
member("Answer").text = x.toString();

Both Lingo and JavaScript syntax provide conventions for altering the default execution order or script statements,
and for performing actions depending on specific conditions. For example, you may want to do the following in your
scripts:

• Execute a set of statements if a logical condition is true, or execute alternate statements if the logical condition
is false.
•

Evaluate an expression and attempt to match the expression’s value to a specific condition.

•

Execute a set of statements repeatedly until a specific condition is met.

Testing for logical conditions
To execute a statement or set of statements if a specified condition is true or false, you use the if...then...else
(Lingo) or if...else (JavaScript syntax) structures. For example, you can create an if...then...else or
if...then structure that tests whether text has finished downloading from the Internet and, if it has, then attempts
to format the text. These structures use the following pattern to test for logical conditions:

• In both Lingo and JavaScript syntax, statements that check whether a condition is true or false begin with the
term if.
• In Lingo, if the condition exists, the statements following the term then are executed. In JavaScript syntax, curly
brackets ({ }) take the place of the Lingo term then, and must surround each individual if, else, or else if
statement.
• In both Lingo and JavaScript syntax, if the condition does not exist, scripts skip to the next statement in the
handler using the term else or else if.
• In Lingo, the term end if specifies the end of the if test. In JavaScript syntax, the if test ends automatically, so
there is no term that explicitly ends the test.
To optimize your script’s performance, test for the most likely conditions first.
The following statements test several conditions. The term else if specifies alternative tests to perform if previous
conditions are false:
-- Lingo syntax
if _mouse.mouseMember = member(1) then
_movie.go("Cairo")
else if _mouse.mouseMember = member(2) then
_movie.go("Nairobi")
else
_player.alert("You’re lost.")
end if

ADOBE DIRECTOR 11.0 23
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// JavaScript syntax
if (_mouse.mouseMember = member(1)) {
_movie.go("Cairo");
}
else if (_mouse.mouseMember = member(2)) {
_movie.go("Nairobi");
}
else {
_player.alert("You’re lost.");
}

When writing if...then structures in Lingo, you can place the statement or statements following then in the same
line as then, or you can place them on their own line by inserting a carriage return after then. If you insert a carriage
return, you must also include an end if statement at the end of the if...then structure.
When writing if structures in JavaScript syntax, you can place the statement or statements following if in the same
line as if, or you can place them on their own line by inserting a carriage return after if.
For example, the following statements are equivalent:
-- Lingo syntax
if _mouse.mouseMember = member(1) then _movie.go("Cairo")
if _mouse.mouseMember = member(1) then
_movie.go("Cairo")
end if
// JavaScript syntax
if (_mouse.mouseMember = member(1)) { _movie.go("Cairo"); }
if (_mouse.mouseMember = member(1)) {
_movie.go("Cairo");
}

For reference information on using the if...then...else and if...else structures, see “if ” on page 195.

Evaluating and matching expressions
The case (Lingo) or switch...case (JavaScript syntax) structures are shorthand alternatives to using
if...then...else or if...then structures when setting up multiple branching structures. The case and
switch...case structures are often more efficient and easier to read than many if...then...else or if...then
structures.
In Lingo, the condition to test for follows the term case in the first line of the case structure. The comparison goes
through each line in order until Lingo encounters an expression that matches the test condition. When a matching
expression is found, Director executes the Lingo that follows the matching expression.
In JavaScript syntax, the condition to test for follows the term switch in the first line of the structure. Each
comparison in the test follows the term case for each line that contains a test. Each case comparison can be ended
by using the optional term break. Including the term break breaks the program out of the switch structure and
executes any statements following the structure. If break is omitted, the following case comparison is executed.
A case or switch...case structure can use comparisons as the test condition.
For example, the following case and switch...case structures test which key the user pressed most recently and
respond accordingly:

•

If the user pressed A, the movie goes to the frame labeled Apple.

ADOBE DIRECTOR 11.0 24
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• If the user pressed B or C, the movie performs the specified transition and then goes to the frame labeled
Oranges.
•

If the user pressed any other letter key, the computer beeps.
-- Lingo syntax
case (_key.key) of
"a" : _movie.go("Apple")
"b", "c":
_movie.puppetTransition(99)
_movie.go("Oranges")
otherwise: _sound.beep()
end case
// JavaScript syntax
switch (_key.key) {
case "a" :
_movie.go("Apple");
break;
case "b":
case "c":
_movie.puppetTransition(99);
_movie.go("Oranges");
break;
default: _sound.beep()
}

Note: In JavaScript syntax, only one comparison can be made per case statement.
For reference information on using case structures, see “case” on page 190.

Repeating actions
In both Lingo and JavaScript syntax, you can repeat an action a specified number of times or while a specific
condition exists.
In Lingo, to repeat an action a specified number of times, you use a repeat with structure. Specify the number of
times to repeat as a range following repeat with.
In JavaScript syntax, to repeat an action a specified number of times, you use the for structure. The for structure
takes three parameters: the first parameter typically initializes a counter variable, the second parameter specifies a
condition to evaluate each time through the loop, and the third parameter is typically used to update or increment
the counter variable.
The repeat with and for structures are useful for performing the same operation on a series of objects. For
example, the following loop makes Background Transparent the ink for sprites 2 through 10:
-- Lingo syntax
repeat with n = 2 to 10
sprite(n).ink = 36
end repeat
// JavaScript syntax
for (var n=2; n<=10; n++) {
sprite(n).ink = 36;
}

The following example performs a similar action, but with decreasing numbers:
-- Lingo syntax
repeat with n = 10 down to 2

ADOBE DIRECTOR 11.0 25
Scripting Dictionary

sprite(n).ink = 36
end repeat
// JavaScript syntax
for (var n=10; n>=2; n--) {
sprite(n).ink = 36;
}

In Lingo, to repeat a set of instructions as long as a specific condition exists, use the repeat while structure.
In JavaScript syntax, to repeat a set of instructions as long as a specific condition exists, use the while structure.
For example, the following statements instruct a movie to beep continuously whenever the mouse button is being
pressed:
-- Lingo syntax
repeat while _mouse.mouseDown
_sound.beep()
end repeat
// JavaScript syntax
while (_mouse.mouseDown) {
_sound.beep();
}

Both Lingo and JavaScript syntax scripts continue to loop through the statements inside the loop until the condition
is no longer true, or until one of the statements sends the script outside the loop. In the previous example, the script
exits the loop when the mouse button is released because the mouseDown condition is no longer true.
In Lingo, to exit a loop, use the exit repeat statement.
In JavaScript syntax, to exit a loop you can use the term break. A loop also automatically exits when a condition is
no longer true.
For example, the following statements make a movie beep while the mouse button is pressed, unless the mouse
pointer is over sprite 1. If the pointer is over sprite 1, the script exits the loop and stops beeping. The rollover()
method indicates whether the pointer is over the specified sprite.
-- Lingo syntax
repeat while _mouse.stillDown
_sound.beep()
if _movie.rollOver(1) then exit repeat
end repeat
// JavaScript syntax
while (_mouse.stillDown) {
_sound.beep();
if (_movie.rollOver(1)) {
break;
}
}

For reference information on the repeat while and while structures, see “repeat while” on page 207.

ADOBE DIRECTOR 11.0 26
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Events, messages, and handlers
A key component to creating powerful, useful scripts is an understanding of the concepts and functionality of events,
messages, and handlers. Understanding the order in which events and messages are sent and received will help you
determine exactly when specific scripts or parts of scripts should run. It will also help you debug scripts when
specific actions are not occurring when you expect them to occur.
When a movie plays, the following occur:

•

Events occur in response to either a system or user-defined action.

•

Messages that correspond to these events are sent to the scripts in a movie.

•

Handlers within scripts contain the instructions that run when a specific message is received.

The name of an event corresponds to the name of the message it generates, and the handler that handles the event
corresponds to both the event and the message. For example, when the event named mouseDown occurs, Director
generates and sends to scripts a message named mouseDown, which would in turn be handled by a handler named
mouseDown.

Events
There are two categories of events that occur when a movie plays:

• System events occur without a user interacting with the movie and are predefined and named in Director—for
example, when the playhead enters a frame, when a sprite is clicked, and so on.
• User-defined events occur in response to actions that you define. For example, you could create an event that
occurs when the background color of a sprite changes from red to blue, when a sound has played five times, and so
on.
Many system events, such as prepareFrame, beginSprite, and so on, occur automatically and in a predefined
order while a movie is playing. Other system events, particularly mouse events such as mouseDown, mouseUp, and so
on, do not necessarily occur automatically while a movie is playing, but rather when a user triggers them.
For example, when a movie first starts, the prepareMovie event always occurs first, the prepareFrame event always
occurs second, and so on. However, the mouseDown and mouseUp events may never occur in a movie unless a user
triggers them by clicking the movie.
The following lists illustrate the system events that always occur during a movie, and the order in which they occur.
When the movie first starts, events occur in the following order:
1 prepareMovie
prepareFrame Immediately after the prepareFrame event, Director plays sounds, draws sprites, and
performs any transitions or palette effects. This event occurs before the enterFrame event. A prepareFrame
handler is a good location for script that you want to run before the frame draws.

2

3

beginSprite

4

startMovie

This event occurs when the playhead enters a sprite span.
This event occurs in the first frame that plays.

When the movie encounters a frame, events occur in the following order:
1 beginSprite This event occurs only if new sprites begin in the frame.
2
3

stepFrame
prepareFrame

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enterFrame After enterFrame and before exitFrame, Director handles any time delays required by the
tempo setting, idle events, and keyboard and mouse events.

4
5

exitFrame

6

endSprite

This event occurs only if the playhead exits a sprite in the frame.

When a movie stops, events occur in the following order:
1 endSprite This event occurs only if sprites currently exist in the movie.
2

stopMovie

For reference information on the predefined system events in Director, see “Events and Messages” on page 149.

Messages
To run the appropriate set of script statements at the right time, Director must determine what is occurring in the
movie and which statements to run in response to certain events.
Director sends messages to indicate when specific events occur in a movie, such as when sprites are clicked, keyboard
keys are pressed, a movie starts, the playhead enters or exits a frame, or a script returns a certain result.
The general order in which messages are sent to objects is as follows:
1 Messages are sent first to behaviors attached to a sprite involved in the event. If a sprite has more than one
behavior attached to it, behaviors respond to the message in the order in which they are attached to the sprite.
2

Messages are sent next to a script attached to the cast member assigned to the sprite.

3

Messages are then sent to behaviors attached to the current frame.

4

Messages are sent last to movie scripts.

Although you can define your own message names, most common events that occur in a movie have built-in
message names.
For reference information on the built-in messages in Director, see “Events and Messages” on page 149.

Defining custom messages
In addition to using built-in message names, you can define your own messages and corresponding handler names.
A custom message can call another script, another handler, or the statement’s own handler. When the called handler
stops executing, the handler that called it resumes.
Custom message and handler names must meet the following criteria:

•

They must start with a letter.

•

They must include alphanumeric characters only (no special characters or punctuation).

•

They must consist of one word or of several words connected by an underscore—no spaces are allowed.

•

They must be different from the name of any predefined Lingo or JavaScript syntax element.

Using predefined Lingo or JavaScript keywords for message and handler names can create confusion. Although it
is possible to explicitly replace or extend the functionality of a Lingo or JavaScript element by using it as a message
or handler name, this should be done only in certain advanced situations.
When you have multiple handlers with similar functions, it is useful to give them names that have similar beginnings
so they appear together in an alphabetical listing, such as the listing that can be displayed by the Edit > Find >
Handler command.

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Handlers
A handler is a set of statements within a script that runs in response to a specific event and subsequent message.
Although Director contains built-in events and messages, you must create your own custom handlers for each
event/message pair that you want to handle.
Deciding where to place handlers

You can place handlers in any type of script, and a script can contain multiple handlers. It’s a good idea to group
related handlers in a single place, though, for easier maintenance.
The following are some useful guidelines for many common situations:

• To associate a handler with a specific sprite, or to have a handler run in response to an action on a specific sprite,
put the handler in a behavior attached to the sprite.
• To set up a handler that should be available any time the movie is in a specific frame, put the handler in a
behavior attached to the frame.
For example, to have a handler respond to a mouse click while the playhead is in a frame, regardless of where the
click occurs, place a mouseDown or mouseUp handler in the frame behavior rather than in a sprite behavior.

• To set up a handler that runs in response to messages about events anywhere in the movie, put the handler in a
movie script.
• To set up a handler that runs in response to an event that affects a cast member, regardless of which sprites use
the cast member, put the handler in a cast member script.
Determining when handlers receive a message

After sending a message to scripts, Director checks for handlers in a definite order.
1 Director first checks whether a handler exists in the object from which the message was sent. If a handler is
found, the message is intercepted, and the script in the handler runs.
2 If no handler is found, Director then checks cast members, in ascending order, for any associated movie scripts
that might contain a handler for the message. If a handler is found, the message is intercepted, and the script in the
handler runs.
3 If no handler is found, Director then checks whether a frame script contains a handler for the message. If a
handler is found, the message is intercepted, and the script in the handler runs.
4 If no handler is found, Director then checks sprites, in ascending order, for any scripts associated with the sprites
that might contain a handler for the message. If a handler is found, the message is intercepted, and the script in the
handler runs.

After a handler intercepts a message, the message does not automatically pass on to the remaining locations.
However, in Lingo you can use the pass() method to override this default rule and pass the message to other objects.
If no matching handler is found after the message passes to all possible locations, Director ignores the message.
The exact order of objects to which Director sends a message depends on the message. For information on the
sequence of objects to which Director sends specific messages, see the entry for each message in “Events and
Messages” on page 149.
Using parameters to pass values to a handler

By using parameters for values, you can give the handler exactly the values that it needs to use at a specific time,
regardless of where or when you call the handler in the movie. Parameters can be optional or required, depending
on the situation.

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Create parameters for a handler

In Lingo, put the parameters after the handler name.
In JavaScript syntax, put the parameters within parentheses, and then put them after the handler name.
Use commas to separate multiple parameters.
When you call a handler, you must provide specific values for the parameters that the handler uses. You can use any
type of value, such as a number, a variable that has a value assigned, or a string of characters. Values in the calling
statement must be in the order that they follow in the handler’s parameters, and they must be surrounded by parentheses.
In the following example, the variable assignment mySum calls the method addThem, which is passed the two values
2 and 4. The addThem handler replaces the parameter placeholders a and b with the two values passed to it, stores
the result in the local variable c, and then uses the keyword return to send the result back to the original method,
which is then assigned to mySum.
Because 2 is first in the list of parameters, it is substituted for a in the handler. Likewise, because 4 is second in the
list of parameters, it is substituted for b in the handler.
-- Lingo syntax
mySum = addThem(2, 4) -- calling statement
on addThem a, b -- handler
c = a + b
return c -- returns the result to the calling statement
end
// JavaScript syntax
var mySum = addThem(2, 4); // calling statement
function addThem(a, b) { // handler
c = a + b;
return c; // returns the result to the calling statement
}

In Lingo, when you call a custom method from an object, a reference to the Script object in memory is always passed
as an implied first parameter to the handler for that method. This means that you must account for the Script object
reference in your handler.
For example, consider that you wrote a custom sprite method named jump() that takes a single integer as a
parameter, and you placed the method in a behavior. When you call jump() from a Sprite object reference, the
handler must also include a parameter that represents the Script object reference, and not just the single integer. In
this case, the implied parameter is represented by the keyword me, but any term will work.
-- Lingo syntax
myHeight = sprite(2).jump(5)
on jump(me,a)
return a + 15 -- this handler works correctly, and returns 20
end
on jump(a)
return a + 15 -- this handler does not work correctly, and returns 0
end

You can also use expressions as values. For example, the following statement substitutes 3+6 for a and 8>2 (or 1,
representing TRUE) for b, and would return 10:
-- Lingo syntax

ADOBE DIRECTOR 11.0 30
Scripting Dictionary

mySum = addThem(3+6, 8>2)

In Lingo, each handler begins with the word on followed by the message that the handler should respond to. The last
line of the handler is the word end. You can repeat the handler’s name after end, but this is optional.
In JavaScript syntax, each handler begins with the word function followed by the message that the handler should
respond to. The statements that make up the handler are surrounded by opening and closing brackets, as are all
JavaScript syntax functions.
Returning results from handlers

Often, you want a handler to report some condition or the result of some action.
Return results from a handler

Use the keyword return to have a handler report a condition or the result of an action. For example, the
following findColor handler returns the current color of sprite 1:
-- Lingo syntax
on findColor
return sprite(1).foreColor
end
// JavaScript syntax
function findColor() {
return(sprite(1).foreColor);
}

You can also use the keyword return by itself to exit from the current handler and return no value. For example, the
following jump handler returns nothing if the aVal parameter equals 5; otherwise, it returns a value:
-- Lingo syntax
on jump(aVal)
if aVal = 5 then return
aVal = aVal + 10
return aVal
end
// JavaScript syntax
function jump(aVal) {
if(aVal == 5) {
return;
}
else {
aVal = aVal + 10;
return(aVal);
}
}

When you define a handler that returns a result, you must use parentheses after the handler when you call it from
another handler. For example, the statement put(findColor()) calls the on findColor handler and then displays
the result in the Message window.

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Linear lists and property lists
In your scripts, you may want to track and update lists of data, such as a series of names or the values assigned to a
set of variables. Both Lingo and JavaScript syntax have access to linear lists and property lists. In a linear list, each
element in the list is a single value. In a property list, each element in the list contains two values; the first value is a
property name, and the second value is the value associated with that property.
Because both Lingo and JavaScript syntax have access to linear and property lists, it is recommended that you use
linear lists and property lists if values in your code are shared between Lingo and JavaScript syntax scripts.
If values in your code are used only in JavaScript syntax scripts, it is recommended that you use JavaScript Array
objects to work with lists of data. For more information on using arrays, see “JavaScript syntax arrays” on page 37.

Creating linear lists
You create a linear list in one of the following ways:

• In Lingo, use either the top-level list() function or the list operator ([ ]), using commas to separate items in
the list.
•

In JavaScript syntax, use the top-level list() function, using commas to separate items in the list.

The index into a linear list always starts with 1.
When you use the top-level list() function, you specify the list’s elements as parameters of the function. This
function is useful when you use a keyboard that does not provide square brackets.
All of the following statements create a linear list of three names and assign it to a variable:
-- Lingo syntax
workerList = ["Bruno", "Heather", "Carlos"] -- using the Lingo list operator
workerList = list("Bruno", "Heather", "Carlos") -- using list()
// JavaScript syntax
var workerList = list("Bruno", "Heather", "Carlos"); // using list()

You can also create empty linear lists. The following statements create empty linear lists:
-- Lingo syntax
workerList = [] -- using the Lingo list operator
workerList = list() -- using list() with no parameters
// JavaScript syntax
var workerList = list(); // using list() with no parameters

Creating property lists
You create a property list in one of the following ways:

• In Lingo, use either the top-level propList() function or the list operator ([:]). When using the list operator
to create a property list, you can use either a colon to designate name/value elements and commas to separate
elements in the list, or commas to both designate name/value elements and to separate elements in the list.
• In JavaScript syntax, use the top-level propList() function and insert commas to both designate name/value
elements and to separate elements in the list.
When you use the top-level propList() function, you specify the property list’s elements as parameters of the
function. This function is useful when you use a keyboard that does not provide square brackets.

ADOBE DIRECTOR 11.0 32
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Properties can appear more than once in a given property list.
All of the following statements create a property list with four property names—left, top, right, and bottom—
and their corresponding values:
-- Lingo syntax
sprite1Loc = [#left:100, #top:150, #right:300, #bottom:350]
sprite1Loc = ["left",400, "top",550, "right",500, "bottom",750]
sprite1Loc = propList("left",400, "top",550, "right",500, "bottom",750)
// JavaScript syntax
var sprite1Loc = propList("left",400, "top",550, "right",500, "bottom",750);

You can also create empty property lists. The following statements create empty property lists:
-- Lingo syntax
sprite1Loc = [:] -- using the Lingo property list operator
sprite1Loc = propList() -- using propList() with no parameters
// JavaScript syntax
var sprite1Loc = propList(); // using propList() with no parameters

Setting and retrieving items in lists
You can set and retrieve individual items in a list. The syntax differs for linear and property lists.
Set a value in a linear list

Do one of the following:

•

Use the equals (=) operator.

•

Use the setAt() method.

The following statements illustrate defining the linear list workerList that contains one value, Heather, and then
adds Carlos as the second value in the list:
-- Lingo syntax
workerList = ["Heather"] -- define a linear list
workerList[2] = "Carlos" -- set the second value using the equal operator
workerList.setAt(2, "Carlos") -- set the second value using setAt()
// JavaScript syntax
var workerList = list("Heather"); // define a linear list
workerList[2] = "Carlos"; // set the second value using the equal operator
workerList.setAt(2, "Carlos"); // set the second value using setAt()

Retrieve a value in a linear list
1 Use the list variable followed by the number that indicates the value’s position in the list. Place square brackets

around the number.
2

Use the getAt() method.

The following statements create the linear list workerList, and then assign the second value in the list to the variable
name2:
-- Lingo syntax
workerList = ["Bruno", "Heather", "Carlos"] -- define a linear list
name2 = workerList[2] -- use bracketed access to retrieve "Heather"
name2 = workerList.getAt(2) -- use getAt() to retrieve "Heather"
// JavaScript syntax

ADOBE DIRECTOR 11.0 33
Scripting Dictionary

var workerList = list("Bruno", "Heather", "Carlos");
var name2 = workerList[2] // use bracketed access to retrieve "Heather"
var name2 = workerList.getAt(2) // use getAt() to retrieve "Heather"

Set a value in a property list

Do one of the following:

•

Use the equals (=) operator.

•

In Lingo only, use the setaProp() method.

•

Use dot syntax.

The following Lingo statement uses the equals operator to make sushi the new value associated with the property
Bruno:
-- Lingo syntax
foodList = [:] -- define an empty property list
foodList[#Bruno] = "sushi" -- associate sushi with Bruno

The following Lingo statement uses setaprop() to make sushi the new value associated with the property Bruno:
-- Lingo syntax
foodList = [:] -- define an empty property list
foodList.setaProp(#Bruno, "sushi") -- use setaProp()
// JavaScript syntax
foodList = propList() -- define an empty property list
foodList.setaProp("Bruno", "sushi") -- use setaProp()

The following statements use dot syntax to set the value associated with Bruno from sushi to teriyaki:
-- Lingo syntax
foodList = [#Bruno:"sushi"]
trace(foodList) -- displays
foodList.Bruno = "teriyaki"
trace(foodList) -- displays

-- define a property list
[#Bruno: "sushi"]
-- use dot syntax to set the value of Bruno
[#Bruno: "teriyaki"]

// JavaScript syntax
var foodList = propList("Bruno", "sushi"); // define a property list
trace(foodList); // displays ["Bruno": "sushi"]
foodList.Bruno = "teriyaki" // use dot syntax to set the value of Bruno
trace(foodList) -- displays [#Bruno: "teriyaki"]

Retrieve a value in a property list

Do one of the following:

• Use the list variable followed by the name of the property associated with the value. Place square brackets around
the property.
•

Use the getaProp() or getPropAt() methods.

•

Use dot syntax.

The following statements use bracketed access to retrieve the values associated with the properties breakfast and
lunch:
-- Lingo syntax
-- define a property list
foodList = [#breakfast:"Waffles", #lunch:"Tofu Burger"]
trace(foodList[#breakfast]) -- displays "Waffles"
trace(foodList[#lunch]) -- displays "Tofu Burger"

ADOBE DIRECTOR 11.0 34
Scripting Dictionary

// JavaScript syntax
// define a property list
var foodList = propList("breakfast", "Waffles", "lunch", "Tofu Burger");
trace(foodList["breakfast"]); // displays Waffles
trace(foodList["lunch"]); // displays Tofu Burger

The following statements use getaProp() to retrieve the value associated with the property breakfast, and
getPropAt() to retrieve the property at the second index position in the list:
-- Lingo syntax
-- define a property list
foodList = [#breakfast:"Waffles", #lunch:"Tofu Burger"]
trace(foodList.getaProp(#breakfast)) -- displays "Waffles"
trace(foodList.getPropAt(2)) -- displays #lunch
// JavaScript syntax
// define a property list
var foodList = propList("breakfast", "Waffles", "lunch", "Tofu Burger");
trace(foodList.getaProp("breakfast")) // displays Waffles
trace(foodList.getPropAt(2)) // displays lunch

The following statements use dot syntax to access the values associated with properties in a property list:
-- Lingo syntax
-- define a property list
foodList = [#breakfast:"Waffles", #lunch:"Tofu Burger"]
trace(foodList.breakfast) -- displays "Waffles"
// JavaScript syntax
// define a property list
var foodList = propList("breakfast", "Waffles", "lunch", "Tofu Burger");
trace(foodList.lunch); // displays Tofu Burger

Checking items in lists
You can determine the characteristics of a list and the number of items the list contains by using the following
methods:

• To display the contents of a list, use the put() or trace() functions, passing the variable that contains the list
as a parameter.
•

To determine the number of items in a list, use the count() method (Lingo only) or the count property.

•

To determine a list’s type, use the ilk() method.

•

To determine the maximum value in a list, use the max() method.

•

To determine the minimum value in a list, use the min() function.

•

To determine the position of a specific property, use the findPos, findPosNear, or getOne command.

The following statements use count() and count to display the number of items in a list:
-- Lingo syntax
workerList = ["Bruno", "Heather", "Carlos"] -- define a linear list
trace(workerList.count()) -- displays 3
trace(workerList.count) -- displays 3
// JavaScript syntax
var workerList = list("Bruno", "Heather", "Carlos"); // define a linear list
trace(workerList.count); // displays 3

The following statements use ilk() to determine a list’s type:

ADOBE DIRECTOR 11.0 35
Scripting Dictionary

-- Lingo syntax
x = ["1", "2", "3"]
trace(x.ilk()) // returns #list
// JavaScript syntax
var x = list("1", "2", "3");
trace(x.ilk()) // returns #list

The following statements use max() and min() to determine the maximum and minimum values in a list:
-- Lingo syntax
workerList = ["Bruno", "Heather", "Carlos"] -- define a linear list
trace(workerList.max()) -- displays "Heather"
trace(workerList.min()) -- displays "Bruno"
// JavaScript syntax
var workerList = list("Bruno", "Heather", "Carlos"); // define a linear list
trace(workerList.max()); // displays Heather
trace(workerList.min()); // displays Bruno

The following statements use findPos to get the index position of a specified property in a property list:
-- Lingo syntax
-- define a property list
foodList = [#breakfast:"Waffles", #lunch:"Tofu Burger"]
trace(foodList.findPos(#lunch)) -- displays 2
// JavaScript syntax
// define a property list
var foodList = propList("breakfast", "Waffles", "lunch", "Tofu Burger");
trace(foodList.findPos("breakfast")); // displays 1

Adding and deleting items in lists
You can add or delete items in a list by using the following methods:

•

To add an item at the end of a list, use the append() method.

•

To add an item at its proper position in a sorted list, use the add() or addProp() methods.

•

To add an item at a specific place in a linear list, use the addAt() method.

•

To add an item at a specific position in a property list, use the addProp() method.

•

To delete an item from a list, use the deleteAt(), deleteOne(), or deleteProp() methods.

•

To replace an item in a list, use the setAt() or setaProp() methods.

The following statements use append() to add an item to the end of a list:
-- Lingo syntax
workerList = ["Bruno", "Heather", "Carlos"] -- define a linear list
workerList.append("David")
trace(workerList) -- displays ["Bruno", "Heather", "Carlos", "David"]
// JavaScript syntax
var workerList = list("Bruno", "Heather", "Carlos"); // define a linear list
workerList.append("David");
trace(workerList); // displays ["Bruno", "Heather", "Carlos", "David"]

The following statements use addProp() to add a property and an associated value to a property list:
-- Lingo syntax
-- define a property list

ADOBE DIRECTOR 11.0 36
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foodList = [#breakfast:"Waffles", #lunch:"Tofu Burger"]
foodList.addProp(#dinner, "Spaghetti") -- adds [#dinner: "Spaghetti"]
// JavaScript syntax
// define a property list
var foodList = propList("breakfast", "Waffles", "lunch", "Tofu Burger");
foodList.addProp("dinner", "Spaghetti"); // adds ["dinner": "Spaghetti"]

You do not have to explicitly remove lists. Lists are automatically removed when they are no longer referred to by any
variable. Other types of objects must be removed explicitly, by setting variables that refer to them to VOID (Lingo) or
null (JavaScript syntax).

Copying lists
Assigning a list to a variable and then assigning that variable to a second variable does not make a separate copy of
the list. For example, the first statement below creates a list that contains the names of two continents, and assigns
the list to the variable landList. The second statement assigns the same list to a new variable continentList. In
the third statement, adding Australia to landList also automatically adds Australia to the list continentList.
This happens because both variable names point to the same List object in memory. The same behavior occurs by
using an array in JavaScript syntax.
-- Lingo syntax
landList = ["Asia", "Africa"]
continentList = landList
landList.add("Australia") -- this also adds "Australia" to continentList

Create a copy of a list that is independent of another list

Use the duplicate() method.
For example, the following statements create a list and then make an independent copy of the list:
-- Lingo syntax
oldList = ["a", "b", "c"]
newList = oldList.duplicate() -- makes an independent copy of oldList
// JavaScript syntax
var oldList = list("a", "b", "c");
var newList = oldList.duplicate(); // makes an independent copy of oldList

After newList is created, editing either oldList or newList has no effect on the other.

Sorting lists
Lists are sorted in alphanumeric order, with numbers being sorted before strings. Strings are sorted according to
their initial letters, regardless of how many characters they contain. Sorted lists perform slightly faster than unsorted
lists.
A linear list is sorted according to the values in the list. A property list is sorted according to the property names in
the list or array.
After the values in a linear or property list are sorted, they will remain sorted, even as values are added to or removed
from the lists.
Sort a list

Use the sort() method.
For example, the following statements sort a nonsorted alphabetical list:

ADOBE DIRECTOR 11.0 37
Scripting Dictionary

-- Lingo syntax
oldList = ["d", "a", "c", "b"]
oldList.sort() -- results in ["a", "b", "c", "d"]
// JavaScript syntax
var oldList = list("d", "a", "c", "b");
oldList.sort(); // results in ["a", "b", "c", "d"]

Creating multidimensional lists
You can also create multidimensional lists that enable you to work with the values of more than one list at a time.
In the following example, the first two statements create the separate linear lists list1 and list2. The third
statement creates a multidimensional list and assigns it to mdList. To access the values in a multidimensional list,
the fourth and fifth statements use brackets to access the values in the list; the first bracket provides access to a
specified list, and the second bracket provides access to the value at a specified index position in the list.
-- Lingo syntax
list1 = list(5,10)
list2 = list(15,20)
mdList = list(list1, list2)
trace(mdList[1][2]) -- displays 10
trace(mdList[2][1]) -- displays 15
// JavaScript syntax
var list1 = list(5,10);
var list2 = list(15,20);
var mdList = list(list1, list2);
trace(mdList[1][2]); // displays 10
trace(mdList[2][1]); // displays 15

JavaScript syntax arrays
JavaScript syntax arrays are similar to Lingo-style linear lists in that each element in an array is a single value. One
of the main differences between JavaScript syntax arrays and Lingo-style linear lists is that the index into an array
always starts with 0.
You create a JavaScript syntax array by using the Array object. You can use either square brackets ([ ]) or the Array
constructor to create an array. The following two statements create an array with two values:
// JavaScript syntax
var myArray = [10, 15]; // using square brackets
var myArray = new Array(10, 15); // using the Array constructor

You can also create empty arrays. The following two statements create an empty array:
// JavaScript syntax
var myArray = [];
var myArray = new Array();

Note: The Director Scripting Reference does not include a complete reference for JavaScript syntax Array objects. For
more complete information on using Array objects, see one of the many third-party resources on the subject.

Checking items in arrays
You can determine the characteristics of an array and the number of items the array contains by using the following
methods:

ADOBE DIRECTOR 11.0 38
Scripting Dictionary

• To display the contents of a list, use the put() or trace() function, passing the variable that contains the list as
a parameter.
•

To determine the number of items in an array, use the Array object’s length property.

•

To determine an array’s type, use the constructor property.
The following example illustrates determining the number of items in an array by using the length property,
and then returning the type of object by using the constructor property:
// JavaScript syntax
var x = ["1", "2", "3"];
trace(x.length) // displays 3
trace(x.constructor == Array) // displays true

Adding and deleting items in arrays
You can add or delete items in an array by using the following methods:

•

To add an item at the end of an array, use the Array object’s push() method.

•

To add an item at its proper position in a sorted array, use the Array object’s splice() method.

•

To add an item at a specific position in an array, use the Array object’s splice() method.

•

To delete an item from an array, use the Array object’s splice() method.

•

To replace an item in an array, use the Array object’s splice() method.

The following example illustrates using the Array object’s splice() method to add items to, delete items from, and
replace items in an array:
// JavaScript syntax
var myArray = new Array("1", "2");
trace(myArray); displays 1,2
myArray.push("5"); // adds the value "5" to the end of myArray
trace(myArray); // displays 1,2,5
myArray.splice(3, 0, "4"); // adds the value "4" after the value "5"
trace(myArray); // displays 1,2,5,4
myArray.sort(); // sort myArray
trace(myArray); // displays 1,2,4,5
myArray.splice(2, 0, "3");
trace(myArray); // displays 1,2,3,4,5
myArray.splice(3, 2); // delete two values at index positions 3 and 4
trace(myArray); // displays 1,2,3
myArray.splice(2, 1, "7"); // replaces one value at index position 2 with "7"
trace(myArray); displays 1,2,7

Copying arrays
Assigning an array to a variable and then assigning that variable to a second variable does not make a separate copy
of the array.

ADOBE DIRECTOR 11.0 39
Scripting Dictionary

For example, the first statement below creates an array that contains the names of two continents, and assigns the
array to the variable landList. The second statement assigns the same list to a new variable continentList. In the
third statement, adding Australia to landList also automatically adds Australia to the array continentList.
This happens because both variable names point to the same Array object in memory.
// JavaScript syntax
var landArray = new Array("Asia", "Africa");
var continentArray = landArray;
landArray.push("Australia"); // this also adds "Australia" to continentList

Create a copy of an array that is independent of another array

Use the Array object’s slice() method.
For example, the following statements create an array and then use slice() to make an independent copy of the
array:
// JavaScript syntax
var oldArray = ["a", "b", "c"];
var newArray = oldArray.slice(); // makes an independent copy of oldArray

After newArray is created, editing either oldArray or newArray has no effect on the other.

Sorting arrays
Arrays are sorted in alphanumeric order, with numbers being sorted before strings. Strings are sorted according to
their initial letters, regardless of how many characters they contain.
Sort an array

Use the Array object’s sort() method.
The following statements sort a non-sorted alphabetical array:
// JavaScript syntax
var oldArray = ["d", "a", "c", "b"];
oldArray.sort(); // results in a, b, c, d

The following statements sort a non-sorted alphanumeric array:
// JavaScript syntax
var oldArray = [6, "f", 3, "b"];
oldArray.sort(); // results in 3, 6, b, f

Sorting an array results in a new sorted array.

Creating multidimensional arrays
You can also create multidimensional arrays that enable you to work with the values of more than one array at a time.
In the following example, the first two statements create the separate arrays array1 and array2. The third statement
creates a multidimensional array and assigns it to mdArray. To access the values in a multidimensional array, the
fourth and fifth statements use brackets to access the values in the array; the first bracket provides access to a
specified array, and the second bracket provides access to value at a specified index position in the array.
// JavaScript syntax
var array1 = new Array(5,10);
var array2 = [15,20];
var mdArray = new Array(array1, array2);
trace(mdArray[0][1]); // displays 10
trace(mdArray[1][0]); // displays 15

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41

Chapter 3: Writing Scripts in Director
Scripts in Director® 11 support all kinds of functionality in movies that would not be possible otherwise. As you write
scripts, you may find the need for increasingly advanced scripts to support complex interactivity in your Director
movies. Intermediate and advanced scripting concepts and techniques are presented here, including information
about object-oriented scripting in Director.
If you are new to scripting in Director, make sure to read “Director Scripting Essentials” on page 4 in addition to the
topics here.

Choosing between Lingo and JavaScript syntax
Both Lingo and JavaScript syntax provide access to the same objects, events, and scripting APIs. Therefore, it does
not necessarily matter which language you choose to write your scripts. Your choice might be as simple as deciding
which language you have the most knowledge of and are most comfortable with.
To understand how scripting languages typically work with a given object and event model in Director, consider the
following:

• In general, a given scripting language, such as Lingo or JavaScripts syntax, is wrapped around a given object and
event model in order to provide access to those objects and events.
• JavaScript is an implementation of the ECMAScript standard that is wrapped around a web browser’s object and
event model to provide access to the browser’s objects and events.
• ActionScript is an implementation of the ECMAScript standard that is wrapped around the Adobe® Flash® object
and event model to provide access to Flash objects and events.
• The Director implementation of JavaScript syntax is an implementation of ECMAScript that is wrapped around
the Director object and event model to provide access to Director objects and events.
• Lingo is a custom syntax that is wrapped around the Director object and event model to provide access to
Director objects and events.
Lingo and JavaScript syntax are the two languages you can use to access the same Director object and event model.
Scripts written in one language have the same capabilities as scripts written in the other language.
Therefore, after you know how to access the scripting APIs in one language, you essentially know how to access them
in the other language. For example, JavaScript syntax code can access Lingo data types such as symbols, linear lists,
property lists, and so on, create and invoke Lingo parent scripts and behaviors, create and invoke Xtra extensions,
and use Lingo string chunk expressions. Also, both JavaScript syntax and Lingo scripts can be used within a single
movie; however, a single script cast member can contain only one syntax or the other.
There are two main differences between Lingo and JavaScript syntax:

• Each language contains some terminology and syntax conventions that are unique to each language. For
example, the syntax for an event handler is different in Lingo than it is in JavaScript syntax:
-- Lingo syntax
on mouseDown
...
end

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// JavaScript syntax
function mouseDown() {
...
}

For more information on the terminology and syntax conventions used for each language, see “Scripting terminology” on page 5 and “Scripting syntax” on page 7.

• Some of the scripting APIs are accessed slightly differently in each language. For example, you would use
different constructs to access the second word in the first paragraph of a text cast member:
-- Lingo syntax
member("News Items").paragraph[1].word[2]
// JavaScript syntax
member("News Items").getPropRef("paragraph", 1).getProp("word", 2);

Scripting in dot syntax format
Whether you write scripts in Lingo or JavaScript syntax, you write them by using the dot syntax format. You use dot
syntax to access the properties or methods related to an object. A dot syntax statement begins with a reference to an
object, followed by a period (dot), and then the name of the property, method, or text chunk that you want to specify.
Each dot in a statement essentially represents a move from a higher, more general level in the object hierarchy to a
lower, more specific level in the object hierarchy.
For example, the following statement first creates a reference to the cast library named "News Stories", and then uses
dot syntax to access the number of cast members in that cast library.

To identify chunks of text, include terms after the dot to refer to more specific items within text. For example, the
first statement below refers to the first paragraph of the text cast member named "News Items". The second statement
below refers to the second word in the first paragraph.
-- Lingo syntax
member("News Items").paragraph[1]
member("News Items").paragraph[1].word[2]
// JavaScript syntax
member("News Items").getPropRef("paragraph", 1);
member("News Items").getPropRef("paragraph", 1).getProp("word", 2);

For certain objects that handle cascading property access to either data or a specific cast member type, as illustrated
in the previous two statements, access to the properties is not supported by using normal JavaScript syntax.
Therefore, you must use the getPropRef() and getProp() methods to access cascading properties in JavaScript
syntax.
There are a few things to note about this JavaScript syntax exception:

• This technique must be applied to 3D objects, text cast members, field cast members, and XML Parser Xtra
extensions accessed by using JavaScript syntax.
• You must use the getPropRef() method to store a reference to one of the previously mentioned objects or its
properties by using JavaScript syntax.
• You must use the getProp() method to retrieve a property value of one of the previously mentioned objects or
its properties by using JavaScript syntax.

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• 3D objects and properties must be accessed by using their fully qualified names in JavaScript syntax. For
example, in Lingo, the property shader can be used as a shortcut for the property shaderList[1]. However, in
JavaScript syntax, the property shaderList[1] must be used at all times.

Introducing the Director objects
In basic terms, objects are logical groupings of named data that also can contain methods that act on that data. In this
release of Director, the scripting APIs have been grouped into objects and are accessed through these objects. Each
object provides access to a specific set of named data and type of functionality. For example, the Sprite object
provides access to the data and functionality of a sprite, the Movie object provides access to the data and functionality
of a movie, and so on.
The objects used in Director fall into the following four categories. Depending on the type of functionality you want
to add and the part of a movie you are adding functionality to, you will use the objects from one or more of these
categories:

•

Core objects

•

Media types

•

Scripting objects

•

3D objects

Core objects
This category of objects provides access to the core functionality and features available in Director, such as the
Director player engine, movie windows, sprites, sounds, and so on. They represent the base layer through which all
APIs and other object categories are accessed.
There are also a group of top-level methods and properties that enable you to access all of the core objects directly,
instead of having to traverse the object hierarchy to access a specific core object.
For a reference of the available core objects and their APIs, see “Director Core Objects” on page 93.

Media types
This category of objects provides access to the functionality of the various media types, such as RealMedia, DVD,
Animated GIF, and so on, which are added to movies as cast members.
Literally, media types are not actually objects, but rather cast members that are of a specific type of media. When a
media type is added to a movie as a cast member, it not only inherits the functionality of the core Member object, it
also extends the Member object by providing additional functionality that is available only to the specified media
type. For example, a RealMedia cast member has access to the Member object’s methods and properties, but it also
has additional methods and properties that are specific to RealMedia. All other media types also exhibit this
behavior.
For a reference of the available media types and their APIs, see “Media Types” on page 110.

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Scripting objects
This category of objects, also known as Xtra extensions, provides access to the functionality of the software components, such as XML Parser, Fileio, SpeechXtra, and so on, that are installed with Director and extend core Director
functionality. The preexisting Xtra extensions provide capabilities such as importing filters and connecting to the
Internet. If you know the C programming language, you can create your own custom Xtra extensions.
For a reference of the available scripting objects and their APIs, see “Scripting Objects” on page 128.

3D objects
This category of objects provides access to the functionality of the cast members and text that are used to create 3D
movies.
For more information about 3D movies, see the Using Director topics in the Director Help Panel.
For a reference of the available 3D objects and their APIs, see “3D Objects” on page 132.

Object model diagrams
The following diagrams illustrate the basic high-level relationships between the object groups and their hierarchies
within Director. For information on object creation, properties and methods, and other APIs, see the relevant API
reference topics.

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Top-level functions and properties
There are a number of top-level functions and properties that provide direct access to the core objects and functionality in Director. You will likely make extensive use of many of these functions and properties as you create references
to core objects, new images, lists, and so on. For example, the top-level _movie property refers directly to the core
Movie object, and the top-level list() function creates a linear list.
The following tables list the top-level functions and properties.

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Top-level functions
castLib()

randomVector()

channel() (Top level)

rect()

color()

script()

date() (formats), date() (System)

showLocals()

image()

sound()

isBusy()

sprite()

list()

symbol()

member()

timeout()

point()

trace()

propList()

vector()

put()

window()

random()

xtra()

Top-level properties
_global

_player

_key

_sound

_mouse

_system

_movie

Introduction to object-oriented programming in
Director
By using either Lingo or JavaScript syntax, you can apply object-oriented programming principles to your scripts.
Applying object-oriented principles typically makes programming easier by letting you write less code and letting
you use simpler logic to accomplish tasks, in addition to increasing the reusability and modularity of your code.
Depending on the scripting language you are using, you apply these principles using two different paradigms:

•

In Lingo, you use parent scripts, ancestor scripts, and child objects to simulate object-oriented programming.

• In JavaScript syntax, you use standard JavaScript-style object-oriented programming techniques to create classes
and subclasses.
Each paradigm enables you to apply the advantages of object-oriented programming to your scripts, so it does not
really matter which scripting language you are using. You merely apply the principles in different ways.
Because each scripting language uses a different paradigm to apply object-oriented principles, the techniques
described for one language won’t work in the other language. Therefore, you only need to read the content that
applies to the scripting language you are using:

• For more information on simulating object-oriented programming in Lingo, see “Object-oriented programming
with Lingo syntax” on page 47.

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• For more information on object-oriented programming in JavaScript syntax, see “Object-oriented programming
with JavaScript syntax” on page 56.

Object-oriented programming with Lingo syntax
In Lingo, parent scripts provide the advantages of object-oriented programming. You can use parent scripts to
generate script objects that behave and respond similarly yet can still operate independently of each other.
You can create multiple copies (or instances) of a parent script by using Lingo. Each instance of a parent script is
called a child object. You can create child objects on demand as the movie plays. Director does not limit the number
of child objects that can be created from the same parent script. You can create as many child objects as the
computer’s memory can support.
Director can create multiple child objects from the same parent script, just as Director can create multiple instances
of a behavior for different sprites. You can think of a parent script as a template, and child objects as implementations
of the parent template.
The discussion about Lingo parent scripts and child objects describes the basics of how to write parent scripts and
create and use child objects, and also provides script examples. It does not teach fundamental object-oriented
programming concepts; however, to use parent scripts and child objects successfully, you must understand objectoriented programming principles. For an introduction to the basics of object-oriented programming, see one of the
many third-party resources on that subject.

Similarity to other object-oriented languages
If you are familiar with an object-oriented programming language such as Java or C++, you may already understand
the concepts that underlie parent scripting but know them by different names.
Terms that Director uses to describe parent scripts and child objects correspond to the following common objectoriented programming terms:
Parent scripts in Director correspond to classes in object-oriented programming.
Child objects in Director correspond to instances in object-oriented programming.
Property variables in Director correspond to instance variables or member variables in object-oriented
programming.
Handlers in Director correspond to methods in object-oriented programming.
Ancestor scripts in Director correspond to the Super class or base class in object-oriented programming.

Parent script and child object basics
In Lingo, a parent script is a set of handlers and properties that define a child object; it is not a child object itself. A
child object is a self-contained, independent instance of a parent script. Children of the same parent have identical
handlers and properties, so child objects in the same group can have similar responses to events and messages.
Typically, parent scripts are used to build child objects that make it easier to organize movie logic. These child objects
are especially useful when a movie requires the same logic to be run several times concurrently with different parameters. You can also add a child object to a Sprite object’s scriptInstanceList or the Movie object’s actorList as
a way to control animation.

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Because all the child objects of the same parent script have identical handlers, those child objects respond to events
in similar ways. However, because each child object maintains independent values for the properties defined in the
parent script, each child object can behave differently than its sibling objects—even though they are instances of the
same parent script.
For example, you can create a parent script that defines child objects that are editable text fields, each with its own
property settings, text, and color, regardless of the other text fields’ settings. By changing the values of properties in
specific child objects, you can change any of these characteristics as the movie plays without affecting the other child
objects based on the same parent script.
Similarly, a child object can have a property set to either TRUE or FALSE regardless of that property’s setting in sibling
child objects.
A parent script refers to the name of a script cast member that contains the property variables and handlers. A child
object created from a parent script is essentially a new instance of the script cast member.

Differences between child objects and behaviors
While child objects and behaviors are similar in that they both can have multiple instances, they have some
important differences as well. The main difference between child objects and behaviors is that behaviors are
associated with locations in the Score because they are attached to sprites. Behavior objects are automatically created
from initializers stored in the Score as the playhead moves from frame to frame and encounters sprites with attached
behaviors. In contrast, child objects from parent scripts must be created explicitly by a handler.
Behaviors and child objects differ in how they become associated with sprites. Director automatically associates a
behavior with the sprite that the behavior is attached to, but you must explicitly associate a child object with a sprite.
Child objects do not require sprite references and exist only in memory.

Ancestor basics
Parent scripts can declare ancestors, which are additional scripts whose handlers and properties a child object can
call on and use.
Ancestor scripting lets you create a set of handlers and properties that you can use and reuse for multiple parent
scripts.
A parent script makes another parent script its ancestor by assigning the script to its ancestor property. For
example, the following statement makes the script What_Everyone_Does an ancestor to the parent script in which
the statement occurs:
-- Lingo syntax
ancestor = new(script "What_Everyone_Does")

When handlers and properties are not defined in a child object, Director searches for the handler or property in the
child’s ancestors, starting with the child’s parent script. If a handler is called or a property is tested and the parent
script contains no definition for it, Director searches for a definition in the ancestor script. If a definition exists in
the ancestor script, that definition is used.
A child object can have only one ancestor at a time, but that ancestor script can have its own ancestor, which can also
have an ancestor, and so on. This lets you create a series of parent scripts whose handlers are available to a child
object.

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Writing a parent script
A parent script contains the code needed to create child objects and define their possible actions and properties.
First, you must decide how you want the child objects to behave. Then, you can write a parent script that does the
following:

• Optionally declares any appropriate property variables; these variables represent properties for which each child
object can contain a value independent of other child objects.
•

Sets up the initial values of the child objects’ properties and variables in the on new handler.

•

Contains additional handlers that control the child objects’ actions.

Declaring property variables

Each child object created from the same parent script initially contains the same values for its property variables. A
property variable’s value belongs only to the child object it’s associated with. Each property variable and its value
persists as long as the child object exists. The initial value for the property variable is typically set in the on new
handler; if it’s not set, the initial value is VOID.
Declare a property variable

Use the property keyword at the beginning of the parent script.
Set and test property variables from outside the child object

Set and test property variables in the same way you would any other property in your scripts, by using the syntax
objectRef.propertyName.
For example, the following statement sets the speed property of an object car1:
car1.speed = 55

Creating the new handler

Each parent script typically uses an on new handler. This handler creates the new child object when another script
issues a new(script parentScriptName) command, which tells the specified parent script to create a child object
from itself. The on new handler in the parent script can also set the child object’s initial property values, if you want.
The on new handler always starts with the phrase on new, followed by the me variable and any parameters being
passed to the new child object.
The following on new handler creates a new child object from the parent script and initializes the child’s spriteNum
property with the value passed to it in the aSpriteNum parameter. The return me statement returns the child object
to the handler that originally called the on new handler.
-- Lingo syntax
property spriteNum
on new me, aSpriteNum
spriteNum = aSpriteNum
return me
end

For more information on calling the on new handlers, see “Creating a child object” on page 50.
Adding other handlers

You determine a child object’s behavior by including in the parent script the handlers that produce the desired
behavior. For example, you could add a handler to make a sprite change color.

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The following parent script defines a value for the property spriteNum, and contains a second handler that changes
the foreColor property of the sprite:
-- Lingo syntax
property spriteNum
on new me, aSpriteNum
spriteNum = aSpriteNum
return me
end
on changeColor me
spriteNum.foreColor = random(255)
end

Referring to the current object

Typically, one parent script creates many child objects, and each child object contains more than one handler. The
special parameter variable me tell the handlers in a child object that they are to operate on the properties of that object
and not on the properties of any other child object. This way, when a handler within a child object refers to
properties, the handler uses its own child object’s values for those properties.
The term me must always be the first parameter variable stated in every handler definition in a parent script. It is
always important to define me as the first parameter for parent scripts and to pass the same parameter if you need to
call other handlers in the same parent script, since these will be the handlers in each of the script’s child objects.
When referring to properties defined in ancestor scripts, you must use the me parameter as the source of the
reference. This is because the property, while defined in the ancestor script, is nevertheless a property of the child
object. For example, the following statement uses me to refer to an object and access properties defined in an ancestor
of the object:
-- Lingo syntax
x = me.y -- access ancestor property y

Because the variable me is present in each handler of a child object, it indicates that all the handlers control that same
child object.

Creating a child object
Child objects exist entirely in memory; they are not saved with a movie. Only parent and ancestor scripts exist on
disk.
To create a new child object, you use the new() method and assign the child object a variable name or position in a
list so you can identify and work with it later.
To create a child object and assign it to a variable, use the following syntax:
-- Lingo syntax
variableName = new(script "scriptName", parameter1, parameter2, ...)

The scriptName parameter is the name of the parent script, and parameter1, parameter2, ... are any parameters
you are passing to the child object’s on new handler. The new() method creates a child object whose ancestor is
scriptName. It then calls the on new handler in the child object with the specified parameters.
You can issue a new() statement from anywhere in a movie. You can customize the child object’s initial settings by
changing the values of the parameters passed with the new() statement.

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Each child object requires only enough memory to record the current values of its properties and variables and a
reference to the parent script. Because of this, in most cases, you can create and maintain as many child objects as
you require.
You can produce additional child objects from the same parent script by issuing additional new() statements.
You can create child objects without immediately initializing their property variables by using the rawNew()
method. The rawNew() method does this by creating the child object without calling the parent script’s on new
handler. In situations where large numbers of child objects are needed, rawNew() allows you to create the objects
ahead of time and defer the assignment of property values until each object is needed.
The following statement creates a child object from the parent script Car without initializing its property variables
and assigns it to the variable car1:
-- Lingo syntax
car1 = script("Car").rawNew()

To initialize the properties of one of these child objects, call its on new handler:
car1.new

Checking child object properties
You can check the values of specific property variables in individual child objects by using a simple
objectName.propertyName syntax. For example, the following statement assigns the variable x the value of the
carSpeed property of the child object in the variable car1:
-- Lingo syntax
x = car1.carSpeed
Querying object properties from outside the objects themselves can be useful for getting information about groups
of objects, such as the average speed of all the Car objects in a racing game. You might also use the properties of one
object to help determine the behavior of other objects that are dependent on it.

In addition to checking the properties that you assign, you can check whether a child object contains a specific
handler or find out which parent script an object came from. This is useful when you have objects that come from
parent scripts that are similar but that have subtle differences.
For example, you may want to create a scenario in which one of several parent scripts is used to create a child object.
You can then determine which parent script a particular child object came from by using the script() function,
which returns the name of an object’s parent script.
The following statements check whether the object car1 was created from the parent script named Car:
-- Lingo syntax
if car1.script = script("Car") then
_sound.beep()
end if

You can also get a list of the handlers in a child object by using the handlers() method, or check whether a
particular handler exists in a child object by using the handler() method.
The following statement places a list of the handlers in the child object car1 into the variable myHandlerList:
-- Lingo syntax
myHandlerList = car1.handlers()

The resulting list would look something like this:
[#start, #accelerate, #stop]

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The following statements use the handler() method to check whether the handler on accelerate exists in the
child object car1:
-- Lingo syntax
if car1.handler(#accelerate) then
put("The child object car1 contains the handler named on accelerate.")
end if

Removing a child object
You can remove a child object from a movie by setting all variables that contain a reference to the child object to
another value. If the child object has been assigned to a list, such as actorList, you must also remove the child
object from the list.
Remove a child object and the variables that refer to it

Set each variable to VOID.
Director deletes the child object when there are no more references to it. In the following example, ball1 contains
the only reference to a specific child object, and it is set to VOID to delete the object from memory:
-- Lingo syntax
ball1 = VOID

Remove an object from actorList

Use the delete() method to delete the item from the list.

Using scriptInstanceList
You can use the scriptInstanceList property to dynamically add new behaviors to a sprite. Normally,
scriptInstanceList is the list of behavior instances created from the behavior initializers defined in the Score. If
you add child objects created from parent scripts to this list, the child objects receive the messages sent to
other behaviors.
For example, the following statement adds a child object to the scriptInstanceList property of sprite 10:
-- Lingo syntax
add(sprite(10).scriptInstanceList, new(script "rotation", 10))

The following is a possible parent script that the previous statement refers to:
-- Lingo syntax parent script "rotation"
property spriteNum
on new me, aSpriteNum
spriteNum = aSpriteNum
return me
end
on prepareFrame me
sprite(spriteNum).rotation = sprite(spriteNum).rotation + 1
end

When a child object is added to scriptInstanceList, you must initialize the child object’s spriteNum property.
Typically, you do this from a parameter passed in to the on new handler.
Note: The beginSprite message is not sent to dynamically added child objects.
For reference information on scriptInstanceList, see “scriptInstanceList” on page 984.

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Using actorList
You can set up a special list of child objects (or any other objects) that receives its own message each time the
playhead enters a frame or the updateStage() method updates the Stage.
The special list is actorList, which contains only objects that have been explicitly added to the list.
The message is the stepFrame message that is sent only when the playhead enters a frame or the updateStage()
command is used.
Objects in actorList receive a stepFrame message instead of an enterFrame message at each frame. If the objects
have an on stepFrame handler available, the script in the handler runs each time the playhead enters a new frame
or the updateStage() method updates the Stage.
Some possible uses of actorList and stepFrame are to animate child objects that are used as sprites or to update a
counter that tracks the number of times the playhead enters a frame.
An on enterFrame handler could achieve the same results, but the actorList property and stepFrame handler
are optimized for performance in Director. Objects in actorList respond more efficiently to stepFrame messages
than to enterFrame messages or custom messages sent after an updateStage() method.
Add an object to the actorList

Use the actorList property as follows, where childObject is a reference to the child object to add:
-- Lingo syntax
_movie.actorList.add(childObject)

The object’s stepFrame handler in its parent or ancestor script then runs automatically each time the playhead
advances. The object is passed as the first parameter, me, to the on stepFrame handler.
Director does not clear the contents of actorList when branching to another movie, which can cause unpredictable
behavior in the new movie. If you do not want child objects in the current movie to be carried over into the new
movie, insert a statement that clears actorList in the on prepareMovie handler of the new movie.
Clear child objects from actorList

Set actorList to [ ], which is an empty list.
For reference information on actorList, see “actorList” on page 634.

Creating Timeout objects
A Timeout object is a script object that acts like a timer and sends a message when the timer expires. This is useful
for scenarios that require specific things to happen at regular time intervals or after a particular amount of time
has elapsed.
Timeout objects can send messages that call handlers inside child objects or in movie scripts. You create a Timeout
object by using the new() keyword. You must specify a name for the object, a handler to be called, and the frequency
with which you want the handler to be called. After a Timeout object is created, Director keeps a list of currently
active Timeout objects, called timeOutList.
The syntax described below is necessary for all new movies authored in Adobe Director 11, or for older movies
playing in Adobe Director 11 whose scriptExecutionStyle property has been set to a value of 10. Movies
authored in Director MX and earlier have a scriptExecutionStyle property set to a value of 9, which allows you
to use the syntax found in Director MX and earlier.

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Create Timeout objects
-- Lingo syntax when scriptExecutionStyle is set to 9
variableName = timeout().new(timeoutName, timeoutPeriod, #timeoutHandler, {,
targetObject})
-- Lingo syntax when scriptExecutionStyle is set to 10
variableName = timeout().new(timeoutName, timeoutPeriod, timeoutHandler, targetObject)
variableName = new timeout(timeoutName, timeoutPeriod, timeoutHandler, targetObject)
// JavaScript syntax
variableName = new timeout(timeoutName, timeoutPeriod, timeoutFunction, targetObject)

This statement uses the following elements:

•

variableName is the variable you are placing the Timeout object into.

•

timeout indicates which type of Lingo object you are creating.

• timeoutName is the name you give to the Timeout object. This name appears in the timeOutList. It is the #name
property of the object.
•

new creates a new object.

• intMilliseconds indicates the frequency with which the Timeout object should call the handler you specify.
This is the #period property of the object. For example, a value of 2000 calls the specified handler every 2 seconds.
• #handlerName is the name of the handler you want the object to call. This is the #timeOutHandler property of
the object. You represent it as a symbol by preceding the name with the # sign. For example, a handler called on
accelerate would be specified as #accelerate.
• targetObject indicates which child object’s handler should be called. This is the #target property of the
object. It allows specificity when many child objects contain the same handlers. If you omit this parameter, Director
looks for the specified handler in the movie script.
The following statement creates a Timeout object named timer1 that calls an on accelerate handler in the child
object car1 every 2 seconds:
-- Lingo syntax
myTimer = timeOut("timer1").new(2000, #accelerate, car1)

To determine when the next timeout message will be sent from a particular Timeout object, check its #time property.
The value returned is the point in time, in milliseconds, when the next timeout message will be sent. For example,
the following statement determines the time when the next timeout message will be sent from the Timeout object
timer1 and displays it in the Message window:
-- Lingo syntax
put(timeout("timer1").time)

Using timeOutList

When you begin creating Timeout objects, you can use timeOutList to check the number of Timeout objects that
are active at a particular moment.
The following statement sets the variable x to the number of objects in timeOutList by using the count property:
-- Lingo syntax
x = _movie.timeoutList.count

You can also refer to an individual Timeout object by its number in the list.
The following statement deletes the second Timeout object in timeOutList by using the forget() method:
-- Lingo syntax

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timeout(2).forget()

Relaying system events with Timeout objects

When you create Timeout objects that target specific child objects, you enable those child objects to receive system
events. Timeout objects relay these events to their target child objects. The system events that can be received by
child objects include prepareMovie, startMovie, stopMovie, prepareFrame, and exitFrame. By including
handlers for these events in child objects, you can make the child objects respond to them for whatever purposes you
see fit. System events received by child objects are also received by movie scripts, frame scripts, and other scripts
designed to respond to them.
The following parent script contains a handler for the system event exitFrame and a custom handler slowDown:
-- Lingo syntax
property velocity
on new me
velocity = random(55)
end
on exitFrame
velocity = velocity + 5
end
on slowDown mph
velocity = velocity - mph
end

Associating custom properties with Timeout objects

If you want to associate custom properties with a Timeout object, you may want to create a Timeout object that uses
as a target anything other than a reference to a script instance object. When you use this technique, the target data
becomes data that is associated with the Timeout object, and can be used in your timeout handler.
The following example illustrates using this technique:
-- Lingo syntax
-- initialize a timeout object and pass it a data property list (tData)
-- instead of a reference to a script instance object
tData = [#beta: 0]
tTO = timeout("betaData").new(50,#targetHandler,tData)
-- within a movie script, create the targetHandler handler
on targetHandler (aData)
-- increment and display the beta property
tData.beta = tData.beta + 1
put(tData.beta)
end targetHandler

In the previous example, the beta property keeps incrementing. This means that you can initialize several Timeout
objects that all call the same movie script handler, and each Timeout object can have its own data list associated with
it.
In general, keep the following in mind:

• When using a reference to a script instance as a target, the target handler in that particular script instance is
called. This technique does not allow the use of custom properties.
• When using a reference to anything other than a script instance (such as a property list) as a target, the target
handler in a movie script is called. This technique allows the use of custom properties.

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Object-oriented programming with JavaScript syntax
Object-oriented programming in JavaScript syntax is somewhat different than it is in other object-oriented
languages such as Java and C++—while some object-oriented languages are class-based, JavaScript syntax is
prototype-based.
The following two bullet points compare and contrast, at a high level, class-based languages with prototype-based
languages such as JavaScript syntax:

• In class-based languages, you create class definitions that define the initial properties and methods that characterize all instances created from those classes. A class definition contains special methods, called constructor
methods, that are used to create the instances of that class. When an instance is created by using the new operator in
association with a particular constructor method, that instance inherits all the properties of its parent class. That
instance can also perform other processing specific to that instance depending on the constructor that was called.
In a class definition, you perform inheritance by creating a subclass that inherits all the properties of its parent
class, in addition to defining new properties and optionally modifying inherited ones. The parent class from
which a subclass is created is also known as a superclass.

• In prototype-based languages, such as JavaScript syntax, there is no distinction between classes, instances,
subclasses, and so on—they are all known as objects. Instead of using class definitions, in JavaScript syntax you use
prototype objects as the template from which new objects are created. Similar to class-based languages, in JavaScript
syntax, you create a new object by using the new operator in association with a constructor function.
Instead of using superclasses and subclasses, in JavaScript syntax, you associate prototype objects with
constructor functions to perform inheritance. This process is very similar to using superclasses and subclasses,
only with different terminology.
Also, as opposed to class-based languages, in JavaScript syntax you can add and remove properties from an
object or set of objects at runtime. For example, if you add a property to a prototype object at runtime, any
instance objects for which it is a prototype also get that property.

Object-oriented terminology
Because all types in JavaScript syntax are known as objects, class-based terms such as superclass, subclass, class,
instance, and so on do not have literal technical meanings in JavaScript syntax. However, all of these terms essentially
map to objects in JavaScript syntax and are convenient to use generically when referring to the different types of
JavaScript syntax objects. Therefore, these class-based terms are used interchangeably with object throughout the
discussion about object-oriented programming in JavaScript syntax to mean the following:

•

superclass

•

subclass Any class that has been created from a superclass (object); a child class.

•

class

•

instance or object instance A single object that has been created from a superclass.

Any class from which subclasses (objects) are created; a parent class.

A generic term for a superclass or subclass; a parent or child class.

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Custom classes
One of the major advantages of object-oriented programming is the ability to create your own custom classes that
enable you to add custom functionality to your scripts. The predefined classes provided by JavaScript syntax, such
as Object, String, Math, and so on are useful in some cases, but they may not provide the functionality you require
to accomplish your task. For example, suppose you want some objects in your movie to represent types of transportation, such as cars, boats, planes, and so on, and that you want each category to exhibit unique characteristics and
functionality. Neither the predefined JavaScript syntax classes nor the predefined Director objects may directly
provide the functionality that you need. Therefore, you may want to create a new class for each type of transportation
so you can define unique characteristics for each type.
Keep in mind that when you create custom JavaScript syntax classes, you still have access to all the features and
functionality of the predefined Director objects. This means that although the predefined Director objects may not
directly provide the functionality that you need, you can still use them in your custom classes to access their values
and predefined functionality.

Constructor functions
In JavaScript syntax, a constructor function represents the class that contains the template from which new object
instances are created. Constructor functions create and initialize (set the default state of) properties in the new
objects.
Constructor functions are essentially identical in format to regular JavaScript syntax method functions. The
difference between a constructor function and a method function is that a constructor function uses the special this
keyword to represent a reference to the new object that is being initialized. A method function typically only
performs some action on a given set of an object’s data.
The following example illustrates one way to create a Rectangle constructor function that could be used to initialize
the height and width of new Rectangle objects:
function Rectangle(w, h) {
this.width = w;
this.height = h;
}

You can also create a constructor function by using function literal syntax. Function literal syntax provides the same
functionality as the syntax used previously and is merely an alternative way to write the constructor. The following
example illustrates using function literal syntax to create a Rectangle constructor function similar to the one illustrated previously:
Rectangle = function(w, h) {
this.width = w;
this.height = h;
}

Note: When defining constructor functions that apply to a movie, be sure to place them in a movie script so they are
available globally.
It is considered good scripting practice to give constructor functions names that map to their functionality, and to
use initial capitalization in their names, such as Rectangle or Circle.
Constructor functions are typically used only to initialize new objects but can also return the object if desired. If you
do return the initialized object, the returned object becomes the value of the new expression.

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Object instances
The most common way to create a new object instance is to use the new operator followed by the name of a
constructor function. The following examples create new object instances:
var objRandom = new Object(); // assigns a reference to an Object object
var objString = new String(); // assigns a reference to a String object

A constructor function can optionally define parameters that a new object instance passes to it to initialize the state
of the object instance. If a constructor function does define parameters used during initialization of new object
instances, the property values are initialized as follows:

• If you pass values to the constructor function during initialization, the properties that received values are set to
those values.
• If you do not pass values to the constructor function during initialization, the properties that did not receive
values are set to undefined.
When you create new object instances, the keyword this is used in the body of the associated constructor function
to refer to the new object instance. Therefore, a new object instance is initialized with all of the properties defined
by using the this.propertyName syntax.
In the following example, a Circle constructor function uses the keyword this to specify the names of three
properties that will be associated with new object instances. The statement following the constructor initializes a new
object instance by passing values to the constructor. These values are used as the initial values of the properties
specified by the keyword this.
// Circle constructor function
function Circle(x, y, r) {
this.xCoord = x;
this.yCoord = y;
this.radius = r;
}
// xCoord = 10, yCoord = 15, radius = 5
var objCircle = new Circle(10, 15, 5);

Now that objCircle has been initialized, you can access its properties. Using the objCircle instance created previously, you could set some variables equal to the values of its properties.
var theXCoord = objCircle.xCoord; // assigns the value 10 to theXCoord
var theYCoord = objCircle.yCoord; // assigns the value 15 to theYCoord
var theRadius = objCircle.radius; // assigns the value 5 to theRadius

Note: For more information on using dot syntax to access properties and methods of an object, see “Scripting in dot
syntax format” on page 42.
It is considered good scripting practice to give new objects names that map to their functionality, and to name them
by using lowercase letters, such as objRectangle or objCircle.
You can also create an object instance by using object literal syntax, which eliminates the need for the new operator
and a constructor function. You typically only use this technique when you need only one instance of an object that
has not been defined in a constructor function. The following example creates an object instance with x = 1, y =
2, and radius = 2:
var objSmallCircle = { x:1, y:2, radius:2 };

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Object inheritance
In addition to being able to create your own custom classes, another major advantage of object-oriented
programming is the ability of subclasses to inherit the properties and methods of the superclasses from which they
were created. Inheritance enables you to easily create objects that already have built-in properties and functionality.
In JavaScript syntax, there is one superclass that acts as the base class from which all other subclasses are created—
the Object superclass. The Object superclass contains a few basic properties and methods. The subclasses that are
created by using Object as a template always inherit these basic properties and methods, and likely define their own
properties and methods. Subclasses of these classes inherit from Object, from their superclasses, and so on. All
additional objects that you create would continue this chain of inheritance.
For example, Object contains the constructor property and the toString() method. If you create a new class
named SubObj1, it is a subclass of Object, and therefore automatically inherits the constructor property and the
toString() method of Object. If you then create another class named SubObj2 using SubObj1 as a superclass,
SubObj2 would also inherit the constructor property and the toString() method of Object, in addition to any
custom properties and methods you defined in SubObj1.
Two of the important properties that your custom constructor functions inherit from the Object superclass are
prototype and constructor. The prototype property represents the prototype object of a class, which enables

you to add variables (properties) and methods to object instances, and is the means by which inheritance is typically
implemented in JavaScript syntax. The constructor property represents the constructor function itself. The use of
these properties is explained in the following sections.

Prototype objects
As previously stated, when you create a subclass, it automatically inherits the properties and methods of the superclass on which it is based. In JavaScript syntax, inheritance is typically implemented by using prototype objects. A
subclass actually inherits its properties and methods from the prototype object of its superclass, and not from the
superclass itself. This important point offers a distinct advantage: all properties and methods do not literally have to
be copied from a class to an object instance of that class, which can dramatically decrease the amount of memory
required by new object instances.
Every class in JavaScript syntax, including the predefined Object class, contains only one prototype object. Every
object instance created from a class has access to the properties and methods in the prototype object of that class.
Therefore, the prototype object of a class is typically the only object that actually stores the properties and methods
for that class; an object instance only contains the properties required to initialize that instance.
In your code, it appears that each object instance actually contains those properties and methods because you can
access them directly from each object instance, but the instance is actually using the prototype object to access them.
The prototype object of a class is created automatically when you create the class. You access the prototype object by
using the prototype property of the class.
Because a prototype object of a class stores properties that are shared by all object instances, they are ideally suited
to define properties and methods whose values will be shared across all object instances. By sharing properties and
methods across object instances, you can easily create instances that exhibit a defined default behavior and can also
customize any instances that deviate from the default behavior.
Prototype objects typically are not suited to define properties and methods whose values may vary across object
instances. In cases where values may vary across object instances, you typically define those properties and methods
within the class itself.
To specify the scope of a custom property or method, you define it as one of the following four types:

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•

Instance variables

•

Instance methods

•

Class variables

•

Class methods

Instance variables

Instance variables are any variables (properties) that are defined in a constructor function and are copied into each
object instance of that constructor. All object instances have their own copies of instance variables. This means that
if there are five object instances of a Circle class, there are five copies of each instance variable defined in the class.
Because each object instance has its own copy of an instance variable, each object instance can assign a unique value
to an instance variable without modifying the values of other copies of the instance variable. You access instance
variables directly from their containing object instances.
The following example defines four instance variables—make, model, color, and speed—in a constructor function.
These four instance variables are available directly from all object instances of the Car constructor:
function Car(make, model, color) { // define a Car class
this.make = make;
this.model = model;
this.color = color;
this.speed = 0;
}

The following object instance objCar contains all four instance variables. Although a value for the instance variable
speed is not passed to the Car constructor, objCar still has a speed property whose initial value is 0 because the
speed variable is defined in the Car constructor.
// objCar.make="Subaru", objCar.model="Forester",
// objCar.color="silver", objCar.speed = 0
var objCar = new Car("Subaru", "Forester", "silver");

Instance methods

Instance methods are any methods that are accessible through an object instance. Object instances do not have their
own copies of instance methods. Instead, instance methods are first defined as functions, and then properties of the
constructor function’s prototype object are set to the function values. Instance methods use the keyword this in the
body of the defining constructor function to refer to the object instance they are operating on. Although a given
object instance does not have a copy of an instance method, you still access instance methods directly from their
associated object instances.
The following example defines a function named Car_increaseSpeed(). The function name is then assigned to
the increaseSpeed property of the Car class’s prototype object:
// increase the speed of a Car
function Car_increaseSpeed(x) {
this.speed += x;
return this.speed;
}
Car.prototype.increaseSpeed = Car_increaseSpeed;

An object instance of Car could then access the increaseSpeed() method and assign its value to a variable by using
the following syntax:
var objCar = new Car("Subaru", "Forester", "silver");
var newSpeed = objCar.increaseSpeed(30);

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You can also create an instance method by using function literal syntax. Using function literal syntax eliminates the
need to define a function and the need to assign a property name to the function name.
The following example uses function literal syntax to define an increaseSpeed() method that contains the same
functionality as the increaseSpeed() function defined previously:
// increase the speed of a Car
Car.prototype.increaseSpeed = function(x) {
this.speed += x;
return this.speed;
}

Class variables

Also known as static variables, these are any variables (properties) that are associated with a class, and not an object
instance. There is always only one copy of a class variable, regardless of the number of object instances that are
created from that class. Class variables do not use the prototype object to implement inheritance. You access a class
variable directly through the class, and not through an object instance; you must define a class in a constructor
function before you can define class variables.
The following example defines two class variables—MAX_SPEED and MIN_SPEED:
function Car() { // define a Car class
...
}
Car.MAX_SPEED = 165;
Car.MIN_SPEED = 45;

You would access the MAX_SPEED and MIN_SPEED class variables directly from the Car class.
var carMaxSpeed = Car.MAX_SPEED; // carMaxSpeed = 165
var carMinSpeed = Car.MIN_SPEED; // carMinSpeed = 45

Class methods

Also known as static methods, these are any methods that are associated with a class, and not an object instance.
There is always only one copy of a class method, regardless of the number of object instances that are created from
that class. Class methods do not use the prototype object to implement inheritance. You access a class method
directly through the class, and not through an object instance; you must define a class in a constructor function
before you can define class methods.
The following example defines a function named setInitialSpeed() that can change the default speed of new car
instances. The function name is assigned to the setInitialSpeed property of the Car class:
function Car(make, model, color) { // define a Car class
this.make = make;
this.model = model;
this.color = color;
this.speed = Car.defaultSpeed;
}
Car.defaultSpeed = 10; // initial speed for new Car instances
// increase the speed of a Car
function Car_setInitialSpeed(x) {
Car.defaultSpeed = x;
}
Car.setInitialSpeed = Car_setInitialSpeed;

You access the setInitialSpeed() class method directly from the Car class.
var newSpeed = Car.setInitialSpeed(30);

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You can also create a class method by using function literal syntax. The following example uses function literal syntax
to define a setInitialSpeed() method that contains the same functionality as the setInitialSpeed() function
defined previously:
// increase the speed of a Car
Car.setInitialSpeed = function(x) {
Car.defaultSpeed = x;
}

Recommended steps for defining a class
The following list describes the recommended steps to follow when defining a class:
1 Define a constructor function that is used as the template from which all object instances are initialized. You may
additionally define any instance variables in the constructor function by using the keyword this to refer to an object
instance.

Define any instance methods, and possibly additional instance variables, that are stored in the prototype object
of a class. These instance methods and variables are available to all object instances and are accessible through the
prototype object of the class.
2

3 Define any class methods, class variables, and constants that are stored in the class itself. These class methods
and variables are accessible only through the class itself.

In your code, when you access a property of an object instance, JavaScript syntax searches the object instance itself
for that property. If the instance does not contain the property, JavaScript syntax then searches the prototype object
of the superclass from which the instance was created. Because an object instance is searched before the prototype
object of the class from which it was created, object instance properties essentially hide properties from the prototype
object of their superclasses. This means that both an object instance and its superclass could realistically define a
property with the same name but different values.

Deleting variables
You can delete a class variable or an instance variable by using the delete operator. The following example illustrates
this process.
function Car() { // define a Car constructor function
...
}
Car.color = "blue"; // define a color property for the Car class
Car.prototype.engine = "V8"; // define an engine property for the prototype
var objCar = new Car();
trace(Car.color); // displays "blue"
trace(objCar.engine); // displays "V8"
delete Car.color;
delete Car.prototype.engine;
trace(Car.color); // displays undefined
trace(objCar.engine); // displays undefined

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Accessing the constructor property of a prototype object
When you define a class by creating a constructor function, JavaScript syntax creates a prototype object for that class.
When the prototype object is created, it initially includes a constructor property that refers to the constructor
function itself. You can use the constructor property of a prototype object to determine the type of any given
object.
In the following example, the constructor property contains a reference to the constructor function used to create
the object instance. The value of the constructor property is actually a reference to the constructor itself and not a
string that contains the constructor’s name:
function Car() { // define a Car class
// initialization code here
}
var myCar = new Car(); // myCar.constructor == function Car() {}

Creating properties dynamically
Another advantage of using prototype objects to implement inheritance is that properties and methods that are
added to a prototype object are automatically available to object instances. This is true even if an object instance was
created before the properties or methods were added.
In the following example, the color property is added to the prototype object of a Car class after an object instance
of Car has already been created:
function Car(make, model) { // define a Car class
this.make = make;
this.model = model;
}
var myCar = new Car("Subaru", "Forester"); // create an object instance
trace(myCar.color); // returns undefined
// add the color property to the Car class after myCar was initialized
Car.prototype.color = "blue";
trace(myCar.color); // returns "blue"

You can also add properties to object instances after the instances have been created. When you add a property to a
specific object instance, that property is available only to that specific object instance. Using the myCar object
instance created previously, the following statements add the color property to myCar after it has already been
created:
trace(myCar.color); // returns undefined
myCar.color = "blue"; // add the color property to the myCar instance
trace(myCar.color); // returns "blue"
var secondCar = new Car("Honda", "Accord"); // create a second object instance
trace(secondCar.color); // returns undefined

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Writing scripts in the Script window
When you write scripts for a movie, the quantity and variety of scripts can be very large. Deciding which methods
or properties to use, how to structure scripts effectively, and where scripts should be placed requires careful planning
and testing, especially as the complexity of your movie grows.
Before you begin writing scripts, formulate your goal and understand what you want to achieve. This is as
important—and typically as time-consuming—as developing storyboards for your work.
When you have an overall plan for the movie, you are ready to start writing and testing scripts. Expect this to take
time. Getting scripts to work the way you want often takes more than one cycle of writing, testing, and debugging.
The best approach is to start simple and test your work frequently. When you get one part of a script working, start
writing the next part. This approach helps you identify bugs efficiently and ensures that your scripts are solid as they
become more complex.
The Script window provides a number of features that help you create and modify your scripts.
The Script window in Director allows you to add advanced, scripting-based interactivity to movies. In the Script
window, you can code using either Lingo or JavaScript syntax. Lingo is the traditional scripting language of Director.
JavaScript syntax was recently introduced to support multimedia developers who prefer working with JavaScript.
By scripting in the Script window, you can accomplish many of the same tasks that you can in the graphical interface
of Director — such as moving sprites on the Stage or playing sounds. But much of the usefulness of scripting is in
the flexibility that it brings to a movie. Instead of playing a series of frames exactly as the Score dictates, a movie can
have scripts that control frame play in response to specific conditions and events.
Note: In addition to the Script window, where you can create your own scripts, Director includes a set of prepackaged
instructions (called behaviors) that you can simply drag to sprites and frames. Behaviors let you add script-based interactivity without writing scripts. For more information on behaviors, see the Behaviors topics in the Director Help Panel.
The Script window has an Explorer panel and a Script Editor. By default, the Explorer panel appears to the left of the
Script Editor. You can view the Explorer panel in the Dictionary view or the Script Browser view. To set the default
position of the Explorer panel, use the Script Window Preferences dialog box (Edit > Preferences > Script).
Dictionary view

The Dictionary view displays a list of built-in Lingo script/JavaScript functions arranged in a tree structure. The
functions are classified based on their category, and alphabetically as an index.
Use the Dictionary view to do the following:

•

Browse built-in functions for Lingo scripts and JavaScripts.

•

Use the built-in functions to create scripts.

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Browse functions and create scripts using the Dictionary view
1 Select Window > Script. The Script window appears.
2

Click the Dictionary tab.

3 Select Lingo or JavaScript from the pop-up menu. The corresponding built-in functions are displayed in the
panel below.

Lingo: Displays functions for Lingo scripts, 3D Lingo Scripts, and scripting Xtras used in the current movie.
The functions are organized as categories (Global, Movie, Player, and so on.)
JavaScript: Displays functions for JavaScripts, 3D JavaScripts, and scripting Xtras used in the current movie. The
functions are organized as categories (Global, Movie, Player, and so on.)
4 Expand each category to display its associated functions by clicking the plus sign (+) next to it. To view functions
in an alphabetical order, expand the index category.
5

To add a function to the Script Editor for creating scripts, double-click the function.

6

Save the script.

7

Click the Recompile All Modified Scripts icon.

Script Browser view

The Script Browser view displays the scripts and associated handlers that have been used in the movie. You can create
new scripts and handlers in this view.
Use the Script Browser view to do the following:

•

Browse scripts and handlers in the current movie as a tree or a list.

•

Sort scripts based on their Script name, Cast name, Cast number, or Script type in the list view.

•

Locate a handler in the Script Editor.

•

Create scripts under each script type or script cast.

Browse and create scripts using the Script Browser view
1 Select Window > Script to open the Script window.
2 Click the Script Browser tab. The scripts are displayed in a tree structure in the panel below. To display the scripts
as a list, click the Script Browser View button.

Tree view: Scripts are categorized on the basis of the Script type (such as Behavior Scripts, Movie Scripts, Parent
Scripts, and the Cast Library) that they are created in. Cast Member Scripts are also listed here. To open a script
in the Script Editor, double-click the script. Handlers belonging to a script appear as a tree under the relevant
script node.
3 To view a list of compiled handlers in the script, expand the script  node. Uncompiled handlers are not
displayed.

To locate a handler in the Script Editor, double-click the handler. The handler is highlighted in the Script Editor.
Alternatively, click the Go to Handler icon in the scripting bar. For more information, see “Finding handlers and text
in scripts” on page 70.
4

5

To add or remove a comment in the script, click the Comment Or Uncomment icon in the scripting bar.

6 To toggle a breakpoint, click the Toggle Breakpoint icon in the scripting bar. Alternatively, press F9 or click the
blue bar next to the piece of code.

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7 List view: Scripts are organized in a column in a list on the basis of Script name, Cast name, Cast number, and
Type. To sort a list in a column, click the desired column header.

To create a new script in the tree view, right-click a script type, and select Add New 

Within the movie, include the function and any parameters as part of the string for externalEvent:
externalEvent ("MyFunction ('parm1','parm2')")

See also
on EvalScript

extrude3D
Usage
member(whichTextCastmember).extrude3D(member(which3dCastmember))

Description
3D command; creates a new #extruder model resource in a 3D cast member from the text in a text cast member.
This is not the same as using the 3D displayMode property of a text cast member.
To create a model using extrude3D:
1 Create a new #extruder model resource in a 3D cast member:

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textResource = member("textMember").extrude3D(member("3DMember"))

2

Create a new model using the model resource created in step 1:
member("3DMember").newModel("myText", textResource)

Parameters
which3dCastmember Required. The cast member within which a new #extruder model resource is created.

Example
In this example, Logo is a text cast member and Scene is a 3D cast member. The first line creates a model resource
in Scene which is a 3D version of the text in Logo. The second line uses this model resource to create a model named
3dLogo.
-- Lingo
myTextModelResource =member("Logo").extrude3d(member("Scene"))
member("Scene").newModel("3dLogo", myTextModelResource)
// Javascript
myTextModelResource =member("Logo").extrude3d(member("Scene"));
member("Scene").newModel("3dLogo", myTextModelResource);

See also
bevelDepth, bevelType, displayFace, smoothness, tunnelDepth, displayMode

externalParamName()
Usage
-- Lingo syntax
_player.externalParamName(paramNameOrNum)
// JavaScript syntax
_player.externalParamName(paramNameOrNum);

Description
Player method; returns the name of a specified parameter in the list of external parameters from an HTML
 or  tag.
If specifying a parameter by name, this method returns any parameter names that matches paramNameOrNum. The
match is not case sensitive. If no matching parameter name is found, this method returns VOID (Lingo) or null
(JavaScript syntax).
If specifying a parameter by number, this method returns the parameter name at the paramNameOrNum position in
the parameter list. If no matching parameter position is found, this method returns VOID or null.
This method is valid only for movies with Shockwave content that are running in a browser. It cannot be used with
Director movies or projectors.
The following list describes the pre-defined external parameters that can be used.

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Parameter

Definition

swAudio

A string that specifies the location of a Shockwave Audio file to be played with the movie. The value
is a fully qualified URL.

swBackColor

A color value intended to modify the movie's Stage color property. The value is any integer value
from 0 to 255. Use 0 to 255 for movies in 8-bit color, and 0 to 15 for movies in 4-bit color.

swBanner

A string that specifies the text to be used as a banner in the movie.

swColor

A color value for use in modifying the color of a specific object. The value is any integer from 0 to
255. Use 0 to 255 for movies in 8-bit color, and 0 to 15 for movies in 4-bit color.

swForeColor

A new foreground color value. Text written into field cast members is rendered in the currently
active foreground color. The value is any integer value from 0 to 255. Use 0 to 255 for movies in 8bit color, and 0 to 15 for movies in 4-bit color.

swFrame

A string value that is the name assigned to a given frame in the movie.

swList

A comma-delimited list of items that can be parsed with script. List values may be key/value pairs,
Boolean items, integers, or strings.

swName

A name, such as a user name, to be displayed or used within the movie.

swPassword

A password, perhaps for use it conjunction with the swName property, to be used within the movie.

swPreloadTime

An integer value which specifies the number of seconds of an audio file sound that should be
preloaded before the sound begins to play. Used with Shockwave Audio to improve playback
performance by increasing the amount of audio already downloaded before playback begins.

swSound

A string value which may specify the name of a sound in the Director movie to be played, or whether
or not a sound should be played at all.

swText

A string value that specifies text to be used in the movie.

swURL

A string URL that may specify the location of another movie with Shockwave content or Shockwave
Audio file.

swVolume

An integer value (0 to 10 is recommended) that is used to control the volume level of the sound
output from the movie. 0 is off (no sound), 10 is maximum volume.

sw1 through sw9

Nine additional properties for author-defined parameters.

Parameters
paramNameOrNum Required. A string that specifies the name of the parameter name to return, or an integer that

specifies the index location of the parameter name to return.
Example
This statement places the value of a given external parameter in the variable myVariable:
-- Lingo syntax
if (_player.externalParamName("swURL") = "swURL") then
myVariable = _player.externalParamValue("swURL")
end if
// JavaScript syntax
if (_player.externalParamName("swURL") == "swURL") {
var myVariable = _player.externalParamName("swURL");
}

See also
externalParamValue(), Movie

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externalParamValue()
Usage
-- Lingo syntax
_player.externalParamValue(paramNameOrNum)
// JavaScript syntax
_player.externalParamValue(paramNameOrNum);

Description
Returns the value of a specified parameter in the list of external parameters from an HTML  or
 tag.
If specifying a parameter value by name, this method returns the value of the first parameter whose name matches
paramNameOrNum. The match is not case sensitive. If no matching parameter value is found, this method returns
VOID (Lingo) or null (JavaScript syntax).
If specifying a parameter value by index, this method returns the value of the parameter at the paramNameOrNum
position in the parameter list. If no matching parameter position is found, this method returns VOID or null.
This method is valid only for movies with Shockwave content that are running in a browser. It cannot be used with
Director movies or projectors.
The following list describes the pre-defined external parameters that can be used.
Parameter

Definition

swAudio

A string that specifies the location of a Shockwave Audio file to be played with the movie. The value
is a fully qualified URL.

swBackColor

A color value intended to modify the movie's Stage color property. The value is any integer value
from 0 to 255. Use 0 to 255 for movies in 8-bit color, and 0 to 15 for movies in 4-bit color.

swBanner

A string that specifies the text to be used as a banner in the movie.

swColor

A color value for use in modifying the color of a specific object. The value is any integer from 0 to
255. Use 0 to 255 for movies in 8-bit color, and 0 to 15 for movies in 4-bit color.

swForeColor

A new foreground color value. Text written into field cast members is rendered in the currently
active foreground color. The value is any integer value from 0 to 255. Use 0 to 255 for movies in 8-bit
color, and 0 to 15 for movies in 4-bit color.

swFrame

A string value that is the name assigned to a given frame in the movie.

swList

A comma-delimited list of items that can be parsed with script. List values may be key/value pairs,
Boolean items, integers, or strings.

swName

A name, such as a user name, to be displayed or used within the movie.

swPassword

A password, perhaps for use it conjunction with the swName property, to be used within the movie.

swPreloadTime

An integer value which specifies the number of seconds of an audio file sound that should be
preloaded before the sound begins to play. Used with Shockwave Audio to improve playback
performance by increasing the amount of audio already downloaded before playback begins.

swSound

A string value which may specify the name of a sound in the Director movie to be played, or whether
or not a sound should be played at all.

swText

A string value that specifies text to be used in the movie.

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Parameter

Definition

swURL

A string URL that may specify the location of another Shockwave movie or Shockwave Audio file.

swVolume

An integer value (0 to 10 is recommended) that is used to control the volume level of the sound
output from the movie. 0 is off (no sound), 10 is maximum volume.

sw1 through sw9

Nine additional properties for author-defined parameters.

Parameters
paramNameOrNum Required. A string that specifies the name of the parameter value to return, or an integer that

specifies the index location of the parameter value to return.
Example
This statement places the value of a given external parameter in the variable myVariable:
-- Lingo syntax
if (_player.externalParamName("swURL") = "swURL") then
myVariable = _player.externalParamValue("swURL")
end if
// JavaScript syntax
if (_player.externalParamName("swURL") == "swURL") {
var myVariable = _player.externalParamName("swURL");
}

See also
externalParamName(), Movie

extractAlpha()
Usage
imageObject.extractAlpha()

Description
This function copies the alpha channel from the given 32-bit image and returns it as a new image object. The result
is an 8-bit grayscale image representing the alpha channel.
This function is useful for down-sampling 32-bit images with alpha channels.
Example
This statement places the alpha channel of the image of member 1 into the variable mainAlpha:
-- Lingo
mainAlpha = member(1).image.extractAlpha()
// Javascript
mainAlpha = member(1).image.extractAlpha();

See also
setAlpha()

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fadeIn()
Usage
-- Lingo syntax
soundChannelObjRef.fadeIn({intMilliseconds})
// JavaScript syntax
soundChannelObjRef.fadeIn({intMilliseconds});

Description
Sound Channel method; immediately sets the volume of a sound channel to zero and then brings it back to the
current volume over a given number of milliseconds.
The current pan setting is retained for the entire fade.
Parameters
intMilliseconds Optional. An integer that specifies the number of milliseconds over which the volume is
increased back to its original value. The default is 1000 milliseconds (1 second) if no value is given.

Example
This Lingo fades in sound channel 3 over a period of 3 seconds from the beginning of cast member introMusic2:
-- Lingo syntax
sound(3).play(member("introMusic2"))
sound(3).fadeIn(3000)
// JavaScript syntax
sound(3).play(member("introMusic2"));
sound(3).fadeIn(3000);

See also
fadeOut(), fadeTo(), pan, Sound Channel, volume (Windows Media)

fadeOut()
Usage
-- Lingo syntax
soundChannelObjRef.fadeOut({intMilliseconds})
// JavaScript syntax
soundChannelObjRef.fadeOut({intMilliseconds});

Description
Sound Channel method; gradually reduces the volume of a sound channel to zero over a given number of milliseconds.
The current pan setting is retained for the entire fade.
Parameters
intMilliseconds Optional. An integer that specifies the number of milliseconds over which the volume is reduced

to zero. The default is 1000 milliseconds (1 second) if no value is given.

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Example
This statement fades out sound channel 3 over a period of 5 seconds:
-- Lingo syntax
sound(3).fadeOut(5000)
// JavaScript syntax
sound(3).fadeOut(5000);

See also
fadeIn(), fadeTo(), pan, Sound Channel, volume (Windows Media)

fadeTo()
Usage
-- Lingo syntax
soundChannelObjRef.fadeTo(intVolume {, intMilliseconds})
// JavaScript syntax
soundChannelObjRef.fadeTo(intVolume {, intMilliseconds});

Description
Sound Channel method; gradually changes the volume of a sound channel to a specified volume over a given
number of milliseconds.
The current pan setting is retained for the entire fade.
To see an example of fadeTo() used in a completed movie, see the Sound Control movie in the Learning/Lingo
folder inside the Director application folder.
Parameters
intVolume Required. An integer that specifies the volume level to change to. The range of values for intVolume

volume is 0 to 255.
intMilliseconds Optional. An integer that specifies the number of milliseconds over which the volume is changed

to intVolume. The default value is 1000 milliseconds (1 second) if no value is given.
Example
The following statement changes the volume of sound channel 4 to 150 over a period of 2 seconds. It can be a fade
up or a fade down, depending on the original volume of sound channel 4 when the fade begins.
-- Lingo syntax
sound(4).fadeTo(150, 2000)
// JavaScript syntax
sound(4).fadeTo(150, 2000);

See also
fadeIn(), fadeOut(), pan, Sound Channel, volume (Windows Media)

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fileName()
Usage
-- Lingo syntax
fileioObjRef.fileName()
// JavaScript syntax
fileioObjRef.fileName();

Description
Fileio method; Returns the full path and name of an open file.
You must first open a file by calling openFile() before using fileName() to return the file’s name.
Parameters
None.
Example
This statement creates a file and prints the location of the file.
-- Lingo syntax
objFileio = new xtra("fileio")
objFileio.createFile(_player.ApplicationPath)
put objFileio.fileName()
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.createFile(_player.ApplicationPath);
trace(objFileio.fileName());

See also
Fileio , openFile()

fileOpen()
Usage
FileOpen(MUIObject, string)

Description
This function displays a standard file open dialog box provided by an instance of the MUI Xtra.
The second parameter specifies a string that appears in the editable field when the dialog box opens. The user can
specify which file to open by entering the file name in the editable field. When the user clicks a button, the text is
returned.

•

If the user clicks Cancel, the returned text is the same as the value that was passed in.

•

If the user clicks OK, the returned text is a platform-specific path.

Parameters
None.

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Example
These statements create and display a standard file open dialog box.

•

The first statement creates an instance of the MUI Xtra, which is the object used as the dialog box.

• The second statement assigns a string to the variable fileString, which is used later as the second parameter of
the FileOpen command.
•

The third statement uses the FileOpen command to generate the open file dialog box.

• The final statements check whether the original string sent with the FileOpen command is the same as the string
that was returned when the user clicked a button. If the values are different, the user selected a file to open.
-- Lingo syntax
set aMuiObj = new (xtra "MUI")
set fileString = "Open this file"
set result = fileOpen(aMuiObj, fileString)
-- Check to see if the dialog was canceled
if (result <> fileString) then
-- The dialog wasn't canceled, do something with the new path data.
else
put "ERROR - fileOpen requires a valid aMuiObj"
end if

See also
Fileio , openFile()

fileSave()
Usage
FileSave( MUIObject, string, message )

Description
This function displays a standard file saving dialog box that saves the current file.The dialog box is created from an
instance of the MUI Xtra.

• The string parameter specifies the string that appears in the dialog box’s file name field. The user can use this
field to enter a new file name for the file. When the user clicks a button, Lingo returns a value for string that contains
the field’s content. If the user clicks Cancel, the returned string is the same as the original string.
•

The message parameter is the string that appears above the dialog box’s editable field.

Parameters
None.
Example
These statements create and display a file save dialog box.

•

The first statement creates an instance of the MUI Xtra, which is the object used as the dialog box.

• The second statement assigns a string to the variable fileString, which is used later as the second parameter of
the FileSave command.
•

The third statement uses the FileSave command to generate the save file dialog box.

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• The final statements check whether the result after the user clicks a button is the same as the string sent when
the dialog box opened. If it differs, the user clicked something other than Cancel.
-- Lingo syntax
set aMuiObj = new (xtra "MUI")
set fileString = "Save this file"
set result = fileSave(aMuiObj, fileString, “with this prompt")
-- Check to see if the dialog was canceled
if (result <> fileString) then
-- The dialog wasn't canceled, do something with the new path data.
end if

fill()
Usage
-- Lingo syntax
imageObjRef.fill(left, top, right, bottom, colorObjOrParamList)
imageObjRef.fill(point(x, y), point(x, y), colorObjOrParamList)
imageObjRef.fill(rect, colorObjOrParamList)
// JavaScript syntax
imageObjRef.fill(left, top, right, bottom, colorObjOrParamList);
imageObjRef.fill(point(x, y), point(x, y), colorObjOrParamList);
imageObjRef.fill(rect, colorObjOrParamList);

Description
Image method. Fills a rectangular region with a specified color in a given image object.
This method returns a value of 1 if there is no error, zero if there is an error.
For best performance, with 8-bit or lower images the color object should contain an indexed color value. For 16- 32bit images, use an RGB color value.
Parameters
left Required if filling a region specified by coordinates. An integer that specifies the left side of the region to fill.
top Required if filling a region specified by coordinates. An integer that specifies the top side of the region to fill.
right Required if filling a region specified by coordinates. An integer that specifies the right side of the region to fill.
bottom Required if filling a region specified by coordinates. An integer that specifies the bottom side of the region

to fill.
colorObjOrParamList Required. A color object or parameter list that specifies the color used to fill the region. The
parameter list can be used instead of a simple color object to specify the following properties.
Property

Description

#shapeType

A symbol value of #oval, #rect, #roundRect, or #line. The default is #line.

#lineSize

The width of the line to use in drawing the shape.

#color

A color object, which determines the fill color of the region.

#bgColor

A color object, which determines the color of the region’s border.

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point(x, y), point(x, y) Required if filling a region using points. Two points that specify the upper-left and
lower-right corners of region to fill, relative to the upper-left corner of the given image object.
rect Required if filling a region using a rectangle. A rectangle that specifies the rectangular region to fill.

Example
This statement fills a region specified by the two point which are the upper-left and lower-right corners of region to
fill, relative to the upper-left corner of the given image object - Stage.
-- Lingo
objImage = _movie.stage.image
objImage.fill(point(20, 20), point(30, 60), rgb(255, 0 ,0))
// Javascript
var objImage = _movie.stage.image ;
objImage.fill(point(20, 20), point(30, 60), color(255, 0 ,0)) ;

See also
color(), draw(), image()

filter()
Usage
filter(filter symbol)

Description
Bitmap Filters method; used to create bitmap filters and use it on a sprite.
Example
The first statement sets the variable named myFilter to the Blur filter. The next line sets the blur filter to the sprite(1).
--Lingo syntax
MyFilter=filter(#BlurFilter)
sprite(1).filterlist.append(MyFilter)
// JavaScript syntax
var MyFilter = filter(symbol("BlurFilter"));
sprite(1).filterlist.append(MyFilter);

See also
Bitmap filters in Using Director.

findLabel()
Usage
-- Lingo syntax
spriteObjRef.findLabel(whichLabelName)
// JavaScript syntax
spriteObjRef.findLabel(whichLabelName);

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Description
Function: this function returns the frame number (within the Flash movie) that is associated with the label name
requested.
A 0 is returned if the label doesn’t exist, or if that portion of the Flash movie has not yet been streamed in.
Parameters
whichLabelName Required. Specifies the frame label to find.

Example
This returns the frame number (within the Flash movie- in member(1)) that is associated with the label name
"GetMe"
-- Lingo syntax
sprite(1).findLabel("GetMe")
// JavaScript syntax
sprite(1).findLabel("GetMe");

findEmpty()
Usage
-- Lingo syntax
castObjRef.findEmpty({memberObjRef})
// JavaScript syntax
castObjRef.findEmpty({memberObjRef});

Description
Cast library method; displays the next empty cast member position or the position after a specified cast member.
This method is available only on the current cast library.
Parameters
memberObjRef Optional. A reference to the cast member after which the next empty cast member position is

displayed. If omitted, the next empty cast member position is displayed.
Example
This statement finds the first empty cast member on or after cast member 100:
-- Lingo syntax
trace(castLib(1).findEmpty(member(100)))
// JavaScript syntax
trace(castLib(1).findEmpty(member(100)));

See also
Cast Library, Member

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findPos
Usage
list.findPos(property)
findPos(list, property)

Description
List command; identifies the position of a property in a property list.
Using findPos with linear lists returns a bogus number if the value of property is a number and a script error if the
value of property is a string.
The findPos command performs the same function as the findPosNear command, except that findPos is VOID
when the specified property is not in the list.
When you add a filter using the add or append method of the filterlist, a duplicate is created and added to the list.
Methods such as deleteOne, getPos, findPos, and getOne use the exact value in the list and not the duplicate value.
In such cases, you can use the findPos method, as follows:
f = filter(#glowfilter)
sprite(1).filterlist.append(f)
f = sprite(1).filterlist[1]-- here we get the actual value added to the list.
sprite(1).filterlist.findPos(f)

The third line in the above script addds the reference of the filter value to the list.
Parameters
property Required. The property whose position is identified.
Example
This statement identifies the position of the property c in the list Answers, which consists of [#a:10, #b:12,
#c:15, #d:22]:
-- Lingo
Answers.findPos(#c)
// Javascript
Answers.findPos(“c”);

The result is 3, because c is the third property in the list.
See also
findPosNear, sort

findPosNear
Usage
sortedList.findPosNear(valueOrProperty)
findPosNear(sortedList, valueOrProperty)

Description
List command; for sorted lists only, identifies the position of an item in a specified sorted list.

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The findPosNear command works only with sorted lists. Replace valueOrProperty with a value for sorted linear
lists, and with a property for sorted property lists.
The findPosNear command is similar to the findPos command, except that when the specified property is not in
the list, the findPosNear command identifies the position of the value with the most similar alphanumeric name.
This command is useful in finding the name that is the closest match in a sorted directory of names.
Parameters
valueOrProperty Required. The value or property whose position is identified.

Example
This statement identifies the position of a property in the sorted list Answers, which consists of [#Nile:2,
#Pharaoh:4, #Raja:0]:
Answers.findPosNear(#Ni)

The result is 1, because Ni most closely matches Nile, the first property in the list.
See also
findPos

finishIdleLoad()
Usage
-- Lingo syntax
_movie.finishIdleLoad(intLoadTag)
// JavaScript syntax
_movie.finishIdleLoad(intLoadTag);

Description
Movie method; forces completion of loading for all the cast members that have the specified load tag.
Parameters
intLoadTag Required. An integer that specifies the load tag of the cast members to be loaded.

Example
This statement completes the loading of all cast members that have the load tag 20:
-- Lingo syntax
_movie.finishIdleLoad(20)
// JavaScript syntax
_movie.finishIdleLoad(20);

See also
idleHandlerPeriod, idleLoadDone(), idleLoadMode, idleLoadPeriod, idleLoadTag,
idleReadChunkSize, Movie

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flashToStage()
Usage
-- Lingo syntax
spriteObjRef.flashToStage(pointInFlashMovie)
// JavaScript syntax
spriteObjRef.flashToStage(pointInFlashMovie);

Description
Function; returns the coordinate on the Director Stage that corresponds to a specified coordinate in a Flash movie
sprite. The function accepts both the Flash channel and movie coordinate and returns the Director Stage coordinate
as Director point values: for example, point(300,300).
Flash movie coordinates are measured in Flash movie pixels, which are determined by a movie’s original size when
it was created in Flash. For the purpose of calculating Flash movie coordinates, point(0,0) of a Flash movie is always
at its upper left corner. (The cast member’s originPoint property is used only for rotation and scaling, not to
calculate movie coordinates.)
The flashToStage and the corresponding stageToFlash functions are helpful for determining which Flash movie
coordinate is directly over a Director Stage coordinate. For both Flash and Director, point(0,0) is the upper left
corner of the Flash Stage or Director Stage. These coordinates may not match on the Director Stage if a Flash sprite
is stretched, scaled, or rotated.
Parameters
pointInFlashMovie Required. The point in the Flash movie sprite whose coordinates are returned.

Example
This handler accepts a point value and a sprite reference as a parameter, and it then sets the upper left coordinate of
the specified sprite to the specified point within a Flash movie sprite in channel 10:
-- Lingo syntax
on snapSprite(whichFlashPoint, whichSprite)
sprite(whichSprite).loc = sprite(1).FlashToStage(whichFlashPoint)
_movie.updatestage()
end
// JavaScript syntax
function snapSprite(whichFlashPoint, whichSprite) {
sprite(whichSprite).loc = sprite(1).FlashToStage(whichFlashPoint);
_movie.updateStage();
}

See also
stageToFlash()

float()
Usage
(expression).float
float (expression)

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Description
Function (Lingo only); converts an expression to a floating-point number. The number of digits that follow the
decimal point (for display purposes only, calculations are not affected) is set using the floatPrecision property.
In JavaScript syntax, use the parseFloat() function.
Parameters
expression Required. The expression to convert to a floating-point number.

Example
This statement converts the integer 1 to the floating-point number 1:
put (1).float
-- 1.0

Math operations can be performed using float; if any of the terms is a float value, the entire operation is performed
with float:
put 2 + 2
-- 4
put (2).float + 2
-- 4.0
the floatPrecision = 4
put 22/7
-- 3
put (22).float / 7
-- 3.1429"

See also
floatPrecision, ilk()

floatP()
Usage
(expression).floatP
floatP(expression)

Description
Function (Lingo only); indicates whether an expression is a floating-point number (1 or TRUE) or not (0 or FALSE).
The P in floatP stands for predicate.
Parameters
expression Required. The expression to test.

Example
This statement tests whether 3.0 is a floating-point number. The Message window displays the number 1, indicating
that the statement is TRUE.
put (3.0).floatP
-- 1

This statement tests whether 3 is a floating-point number. The Message window displays the number 0, indicating
that the statement is FALSE.

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put (3).floatP
-- 0

See also
float(), ilk(), integerP(), objectP(), stringP(), symbolP()

flushInputEvents()
Usage
-- Lingo syntax
_player.flushInputEvents()
// JavaScript syntax
_player.flushInputEvents();

Description
Player method; flushes any waiting mouse or keyboard events from the Director message queue.
Generally this is useful when script is in a tight loop and the author wants to make sure any mouse clicks or keyboard
presses don't get through.
This method operates at runtime only and has no effect during authoring.
Parameters
None.
Example
This statement disables mouse and keyboard events while a repeat loop executes:
-- Lingo syntax
repeat with i = 1 to 10000
_player.flushInputEvents()
sprite(1).loc = sprite(1).loc + point(1, 1)
end repeat
// JavaScript syntax
for (var i = 1; i <= 10000; i++) {
_player.flushInputEvents();
sprite(1).loc = sprite(1).loc + point(1, 1);
}

See also
on keyDown, on keyUp, on mouseDown (event handler), on mouseUp (event handler), Player

forget() (Window)
Usage
-- Lingo syntax
windowObjRef.forget()
// JavaScript syntax
windowObjRef.forget();

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Description
Window method; instructs script to close a window and stop its playback when it’s no longer in use and no other
variables refer to it.
Calling forget() on a window also removes that window’s reference from the windowList.
When the forget() method is called, the window and the movie in a window (MIAW) disappear without calling
the stopMovie, closeWindow, or deactivateWindow handlers.
If there are many global references to the movie in a window, the window doesn’t respond to the forget() method.
Parameters
None.
Example
This statement instructs Lingo to delete the window Control Panel when the movie no longer uses the window:
-- Lingo syntax
window("Control Panel").forget()
// JavaScript syntax
window("Control Panel").forget();

See also
close(), open() (Window), Window, windowList

forget() (Timeout)
Usage
timeout("timeoutName").forget()
forget(timeout("timeoutName"))

Description
This timeout object function removes a timeout object from the timeoutList, and prevents it from sending further
timeout events.
Parameters
None.
Example
This statement deletes the timeout object named AlarmClock from the timeoutList:
-- Lingo
timeout("AlarmClock").forget()
// Javascript
timeout(“AlarmClock”).forget();

See also
timeout(), timeoutHandler, timeoutList, new()

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framesToHMS()
Usage
framesToHMS(frames, tempo, dropFrame, fractionalSeconds)

Description
Function; converts the specified number of frames to their equivalent length in hours, minutes, and seconds. This
function is useful for predicting the actual playtime of a movie or controlling a video playback device.
The resulting string uses the form sHH:MM:SS.FFD, where:
s

A character is used if the time is less than zero, or a space if the time is greater than or equal to zero.

HH

Hours.

MM

Minutes.

SS

Seconds.

FF

Indicates a fraction of a second if fractionalSeconds is TRUE or frames if fractionalSeconds is
FALSE.

D

A "d" is used if dropFrame is TRUE, or a space if dropFrame is FALSE.

Parameters
frames Required. An integer expression that specifies the number of frames.
tempo Required. An integer expression that specifies the tempo in frames per second.
dropFrame Required. Compensates for the color NTSC frame rate, which is not exactly 30 frames per second and is
meaningful only if FPS is set to 30 frames per second. Normally, this parameter is set to FALSE.
fractionalSeconds Required. Determines whether the residual frames are converted to the nearest hundredth of
a second (TRUE) or returned as an integer number of frames (FALSE).

Example
The following statement converts a 2710-frame, 30 frame-per-second movie. The dropFrame and fractionalSeconds arguments are both turned off:
put framesToHMS(2710, 30, FALSE, FALSE)
-- " 00:01:30.10 "

See also
HMStoFrames()

frameReady() (Movie)
Usage
-- Lingo syntax
_movie.frameReady({intFrameNum})
_movie.frameReady(frameNumA, frameNumB)
// JavaScript syntax
_movie.frameReady({intFrameNum});
_movie.frameReady(frameNumA, frameNumB);

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Description
Movie method; for Director movies, projectors, and movies with Shockwave content, determines whether the cast
members of a frame or range of frames have been downloaded.
This method returns TRUE if the specified cast members have been downloaded, and FALSE if not.
For a demonstration of the frameReady() method used in a Director movie, see the sample movie “Streaming
Shockwave” in Director Help.
Parameters
intFrameNum Optional if testing whether a single frame’s cast members have been downloaded. An integer that

specifies the individual frame to test. If omitted, frameReady() determines whether the cast members used in any
frame of a Score have been downloaded.
frameNumA Required if testing whether the cast members in a range of frames have been downloaded. An integer
that specifies the first frame in the range.
frameNumB Required if testing whether the cast members in a range of frames have been downloaded. An integer
that specifies the last frame in the range.

Example
This statement determines whether the cast members for frame 20 are downloaded and ready to be viewed:
-- Lingo syntax
on exitFrame
if (_movie.frameReady(20)) then
_movie.go(20)
else
_movie.go(1)
end if
end
// JavaScript syntax
function exitFrame() {
if (_movie.frameReady(20)) {
_movie.go(20);
}
else {
_movie.go(1);
}
}

The following frame script checks to see if frame 25 of a Flash movie sprite in channel 5 can be rendered. If it can’t,
the script keeps the playhead looping in the current frame of the Director movie. When frame 25 can be rendered,
the script starts the movie and lets the playhead proceed to the next frame of the Director movie.
See also
mediaReady, Movie

frameStep()
Usage
-- Lingo syntax
dvdObjRef.frameStep(intFrames)

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// JavaScript syntax
dvdObjRef.frameStep(intFrames);

Description
DVD method; steps forward from the current location a specified number of frames when playback is paused.
Stepping backward is not supported by either Windows or Mac system software for DVD playback.
Parameters
intFrames Required. An integer that specifies the number of frames to step forward.
Example
This statements jumps 100 frames forward:
-- Lingo syntax
member("drama").frameStep(100)
// JavaScript syntax
member("drama").frameStep(100);

See also
DVD

freeBlock()
Usage
the freeBlock

Description
Function; indicates the size of the largest free contiguous block of memory, in bytes. A kilobyte (K) is 1024 bytes. A
megabyte (MB) is 1024 kilobytes. Loading a cast member requires a free block at least as large as the cast member.
Parameters
None.
Example
This statement determines whether the largest contiguous free block is smaller than 10K and displays an alert if it is:
-- Lingo syntax
if (the freeBlock < (10 * 1024)) then alert "Not enough memory!"
// JavaScript syntax
if (freeBlock < (10 * 1024)) {
alert("Not enough memory!")
}

See also
freeBytes(), memorySize, ramNeeded(), size

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freeBytes()
Usage
the freeBytes

Description
Function; indicates the total number of bytes of free memory, which may not be contiguous. A kilobyte (K) is 1024
bytes. A megabyte (MB) is 1024 kilobytes.
This function differs from freeBlock in that it reports all free memory, not just contiguous memory.
On the Mac, selecting Use System Temporary Memory in the Director General Preferences or in a projector’s
Options dialog box tells the freeBytes function to return all the free memory that is available to the application.
This amount equals the application’s allocation shown in its Get Info dialog box and the Largest Unused Block value
in the About This Mac dialog box.
Parameters
None.
Example
This statement checks whether more than 200K of memory is available and plays a color movie if it is:
if (the freeBytes > (200 * 1024)) then play movie "colorMovie"

See also
freeBlock(), memorySize, objectP(), ramNeeded(), size

generateNormals()
Usage
member(whichCastmember).modelResource(whichModelResource).generateNormals(style)

Description
3D #mesh model resource command; calculates the normal vectors for each vertex of the mesh.
If the style parameter is set to #flat, each vertex receives a normal for each face to which it belongs. Furthermore,
all three of the vertices of a face will have the same normal. For example, if the vertices of face[1] all receive
normal[1] and the vertices of face[2] all receive normal[2], and the two faces share vertex[8], then the normal
of vertex[8] is normal[1] in face[1] and normal[2] in face[2]. Use of the #flat parameter results in very
clear delineation of the faces of the mesh.
If the style parameter is set to #smooth, each vertex receives only one normal, regardless of the number of faces to
which it belongs, and the three vertices of a face can have different normals. Each vertex normal is the average of the
face normals of all of the faces that share the vertex. Use of the #smooth parameter results in a more rounded
appearance of the faces of the mesh, except at the outer edges of the faces at the silhouette of the mesh, which are still
sharp.
A vertex normal is a direction vector which indicates the “forward” direction of a vertex. If the vertex normal points
toward the camera, the colors displayed in the area of the mesh controlled by that normal are determined by the
shader. If the vertex normal points away from the camera, the area of the mesh controlled by that normal will be nonvisible.

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After using the generateNormals() command, you must use the build() command to rebuild the mesh.
Parameters
style Required. A symbol that specifies the style of the vertex.
Example
The following statement calculates vertex normals for the model resource named FloorMesh. The style parameter
is set to #smooth, so each vertex in the mesh will receive only one normal.
-- Lingo
member("Room").modelResource("FloorMesh").generateNormals(#smooth)
// Javascript
member("Room").getProp("modelResource", "index (of the
modelresource)").generateNormals("smooth");

See also
build(), face[ ], normalList, normals, flat

getaProp
Usage
propertyList.propertyName
getaProp(list, item)
list[listPosition]
propertyList [ #propertyName ]
propertyList [ "propertyName" ]

Description
List command; for linear and property lists, identifies the value associated with the item specified by item,
listPosition, or propertyName in the list specified by list.

•

When the list is a linear list, replace item with the number for an item’s position in a list as shown by

listPosition. The result is the value at that position.

• When the list is a property list, replace item with a property in the list as in propertyName. The result is the
value associated with the property.
The getaProp command returns VOID when the specified value is not in the list.
When used with linear lists, the getaProp command has the same function as the getAt command.
Parameters
itemNameOrNum Required. For linear lists, an integer that specifies the index position of the value in the list to return;
for property lists, a symbol (Lingo) or a string (JavaScript syntax) that specifies the property whose value is returned.

Example
This statement identifies the value associated with the property #joe in the property list ages, which consists of
[#john:10, #joe:12, #cheryl:15, #barbara:22]:
put getaProp(ages, #joe)

The result is 12, because this is the value associated with the property #joe.
The same result can be achieved using bracket access on the same list:

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put ages[#joe]

The result is again 12.
If you want the value at a certain position in the list, you can also use bracket access. To get the third value in the list,
associated with the third property, use this syntax:
put ages[3]
-- 15

Note: Unlike the getAProp command where VOID is returned when a property doesn’t exist, a script error will occur if
the property doesn’t exist when using bracket access.
See also
getAt, getOne(), getProp(), setaProp, setAt

getAt
Usage
getAt(list, position)
list [position]

Description
List command; identifies the item in a specified position of a specified list. If the list contains fewer elements than
the specified position, a script error occurs.
The getAt command works with linear and property lists. This command has the same function as the getaProp
command for linear lists.
This command is useful for extracting a list from within another list, such as the deskTopRectList.
Parameters
list Required. Specifies the list from in which the item exists.
position Required. Specifies the index position of the item in the list.

Example
This statement causes the Message window to display the third item in the answers list, which consists of [10, 12, 15,
22]:
put getAt(answers, 3)
-- 15

The same result can be returned using bracket access:
put answers[3]
-- 15

The following example extracts the first entry in a list containing two entries that specify name, department, and
employee number information. Then the second element of the newly extracted list is returned, identifying the
department in which the first person in the list is employed. The format of the list is [["Dennis", "consulting", 510],
["Sherry", "Distribution", 973]], and the list is called employeeInfoList.
firstPerson = getAt(employeeInfoList, 1)
put firstPerson
-- ["Dennis", "consulting", 510]

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firstPersonDept = getAt(firstPerson, 2)
put firstPersonDept
-- "consulting"

It’s also possible to nest getAt commands without assigning values to variables in intermediate steps. This format
can be more difficult to read and write, but less verbose.
firstPersonDept = getAt(getAt(employeeInfoList, 1), 2)
put firstPersonDept
-- "consulting"

You can also use the bracket list access:
firstPerson = employeeInfoList[1]
put firstPerson
-- ["Dennis", "consulting", 510]
firstPersonDept = firstPerson[2]
put firstPersonDept
-- "consulting"

As with getAt, brackets can be nested:
firstPersonDept = employeeInfoList[1][2]

See also
getaProp, setaProp, setAt

getError() (Flash, SWA)
Usage
-- Lingo syntax
memberObjRef.getError()
// JavaScript syntax
memberObjRef.getError();

Description
Function; for Shockwave Audio (SWA) or Flash cast members, indicates whether an error occurred as the cast
member streamed into memory and returns a value.
Shockwave Audio cast members have the following possible getError() integer values and corresponding
getErrorString() messages:
getError() value

getErrorString() message

0

OK

1

memory

2

network

3

playback device

99

other

Flash movie cast members have the following possible getError values:

•

FALSE—No error occurred.

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•

#memory—There is not enough memory to load the cast member.

•

#fileNotFound—The file containing the cast member’s assets could not be found.

•

#network—A network error prevented the cast member from loading.

•

#fileFormat—The file was found, but it appears to be of the wrong type, or an error occurred while reading

the file.

•

#other—Some other error occurred.

When an error occurs as a cast member streams into memory, Director sets the cast member’s state property to -1.
Use the getError function to determine what type of error occurred.
Parameters
None.
Example
This handler uses getError to determine whether an error involving the Shockwave Audio cast member Norma
Desmond Speaks occurred and displays the appropriate error string in a field if it did:
-- Lingo syntax
on exitFrame
if member("Norma Desmond Speaks").getError() <> 0 then
member("Display Error Name").text = member("Norma Desmond \
Speaks").getErrorString()
end if
end
// JavaScript syntax
function exitFrame() {
var memNor = member("Norma Desmond Speaks").getError();
if (memNor != 0) {
member("Display Error Name").text = member("Norma Desmond Speaks").getErrorString();
}
}

The following handler checks to see whether an error occurred for a Flash cast member named Dali, which was
streaming into memory. If an error occurred, and it was a memory error, the script uses the unloadCast command
to try to free some memory; it then branches the playhead to a frame in the Director movie named Artists, where
the Flash movie sprite first appears, so Director can again try to load and play the Flash movie. If something other
than an out-of-memory error occurred, the script goes to a frame named Sorry, which explains that the requested
Flash movie can’t be played.
-- Lingo syntax
on CheckFlashStatus
errorCheck = member("Dali").getError()
if errorCheck <> 0 then
if errorCheck = #memory then
member("Dali").clearError()
unloadCast()
_movie.go("Artists")
else
_movie.go("Sorry")
end if
end if
end
// JavaScript syntax
function CheckFlashStatus() {

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var errorCheck = member("Dali").getError();
if (errorCheck != 0) {
if (errorCheck == "memory") {
member("Dali").clearError();
unloadCast();
_movie.go("Artists");
} else {
_movie.go("Sorry");
}
}
}

See also
clearError(), getErrorString(), state (Flash, SWA)

getError() (XML)
Usage
parserObject.getError()

Description
Function; returns the descriptive error string associated with a given error number (including the line and column
number of the XML where the error occurred). When there is no error, this function returns .
Parameters
None.
Example
These statements check an error after parsing a string containing XML data:
-- Lingo
errCode = parserObject.parseString(member("XMLtext").text)
errorString = parserObject.getError()
if voidP(errorString) then
-- Go ahead and use the XML in some way
else
alert "Sorry, there was an error " & errorString
-- Exit from the handler
exit
end if
// Javascript
errCode = parserObject.parseString(member("XMLtext").text);
errorString = parserObject.getError();
if (errorString != null)
{
// Go ahead and use the XML in some way
}else{
_player.alert("Sorry, there was an error " + errorString);
// Exit from the handler
}

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getErrorString()
Usage
-- Lingo syntax
memberObjRef.getErrorString()
// JavaScript syntax
memberObjRef.getErrorString();

Description
Function; for Shockwave Audio (SWA) cast members, returns the error message string that corresponds to the error
value returned by the getError() function.
Possible getError() integer values and corresponding getErrorString() messages are:
getError() value

getErrorString() message

0

OK

1

memory

2

network

3

playback device

99

other

Parameters
None.
Example
This handler uses getError() to determine whether an error occurred for Shockwave Audio cast member Norma
Desmond Speaks, and if so, uses getErrorString to obtain the error message and assign it to a field cast member:
-- Lingo syntax
on exitFrame
if member("Norma Desmond Speaks").getError() <> 0 then
member("Display Error Name").text = member("Norma Desmond Speaks").getErrorString()
end if
end
// JavaScript syntax
function exitFrame() {
var memNor = member("Norma Desmond Speaks").getError();
if (memNor != 0) {
member("Display Error Name").text = member("Norma Desmond Speaks").getErrorString();
}
}

See also
getError() (Flash, SWA)

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getFinderInfo()
Usage
-- Lingo syntax
fileioObjRef.getFinderInfo()
// JavaScript syntax
fileioObjRef.getFinderInfo();

Description
Fileio method (Mac only); Returns the finder information for an open file.
You must first open a file by calling openFile() before using getFinderInfo() to return the file’s finder information.
Parameters
None.
Example
-- Lingo syntax
objFileio = new xtra("fileio")
objFileio.openFile(stringFileName, intMode)
objFileio.getFinderInfo()
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(stringFileName, intMode) ;
objFileio.getFinderInfo() ;

See also
Fileio, openFile()

getFlashProperty()
Usage
-- Lingo syntax
spriteObjRef.getFlashProperty(targetName, symProp)
// JavaScript syntax
spriteObjRef.getFlashProperty(targetName, symProp);

Description
This function allows Lingo to invoke the Flash action script function getProperty() on the given Flash sprite. This
Flash action script function is used to get the value of properties of movie clips or levels within a Flash movie. This
is similar to testing sprite properties within Director.
To get a global property of the Flash sprite, pass an empty string as the targetName. These global Flash properties
can be tested: #focusRect and #spriteSoundBufferTime.
See the Flash documentation for descriptions of these properties.

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Parameters
targetName Required. A string that specifies the name of the movie clip or level whose property you want to get

within the given Flash sprite.
symProp Required. A symbol that specifies the name of the property to get. Valid values include: #posX, #posY,
#scaleX, #scaleY, #visible, #rotate, #alpha, #name, #width, #height, #target, #url, #dropTarget,
#totalFrames, #currentFrame, #cursor, and #lastframeLoaded.

Example
This statement gets the value of the #rotate property of the movie clip Star in the Flash member in sprite 3:
-- Lingo syntax
sprite(3).setFlashProperty("Star", #rotate)
sprite(3).getFlashProperty("Star")
// JavaScript syntax
sprite(3).setFlashProperty("Star", symbol("rotate"));
sprite(3).getFlashProperty("Star");

getFrameLabel()
Usage
sprite(whichFlashSprite).getFrameLabel(whichFlashFrameNumber)
getFrameLabel(sprite whichFlashSprite, whichFlashFrameNumber)

Description
Function; returns the frame label within a Flash movie that is associated with the frame number requested. If the
label doesn’t exist, or that portion of the Flash movie has not yet been streamed in, this function returns an empty
string.
Parameters
whichFlashFrameNumber Required. Specifies the frame number that is associated with the frame label.

Example
The following handler looks to see if the marker on frame 15 of the Flash movie playing in sprite 1 is called "Lions".
If it is, the Director movie navigates to frame "Lions". If it isn’t, the Director movie stays in the current frame and the
Flash movie continues to play.
-- Lingo syntax
on exitFrame
if sprite(1).getFrameLabel(15) = "Lions" then
go "Lions"
else
go the frame
end if
end
// JavaScript syntax
function exitFrame() {
if (sprite(1).getFrameLabel(15) == "Lions") {
_movie.go("Lions");
} else {
_movie.go(_movie.frame);
}

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}

getHardwareInfo()
Usage
getRendererServices().getHardwareInfo()

Description
3D rendererServices method; returns a property list with information about the user’s video card. The list
contains the following properties:
#present is a Boolean value indicating whether the computer has hardware video acceleration.
#vendor indicates the name of the manufacturer of the video card.
#model indicates the model name of the video card.
#version indicates the version of the video driver.
#maxTextureSize is a linear list containing the maximum width and height of a texture, in pixels. Textures that
exceed this size are downsampled until they do not. To avoid texture sampling artifacts, author textures of various
sizes and choose the ones that do not exceed the #maxTextureSize value at run time.
#supportedTextureRenderFormats is a linear list of texture pixel formats supported by the video card. For details,

see textureRenderFormat.
#textureUnits indicates the number of texture units available to the card.
#depthBufferRange is a linear list of bit-depth resolutions to which the depthBufferDepth property can be set.
#colorBufferRange is a linear list of bit-depth resolutions to which the colorBufferDepth property can be set.

Example
This statement displays a detailed property list of information about the user’s hardware:
-- Lingo
put getRendererServices().getHardwareInfo()
-- [#present: 1, #vendor: "NVIDIA Corporation", #model: "32MB DDR NVIDIA GeForce2 GTS
(Dell)", #version: "4.12.01.0532", #maxTextureSize: [2048, 2048],
#supportedTextureRenderFormats: [#rgba8888, #rgba8880, #rgba5650, #rgba5551, #rgba5550,
#rgba4444], #textureUnits: 2, #depthBufferRange: [16, 24], #colorBufferRange: [16, 32]]
// Javascript
trace(getRendererServices().getHardwareInfo())
//<[#present: 1, #vendor: "NVIDIA Corporation", #model: "32MB DDR NVIDIA GeForce2 GTS
(Dell)", #version: "4.12.01.0532", #maxTextureSize: [2048, 2048],
#supportedTextureRenderFormats: [#rgba8888, #rgba8880, #rgba5650, #rgba5551, #rgba5550,
#rgba4444], #textureUnits: 2, #depthBufferRange: [16, 24], #colorBufferRange: [16, 32]]>
See also
getRendererServices()

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getHotSpotRect()
Usage
-- Lingo syntax
spriteObjRef.getHotSpotRect(hotSpotID)
// JavaScript syntax
spriteObjRef.getHotSpotRect(hotSpotID);

Description
QuickTime VR function; returns an approximate bounding rectangle for a hot spot. If the hot spot doesn’t exist or
isn’t visible on the Stage, this function returns rect(0, 0, 0, 0). If the hot spot is partially visible, this function returns
the bounding rectangle for the visible portion.
Parameters
hotSpotID Required. Specified the hot spot from which a bounding rectangle is returned.

GetItemPropList
Usage
GetItemPropList(MUIObject)

Description
This function returns a list of the MUI Xtra’s predefined properties for components in a general purpose dialog box.
It is useful for defining new components in a general purpose dialog box. Use GetItemPropList to obtain a comprehensive list of properties and values and then edit individual properties as necessary.
The list of properties and values are the following:
Property

Default value

#value

0

#type

#checkBox

#attributes

[],

#title

"title"

#tip

"tip" (This is reserved for possible use in later versions of the MUI Xtra.)

#locH

20

#locV

24

#width

200

#height

210

#enabled

1

Example
These statements define the beginning of a dialog box window.

•

The first statement creates an instance of the MUI Xtra, which is the object used as the dialog box.

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•

The second statement assigns a list of default dialog component settings to the variable tempItemProps.

•

The third statement makes the component the dialog box’s beginning by changing its type to #windowBegin.

--Lingo Syntax
set aMuiObj = new (Xtra "MUI")
set tempItemProps = GetItemPropList(aMuiObj)
set the type of tempItemProps = #windowBegin

getLast()
Usage
list.getLast()
getLast(list)

Description
List function; identifies the last value in a linear or property list specified by list.
Parameters
None.
Example
This statement identifies the last item, 22, in the list Answers, which consists of [10, 12, 15, 22]:
put Answers.getLast()

This statement identifies the last item, 850, in the list Bids, which consists of [#Gee:750, #Kayne:600, #Ohashi:850]:
put Bids.getLast()

getLatestNetID
Usage
getLatestNetID

Description
This function returns an identifier for the last network operation that started.
The identifier returned by getLatestNetID can be used as a parameter in the netDone, netError, and netAbort
functions to identify the last network operation.
Note: This function is included for backward compatibility. It is recommended that you use the network ID returned
from a net lingo function rather than getLatestNetID. However, if you use getLatestNetID, use it immediately after
issuing the netLingo command.
Parameters
None.
Example
This script assigns the network ID of a getNetText operation to the field cast member Result so results of that
operation can be accessed later:

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on startOperation
global gNetID
getNetText("url")
set gNetID = getLatestNetID()
end
on checkOperation
global gNetID
if netDone(gNetID) then
put netTextResult into member "Result"
end if
end

See also
netAbort, netDone(), netError()

getLength()
Usage
-- Lingo syntax
fileioObjRef.getLength()
// JavaScript syntax
fileioObjRef.getLength();

Description
Fileio method; Returns the length of an open file.
You must first open a file by calling openFile() before using getLength() to return the length of the file.
Parameters
None.
Example
The below mentioned sample opens a file called c:\check.txt and gets the length of the file.
-- Lingo syntax
objFileio = new xtra("fileio")
objFileio.openFile(“c:\check.txt”,2)
put objFileio.getLength()
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\check.txt”,2);
trace(objFileio.getLength())

See also
Fileio, openFile()

getNetText()
Usage
getNetText(URL {, serverOSString} {, characterSet})

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getNetText(URL, propertyList {, serverOSString} {, characterSet})

Description
Function; starts the retrieval of text from a file usually on an HTTP or FTP server, or initiates a CGI query.
The first syntax shown starts the text retrieval. You can submit HTTP CGI queries this way and must properly
encode them in the URL. The second syntax includes a property list and submits a CGI query, providing the proper
URL encoding.
Use the optional parameter propertyList to take a property list for CGI queries. The property list is URL encoded
and the URL sent is (urlstring & "?" & encodedproplist).
Use the optional parameter serverOSString to encode any return characters in propertylist. The value defaults
to UNIX but may be set to Win or Mac and translates any carriage returns in the propertylist argument into those
used on the server. For most applications, this setting is unnecessary because line breaks are usually not used in form
responses.
The optional parameter characterSet applies only if the user is running Director on a shift-JIS (Japanese)
system. Possible character set settings are JIS, EUC, ASCII, and AUTO. Lingo converts the retrieved data from shiftJIS to the named character set. Using the AUTO setting, character set tries to determine what character set the
retrieved text is in and translate it to the character set on the local machine. The default setting is ASCII.
Use netDone to find out when the getNetText operation is complete, and netError to find out if the operation was
successful. Use netTextResult to return the text retrieved by getNetText.
The function works with relative URLs.
To see an example of getNetText() used in a completed movie, see the Forms and Post movie in the
Learning/Lingo folder inside the Director application folder.
Parameters
URL Required. The URL to the file that contains the text to get.
propertyList Optional. Specifies a property list used for CGI queries.
serverOSString Optional. Specifies the encoding of return characters in propertyList.
characterSet Optional. Specifies character settings.

Example
This script retrieves text from the URL http://BigServer.com/sample.txt and updates the field cast member the
mouse pointer is on when the mouse button is clicked:
property spriteNum
property theNetID
on mouseUp me
theNetID = getNetText ("http://BigServer.com/sample.txt")
end
on exitFrame me
if netDone(theNetID) then
sprite(spriteNum).member.text = netTextResult(theNetID)
end if
end

This example retrieves the results of a CGI query:

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getNetText("http://www.yourserver.com/cgi-bin/query.cgi?name=Bill")

This is the same as the previous example, but it uses a property list to submit a CGI query, and does the URL
encoding for you:
getNetText("http://www.yourserver.com/cgi-bin/query.cgi", [#name:"Bill"])

See also
netDone(), netError(), netTextResult()

getNormalized
Usage
getNormalized(vector)
vector.getNormalized()

Description
3D vector method; copies the vector and divides the x, y, and z components of the copy by the length of the original
vector. The resulting vector has a length of 1 world unit.
This method returns the copy and leaves the original vector unchanged. To normalize the original vector, use the
normalize command.
Example
The following statement stores the normalized value of the vector MyVec in the variable Norm. The value of Norm is
vector (-0.1199, 0.9928, 0.0000) and the magnitude of Norm is 1.
-- Lingo
MyVec = vector(-209.9019, 1737.5126, 0.0000)
Norm = MyVec.getNormalized()
put Norm
-- vector( -0.1199, 0.9928, 0.0000 )
put Norm.magnitude
-- 1.0000
// Javascript
MyVec = vector(-209.9019, 1737.5126, 0.0000);
Norm = MyVec.getNormalized();
trace(Norm);
// vector( -0.1199, 0.9928, 0.0000 )
trace(Norm.magnitude);
// 1.0000

See also
normalize

getNthFileNameInFolder()
Usage
getNthFileNameInFolder(folderPath, fileNumber)

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Description
Movie method; returns a filename from the directory folder based on the specified path and number within the
folder. To be found by the getNthFileNameInFolder function, Director movies must be set to visible in the folder
structure. (On the Mac, other types of files are found whether they are visible or invisible.) If this function returns
an empty string, you have specified a number greater than the number of files in the folder.
The getNthFileNameInFolder function doesn’t work with URLs.
To specify other folder names, use the @ pathname operator or the full path defined in the format for the specific
platform on which the movie is running. For example:

•

In Windows, use a directory path such as C:/Director/Movies.

• On the Mac, use a pathname such as HardDisk:Director:Movies. To look for files on the Mac desktop, use the
path HardDisk:Desktop Folder
•

This function is not available in Shockwave Player.

Parameters
folderPath Required. Specifies the path to the folder that contains the file.
fileNumber Required. Specifies the index position of the file in the folder.

Example
The following handler returns a list of filenames in the folder on the current path. To call the function, use parentheses, as in put currentFolder().
-- Lingo
on currentFolder
fileList = [ ]
repeat with i = 1 to 100
n = getNthFileNameInFolder(the moviePath, i)
if n = EMPTY then exit repeat
fileList.append(n)
end repeat
return fileList
end currentFolder
// Javascript
Function currentFolder()
{
fileList = list();
var i=0;
while(i<100)
{
n= getNthFileNameInFolder(_movie.path,i);
if ( n==null)
{
I=101;
}
Else
{
fileList.append(n);
}
I++;
}
Return fileList;
}

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See also
@ (pathname), Movie

getOne()
Usage
list.getOne(value)
getOne(list, value)

Description
List function; identifies the position (linear list) or property (property list) associated with a value in a list.
For values contained in the list more than once, only the first occurrence is displayed. The getOne command returns
the result 0 when the specified value is not in the list.
When used with linear lists, the getOne command performs the same functions as the getPos command.
When you add a filter using the add or append method of the filterlist, a duplicate is created and added to the list.
Methods such as deleteOne, getPos, findPos, and getOne use the exact value in the list and not the duplicate value.
In such cases, you can use the getOne method, as follows:
f = filter(#glowfilter)
sprite(1).filterlist.append(f)
f = sprite(1).filterlist[1]-- here we get the actual value added to the list.
sprite(1).filterlist.getOne(f)

The third line in the above script adds the reference of the filter value to the list.
Parameters
value Required. Specifies the value associated with the position or property.
Example
This statement identifies the position of the value 12 in the linear list Answers, which consists of [10, 12, 15, 22]:
-- Lingo
put Answers.getOne(12)
// Javascript
trace(Answers.getOne(12));

The result is 2, because 12 is the second value in the list.
This statement identifies the property associated with the value 12 in the property list Answers, which consists of
[#a:10, #b:12, #c:15, #d:22]:
-- Lingo
put Answers.getOne(12)
// Javascript
trace(Answers.getOne(12));

The result is #b, which is the property associated with the value 12.
See also
getPos()

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getOSDirectory()
Usage
-- Lingo syntax
getOSDirectory()
// JavaScript syntax
getOSDirectory();

Description
Function; Returns the full path to the System folder (Mac) or Windows directory (Windows).
Parameters
None.
Example
This statement puts the OS directory of the machine. In this case its c:\windows.
-- Lingo
Put getOSDirectory()
// Javascript
trace(getOSDirectory());

See also
Fileio

getPixel()
Usage
-- Lingo syntax
imageObjRef.getPixel(x, y {, #integer})
imageObjRef.getPixel(point(x, y) {, #integer})
// JavaScript syntax
imageObjRef.getPixel(x, y {, #integer});
imageObjRef.getPixel(point(x, y) {, #integer});

Description
Image method. Returns an indexed or RGB color of the pixel at a specified point in a given image.
The index of the rows and columns of the returned image starts with 0. Therefore, in order to access the top left pixel
of an image, specify the location as (0,0), and not (1,1). If a given image is h pixels high and w pixels wide, to access
the bottom right pixel of the image, specify the location as (w,1), (h,1).
This method returns a value of 0 if the specified pixel is outside the given image.
To set a lot of pixels to the color of another pixel, it is faster to set them as raw numbers (by using the optional
#integer parameter). Raw integer color values are also useful because they contain alpha layer information as well

as color when the image is 32-bit. The alpha channel information can be extracted from the raw integer by dividing
the integer by 2^8+8+8.

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Parameters
x Required if specifying a pixel using x and y coordinates. An integer that specifies the x coordinate of the pixel.
y Required if specifying a pixel using x and y coordinates. An integer that specifies the y coordinate of the pixel.
#integer Optional. A symbol that specifies the raw number of the returned color value.
point(x, y) Required if specifying a pixel using a point. A point that specifies the point of the pixel.

Example
These statements get the color of the pixel at point (20, 20) in member Image stage.
-- Lingo
objImage = _movie.stage.image
objImage.getPixel(20, 20)
put (objImage)
-- Javascript
var objImage = _movie.stage.image ;
objImage.getPixel(20, 20) ;
put (objImage) ;

See also
color(), image(), power(), setPixel()

getPlayList()
Usage
-- Lingo syntax
soundChannelObjRef.getPlayList()
// JavaScript syntax
soundChannelObjRef.getPlayList();

Description
Sound Channel method; returns a copy of the list of queued sounds for a sound channel.
The returned list does not include the currently playing sound, nor may it be edited directly. You must use
setPlayList().
The playlist is a linear list of property lists. Each property list corresponds to one queued sound cast member. Each
queued sound may specify these properties:
Property

Description

#member

The sound cast member to queue. This property must be provided; all others are optional.

#startTime

The time within the sound at which playback begins, in milliseconds. The default is the beginning
of the sound. See startTime.

#endTime

The time within the sound at which playback ends, in milliseconds. The default is the end of the
sound. See endTime.

#loopCount

The number of times to play a loop defined with #loopStartTime and #loopEndTime. The
default is 1. See loopCount.

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Property

Description

#loopStartTime

The time within the sound to begin a loop, in milliseconds. See loopStartTime.

#loopEndTime

The time within the sound to end a loop, in milliseconds. See loopEndTime.

#preloadTime

The amount of the sound to buffer before playback, in milliseconds. See preloadTime.

Parameters
None.
Example
The following handler queues two sounds in sound channel 2, starts playing them, and then displays the playList in
the message window. The playlist includes only the second sound queued, because the first sound is already playing.
-- Lingo syntax
on playMusic
sound(2).queue(member("Chimes"))
sound(2).queue([#member:member("introMusic"), #startTime:3000, #endTime:10000,
#loopCount:5, #loopStartTime:8000, #loopEndTime:8900])
put(sound(2).getPlayList())
sound(2).play()
end playMusic
// JavaScript syntax
function playMusic() {
sound(2).queue(member("Chimes"));
sound(2).queue(propList("member",member("introMusic"), "startTime",3000,
"endTime",10000, "loopCount",5, "loopStartTime",8000, "loopEndTime",8900));
put(sound(2).getPlayList());
sound(2).play();
}

See also
endTime, loopCount, loopEndTime, loopStartTime, Member, member, preLoadTime, queue(),
setPlayList(), Sound Channel, startTime

getPosition()
Usage
-- Lingo syntax
fileioObjRef.getPosition()
// JavaScript syntax
fileioObjRef.getPosition();

Description
Fileio method; Returns the position of a file.
Parameters
None.
Example
This statement opens the file c:\xtra.txt and gets the current position.

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-- Lingo syntax
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
put objFileio.getPosition()
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
trace(objFileio.getPosition());

See also
Fileio

getPref()
Usage
-- Lingo syntax
_player.getPref(stringPrefName)
// JavaScript syntax
_player.getPref(stringPrefName);

Description
Player method; retrieves the content of the specified file.
When you use this method, replace stringPrefName with the name of a file created by the setPref() method. If
no such file exists, getPref() returns VOID (Lingo) or null (JavaScript syntax).
The filename used for stringPrefName must be a valid filename only, not a full path; Director supplies the path.
The path to the file is handled by Director. The only valid file extensions for stringPrefName1 are .txt and .htm;
any other extension is rejected.
Do not use this method to access read-only or locked media.
Note: In a browser, data written by setPref() is not private. Any movie with Shockwave content can read this information and upload it to a server. Confidential information should not be stored using setPref().
To see an example of getPref() used in a completed movie, see the Read and Write Text movie in the
Learning/Lingo folder inside the Director application folder.
Parameters
stringPrefName Required. A string that specifies the file for which content is retrieved.

Example
This handler retrieves the content of the file Test and then assigns the file’s text to the field Total Score:
-- Lingo syntax
on mouseUp
theText = _player.getPref("Test")
member("Total Score").text = theText
end
// JavaScript syntax
function mouseUp() {
var theText = _player.getPref("Test");

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member("Total Score").text = theText;
}

See also
Player, setPref()

getPos()
Usage
list.getPos(value)
getPos(list, value)

Description
List function; identifies the position of a value in a list. When the specified value is not in the list, the getPos
command returns the value 0.
For values contained in the list more than once, only the first occurrence is displayed. This command performs the
same function as the getOne command when used for linear lists.
When you add a filter using the add or append method of the filterlist, a duplicate is created and added to the list.
Methods like deleteOne, getPos, findPos, getOne use the exact value in the list, and not the duplicate value.
In such cases, you can use the getPos method to work as follows:
f = filter(#glowfilter)
sprite(1).filterlist.append(f)
f = sprite(1).filterlist[1]-- here we get the actual value added to the list.
sprite(1).filterlist.getPos(f)

The third line in the above script gets the reference of the filter value added to the list.
Parameters
value Required. Specifies the value associated with the position.
Example
This statement identifies the position of the value 12 in the list Answers, which consists of [#a:10, #b:12, #c:15,
#d:22]:
-- Lingo
put Answers.getPos(12)
// Javascript
trace(Answers.getPos(12));

The result is 2, because 12 is the second value in the list.
See also
getOne()

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getPref()
Usage
getPref(prefFileName)

Description
Function; retrieves the content of the specified file.
When you use this function, replace prefFileName with the name of a file created by the setPref function. If no
such file exists, getPref returns VOID.
The filename used for prefFileName must be a valid filename only, not a full path; Director supplies the path. The
path to the file is handled by Director. The only valid file extensions for prefFileName are .txt and .htm; any other
extension is rejected.
Do not use this command to access read-only or locked media.
Note: In a browser, data written by setPref is not private. Any movie with Shockwave content can read this information and upload it to a server. Confidential information should not be stored using setPref.
To see an example of getPref() used in a completed movie, see the Read and Write Text movie in the
Learning/Lingo folder inside the Director application folder.
Parameters
prefFileName Required. Specifies the file from which content is retrieved.

Example
This handler retrieves the content of the file Test and then assigns the file’s text to the field Total Score:
on mouseUp
theText = getPref("Test")
member("Total Score").text = theText
end

See also
setPref()

getProp()
Usage
getProp(list, property)
list.property

Description
Property list function; identifies the value associated with a property in a property list.
Almost identical to the getaProp command, the getProp command displays an error message if the specified
property is not in the list or if you specify a linear list.
Parameters
list Required. Specifies the property list from which property is retrieved.
property Required. Specifies the property with which the identified value is associated.

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Example
This statement identifies the value associated with the property #c in the property list Answers, which consists of
[#a:10, #b:12, #c:15, #d:22]:
-- Lingo
getProp(Answers, #c)
/ Javascript
Answers.getProp(”c”);

The result is 15, because 15 is the value associated with #c.
See also
getOne()

getPropAt()
Usage
list.getPropAt(index)
getPropAt(list, index)

Description
Property list function; for property lists only, identifies the property name associated with a specified position in a
property list. If the specified item isn’t in the list, or if you use getPropAt() with a linear list, a script error occurs.
Parameters
index Required. Specifies the index position of the property in the property list.

Example
This statement identifies the property 2nd in the property list Answers, which consists of [#a:10, #b:12, #c:15,
#d:22]:
-- Lingo
put Answers.getPropAt(2)
-- #b
// Javascript
trace(Answers.getPropAt(2))
// b

getRendererServices()
Usage
getRendererServices()
getRendererServices().whichGetRendererServicesProperty

Description
3D command; returns the rendererServices object. This object contains hardware information and properties
that affect all 3D sprites and cast members.
The rendererServices object has the following properties:

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•

renderer indicates the software rasterizer used to render all 3D sprites.

•

rendererDeviceList returns a list of software rasterizers available on the user’s system. Possible values include

#openGL, #directX5_2, #directX7_0, #directx9 and #software. The value of renderer must be one of these.

This property can be tested but not set.

•

textureRenderFormat indicates the pixel format used by the renderer. Possible values include #rgba8888,

#rgba8880, #rgba5650, #rgba5550, #rgba5551, and #rgba4444. The four digits in each symbol indicate how

many bits are used for each red, green, blue, and alpha component.

•

depthBufferDepth indicates the bit depth of the hardware output buffer.

•

colorBufferDepth indicates the bit depth of the color buffer. This property can be tested but not set.

•

modifiers is a linear list of modifiers available for use by models in 3D cast members. Possible values include

#collision, #bonesPlayer, #keyframePlayer, #toon, #lod, #meshDeform, #sds, #inker, and third-party Xtra-

based modifiers. This property can be tested but not set.

• primitives is a linear list of primitive types available for use in the creation of new model resources. Possible
values include #sphere, #box, #cylinder, #plane, #particle, and third-party Xtra-based primitive types. This
property can be tested but not set.
Note: For more detailed information about these properties, see the individual property entries.
Parameters
None.
Example
This statement gets the rendererServices object and gets the renderer information.
-- Lingo
Ro = getRendererServices()
Put Ro.renderer
-- #directX7_0
// Javascript
Var ro = getRendererServices();
trace(ro.renderer);
// #directX7_0

See also
renderer, preferred3dRenderer, active3dRenderer, rendererDeviceList

getStreamStatus()
Usage
getStreamStatus(netID)
getStreamStatus(URLString)

Description
Function; returns a property list matching the format used for the globally available tellStreamStatus function
that can be used with callbacks to sprites or objects. The list contains the following strings:

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#URL

String containing the URL location used to start the network operation.

#state

String consisting of Connecting, Started, InProgress, Complete, “Error”, or “NoInformation” (this last
string is for the condition when either the net ID is so old that the status information has been
dropped or the URL specified in URLString was not found in the cache).

#bytesSoFar

Number of bytes retrieved from the network so far.

#bytesTotal

Total number of bytes in the stream, if known. The value may be 0 if the HTTP server does not include
the content length in the MIME header.

#error

String containing ““ (EMPTY ) if the download is not complete, OK if it completed successfully, or an
error code if the download ended with an error.

For example, you can start a network operation with getNetText() and track its progress with
getStreamStatus().
Parameters
netID Required. A network operation that represents the stream of text to operate on.
Example
This statement displays in the message window the current status of a download begun with getNetText() and the
resulting net ID placed in the variable netID:
-- Lingo
put getStreamStatus(netID)
-- [#URL: "www.adobe.com", #state: "InProgress", #bytesSoFar: 250, #bytesTotal: 50000,
#error: EMPTY]
// Javascript
trace(getStreamStatus(netID))
// <[#URL: "www.adobe.com", #state: "InProgress", #bytesSoFar: 250, #bytesTotal: 50000,
#error: EMPTY]>

See also
on streamStatus, tellStreamStatus()

getURL()
Usage
GetUrl(MUIObject, message, MovableOrNot)

Description
This function displays a dialog box for entering a URL and returns the URL that the user enters.

• message specifies the message that appears in the field for entering a URL. When the dialog box is first opened,
this string is sent as a predefined value. When the user clicks a button, Lingo returns the string that the user entered.
If the user clicks Cancel, the returned string is the same as the original value.
• On the Macintosh, MovableOrNot specifies whether the dialog box is movable. TRUE makes the dialog box
movable. FALSE makes the dialog box not movable. The GetURL dialog box is always movable in Windows.
Example
These statements display a dialog box for entering a URL.

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•

The first statement creates an instance of the MUI Xtra, which is the object used as the dialog box.

• The second statement uses the GetUrl function to display a moveable dialog box for entering URLs and assigns
the dialog box to the variable result. The message "Enter a URL here" appears in the dialog box’s field for entering a
URL.
• The final statements check whether the result after the user clicks a button is the same as the string sent when
the dialog box opened. If it differs, the user entered a URL and clicked OK.
-- Lingo
set MUIObj = new (xtra "Mui")
set result = GetUrl(MUIObj, "Enter a URL", TRUE )
if objectP ( MUIObj) then
set result = GetUrl( MUIObj, "Enter a URL", TRUE )
if ( result <> "Enter a URL" ) then
goToNetPage result
end if
end if

getVal()
Usage
 Matrix.getVal(whichRow, whichColumn)

Description
Matrix method; gets the value of the specified element in the given matrix.
Parameters
whichRow Required. Row number of the element whose value is being read.
whichColumn Required. Column number of the element whose value is being read.

Example
The following function uses the getVal() method of a matrix to convert a matrix into a linear list.
--Lingo
on matrixToList(mat)
rows = mat.numRows
cols = mat.numColumns
matrixList = []
repeat with i = 1 to rows
repeat with j = 1 to cols
matrixList.append(mat.getVal(i,j))
end repeat
end repeat
return matrixList
end
//Java Script
function matrixToList(mat)
{
rows = mat.numRows;
cols = mat.numColumns;
matrixList = list();
for( i = 1; i <= rows; i++)
{

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for( j = 1; j <= cols; j++)
matrixList.append(mat.getVal(i,j));
}
return matrixList;
}

See also
setVal(), numRows(), numColumns(), matrixAddition(), matrixMultiply(),
matrixMultiplyScalar(), matrixTranspose(), newMatrix()

getVariable()
Usage
-- Lingo syntax
spriteObjRef.getVariable(variableName {, returnValueOrReference})
// JavaScript syntax
spriteObjRef.getVariable(variableName {, returnValueOrReference});

Description
Function; returns the current value of the given variable from the specified Flash sprite. Flash variables were introduced in Flash version 4.
This function can be used in two ways.
Setting the optional returnValueOrReference parameter to TRUE (the default) returns the current value of the
variable as a string. Setting the returnValueOrReference parameter to FALSE returns the current literal value of
the Flash variable.
If the value of the Flash variable is an object reference, you must set the returnValueOrReference parameter to
FALSE in order for the returned value to have meaning as an object reference. If it is returned as a string, the string

will not be a valid object reference.
Parameters
variableName Required. Specifies the name of the variable whose value is returned.
returnValueOrReference Optional. Specifies whether the returned value is a string (TRUE) or as an object

reference (FALSE).
Example
This statement sets the variable tValue to the string value of the Flash variable named gOtherVar in the Flash movie
in sprite 3:
-- Lingo syntax
tValue = sprite(3).getVariable("gOtherVar", TRUE)
put(tValue) -- "5"
// JavaScript syntax
var tValue = sprite(3).getVariable("gOtherVar", true);
trace(tValue); // 5

This statement sets the variable tObject to refer to the same object that the variable named gVar refers to in the
Flash movie in sprite 3:
-- Lingo syntax
tObject = sprite(3).getVariable("gVar",FALSE)

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// JavaScript syntax
var tObject = sprite(3).getVariable("gVar",0);

This statement returns the value of the variable currentURL from the Flash cast member in sprite 3 and displays it
in the Message window:
-- Lingo syntax
put(sprite(3).getVariable("currentURL"))
// JavaScript syntax
trace(sprite(3).getVariable("currentURL"));

See also
setVariable()

GetWidgetList()
Usage
GetWidgetList(MUIObject)

Description
This function returns a linear list of symbols for types of general purpose dialog box components supported for an
instance of the MUI Xtra.
Example
This statement displays a list of widgets supported by MUIObject, which is an instance of the MUI Xtra:
-- Lingo
put GetWidgetList(MUIObject)
-- [#dividerV, #dividerH, #bitmap, #checkBox, #radioButton, #PopupList, #editText,
#WindowBegin, #WindowEnd, #GroupHBegin, #GroupHEnd, #GroupVBegin, #GroupVEnd, #label,
#IntegerSliderH, #FloatSliderH, #defaultPushButton, #cancelPushButton, #pushButton,
#toggleButton]

GetWindowPropList
Usage
GetWindowPropList(MUIObject)

Description
This function returns a list of the MUI Xtra’s predefined settings for a general purpose dialog box’s window.
When defining a new general purpose dialog box, use GetWindowPropList function to obtain a comprehensive list
of dialog box properties and values and then edit individual properties as necessary. Besides being more convenient,
this technique ensures compatibility with future versions of the MUI Xtra that may have additional properties.

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These are the window properties and predefined values that GetWindowPropList returns:
Property

Predefined value

#type

#normal

#name

"window"

#callback

"nothing"

#mode

#data

#xPosition

100

#yPosition

120

#width

200

#height

210

#modal

1

#toolTips

0

#closeBox

1

#canZoom

0

Example
These statements define a new general purpose dialog box. The first statement assigns a list of predefined properties
to the variable thePropList. Subsequent statements customize the dialog box by modifying these settings:
-- Lingo
set thePropList = GetWindowPropList(muiObject)
set
set
set
set
set

the
the
the
the
the

name of thePropList = "Picture Window"
callback of thePropList = "theWindowCallback"
mode of thePropList = #data
modal of thePropList = TRUE
closeBox of thePropList = FALSE

getWorldTransform()
Usage
member(whichCastmember).node(whichNode).getWorldTransform()
member(whichCastmember).node(whichNode).getWorldTransform().position
member(whichCastmember).node(whichNode).getWorldTransform().rotation
member(whichCastmember).node(whichNode).getWorldTransform().scale

Description
3D command; returns the world-relative transform of the model, group, camera, or light represented by node.
The transform property of a node is calculated relative to the transform of the node’s parent, and is therefore parentrelative. The getWorldTransform() command calculates the node’s transform relative to the origin of the 3D world,
and is therefore world-relative.
Use member(whichCastmember).node(whichNode).getWorldTransform().position to find the position
property of the node’s world-relative transform. You can also use worldPosition as a shortcut for
getWorldTransform().position.

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Use member(whichCastmember).node(whichNode).getWorldTransform().rotation to find the rotation
property of the node’s world-relative transform.
Use member(whichCastmember).node(whichNode).getWorldTransform().scale to find the scale property of
the node’s world-relative transform.
These properties can be tested but not set.
Example
This statement shows the world-relative transform of the model named Box, followed by its position and rotation
properties:
put member("3d world").model("Box").getworldTransform()
-- transform(1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000, - 94.144844,119.012825,0.000000,1.000000)
put member("3d world").model("Box"). getworldTransform().position
-- vector(-94.1448, 119.0128, 0.0000)
put member("3d world").model("Box"). getworldTransform().rotation
--vector(0.0000, 0.0000, 0.0000)
// Javascript
trace(member("3d world").getProp(“model”,"Box").getworldTransform()
// 
trace(member("3d world").getProp(“model”,"Box"). getworldTransform().position
// 
trace(member("3d world").getProp(“model”,"Box"). getworldTransform().rotation
//

See also
worldPosition, transform (property)

go()
Usage
-- Lingo syntax
_movie.go(frameNameOrNum {, movieName})
// JavaScript syntax
_movie.go(frameNameOrNum {, movieName});

Description
Movie method; causes the playhead to branch to a specified frame in a specified movie.
This method can be used to tell the playhead to loop to the previous marker, and is a convenient means of keeping
the playhead in the same section of the movie while script remains active.
It is best to use marker labels for frameNameOrNum instead of frame numbers; editing a movie can cause frame
numbers to change. Using marker labels also makes it easier to read scripts.
Calling go() with the movieName parameter loads frame 1 of the movie. If go() is called from within a handler, the
handler in which it is placed continues executing.
When you specify a movie to play, specify its path if the movie is in a different folder, but to prevent a potential load
failure, don’t include the movie’s .dir, .dxr, or .dcr file extension.

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To more efficiently go to a movie at a URL, use the downloadNetThing() method to download the movie file to a
local disk first, and then use the go() method with the movieName parameter to go to that movie on the local disk.
The goLoop() method sends the playhead to the previous marker in a movie, which is a convenient means of
keeping the playhead in the same section of the movie while Lingo or JavaScript syntax remains active.
The following are reset when a movie is loaded: beepOn and constraint properties; keyDownScript,
mouseDownScript, and mouseUpScript; cursor and immediate sprite properties; cursor() and
puppetSprite() methods; and custom menus. However, the timeoutScript is not reset when loading a movie.

Parameters
frameNameOrNum Required. A string that specifies the marker label of the frame to which the playhead branches, or

an integer that specifies the number of the frame to which the playhead branches.
movieName Optional. A string that specifies the movie that contains the frame specified by frameNameOrNum. This

value must specify a movie file; if the movie is in another folder, movieName must also specify the path.
Example
This statement sends the playhead to the marker named start:
-- Lingo syntax
_movie.go("start")
// JavaScript syntax
_movie.go("start");

This statement sends the playhead to the marker named Memory in the movie named Noh Tale to Tell:
-- Lingo syntax
_movie.go("Memory", "Noh Tale to Tell")
// JavaScript syntax
_movie.go("Memory", "Noh Tale to Tell");

The following handler tells the movie to loop in the current frame. This handler is useful for making the movie wait
in a frame while it plays so the movie can respond to events.
-- Lingo syntax
on exitFrame
_movie.go(_movie.frame)
end
// JavaScript syntax
function exitFrame() {
_movie.go(_movie.frame);
}

See also
downloadNetThing, goLoop(), Movie

goLoop()
Usage
-- Lingo syntax
_movie.goLoop()

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// JavaScript syntax
_movie.goLoop();

Description
Movie method; sends the playhead to the previous marker in the movie, either one marker back from the current
frame if the current frame does not have a marker, or to the current frame if the current frame has a marker.
If no markers are to the left of the playhead, the playhead branches to:

•

The next marker to the right if the current frame does not have a marker.

•

The current frame if the current frame has a marker.

•

Frame 1 if the movie contains no markers.

Parameters
None.
Example
This statement causes the movie to loop between the current frame and the previous marker:
-- Lingo syntax
_movie.goLoop()
// JavaScript syntax
_movie.goLoop();

See also
go(), goNext(), goPrevious(), Movie

goNext()
Usage
-- Lingo syntax
_movie.goNext()
// JavaScript syntax
_movie.goNext();

Description
Movie method; sends the playhead to the next marker in the movie.
If no markers are to the right of the playhead, the playhead goes to the last marker in the movie or to frame 1 if there
are no markers in the movie.
Parameters
None.
Example
This statement sends the playhead to the next marker in the movie:
-- Lingo syntax
_movie.goNext()
// JavaScript syntax

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_movie.goNext();

See also
go(), goLoop(), goPrevious(), Movie

goPrevious()
Usage
-- Lingo syntax
_movie.goPrevious()
// JavaScript syntax
_movie.goPrevious();

Description
Movie method; sends the playhead to the previous marker in the movie.
This marker is two markers back from the current frame if the current frame does not have a marker or one marker
back from the current frame if the current frame has a marker.
If no markers are to the left of the playhead, the playhead branches to one of the following:

•

The next marker to the right if the current frame does not have a marker

•

The current frame if the current frame has a marker

•

Frame 1 if the movie contains no markers

Parameters
None.
Example
This statement sends the playhead to the previous marker in the movie:
-- Lingo syntax
_movie.goPrevious()
// JavaScript syntax
_movie.goPrevious();

See also
go(), goLoop(), goNext(), Movie

goToFrame()
Usage
-- Lingo syntax
spriteObjRef.goToFrame(frameNameOrNum)
// JavaScript syntax
spriteObjRef.goToFrame(frameNameOrNum);

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Description
Command; plays a Flash movie sprite beginning at the frame identified by the frameNumber parameter. You can
identify the frame by either an integer indicating a frame number or by a string indicating a label name. Using the
goToFrame command has the same effect as setting a Flash movie sprite’s frame property.
Example
The following handler branches to different points within a Flash movie in channel 5. It accepts a parameter that
indicates which frame to go to.
-- Lingo syntax
on Navigate(whereTo)
sprite(5).goToFrame(whereTo)
end
// JavaScript syntax
function Navigate(whereTo) {
sprite(5).goToFrame(whereTo);
}

gotoNetMovie
Usage
gotoNetMovie URL
gotoNetMovie (URL)

Description
Command; retrieves and plays a new movie with Shockwave content from an HTTP or FTP server. The current
movie continues to run until the new movie is available.
Only URLs are supported as valid parameters. The URL can specify either a filename or a marker within a movie.
Relative URLs work if the movie is on an Internet server, but you must include the extension with the filename.
When performing testing on a local disk or network, media must be located in a directory named dswmedia.
If a gotoNetMovie operation is in progress and you issue a second gotoNetMovie command before the first is
finished, the second command cancels the first.
Parameters
URL Required. Specifies the URL of the Shockwave content to play.
Example
In this statement, the URL indicates a Director filename:
gotoNetMovie "http://www.yourserver.com/movies/movie1.dcr"

In this statement, the URL indicates a marker within a filename:
gotoNetMovie "http://www.yourserver.com/movies/buttons.dcr#Contents"

In the following statement, gotoNetMovie is used as a function. The function returns the network ID for the
operation.
myNetID = gotoNetMovie ("http://www.yourserver.com/movies/buttons.dcr#Contents")

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gotoNetPage
Usage
gotoNetPage "URL", {"targetName"}

Description
Command; opens a movie with Shockwave content or another MIME file in the browser.
Only URLs are supported as valid parameters. Relative URLs work if the movie is on an HTTP or FTP server.
In the authoring environment, the gotoNetPage command launches the preferred browser if it is enabled. In
projectors, this command tries to launch the preferred browser set with the Network Preferences dialog box or
browserName command. If neither has been used to set the preferred browser, the goToNetPage command attempts
to find a browser on the computer.
Parameters
URL Required. Specifies the URL of the movie with Shockwave content or MIME file to play.
targetName Optional. An HTML parameter that identifies the frame or window in which the page is loaded.

•

If targetName is a window or frame in the browser, gotoNetPage replaces the contents of that window or frame.

• If targetName isn’t a frame or window that is currently open, goToNetPage opens a new window. Using the
string "_new" always opens a new window.
•

If targetName is omitted, gotoNetPage replaces the current page, wherever it is located.

Example
The following script loads the file Newpage.html into the frame or window named frwin. If a window or frame in
the current window called frwin exists, that window or frame is used. If the window frwin doesn’t exist, a new
window named frwin is created.
on keyDown
gotoNetPage "Newpage.html", "frwin"
end

This handler opens a new window regardless of what window the browser currently has open:
on mouseUp
gotoNetPage "Todays_News.html", "_new"
end

See also
browserName(), netDone()

group()
Usage
member(whichCastmember).group(whichGroup)
member(whichCastmember).group[index]

Description
3D element; a node in the 3D world that has a name, transform, parent, and children, but no other properties.

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Every 3D cast member has a default group named World that cannot be deleted. The parent hierarchy of all models,
lights, cameras, and groups that exist in the 3D world terminates in group("world").
Example
This statement shows that the fourth group of the cast member newAlien is the group Direct01:
-- Lingo
put member("newAlien").group[4]
// Javascript
put member("newAlien").getPropRef("group",4) ;
-- group("Direct01")

See also
newGroup, deleteGroup, child (3D), parent

halt()
Usage
-- Lingo syntax
_movie.halt()
// JavaScript syntax
_movie.halt();

Description
Movie method; exits the current handler and any handler that called it and stops the movie during authoring or quits
the projector during runtime from a projector.
Parameters
None.
Example
This statement checks whether the amount of free memory is less than 50K and, if it is, exits all handlers that called
it and then stops the movie:
-- Lingo syntax
if (_system.freeBytes < (50*1024)) then
_movie.halt()
end if
// JavaScript syntax
if (_system.freeBytes < (50*1024)) {
_movie.halt();
}

See also
Movie

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handler()
Usage
scriptObject.handler(#handlerSymbol)

Description
This function returns TRUE if the given scriptObject contains a specified handler, and FALSE if it does not. The
script object must be a parent script, a child object, or a behavior.
Parameters
symHandler Required. Specifies the name of the handler.

Example
This code invokes a handler on an object only if that handler exists:
-- Lingo
if spiderObject.handler(#pounce) = TRUE then
spiderObject.pounce()
end if
// Javascript
if (spiderObject.handler(symbol(“pounce”)) == true)
{
spiderObject.pounce();
}

See also
handlers(), new(), rawNew(), script()

handlers()
Usage
scriptObject.handlers()

Description
This function returns a linear list of the handlers in the given scriptObject. Each handler name is presented as a
symbol in the list. This function is useful for debugging movies.
You cannot get the handlers of a script cast member directly. You have to get them via the script property of the
member.
Parameters
None.
Example
This statement displays the list of handlers in the child object RedCar in the Message window:
put RedCar.handlers()
-- [#accelerate, #turn, #stop]

This statement displays the list of handlers in the parent script member CarParentScript in the Message window:
put member("CarParentScript").script.handlers()

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-- [#accelerate, #turn, #stop]

See also
handler(), script()

hilite (command)
Usage
fieldChunkExpression.hilite()
hilite fieldChunkExpression

Description
Command; highlights (selects) in the field sprite the specified chunk, which can be any chunk that Lingo lets you
define, such as a character, word, or line. On the Mac, the highlight color is set in the Color control panel.
Parameters
None.
Example
This statement highlights the fourth word in the field cast member Comments, which contains the string Thought
for the Day:
-- Lingo
member("Comments").word[4].hilite()
// Javascript
member("Comments").getPropRef("word",4).hilite() ;

See also
char...of, item...of, line...of, word...of, delete(), mouseChar, mouseLine, mouseWord,
field, selection() (function), selEnd, selStart

hitTest()
Usage
-- Lingo syntax
spriteObjRef.hitTest(point)
// JavaScript syntax
spriteObjRef.hitTest(point);

Description
Function; indicates which part of a Flash movie is directly over a specific Director Stage location. The Director Stage
location is expressed as a Director point value: for example, point(100,50). The hitTest function returns these
values:

•

#background—The specified Stage location falls within the background of the Flash movie sprite.

•

#normal—The specified Stage location falls within a filled object.

•

#button—The specified Stage location falls within the active area of a button.

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•

#editText—The specified Stage location falls within a Flash editable text field.

Parameters
point Required. Specifies the point to test.

Example
This frame script checks to see if the mouse is currently located over a button in a Flash movie sprite in channel 5
and, if it is, the script sets a text field used to display a status message:
-- Lingo syntax
on exitFrame
if sprite(5).hitTest(_mouse.mouseLoc) = #button then
member("Message Line").text = "Click here to play the movie."
_movie.updatestage()
else
member("Message Line").text = ""
end if
_movie.go(_movie.frame)
end
// JavaScript syntax
function exitFrame() {
var hT = sprite(5).hitTest(_mouse.mouseLoc);
if (hT.toString() == "#button")
{
member("Message Line").text = "Click here to play the movie.";
_movie.updatestage();
} else {
member("Message Line").text = "";
}
_movie.go(_movie.frame)
}

HMStoFrames()
Usage
HMStoFrames(hms, tempo, dropFrame, fractionalSeconds)

Description
Function; converts movies measured in hours, minutes, and seconds to the equivalent number of frames or converts
a number of hours, minutes, and seconds into time if you set the tempo argument to 1 (1 frame = 1 second).
Parameters
hms Required. A string expression that specifies the time in the form sHH:MM:SS.FFD, where:
s

A character is used if the time is less than zero, or a space if the time is greater than or equal to zero.

HH

Hours.

MM

Minutes.

SS

Seconds.

FF

Indicates a fraction of a second if fractionalSeconds is TRUE or frames if fractionalSeconds is FALSE.

D

A d is used if dropFrame is TRUE, or a space if dropFrame is FALSE.

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tempo Required. Specifies the tempo in frames per second.
dropFrame Required. Logical expression that determines whether the frame is a drop frame (TRUE) or not (FALSE).

If the string hms ends in a d, the time is treated as a drop frame, regardless of the value of dropFrame.
fractionalSeconds Required. Logical expression that determines the meaning of the numbers after the seconds;

they can be either fractional seconds rounded to the nearest hundredth of a second (TRUE) or the number of residual
frames (FALSE).
Example
This statement determines the number of frames in a 1-minute, 30.1-second movie when the tempo is 30 frames per
second. Neither the dropFrame nor fractionalSeconds arguments is used.
put HMStoFrames(" 00:01:30.10 ", 30, FALSE, FALSE)
-- 2710

This statement converts 600 seconds into minutes:
put framesToHMS(600, 1,0,0)
-- " 00:10:00.00 "

This statement converts an hour and a half into seconds:
put HMStoFrames("1:30:00", 1,0,0)
-- 5400

See also
framesToHMS()

hold()
Usage
-- Lingo syntax
spriteObjRef.hitTest(point)
// JavaScript syntax
spriteObjRef.hitTest(point);

Description
Flash command; stops a Flash movie sprite that is playing in the current frame, but any audio continues to play.
Parameters
None.
Example
This frame script holds the Flash movie sprites playing in channels 5 through 10 while allowing the audio for these
channels to continue playing:
-- Lingo syntax
on enterFrame
repeat with i = 5 to 10
sprite(i).hold()
end repeat
end

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// JavaScript syntax
function enterFrame() {
var i = 5;
while (i < 11) {
sprite(i).hold();
i++;
}
}

See also
playRate

identity()
Usage
member(whichCastmember).model(whichModel).transform.identity()
member(whichCastmember).group(whichGroup).transform.identity()
member(whichCastmember).camera(whichCamera).transform.identity()
sprite(whichSprite).camera{(index)}.transform.identity()
member(whichCastmember).light(whichLight).transform.identity()
transformReference.identity()

Description
3D command; sets the transform to the identity transform, which is
transform(1.0000,0.0000,0.0000,0.0000, 0.0000,1.0000,0.0000,0.0000,
0.0000,0.0000,1.0000,0.0000, 0.0000,0.0000,0.0000,1.0000).

The position property of the identity transform is vector(0, 0, 0).
The rotation property of the identity transform is vector(0, 0, 0).
The scale property of the identity transform is vector(1, 1, 1).
The identity transform is parent-relative.
Parameters
None.
Example
This statement sets the transform of the model named Box to the identity transform:
-- Lingo
member("3d world").model("Box").transform.identity()
// Javascript
member(“3d world”).getProp(“model”,1).transform.identity()

This script assumes that Box is the first model available.
See also
transform (property), getWorldTransform()

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idleLoadDone()
Usage
-- Lingo syntax
_movie.idleLoadDone(intLoadTag)
// JavaScript syntax
_movie.idleLoadDone(intLoadTag);

Description
Movie method; reports whether all cast members with the given tag have been loaded (TRUE) or are still waiting to
be loaded (FALSE).
Parameters
intLoadTag Required. An integer that specifies the load tag for the cast members to test.

Example
This statement checks whether all cast members whose load tag is 20 have been loaded and then plays the movie
Kiosk if they are:
-- Lingo syntax
if (_movie.idleLoadDone(20)) then
_movie.play(1, "Kiosk")
end if
// JavaScript syntax
if (_movie.idleLoadDone(20)) {
_movie.play(1, "Kiosk");
}

See also
idleHandlerPeriod, idleLoadMode, idleLoadPeriod, idleLoadTag, idleReadChunkSize, Movie

ignoreWhiteSpace()
Usage
XMLparserObject.ignoreWhiteSpace(trueOrFalse)

Description
XML Command; specifies whether the parser should ignore or retain white space when generating a Lingo list.
When ignoreWhiteSpace() is set to TRUE (the default), the parser ignores white space.When set to FALSE, the
parser will retain white space and treat it as actual data.
If an element has separate beginning and ending tags, such as  , character data within the
element will be ignored if, and only if, it is composed of white space only. If there is any non-white space, or if
ignoreWhiteSpace() is set to FALSE, there will be a CDATA node with the exact text, including any white space.
Parameters
trueOrFalse Required. A value that specifies whether the parser should ignore white space (TRUE) or not (FALSE).

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Example
These Lingo statements leave ignoreWhiteSpace() set to the default of TRUE and parse the given XML into a list.
The element  has no children in the list.
XMLtext = " "
parserObj.parseString(XMLtext)
theList = parserObj.makelist()
put theList
-- ["ROOT OF XML DOCUMENT": ["!ATTRIBUTES": [:], "sample": ["!ATTRIBUTES": [:]]]]

These Lingo statements set ignoreWhiteSpace() to FALSE and then parse the given XML into a list. The element
 now has a child containing one space character.
XMLtext = " "
parserObj.ignorewhitespace(FALSE)
parserObj.parseString(XMLtext)
theList = parserObj.makelist()
put theList
-- ["ROOT OF XML DOCUMENT": ["!ATTRIBUTES": [:], "sample": ["!ATTRIBUTES": [:], "!CHARDATA":
" "]]]

These Lingo statements leave ignoreWhiteSpace() set to the default of TRUE and parse the given XML. There is
only one child node of the  tag and only one child node of the  tag.
XMLtext = "  phrase 1 "
parserObj.parseString(XMLtext)
theList = parserObj.makeList()
put theList
-- ["ROOT OF XML DOCUMENT": ["!ATTRIBUTES": [:], "sample": ["!ATTRIBUTES": [:], "sub":
["!ATTRIBUTES": [:], "!CHARDATA": " phrase 1 "]]]]

These Lingo statements set ignoreWhiteSpace() to FALSE and parse the given XML. There are now two child
nodes of the  tag, the first one being a single space character.
XMLtext = "  phrase 1 "
gparser.ignoreWhiteSpace(FALSE)
gparser.parseString(XMLtext)
theList = gparser.makeList()
put theList
-- ["ROOT OF XML DOCUMENT": ["!ATTRIBUTES": [:], "sample": ["!ATTRIBUTES": [:], "!CHARDATA":
" ", "sub": ["!ATTRIBUTES": [:], "!CHARDATA": " phrase 1 "]]]]

ilk()
Usage
ilk(object)
ilk(object, type)

Description
Function; indicates the type of an object.
The following table shows the return value for each type of object recognized by ilk():

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Type of Object

ilk(Object) returns

ilk(Object, Type) returns
1 only if Type =

Example

linear list

#list

#list or
#linearlist

ilk ([1,2,3])

property list

#proplist

#list or #proplist

ilk ([#his: 1234, #hers: 7890])

integer

#integer

#integer or #number

ilk (333)

float

#float

#float or #number

ilk (123.456)

string

#string

#string

ilk ("asdf")

rect

#rect

#rect or #list

ilk (sprite(1).rect)

point

#point

#point or #list

ilk (sprite(1).loc)

color

#color

#color

ilk (sprite(1).color)

date

#date

#date

ilk (the systemdate)

symbol

#symbol

#symbol

ilk (#hello)

void

#void

#void

ilk (void)

picture

#picture

#picture

ilk (member (2).picture)

parent script
instance

#instance

#object

ilk (new (script "blahblah"))

xtra instance

#instance

#object

ilk (new (xtra "fileio"))

member

#member

#object or #member

ilk (member 1)

xtra

#xtra

#object or #xtra

ilk (xtra "fileio")

script

#script

#object or #script

ilk (script "blahblah")

castlib

#castlib

#object or #castlib

ilk (castlib 1)

sprite

#sprite

#object or #sprite

ilk (sprite 1)

sound

#instance or #sound

#instance or #sound

ilk (sound "yaddayadda")

(when Sound Control Xtra is
not present)
window

#window

#object or #window

ilk (the stage)

media

#media

#object or #media

ilk (member (2).media)

timeout

#timeout

#object or #timeout

ilk (timeOut("intervalTimer"))

image

#image

#object or #image

ilk ((the stage).image)

Parameters
object Required. Specifies the object to test.
type Optional. Specifies the type to which object is compared. If the object is of the specified type, the ilk()

function returns TRUE. If the object is not of the specified type, the ilk() function returns FALSE.
Example
The following ilk statement identifies the type of the object named Bids:
Bids = [:]
put ilk( Bids )

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-- #proplist

The following ilk statement tests whether the variable Total is a list and displays the result in the Message window:
Total = 2+2
put ilk( Total, #list )
-- 0

In this case, since the variable Total is not a list, the Message window displays 0, which is the numeric equivalent of
FALSE.
The following example tests a variable named myVariable and verifies that it is a date object before displaying it in
the Message window:
myVariable = the systemDate
if ilk(myVariable, #date) then put myVariable
-- date( 1999, 2, 19 )

ilk (3D)
Usage
ilk(object)
ilk(object,type)
object.ilk
object.ilk(type)

Description
Lingo function; indicates the type of an object.
The following table shows the return value for each type of 3D object recognized by ilk(). See the main Lingo
Dictionary for a list of return values of non-3D objects which are not discussed in this dictionary.
Type of object

ilk(object) returns

ilk(object, Type) if only Type =

render services

#renderer

#renderer

model resource

#modelresource, #plane, #box,
#sphere, #cylinder, #particle, #mesh

Same as ilk(object), except for #modelresource which is
the ilk of resources generated by an imported W3D file

model

#model

#model

motion

#motion

#motion or #list

shader

#shader

#shader or #list

texture

#texture

#texture or #list

group

#group

#group

camera

#camera

#camera

collision data

#collisiondata

#collisiondata

vector

#vector

#vector

transform

#transform

#transform

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Parameters
object Required. Specifies the object to test.
type Optional. Specifies the type to which object is compared. If the object is of the specified type, the ilk()

function returns TRUE. It the object is not of the specified type, the ilk() function returns FALSE.
Example
This statement shows that MyObject is a motion object:
put MyObject.ilk
-- #motion

The following statement tests whether MyObject is a motion object. The return value of 1 shows that it is.
put MyObject.ilk(#motion)
-- 1

See also
tweenMode

image()
Usage
-- Lingo syntax
image(intWidth, intHeight, intBitDepth)
// JavaScript syntax
image(intWidth, intHeight, intBitDepth);

Description
Top level function; creates and returns a new image with specified dimensions.
If you create a new image by using the top level image() function, the new image is a self-contained set of image
data, and is independent of all other images. Therefore, changes made to any other images have no effect on the new
image.
If you refer to an image by setting a variable equal to a source image, such as a cast member or the image of the Stage,
the variable contains a reference to the source image. Therefore, a change made to the image in either the source
object or the variable will be reflected in the other image.
To avoid this behavior and create a copy of an image that is independent of the source image, use the duplicate()
method. The duplicate() method returns a copy of a source image that inherits all the values of the source image
but is not tied to the source image. Therefore, a change made to either the source image or the new copy of the source
image will have no effect on the other image.
If you create an image object by referring to a cast member, the new object contains a reference to the image of the
member. Any changes made to the image are reflected in the cast member and in any sprites that are created from
that member.
When you create a new image object, the background color defaults to white (color(255,255,255)), and the alpha
channel is completely opaque (color(0,0,0)).
The alpha channel color for 100% transparency is white (color(255,255,255)); the alpha channel color for 100%
opaque is black (color(0,0,0)).

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To see an example of image() used in a completed movie, see the Imaging movie in the Learning/Lingo folder inside
the Director application folder.
Parameters
intWidth Required. An integer that specifies the width of the new image.
intHeight Required. An integer that specifies the height of the new image.
intBitDepth Required. An integer that specifies the bit depth of the new image. Valid values are 1, 2, 4, 8, 16, or 32.

Example
The following example creates an 8-bit image that is 200 pixels wide by 200 pixels high.
-- Lingo syntax
objImage = image(200, 200, 8)
// JavaScript syntax
var objImage = image(200, 200, 8);

The following example creates an image by referring to the image of the Stage.
-- Lingo syntax
objImage = _movie.stage.image
// JavaScript syntax
var objImage = _movie.stage.image;

See also
duplicate() (Image), fill(), image (Image)

importFileInto()
Usage
-- Lingo syntax
memberObjRef.importFileInto(fileOrUrlString, propertyList)
// JavaScript syntax
memberObjRef.importFileInto(fileOrUrlString, propertyList);

Description
Member method; replaces the content of a specified cast member with a specified file.
The importFileInto() method is useful in the following situations.

• When finishing or developing a movie, use it to embed external linked media so it can be edited during the
project.
• When generating a Score from Lingo or JavaScript syntax during movie creation, use it to assign content to new
cast members.
• When downloading files from the Internet, use it to download the file at a specific URL and set the filename of
linked media.
Note: To import a file from a URL, it is usually more efficient to use the preloadNetThing() to download the file
to a local disk first, and then import the file from the local disk. Using preloadNetThing() also minimizes any
potential downloading issues.

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•

Use it to import both RTF and HTML documents into text cast members with formatting and links intact.

Using importFileInto() in projectors can quickly consume available memory, so reuse the same members for
imported data when possible.
In Director and projectors, importFileInto() automatically downloads the file. In Shockwave Player, call
preloadNetThing() and wait for a successful completion of the download before using importFileInto() with
the file.
Parameters
fileOrUrlString Required. A string that specifies the file that will replace the content of the cast member.
propertyList is optional and it supports the following properties:

#dither: 0; do not dither (default)
#dither: non-zero; dither
#trimWhiteSpace: 0; don't trim white space on outer edges of image
#trimWhiteSpace: non-zero; trim white space (default)
#linked: 0; import as an internal member (default)
#linked: non-zero; import as a linked member
#remapImageToStage: 0; use image's own depth
#remapImageToStage: non-zero; remap image to stage depth (default)
Example
This handler assigns a URL that contains a GIF file to the variable tempURL and then uses the importFileInto
command to import the file at the URL into a new bitmap cast member:
-- Lingo syntax
on exitFrame
tempURL = "http://www.dukeOfUrl.com/crown.gif"
_movie.newMember(#bitmap).importFileInto(tempURL)
end
// JavaScript syntax
function exitFrame() {
var tempURL = "http://www.dukeOfUrl.com/crown.gif";
_movie.newMember("bitmap").importFileInto(tempURL);
}

This statement replaces the content of the sound cast member Memory with the sound file Wind:
-- Lingo syntax
member("Memory").importFileInto("Wind.wav")
// JavaScript syntax
member("Memory").importFileInto("Wind.wav");

These statements download an external file from a URL to the Director application folder and then import that file
into the sound cast member Norma Desmond Speaks:
-- Lingo syntax
downLoadNetThing("http://www.cbDeMille.com/Talkies.AIF", _player.applicationPath &
"Talkies.AIF")
member("Norma Desmond Speaks").importFileInto(_player.applicationPath & "Talkies.AIF")

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// JavaScript syntax
downLoadNetThing("http://www.cbDeMille.com/Talkies.AIF",_player.applicationPath +
"Talkies.AIF");
member("Norma Desmond Speaks").importFileInto(_player.applicationPath +"Talkies.AIF");

See also
downloadNetThing, fileName (Window), Member, preloadNetThing()

Initialize
Usage
Initialize (MUIObject, initialPropertyList)

Description
This command sets up a general purpose dialog box from an instance of the MUI Xtra. initialPropertyList is a
property list that specifies where Director obtains definitions for the dialog box’s attributes.

• The property list associated with the #windowPropList property is the list Director uses for definitions of the
overall dialog box’s attributes.
• The linear list associated with the #windowItemList property is the list Director uses for definitions of individual
components. Each item in the list is a property list that defines one component.
Example
This statement initializes a general purpose dialog box created from MUIObject, which is an instance of the MUI
Xtra. The list aWindowPropList contains definitions for the overall dialog box. The list aWindowItemList contains
definitions for the dialog box’s individual components:
-- Lingo
Initialize(MUIObj, [#windowPropList:aWindowPropList, \
#windowItemList:aWindowItemList])

insertBackdrop
Usage
sprite(whichSprite).camera{(index)}.insertBackdrop(index, texture, locWithinSprite,
rotation)
member(whichCastmember).camera(whichCamera).insertBackdrop(index, texture,
locWithinSprite, rotation)

Description
3D camera command; adds a backdrop to the camera’s list of backdrops at a specified position in the list.
Parameters
index Required. Specifies the index position in the camera’s list of backdrops to which the backdrop is added.
texture Required. Specifies the texture of the added backdrop.

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locWithinSprite Required. A 2D loc at which the backdrop is displayed in the 3D sprite. This location is measured

from the upper left corner of the sprite.
rotation Optional. Specifies the rotation of the added backdrop.

Example
The first line of this example creates a texture called Cedar. The second line inserts that texture at the first position
in the list of backdrops of the camera of sprite 5. The backdrop is positioned at the point (300, 120), measured from
the upper left corner of the sprite. It is rotated 45°.
-- Lingo
t1 = member("scene").texture("Cedar")
sprite(5).camera.insertBackdrop(1, t1, point(300, 120), 45)
// Javascript
Var t1= member(“scene”).getProp(“texture”,1);
Sprite(5).getPropRef(“camera”,1).insertBackDrop(1,t1,point(300,120),45);

See also
removeBackdrop, bevelDepth, overlay

insertFrame()
Usage
-- Lingo syntax
_movie.insertFrame()
// JavaScript syntax
_movie.insertFrame();

Description
Movie method; duplicates the current frame and its content.
The duplicate frame is inserted after the current frame and then becomes the current frame.
This method can be used only during a Score recording session and performs the same function as the
duplicateFrame() method.
Parameters
None.
Example
The following handler generates a frame that has the transition cast member Fog assigned in the transition channel
followed by a set of empty frames. The argument numberOfFrames sets the number of frames.
-- Lingo syntax
on animBall(numberOfFrames)
_movie.beginRecording()
_movie.frameTransition = member("Fog").number
_movie.go(_movie.frame + 1)
repeat with i = 0 to numberOfFrames
_movie.insertFrame()
end repeat
_movie.endRecording()
end animBall

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// JavaScript syntax
function animBall(numberOfFrames) {
_movie.beginRecording();
_movie.frameTransition = member("Fog").number;
_movie.go(_movie.frame + 1);
for (var i = 0; i <= numberOfFrames; i++) {
_movie.insertFrame();
}
_movie.endRecording();
}

See also
duplicateFrame(), Movie

insertOverlay
Usage
sprite(whichSprite).camera{(index)}.insertOverlay(index, texture, locWithinSprite,
rotation)
member(whichCastmember).camera(whichCamera).insertOverlay(index, texture, locWithinSprite,
rotation)

Description
3D camera command; adds an overlay to the camera’s list of overlays at a specified position in the list.
Parameters
index Required. Specifies the index position in the camera’s list of overlays to which the overlay is added.
texture Required. Specifies the texture of the added overlay.
locWithinSprite Required. A 2D loc at which the overlay is displayed in the 3D sprite. This location is measured

from the upper left corner of the sprite.
rotation Optional. Specifies the rotation of the added overlay.

Example
The first line of this example creates a texture named Cedar. The second line inserts that texture at the first position
in the list of overlays of the camera of sprite 5. The overlay is positioned at the point (300, 120), measured from the
upper left corner of the sprite. It is rotated 45°.
-- Lingo
t1 = member("scene").texture("Cedar")
sprite(5).camera.insertOverlay(1, t1, point(300, 120), 45)
// Javascript
Var t1=member(“scene”).getProp(“texture”,1);
Sprite(5).getPropRef(“camera”,1).insertOverlay(1,t1,point(300,120),45);

See also
removeOverlay, overlay, bevelDepth

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inside()
Usage
point.inside(rectangle)
inside(point, rectangle)

Description
Function; indicates whether a specified point is within a specified rectangle (TRUE) or outside the rectangle (FALSE).
Parameters
rectangle Required. Specifies the rect that contains the point to test.
Example
This statement indicates whether the point Center is within the rectangle Zone and displays the result in the Message
window:
-- Lingo
put Center.inside(Zone)
// Javascript
trace(Center. inside(Zone));

See also
map(), mouseH, mouseV, point()

installMenu
Usage
installMenu whichCastMember

Description
Command; installs the menu defined in the field cast member specified by whichCastMember. These custom menus
appear only while the movie is playing. To remove the custom menus, use the installMenu command with no
argument or with 0 as the argument. This command doesn’t work with hierarchical menus.
For an explanation of how menu items are defined in a field cast member, see the menu keyword.
Avoid changing menus many times because doing so affects system resources.
In Windows, if the menu is longer than the screen, only part of the menu appears; on the Mac, menus longer than
the screen can scroll.
Note: Menus are not available in Shockwave Player.
Parameters
fieldMemberObjRef Optional. Specifies the field cast member to which a menu is installed.

Example
This statement installs the menu defined in field cast member 37:
installMenu 37

This statement installs the menu defined in the field cast member named Menubar:

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installMenu member "Menubar"

This statement disables menus that were installed by the installMenu command:
installMenu 0

See also
menu

integer()
Usage
(numericExpression).integer
integer(numericExpression)

Description
Function (Lingo only); rounds the value of an expression to the nearest whole integer.
You can force an integer to be a string by using the string() function.
In JavaScript syntax, use the parseInt() function.
Parameters
numericExpression Required. The number to round to an integer.

Example
This statement rounds off the number 3.75 to the nearest whole integer:
put integer(3.75)
-- 4

The following statement rounds off the value in parentheses. This provides a usable value for the locH sprite
property, which requires an integer:
sprite(1).locH = integer(0.333 * stageWidth)

See also
float(), string()

integerP()
Usage
expression.integerP
(numericExpression).integerP
integerP(expression)

Description
Function (Lingo only); indicates whether a specified expression can be evaluated to an integer (1 or TRUE) or not
(0 or FALSE). P in integerP stands for predicate.
Parameters
expression Required. The expression to test.

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Example
This statement checks whether the number 3 can be evaluated to an integer and then displays 1 (TRUE) in the
Message window:
put(3).integerP
-- 1

The following statement checks whether the number 3 can be evaluated to an integer. Because 3 is surrounded by
quotation marks, it cannot be evaluated to an integer, so 0 (FALSE) is displayed in the Message window:
put("3").integerP
-- 0

This statement checks whether the numerical value of the string in field cast member Entry is an integer and if it
isn’t, displays an alert:
if field("Entry").value.integerP = FALSE then alert "Please enter an integer."

See also
floatP(), integer(), ilk(), objectP(), stringP(), symbolP()

Interface()
Usage
xtra("XtraName").Interface()
Interface(xtra "XtraName")

Description
Function; returns a Return-delimited string that describes the Xtra and lists its methods. This function replaces the
now obsolete mMessageList function.
Parameters
None.
Example
This statement displays the output from the function used in the QuickTime Asset Xtra in the Message window:
-- Lingo
put Xtra("QuickTimeSupport").Interface()
// Javascript
trace(xtra("QuickTimeSupport").Interface());

interpolate()
Usage
transform1.interpolate(transform2,percentage)

Description
3D transform method; returns a copy of transform1 created by interpolating from the position and rotation of
transform1 to the position and rotation of transform2 by the specified percentage. The original transform1 is
not affected. To interpolate transform1, use interpolateTo().

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To interpolate by hand, multiply the difference of two numbers by the percentage. For example, interpolation from
4 to 8 by 50 percent yields 6.
Example
In this example, tBox is the transform of the model named Box, and tSphere is the transform of the model named
Sphere. The third line of the example interpolates a copy of the transform of Box halfway to the transform of Sphere.
-- Lingo
tBox = member("3d world").model("Box").transform
tSphere = member("3d world").model("Sphere").transform
tNew = tBox.interpolate(tSphere, 50)
// Javascript
var tBox = member("3d world").getPropRef("model",a).transform;
// where a is the number index for the model "Box"
var tSphere = member("3d world").getPropRef("model", i).transform;
// where i is the number index for the model "Sphere"
var tNew = tBox.interpolate(tSphere, 50);

See also
interpolateTo()

interpolateTo()
Usage
transform1.interpolateTo(transform2, percentage)

Description
3D transform method; modifies transform1 by interpolating from the position and rotation of transform1 to the
position and rotation of a new transform by a specified percentage. The original transform1 is changed. To interpolate a copy of transform1, use the interpolate() function.
To interpolate by hand, multiply the difference of two numbers by the percentage. For example, interpolation from
4 to 8 by 50 percent yields 6.
Parameters
transform2 Required. Specifies the transform to which a given transform is interpolated.
percentage Required. Specifies the rotation percentage of transform2.

Example
In this example, tBox is the transform of the model named Box, and tSphere is the transform of the model named
Sphere. The third line of the example interpolates the transform of Box halfway to the transform of Sphere.
-- Lingo
tBox = member("3d world").model("Box").transform
tSphere = member("3d world").model("Sphere").transform
tBox.interpolateTo(tSphere, 50)
// Javascript
var tBox = member("3d world").getPropRef("model", i).transform;
// where i the number index for the model "Box"
var tSphere = member("3d world").getPropRef("model",j).transform;
// where j is the number index for the model "Sphere"

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tBox.interpolateTo(tSphere, 50);

See also
interpolate()

intersect()
Usage
rectangle1. Intersect(rectangle2)
intersect(rectangle1, rectangle2)

Description
Function; determines the rectangle formed where two rectangles intersect.
Parameters
rectangle2 Required. Specifies the second rectangle in the intersection test.

Example
This statement assigns the variable newRectangle to the rectangle formed where rectangle toolKit intersects
rectangle Ramp:
-- Lingo
newRectangle = toolKit.intersect(Ramp)
// Javascript
newRectangle = toolKit.intersect(Ramp);

See also
map(), rect(), union()

inverse()
Usage
member(whichCastmember).model(whichModel).transform.inverse()
member(whichCastmember).group(whichGroup).transform.inverse()
member(whichCastmember).camera(whichCamera).transform.inverse()
sprite(whichSprite).camera{(index)}.transform.inverse()
member(whichCastmember).light(whichLight).transform.inverse()
transformReference.inverse()

Description
3D transform method; returns a copy of the transform with its position and rotation properties inverted.
This method does not change the original transform. To invert the original transform, use the invert() function.
Parameters
None.
Example
This statement inverts a copy of the transform of the model named Chair

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-- Lingo
boxInv = member("3d world").model("Chair").transform.inverse()
// Javascript
var boxInv = member("3d world").getPropRef("model", a).transform.inverse();
// where a the number index for the model "Chair"

See also
invert()

invert()
Usage
member(whichCastmember).model(whichModel).transform.invert()
member(whichCastmember).group(whichGroup).transform.invert()
member(whichCastmember).camera(whichCamera).transform.invert()
sprite(whichSprite).camera{(index)}.transform.invert()
member(whichCastmember).light(whichLight).transform.invert()
transformReference.invert()

Description
3D transform method; inverts the position and rotation properties of the transform.
This method changes the original transform. To invert a copy of the original transform, use the inverse() function.
Parameters
None.
Example
-- Lingo
member("3d world").model("Box").transform.invert()
// Javascript
member("3d world").getPropRef("model", a).transform.invert();
// where a the number index for the model "Box"

See also
inverse()

isBusy()
Usage
-- Lingo syntax
soundChannelObjRef.isBusy()
// JavaScript syntax
soundChannelObjRef.isBusy();

Description
Sound Channel method; determines whether a sound is playing (TRUE) or not playing (FALSE) in a sound channel.

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Make sure that the playhead has moved before using isBusy() to check the sound channel. If this function
continues to return FALSE after a sound should be playing, add the updateStage() method to start playing the
sound before the playhead moves again.
This method works for those sound channels occupied by actual audio cast members. QuickTime, Flash, and
Shockwave Player audio handle sound differently, and this method will not work with those media types.
Consider using the status property of a sound channel instead of isBusy(). The status property can be more
accurate under many circumstances.
Parameters
None.
Example
The following statement checks whether a sound is playing in sound channel 1 and loops in the frame if it is. This
allows the sound to finish before the playhead goes to another frame.
-- Lingo syntax
if (sound(1).isBusy()) then
_movie.go(_movie.frame)
end if
// JavaScript syntax
if (sound(1).isBusy()) {
_movie.go(_movie.frame);
}

See also
status, Sound Channel

isInWorld()
Usage
member(whichCastmember).model(whichModel).isInWorld()
member(whichCastmember).camera(whichCamera).isInWorld()
member(whichCastmember).light(whichLight).isInWorld()
member(whichCastmember).group(whichGroup).isInWorld()

Description
3D command; returns a value of TRUE if the parent hierarchy of the model, camera, light, or group terminates in the
world. If the value of isInWorld is TRUE, the model, camera, light, or group functions in the 3D world of the cast
member.
Models, cameras, lights, and groups can be stored in a 3D cast member but not used in the 3D world of the cast
member. Use the addToWorld and removeFromWorld commands to add and remove models, cameras, lights, and
groups from the 3D world of the cast member.
Parameters
None.
Example
This statement shows that the model named Teapot exists in the 3D world of the cast member named TableScene:

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--Lingo
put member("TableScene").model("Teapot").isInWorld()
// Javascript
put member("TableScene").getPropRef("model", a).isInWorld() ;
// where a is the member index for the Teapot model.
-- 1

See also
addToWorld, removeFromWorld, child (3D)

isPastCuePoint()
Usage
-- Lingo syntax
spriteObjRef.isPastCuePoint(cuePointID)
// JavaScript syntax
spriteObjRef.isPastCuePoint(cuePointID);

Description
Function; determines whether a sprite or sound channel has passed a specified cue point in its media. This function
can be used with sound (WAV, AIFF, SND, SWA, AU), QuickTime, or Xtra files that support cue points.
Replace spriteNum or channelNum with a sprite channel or a sound channel. Shockwave Audio (SWA) sounds can
appear as sprites in sprite channels, but they play sound in a sound channel. It is recommended that you refer to SWA
sound sprites by their sprite channel number rather than their sound channel number.
Replace cuePointID with a reference for a cue point:

• If cuePointID is an integer, isPastCuePoint returns 1 if the cue point has been passed and 0 if it hasn’t been
passed.
•

If cuePointID is a name, isPastCuePoint returns the number of cue points passed that have that name.

If the value specified for cuePointID doesn’t exist in the sprite or sound, the function returns 0.
The number returned by isPastCuePoint is based on the absolute position of the sprite in its media. For example,
if a sound passes cue point Main and then loops and passes Main again, isPastCuePoint returns 1 instead of 2.
When the result of isPastCuePoint is treated as a Boolean operator, the function returns TRUE if any cue points
identified by cuePointID have passed and FALSE if no cue points are passed.
Parameters
cuePointID Required. A string or integer that specifies the name or number of the specified cue point.

Example
This statement plays a sound until the third time the cue point Chorus End is passed:
-- Lingo syntax
if (sound(1).isPastCuePoint("Chorus End")=3) then
sound(1).stop()
end if
// JavaScript syntax
var ce = sound(1).isPastCuePoint("Chorus End");

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if (ce = 3) {
sound(1).stop();
}

The following example displays information in cast member "field 2" about the music playing in sound channel 1. If
the music is not yet past cue point "climax", the text of "field 2" is "This is the beginning of the piece." Otherwise, the
text reads "This is the end of the piece."
--- Lingo syntax
if not sound(1).isPastCuePoint("climax") then
member("field 2").text = "This is the beginning of the piece."
else
member("field 2").text = "This is the end of the piece."
end if
// JavaScript syntax
var cmx = sound(1).isPastCuePoint("climax");
if (cmx != 1) {
member("field 2").text = "This is the beginning of the piece.";
} else {
member("field 2").text = "This is the end of the piece.";
}

ItemUpdate()
Usage
ItemUpdate(MUIObject, itemNumber, itemInputPropList)

Description
This command updates a component in a general purpose dialog box. It is useful for updating a dialog box in
response to user actions while the dialog box is displayed.

•

itemNumber represents the number of the item being updated.

•

itemInputPropList represents the list of new properties for the item.

The ItemUpdate command can be used for many things; possible uses include enabling or disabling buttons,
changing the range of a pop-up, updating a sliders position, and updating editable text items if the user enters an
invalid value.
You may want to update individual items in a dialog box depending on user input, user interaction, or to display
underlying data. Although you would typically update an item’s #value, you can also update everything else about an
item, except for its type. Set the height, width, locH, and locV properties to -1 to keep their current values.
Example
These statements update the dialog box component that has the number itemNum.

•

The first statement obtains the component’s definitions from the overall list of item definitions.

•

The second and third statements modify the component’s type and attribute properties.

•

The last statement uses the ItemUpdate command to update the component’s settings.

--Lingo
set baseItemList = getAt ( theItemList, itemNum )
set the type of baseItemList = #IntegerSliderH
set the attributes of baseItemList = [#valueRange :[#min:1, #max:8, #increment:1,
#jump:1, #acceleration:1]

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ItemUpdate(MUIObj, itemNum, baseItemList)
on smileyUpdate
-- declare globals
global smileyIndex, gMuiSmileDialObj, itemNumSmile, itemNumSlide, smileItemList
-- validate dialog object
if ( objectP ( gMuiSmileDialObj ) ) then
-- get a list to put in new/updated values
set baseItemList = duplicate ( getAt ( smileItemList,itemNumSmile ) )
-- metrics can be set to -1, this "keeps them the same"
-- instead of updating.
-- could also be set to a new value if you
-- wanted to resize the item or relocate it.
set the width of baseItemList = -1 -- keep previous
set the height of baseItemList = -1 -- keep previous
set the locH of baseItemList = -1 -- keep previous
set the locV of baseItemList = -1 -- keep previous
-- in this particular case, the value is
-- the only thing that’s changing
set the value of baseItemList = string(smileyIndex)
-- member name
-- tell the dialog to update the item number
-- with the new item list
ItemUpdate(gMuiSmileDialObj, itemNumSmile, baseItemList)
end if
end

keyPressed()
Usage
-- Lingo syntax
_key.keyPressed({keyCodeOrCharacter})
// JavaScript syntax
_key.keyPressed({keyCodeOrCharacter});

Description
Key method; returns the character string assigned to the key that was last pressed, or optionally whether a specified
key was pressed.
If the keyCodeOrCharacter parameter is omitted, this method returns the character string assigned to the last key
that was pressed. If no key was pressed, this method returns an empty string.
If the keyCodeOrCharacter is used to specify the key being pressed, this method returns TRUE if that particular key
is being pressed, or FALSE if not.
This method is updated when the user presses keys while in a repeat (Lingo) or for (JavaScript syntax) loop. This
is an advantage over the key property, which doesn’t update while in a repeat or for loop.
To test which characters correspond to different keys on different keyboards, use the Keyboard Lingo sample movie.
Parameters
keyCodeOrCharacter Optional. The key code or ASCII character string to test.

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Example
The following statement checks whether the user pressed the Enter key in Windows or the Return key on a Mac and
runs the handler updateData if the key was pressed:
-- Lingo syntax
if (_key.keyPressed(RETURN)) then
updateData
end if
// JavaScript syntax
if (_key.keyPressed(36)) {
updateData();
}

This statement uses the keyCode for the a key to test if it’s down and displays the result in the Message window:
-- Lingo syntax
if (_key.keyPressed(0)) then
put("The key is down")
end if
// JavaScript syntax
if (_key.keyPressed(0)) {
put("The key is down");
}

This statement uses the ASCII strings to test if the a and b keys are down and displays the result in the Message
window:
-- Lingo syntax
if (_key.keyPressed("a") and _key.keyPressed("b")) then
put("Both keys are down")
end if
// JavaScript syntax
if (_key.keyPressed("a") && _key.keyPressed("b")) {
put("Both keys are down");
}

See also
Key, key, keyCode

label()
Usage
-- Lingo syntax
_movie.label(stringMarkerName)
// JavaScript syntax
_movie.label(stringMarkerName);

Description
Movie method; indicates the frame associated with a marker label.
The parameter stringMarkerName should be a label in the current movie; if it’s not, this method returns 0.

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Parameters
stringMarkerName Required. A string that specifies the name of the marker label associated with a frame.

Example
This statement sends the playhead to the tenth frame after the frame labeled Start:
-- Lingo syntax
_movie.go(_movie.label("Start") + 10)
// JavaScript syntax
_movie.go(_movie.label("Start") + 10);

See also
frameLabel, go(), labelList, Movie

last()
Usage
the last chunk of ( chunkExpression )
the last chunk in (chunkExpression)

Description
Function; identifies the last chunk in a chunk expression.
Chunk expressions refer to any character, word, item, or line in a container of character. Supported containers are
field cast members, variables that hold strings, and specified characters, words, items, lines, and ranges within
containers.
Parameters
chunkExpression Required. Specifies the chunk expression that contains the last chunk.

Example
This statement identifies the last word of the string "Adobe, the multimedia company" and displays the result in the
Message window:
-- Lingo
put the last word of "Adobe, the multimedia company"

The result is the word company.
This statement identifies the last character of the string "Adobe, the multimedia company" and displays the result in
the Message window:
put last char("Adobe, the multimedia company")

The result is the letter y.
See also
char...of, word...of

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lastClick()
Usage
the lastClick

Description
Function; returns the time in ticks (1 tick = 1/60 of a second) since the mouse button was last pressed.
This function can be tested but not set.
Parameters
None.
Example
This statement checks whether 10 seconds have passed since the last mouse click and, if so, sends the playhead to the
marker No Click:
if the lastClick > 10 * 60 then go to "No Click"

See also
lastEvent(), lastKey, lastRoll, milliseconds

lastEvent()
Usage
the lastEvent

Description
Function; returns the time in ticks (1 tick = 1/60 of a second) since the last mouse click, rollover, or key press
occurred.
Parameters
None.
Example
This statement checks whether 10 seconds have passed since the last mouse click, rollover, or key press and, if so,
sends the playhead to the marker Help:
if the lastEvent > 10 * 60 then go to "Help"

See also
lastClick(), lastKey, lastRoll, milliseconds

length()
Usage
string.length
length(string)

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Description
Function; returns the number of characters in the string specified by string, including spaces and control
characters such as TAB and RETURN.
Parameters
None.
Example
This statement displays the number of characters in the string "Macro"&"media":
put ("Macro" & "media").length
-- 10

This statement checks whether the content of the field cast member Filename has more than 31 characters and if it
does, displays an alert:
-- Lingo syntax
if member("Filename").text.length > 31 then
alert "That filename is too long."
end if
// JavaScript syntax
if (member("Filename").text.length > 31) {
_player.alert("That filename is too long.");
}

See also
chars(), offset() (string function)

light()
Usage
member(whichCastmember).light(whichLight)
member(whichCastmember).light[index]
member(whichCastmember).light(whichLight).whichLightProperty
member(whichCastmember).light[index].whichLightProperty

Description
3D element; an object at a vector position from which light emanates.
For a complete list of light properties and commands, see the Using Director topics in the Director Help Panel.
Example
This example shows the two ways of referring to a light. The first line uses a string in parentheses and the second line
uses the a number in brackets. The string is the light’s name and the number is the position of the light in the cast
member’s list of lights.
-- Lingo
thisLight = member("3D World").light("spot01")
thisLight = member("3D World").light[2]
// Javascript
thisLight = member(“3D World”).light[1];

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See also
newLight, deleteLight

lineHeight()
Usage
-- Lingo syntax
memberObjRef.lineHeight(lineNumber)
// JavaScript syntax
memberObjRef.lineHeight(lineNumber);

Description
Function; returns the height, in pixels, of a specific line in a specified field cast member.
Parameters
lineNumber Required. An integer that specifies the line to measure.

Example
This statement determines the height, in pixels, of the first line in the field cast member Today’s News and assigns
the result to the variable headline:
--Lingo syntax
headline = member("Today's News").lineHeight(1)
// JavaScript syntax
var headline = member("Today's News").lineHeight(1);

linePosToLocV()
Usage
-- Lingo syntax
memberObjRef.linePosToLocV(lineNumber)
// JavaScript syntax
memberObjRef.linePosToLocV(lineNumber);

Description
Function; returns a specific line’s distance, in pixels, from the top edge of the field cast member.
Parameters
lineNumber Required. An integer that specifies the line to measure.

Example
This statement measures the distance, in pixels, from the second line of the field cast member Today’s News to the
top of the field cast member and assigns the result to the variable startOfString:
--Lingo syntax
startOfString = member("Today's News").linePosToLocV(2)
// JavaScript syntax

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var startOfString = member("Today's News").linePosToLocV(2);

linkAs()
Usage
castMember.linkAs()

Description
Script cast member function; opens a save dialog box, allowing you to save the contents of the script to an external
file. The script cast member is then linked to that file.
Linked scripts are imported into the movie when you save it as a projector or a movie with Shockwave content. This
differs from other linked media, which remains external to the movie unless you explicitly import it.
Parameters
None.
Example
These statements, typed in the Message window, opens a Save dialog box to save the script Random Motion as an
external file:
-- Lingo
member("Random Motion").linkAs()
importFileInto, linked
// Javascript
member("Random Motion").linkAs() ;

list()
Usage
-- Lingo syntax
list()
[]
list(stringValue1, stringValue2, ...)
[stringValue1, stringValue2, ...]
// JavaScript syntax
list();
list(stringValue1, stringValue2, ...);

Description
Top level function; creates a linear list.
When creating a list using the syntax list(), with or without parameters, the index of list values begins with 1.
When creating a list using the syntax [], with or without parameters, the index of list values begins with 0.
The maximum length of a single line of executable script is 256 characters. Large lists cannot be created using
list(). To create a list with a large amount of data, enclose the data in square brackets ([]), put the data into a field,

and then assign the field to a variable. The variable’s content is a list of the data.

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Parameters
strigValue1, stringValue2 ... Optional. A list of strings that specify the initial values in the list.

Example
This statement sets the variable named designers equal to a linear list that contains the names Gee, Kayne, and
Ohashi:
-- Lingo syntax
designers = list("Gee", "Kayne", "Ohashi") -- using list()
designers = ["Gee", "Kayne", "Ohashi"] -- using brackets
// JavaScript syntax
var designers = list("Gee", "Kayne", "Ohashi");

See also
propList()

listP()
Usage
listP(item)

Description
Function; indicates whether a specified item is a list, rectangle, or point (1 or TRUE) or not (0 or FALSE).
Parameters
item Required. Specifies the item to test.

Example
This statement checks whether the list in the variable designers is a list, rectangle, or point, and displays the result
in the Message window:
put listP(designers)

The result is 1, which is the numerical equivalent of TRUE.
See also
ilk(), objectP()

loadFile()
Usage
member(whichCastmember).loadFile(fileName {, overwrite, generateUniqueNames})

Description
3D cast member command; imports the assets of a W3D file into a cast member.
The cast member’s state property must be either -1 (error) or 4 (loaded) before the loadFile command is used.

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Parameters
fileName Required. Specifies the W3D file that contains the assets to import.
overwrite Optional. Indicates whether the assets of the W3D file replace the assets of the cast member (TRUE) or
are added to the assets of the cast member (FALSE). The default value of overwrite is TRUE.
generateUniqueNames Optional. If set to TRUE, any element in the W3D file with the same name as a corresponding element in the cast member is renamed. If FALSE, elements in the cast member are overwritten by corresponding elements in the W3D file with the same name. The default value of generateUniqueNames is TRUE.

Example
The following statement imports the contents of the file named Truck.W3d into the cast member named Roadway.
The contents of Truck.W3d will be added to the contents of Roadway. If any imported objects have the same names
as objects already in Roadway, Director will create new names for them.
-- Lingo
member("Roadway").loadFile("Truck.W3d", FALSE, TRUE)
// Javascript
member(“Roadway”).loadFile(“Truck.W3d”,false,true);

The following statement imports the contents of the file named Chevy.W3d into the cast member named Roadway.
Chevy.W3d is in a folder named Models one level down from the movie. The contents of Roadway will be replaced
by the contents of Chevy.W3d. The third parameter is irrelevant because the value of the second parameter is TRUE.
-- Lingo
member("Roadway").loadFile(the moviePath & "Models\Chevy.W3d", TRUE, TRUE)
// Javascript
member(“Roadway”).loadFile(_movie.Path + “Models\Chevy.W3d”,true,true);

See also
state (3D)

locToCharPos()
Usage
-- Lingo syntax
memberObjRef.locToCharPos(location)
// JavaScript syntax
memberObjRef.locToCharPos(location);

Description
Function; returns a number that identifies which character in a specified field cast member is closest to a point
within the field.
The value 1 corresponds to the first character in the string, the value 2 corresponds to the second character in the
string, and so on.
Parameters
location Required. A point within the field cast member. The value for location is a point relative to the upper
left corner of the field cast member.

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Example
The following statement determines which character is closest to the point 100 pixels to the right and 100 pixels
below the upper left corner of the field cast member Today’s News. The statement then assigns the result to the
variable PageDesign.
--Lingo syntax
pageDesign = member("Today's News").locToCharPos(point(100, 100))
// JavaScript syntax
var pageDesign = member("Today's News").locToCharPos(point(100, 100));

locVToLinePos()
Usage
-- Lingo syntax
memberObjRef.locVToLinePos(locV)
// JavaScript syntax
memberObjRef.locVToLinePos(locV);

Description
Function; returns the number of the line of characters that appears at a specified vertical position.
Parameters
locV Required. Specifies the vertical position of the line of characters. This value is the number of pixels from the
top of the field cast member, not the part of the field cast member that currently appears on the Stage.
Example
This statement determines which line of characters appears 150 pixels from the top of the field cast member Today’s
News and assigns the result to the variable pageBreak:
--Lingo syntax
pageBreak = member("Today's News").locVToLinePos(150)
// JavaScript syntax
var pageBreak = member("Today's News").locVToLinePos(150);

log()
Usage
log(number)

Description
Math function (Lingo only); calculates the natural logarithm of a specified number.
In JavaScript syntax, use the Math object’s log() function.
Parameters
number Required. A number from which the natural logarithm is calculated. This number must be a decimal

number greater than 0.

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Example
This statement assigns the natural logarithm of 10.5 to the variable Answer.
-- Lingo
Answer = log(10.5)
// Javascript
Answer = Math.log(10.5);

Example
This statement calculates the natural logarithm of the square root of the value Number and then assigns the result to
the variable Answer:
-- Lingo
Answer = log(Number.sqrt)
// Javascript
Answer = Math.log(Math.sqrt(Number));

makeList()
Usage
--Lingo syntax
parserObject.makeList()
// JavaScript syntax
parserObject.makeList();

Description
Function; returns a property list based on the XML document parsed using parseString() or parseURL().
Parameters
None.
Example
This handler parses of an XML document and returns the resulting list:
-- Lingo syntax
on ConvertToList xmlString
parserObject = new(xtra "xmlparser")
errorCode = parserObject.parseString(xmlString)
errorString = parserObject.getError()
if voidP(errorString) then
parsedList = parserObject.makeList()
else
alert "Sorry, there was an error" && errorString
exit
end if
return parsedList
end
// JavaScript syntax
function ConvertToList(xmlString) {
parserObject = new Xtra("xmlparser"); // check syntax
errorCode = parserObject.parseString(xmlString);
errorString = parserObject.getError();

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if (voidP(errorString)) {
parsedList = parserObject.makeList();
} else {
alert("Sorry, there was an error" + errorString);
return false;
}
return parsedList;
}

See also
makeSubList()

makeScriptedSprite()
Usage
-- Lingo syntax
spriteChannelObjRef.makeScriptedSprite({memberObjRef, loc})
// JavaScript syntax
spriteChannelObjRef.makeScriptedSprite({memberObjRef, loc});

Description
Sprite Channel method; switches control of a sprite channel from the Score to script, and optionally places a sprite
from a specified cast member at a specified location on the Stage.
Call removeScriptedSprite() to switch control of the sprite channel back to the Score.
Parameters
memberObjRef Optional. A reference to the cast member from which a scripted sprite is created. Providing only this

parameter places the sprite in the center of the Stage.
loc Optional. A point that specifies the location on the Stage at which the scripted sprite is placed.

Example
The following statement creates a scripted sprite in sprite channel 5 from the cast member named kite, and places it
at a specific point on the Stage:
--- Lingo syntax
channel(5).makeScriptedSprite(member("kite"), point(35, 70))
// JavaScript syntax
channel(5).makeScriptedSprite(member("kite"), point(35, 70));

See also
removeScriptedSprite(), Sprite Channel

makeSubList()
Usage
XMLnode.makeSubList()

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Description
Function; returns a property list from a child node the same way that makeList() returns the root of an XML
document in list format.
Parameters
None.
Example
Beginning with the following XML:


 element 2
element 3


This statement returns a property list made from the contents of the first child of the tag :
put gparser.child[ 1 ].child[ 1 ].makeSubList()
-- ["tagName": ["!ATTRIBUTES": ["attr1": "val1", "attr2": "val2"]]]

See also
makeList()

map()
Usage
map(targetRect, sourceRect, destinationRect)
map(targetPoint, sourceRect, destinationRect)

Description
Function; positions and sizes a rectangle or point based on the relationship of a source rectangle to a target rectangle.
The relationship of the targetRect to the sourceRect governs the relationship of the result of the function to the
destinationRect.
Parameters
targetRect Required. The target rectangle in the relationship.
targetPoint Required. The target point in the relationship.
sourceRect Required. The source rectangle in the relationship.
destinationRect Required. The destination rectangle.

Example
In this behavior, all of the sprites have already been set to draggable. Sprite 2b contains a small bitmap. Sprite 1s is a
rectangular shape sprite large enough to easily contain sprite 2b. Sprite 4b is a larger version of the bitmap in sprite
2b. Sprite 3s is a larger version of the shape in sprite 1s. Moving sprite 2b or sprite 1s will cause sprite 4b to move.
When you drag sprite 2b, its movements are mirrored by sprite 4b. When you drag sprite 1s, sprite 4b moves in the
opposite direction. Resizing sprite 2b or sprite 1s will also produce interesting results.
on exitFrame

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sprite(4b).rect = map(sprite(2b).rect, sprite(1s).rect, sprite(3s).rect)
go the frame
end

lingo_map.dcr

map (3D)
Usage
member(whichCastmember).motion(whichMotion).map(whichOtherMotion {, boneName})

Description
3D motion command; maps a specified motion into the current motion, and applies it to a bone and all of the
children of that bone. This command replaces any motion previously mapped to the specified bone and its children.
This command does not change a model’s playlist.
Parameters
whichOtherMotion Required. A string that specifies the name of the motion to map.
boneName Optional. A string that specifies the name of the bone to which the mapped motion is applied. If omitted,

the root bone is used.
Example
The following statement maps the motion named LookUp into the motion named SitDown starting from the bone
named Neck. The model will sit down and look up at the same time.
member("Restaurant").motion("SitDown").map("LookUp", "Neck")

See also
motion(), duration (3D), cloneMotionFromCastmember

mapMemberToStage()
Usage
sprite(whichSpriteNumber). mapMemberToStage(whichPointInMember)
mapMemberToStage(sprite whichSpriteNumber, whichPointInMember)

Description
Function; uses the specified sprite and point to return an equivalent point inside the dimensions of the Stage. This
properly accounts for the current transformations to the sprite using quad, or the rectangle if not transformed.
This is useful for determining if a particular area of a cast member has been clicked, even if there have been major
transformations to the sprite on the Stage.
If the specified point on the Stage is not within the sprite, a VOID is returned.
Parameters
whichPointInMember Required. A point from which an equivalent point is returned.

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Example
This statement uses the specified sprite(1) and point(10,10) to return an equivalent point inside the dimensions of
the Stage
-- Lingo
sprite(1). mapMemberToStage(point(10,10))
// Javascript
sprite(1). mapMemberToStage(point(10,10)) ;

See also
map(), mapStageToMember()

mapStageToMember()
Usage
sprite(whichSpriteNumber). mapStageToMember(whichPointOnStage)
mapStageToMember(sprite whichSpriteNumber, whichPointOnStage)

Description
Function; uses the specified sprite and point to return an equivalent point inside the dimensions of the cast member.
This properly accounts for any current transformations to the sprite using quad, or the rectangle if not transformed.
This is useful for determining if a particular area on a cast member has been clicked even if there have been major
transformations to the sprite on the Stage.
If the specified point on the Stage is not within the sprite, this function returns VOID.
Parameters
whichPointOnStage Required. A point from which an equivalent point is returned.

See also
map(), mapMemberToStage()

marker()
Usage
-- Lingo syntax
_movie.marker(markerNameOrNum)
// JavaScript syntax
_movie.marker(markerNameOrNum);

Description
Movie method; returns the frame number of markers before or after the current frame.
This method is useful for implementing a Next or Previous button or for setting up an animation loop.
If the parameter markerNameOrNum is an integer, it can evaluate to any positive or negative integer or 0. For example:

•

marker(2)—Returns the frame number of the second marker after the current frame.

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•

marker(1)—Returns the frame number of the first marker after the current frame.

• marker(0)—Returns the frame number of the current frame if the current frame is marked, or the frame
number of the previous marker if the current frame is not marked.
•

marker(-1)—Returns the frame number of the first marker before the marker(0).

•

marker(-2)—Returns the frame number of the second marker before the marker(0).

If the parameter markerNameOrNum is a string, marker() returns the frame number of the first frame whose marker
label matches the string.
Parameters
markerNameOrNum Required. A string that specifies a marker label, or an integer that specifies a marker number.

Example
The following statement sends the playhead to the beginning of the current frame if the current frame has a marker;
otherwise, it sends the playhead to the previous marker
-- Lingo syntax
_movie.go(_movie.marker(0))
// JavaScript syntax
_movie.go(_movie.marker(0));

This statement sets the variable nextMarker equal to the next marker in the Score:
-- Lingo syntax
nextMarker = _movie.marker(1)
// JavaScript syntax
nextMarker = _movie.marker(1);

See also
frame, frameLabel, go(), label(), markerList, Movie

matrixAddition()
Usage
 matrixAddition(matrix1, matrix2)

Description
Global function; Performs matrix addition between the two matrices and returns the result as a matrix. matrix1 and
matrix2 should be of same dimension.
Parameters
matrix1 Required. First matrix.
matrix2

Required. Second matrix.

Example
The following code snippet creates two matrices and adds them using matrixAddition().
--Lingo
mat1 = newMatrix(2, 2, [1,2,3,4])
mat2 = newMatrix(2, 2, [5,6,7,8])

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mat3 = matrixAddition(mat1, mat2)
put(mat3.getVal(2,2))
-- 12.0000
//Java Script
mat1 = newMatrix(2, 2, list(1,2,3,4));
mat2 = newMatrix(2, 2, list(5,6,7,8));
mat3 = matrixAddition(mat1, mat2);
put(mat3.getVal(2,2));
// 12.0000

See also
getVal(), setVal(), numRows(), numColumns(), matrixMultiply(), matrixMultiplyScalar(),
matrixTranspose(), newMatrix()

matrixMultiply()
Usage
 matrixMultiply(matrix1, matrix2)

Description
Global function; Performs matrix multiplication between the two matrices and returns the result as a matrix.
Number of columns of matrix1 should be same as the number of rows of matrix2.
Parameters
matrix1 Required. First matrix.
matrix2 Required. Second matrix.

Example
The following code snippet creates two matrices and adds them using matrixMultiply ().
--Lingo
mat1 = newMatrix(2, 2, [1,2,3,4])
mat2 = newMatrix(2, 2, [5,6,7,8])
mat3 = matrixMultiply(mat1, mat2)
put(mat3.getVal(2,2))
-- 50.0000
//Java Script
mat1 = newMatrix(2, 2, list(1,2,3,4));
mat2 = newMatrix(2, 2, list(5,6,7,8));
mat3 = matrixMultiply(mat1, mat2);
put(mat3.getVal(2,2));
// 50.0000

See also
getVal(), setVal(), numRows(), numColumns(), matrixAddition(), matrixMultiplyScalar(),
matrixTranspose(), newMatrix()

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matrixMultiplyScalar()
Usage
 matrixMultiplyScalar(matrix, scalarMultiplier)

Description
Global function; Multiplies each element of the matrix with given scalar and returns the result as a matrix.
Parameters
matrix Required. Matrix involved in sacalar multiplication.
scalarMultiplier Required. Scalar value with which matrix is to be multiplied.

Example
Following code snippet creates two matrices and adds them using matrixMultiply ().
--Lingo
mat1 = newMatrix(2, 2, [1,2,3,4])
mat2 = matrixMultiplyScalar(mat1, 10)
put(mat2.getVal(2,2))
-- 40.0000
//Java Script
mat1 = newMatrix(2, 2, list(1,2,3,4));
mat2 = matrixMultiplyScalar(mat1, 10);
put(mat2.getVal(2,2));
// 40.0000

See also
getVal(), setVal(), numRows(), numColumns(), matrixAddition(), matrixMultiply(),
matrixTranspose(), newMatrix()

matrixTranspose()
Usage
 matrixTranspose(matrix)

Description
Global function; performs transpose operation on the given matrix and returns the result as another matrix.
Parameters
matrix Required. Matrix to be transposed.
Example
The following code snippet creates a matrix and transposes it using matrixTranspose()
--Lingo
mat1 = newMatrix(2, 2, [1,2,3,4])
mat2 = matrixTranspose(mat1)
put(mat1.getVal(1,2))
put(mat2.getVal(1,2))
-- 2.0000

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-- 3.0000
//Java Script
mat1 = newMatrix(2, 2, list(1,2,3,4));
mat2 = matrixTranspose(mat1);
put(mat1.getVal(1,2));
put(mat2.getVal(1,2));
// 2.0000
// 3.0000

See also
getVal(), setVal(), numRows(), numColumns(), matrixAddition(), matrixMultiply(),
matrixMultiplyScalar(), newMatrix()

max()
Usage
list.max()
max(list)
max(value1, value2, value3, ...)

Description
Function (Lingo only); returns the highest value in the specified list or the highest of a given series of values.
The max function also works with ASCII characters, similar to the way < and > operators work with strings.
Parameters
value1, value2, value3, ... Optional. A list of values from which the highest value is chosen.

Example
The following handler assigns the variable Winner the maximum value in the list Bids, which consists of
[#Castle:600, #Schmitz:750, #Wang:230]. The result is then inserted into the content of the field cast member
Congratulations.
-- Lingo syntax
on findWinner Bids
Winner = Bids.max()
member("Congratulations").text =
"You have won, with a bid of $" & Winner &"!"
end
// JavaScript syntax
function findWinner(Bids) {
Winner = Bids.max();
member("Congratulations").text = "You have won, with a bid of $" +
Winner + "!");
}

maximize()
Usage
-- Lingo syntax

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windowObjRef.maximize()
// JavaScript syntax
windowObjRef.maximize();

Description
Window method; maximizes a window.
Use this method when making custom titlebars.
Parameters
None.
Example
These statements maximize the window named Artists if it is not already maximized.
-- Lingo syntax
if (window("Artists").sizeState <> #maximized) then
window("Artists").maximize()
end if
// JavaScript syntax
if (window("Artists").sizeState != symbol("maximized")) {
window("Artists").maximize();
}

See also
minimize(), Window

mci
Usage
mci "string"

Description
Command; for Windows only, passes the strings specified by string to the Windows Media Control Interface
(MCI) for control of multimedia extensions.
Note: Microsoft no longer recommends using the 16-bit MCI interface. Consider using third-party Xtra extensions for
this functionality instead.
Parameters
string Required. A string that is passed to the MCI.
Example
The following statement makes the command play cdaudio from 200 to 600 track 7 play only when the
movie plays back in Windows:
mci "play cdaudio from 200 to 600 track 7"

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member()
Usage
-- Lingo syntax
member(memberNameOrNum {, castNameOrNum})
// JavaScript syntax
member(memberNameOrNum {, castNameOrNum});

Description
Top level function; creates a reference to a cast member, and optionally specifies the cast library that contains the
member.
The member() method is a specific reference to both a cast library and a member within it if used with both the
memberNameOrNum and castNameOrNum parameters:
trace(sprite(1).member);
// (member 1 of castLib 1)

This method differs from the spriteNum property of a sprite, which is always an integer designating position in a
cast library, but does not specify the cast library:
trace(sprite(2).spriteNum);
// 2

The number of a member is also an absolute reference to a particular member in a particular cast library:
trace(sprite(3).member.number)
// 3

Parameters
memberNameOrNum Required. A string that specifies the name of the cast member to reference, or an integer that

specifies the index position of the cast member to reference.
castNameOrNum Optional. A string that specifies the cast library name to which the member belongs, or an integer
that specifies the index position of the cast library to which the member belongs. If omitted, member() searches all
cast libraries until a match is found.

Example
This statements sets the variable memWings to the cast member named Planes, which is in the cast library named
Transportation.
-- Lingo syntax
memWings = member("Planes", "Transportation")
// JavaScript syntax
var memWings = member("Planes", "Transportation");

See also
Member, Sprite, spriteNum

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mergeDisplayTemplate()
Usage
-- Lingo syntax
_movie.mergeDisplayTemplate(propList)
// JavaScript syntax
_movie.mergeDisplayTemplate(propList);

Description
Movie method; merges an arbitrary number of display template properties into the existing set of display template
properties all at once.
Parameters
propList Required. A property list that contains the display template properties to merge into the existing set of
display template properties. In Lingo, propList can be either a comma-separated list of name/value pairs or a
comma-separated list of symbol/value pairs. In JavaScript syntax, propList can only be a comma-separated list of
name/value pairs.
Example
This statement merges a value for the title property into the displayTemplate:
-- Lingo syntax
_movie.mergeDisplayTemplate(propList(#title, "Welcome!"))
// JavaScript syntax
_movie.mergeDisplayTemplate(propList("title", "Welcome!"))

See also
appearanceOptions, displayTemplate, Movie, propList(), titlebarOptions

mergeProps()
Usage
-- Lingo syntax
windowObjRef.mergeProps(propList)
// JavaScript syntax
windowObjRef.mergeProps(propList);

Description
Windows method. Merges an arbitrary number of window properties, all at once, into the existing set of window
properties.
Parameters
propList Required. A set of window properties to merge into the existing set of window properties. The properties
are specified by the appearanceOptions and titlebarOptions properties.

• In Lingo, propList can be either a comma-separated list of name/value pairs or a comma-separated list of
symbol/value pairs.
•

In JavaScript syntax, propList can only be a comma-separated list of name/value pairs.

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Example
This statement sets various properties for the window named Cars.
-- Lingo syntax
window("Cars").mergeProps([#title:"Car pictures", #resizable:FALSE,
#titlebarOptions:[#closebox:TRUE, #icon:member(2)], #appearanceOptions:[#border:#line,
#shadow:TRUE]])
// JavaScript syntax
window("Cars").mergeProps(propList("title","Car pictures",
"resizable",false,"titlebarOptions",propList("closebox",true, "icon",member(2)),
"appearanceOptions",propList("border","line", "shadow",true)));

See also
appearanceOptions, titlebarOptions, Window

mesh (property)
Usage
member(whichCastmember).model(whichModel).meshdeform.mesh[index].meshProperty

Description
3D command; allows access to the mesh properties of models that have the meshDeform modifier attached. When
used as mesh.count this command returns the total number of meshes within the referenced model.
The properties of each mesh that are accessible are as follows:

•

colorList allows you to get or set the list of colors used by the specified mesh.

•

vertexList allows you to get or set the list of vertices used by the specified mesh.

•

normalList allows you to get or set the list of normal vectors used by the specified mesh.

• textureCoordinateList allows you to get or set the texture coordinates used by the first texture layer of the
specified mesh. To get or set the texture coordinates for any other texture layers in the specified mesh, use
meshdeform.mesh[index].texturelayer[index].textureCoordinateList.
•

textureLayer[index] allows you get and set access to the properties of the specified texture layer.

• face[index] allows you to get or set the vertices, normals, texture coordinates, colors, and shaders used by the
faces of the specified mesh.
•

face.count allows you to obtain the total number of faces found within the specified mesh.

Note: For complete information about these properties, see the individual entries (listed in the "See also" section of this
entry).
Parameters
None.
Example
The following Lingo adds the #meshDeform modifier to the model named thing1 and then displays the vertexList
for the first mesh in the model named thing1.

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-- Lingo
member("newAlien").model("thing1").addModifier(#meshDeform)
put member("newalien").model("thing1").meshDeform.mesh[1].vertexList
// javascript
member("newAlien").getProp("model",1).addModifier(symbol("meshDeform"));
put
(member("newalien").getProp("model",1).getPropRef("meshDeform").getPropRef("mesh",1).verte
xList ;
-- [vector(239.0, -1000.5, 27.4), vector(162.5, -1064.7, 29.3), vector(115.3, -1010.8, 40.6),
vector(239.0, -1000.5, 27.4), vector(115.3, -1010.8, -40.6),
vector(162.5, -1064.7, 29.3), vector(359.0, -828.5, -46.3),
vector(309.9, -914.5, -45.3)]

The following statement displays the number of meshes found within the model named "Aircraft".
-- Lingo
put member("world").model("Aircraft").meshDeform.mesh.count
-- 4

See also
meshDeform (modifier), colorList, textureCoordinateList, textureLayer, normalList,
vertexList (mesh deform), face[ ]

meshDeform (modifier)
Usage
member(whichCastmember).model(whichModel).meshDeform.propertyName

Description
3D modifier; allows control over the various aspects of the referenced model’s mesh structure. Once you have added
the #meshDeform modifier (using the addModifier command) to a model you have access to the following
properties of the #meshDeform modifier:
Note: For more detailed information about the following properties see the individual property entries referenced in the
see also section of this entry.

•

face.count returns the total number of faces in the referenced model.

•

mesh.count returns the number of meshes in the referenced model.

•

mesh[index] allows access to the properties of the specified mesh.

Parameters
None.
Example
The following statement displays the number of faces in the model named gbFace:
-- Lingo
put member("3D World").model("gbFace").meshDeform.face.count
-- 432

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// Javascript
member("3D World").getProp("model", a).getPropRef("meshDeform") ;
// where a refers to the number index of the model "gbFace"

The following statement displays the vertexList of meshes in the model named gbFace:
-- Lingo
put member("3D World").model("gbFace").meshDeform.mesh[1].vertexList
-- 2
// Javscript
member("3D World").getProp("model", a).getPropRef("meshDeform").getPropRef("mesh"
,1).vertexList ;

The following statement displays the number of faces in the second mesh of the model named gbFace:
put member("3D World").model("gbFace").meshDeform.mesh[2].face.count
-- 204

See also
mesh (property), addModifier

min
Usage
list.min
min(list)
min (a1, a2, a3...)

Description
Function (Lingo only); specifies the minimum value in a list.
Parameters
a1, a2, a3, ... Optional. A list of values from which the lowest value is chosen.

Example
The following handler assigns the variable vLowest the minimum value in the list bids, which consists of
[#Castle:600, #Shields:750, #Wang:230]. The result is then inserted in the content of the field cast member
Sorry:
on findLowest bids
vLowest = bids.min()
member("Sorry").text = \
"We're sorry, your bid of $" & vLowest && "is not a winner!"
end

See also
max()

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minimize()
Usage
-- Lingo syntax
windowObjRef.minimize()
// JavaScript syntax
windowObjRef.minimize();

Description
Window method; minimizes a window.
Use this method when making custom titlebars.
Parameters
None.
Example
These statements minimize the window named Artists if it is not already minimized.
-- Lingo syntax
if (window("Artists").sizeState <> #minimized) then
window("Artists").minimize()
end if
// JavaScript syntax
if (window("Artists").sizeState.toString() != symbol("minimized").toString())
{
window("Artists").minimized();
}

See also
maximize(), Window

model
Usage
member(whichCastmember).model(whichModel)
member(whichCastmember).model[index]
member(whichCastmember).model.count
member(whichCastmember).model(whichModel).propertyName
member(whichCastmember).model[index].propertyName

Description
3D command; returns the model found within the referenced cast member that has the name specified by
whichModel, or is found at the index position specified by index. If no model exists for the specified parameter, the
command returns void. As model.count, the command returns the number of models found within the referenced
cast member. This command also allows access to the specified model’s properties.
Model name comparisons are not case-sensitive. The index position of a particular model may change when objects
at lower index positions are deleted.

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If no model is found that uses the specified name or no model is found at the specified index position then this
command returns void.
Parameters
whichModel Optional. A string that specifies the name of the model to return.

Example
This statement stores a reference to the model named Player Avatar in the variable thismodel:
thismodel = member("3DWorld").model("Player Avatar")

This statement stores a reference to the eighth model of the cast member named 3DWorld in the variable thismodel.
thismodel = member("3DWorld").model[8]

This statement shows that there are four models in the member of sprite 1.
put sprite(1).member.model.count
-- 4

modelResource
Usage
member(whichCastmember).modelResource(whichModelResource)
member(whichCastmember).modelResource[index]
member(whichCastmember).modelResource.count
member(whichCastmember).modelResource(whichModelResource).propertyName
member(whichCastmember).modelResource[index].propertyName

Description
3D command; returns the model resource found within the referenced cast member that has the name specified by
whichModelResource, or is found at the index position specified by the index parameter. If no model resource
exists for the specified parameter, the command returns void. As modelResource.count, the command returns the
number of model resources found within the referenced cast member. This command also allows access to the
specified model resource’s properties.
Model resource name string comparisons are not case-sensitive. The index position of a particular model resource
may change when objects at lower index positions are deleted.
Parameters
whichModelResource Optional. A string that specifies the name of the model resource to return.

Example
This statement stores a reference to the model resource named HouseA in the variable thismodelResource.
thismodelResource = member("3DWorld").modelResource("HouseA")

This statement stores a reference to the fourteenth model resource of the cast member named 3DWorld in the
variable thismodelResource.
thismodelResource = member("3DWorld").modelResource[14]

This statement shows that there are ten model resources in the member of sprite 1.
put sprite(1).member.modelResource.count
--10

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modelsUnderLoc
Usage
member(whichCastmember).camera(whichCamera).modelsUnderLoc(pointWithinSprite, optionsList)

Description
3D command; returns a list of models found under a specified point within the rect of a sprite using the referenced
camera. The list of models can also be compared to a set of optional parameters before being returned.
Within the returned list, the first model listed is the one closest to the viewer and the last model listed is the furthest
from the viewer.
Only one intersection (the closest intersection) is returned per model.
The command returns an empty list if there are no models found under the specified point.
Parameters
pointWithinSprite Required. A point under which a list of models is found. This point is relative to the upper left
corner of the sprite, in pixels.
optionsList Optional. A list that specifies the maximum number of models to return, the level of information

detail, a list of models among which to cast, and the maximum distance to draw the ray. All of these properties are
optional.
maxNumberOfModels Optional. An integer that specifies the maximum length of the returned list. If omitted, the
command returns a list containing references for all of the models found under the specified point.
levelOfDetail Optional. A symbol that specifies the level of detail of the information returned. Valid values

include the following:

•

#simple returns a list containing references to the models found under the point. This is the default setting.

• #detailed returns a list of property lists, each representing an intersected model. Each property list will have
the following properties:
•

#model is a reference to the intersected model object.

•

#distance is the distance from the camera to the point of intersection with the model.

•

#isectPosition is a vector representing the world space position of the point of intersection.

•

#isectNormal is the world space normal vector to the mesh at the point of intersection.

•

#meshID is the meshID of the intersected mesh, which can be used as in index into the mesh list of the

meshDeform modifier.

•

#faceID is the face ID of the intersected face, which can be used as an index into the face list of the

meshDeform modifier.

• #vertices is a three-element list of vectors that represent the world space positions of the vertices of the
intersected face.
•

#uvCoord is a property list with properties #u and #v that represent the u and v barycentric coordinates of

the face.

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modelList Optional. A list of model references that are included if they are found under the specified ray. Model
references not included in this list are ignored, even if they are under the specified ray. Use the model references, not
the string names of the models. Specify each model you want to include. Adding a parent model reference does not
automatically include its child model references.

Example
This statement creates a list of ten models:
tModelList = [member("3D").model("foo"),member("3D").model[10]]

This statement builds a list of options that would return a maximum of ten models, include simple detail, and draw
results from tModelList:
tOptionsList = [#maxNumberOfModels: 10, #levelOfDetail: #simple, #modelList: tModelList]

After the options list is built, the first line in this handler translates the location of the cursor from a point on the
Stage to a point within sprite 5. The second line uses the modelsUnderLoc command to obtain the first three models
found under that point. The third line displays the returned information about the models in the message window.
-- Lingo syntax
on mouseUp
pt = the mouseLoc - point(sprite(5).left, sprite(5).top)
m = sprite(5).camera.modelsUnderLoc(pt, tOptionsList)
put m
end
// JavaScript syntax
function mouseUp() {
pt = _mouse.mouseLoc - point(sprite(5).left, sprite(5).top);
m = sprite(5).camera.modelsUnderLoc(pt, tOptionsList);
put(m);
}

See also
modelsUnderRay, modelUnderLoc

modelsUnderRay
Usage
member(whichCastmember).modelsUnderRay(locationVector, directionVector, optionsList)

Description
3D command; returns a list of models found under a ray drawn from a specified position and pointing in a specified
direction, with both vectors being specified in world-relative coordinates. The list of models can also be compared
to a set of optional parameters before being returned.
Within the returned list, the first model listed is the one closest to the position specified by locationVector and
the last model listed is the furthest from that position.
Only one intersection (the closest intersection) is returned per model.
The command returns an empty list if there are no models found under the specified ray.
Parameters
locationVector Required. A vector from which a ray is drawn and under which a list of models is found.

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directionVector Required. A vector that specifies the direction the ray is pointing.
optionsList Optional. A list that specifies the maximum number of models to return, the level of information

detail, a list of models among which to cast, and the maximum distance to draw the ray. All of these properties are
optional.
maxNumberOfModels Optional. An integer that specifies the maximum length of the returned list. If omitted, the
command returns a list containing references for all of the models found under the specified ray.
levelOfDetail Optional. A symbol that specifies the level of detail of the information returned. Valid values
include the following:

•

#simple returns a list containing references to the models found under the point. This is the default setting.

• #detailed returns a list of property lists, each representing an intersected model. Each property list will have
the following properties:
•

#model is a reference to the intersected model object.

•

#distance is the distance from the world position specified by locationVector to the point of intersection

with the model.

•

#isectPosition is a vector representing the world space position of the point of intersection.

•

#isectNormal is the world space normal vector to the mesh at the point of intersection.

•

#meshID is the meshID of the intersected mesh which can be used to index into the mesh list of the

meshDeform modifier.

•

#faceID is the face ID of the intersected face which can be used to index into the face list of the meshDeform

modifier.

• #vertices is a 3-element list of vectors that represent the world space positions of the vertices of the intersected face.
•

#uvCoord is a property list with properties #u and #v that represent the u and v barycentric coordinates of

the face.
modelList Optional. A list of model references that are included if they are found under the specified ray. Model
references not included in this list are ignored, even if they are under the specified ray. Use the model references, not
the string names of the models. Specify each model you want to include. Adding a parent model reference does not
automatically include its child model references.
maxDistance Optional. The maximum distance from the world position specified by locationVector. If a model's
bounding sphere is within the maximum distance specified, that model is included. If the bounding sphere is in
range, then it may contain polygons in range and thus might be intersected.

Example
This statement creates a list of ten models:
tModelList = [member("3D").model("foo"),member("3D").model[10]]

This statement builds a list of options that would return a maximum of ten models, include simple detail, draw
results from tModelList, and have a maximum ray distance of 50:
tOptionsList = [#maxNumberOfModels: 10, #levelOfDetail: #simple, #modelList: tModelList,
#maxDistance: 50]

After the option list is built, this statement includes it under a ray drawn from the position vector (0, 0, 300) and
pointing down the -z axis:

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put member("3d").modelsUnderRay(vector(0, 0, 300), vector(0, 0, -1), tOptionsList)

See also
modelsUnderLoc, modelUnderLoc

modelUnderLoc
Usage
member(whichCastmember).camera(whichCamera).modelUnderLoc(pointWithinSprite)

Description
3D command; returns a reference to the first model found under a specified point within the rect of a sprite using
the referenced camera.
This command returns void if there is no model found under the specified point.
For a list of all of the models found under a specified point, and detailed information about them, see modelsUnderLoc.
Parameters
pointWithinSprite Required. A point under which the first model is found. The location of pointWithinSprite
is relative to the upper left corner of the sprite, in pixels.

Example
The first line in this handler translates the location of the cursor from a point on the Stage to a point within sprite 5.
The second line determines the first model under that point. The third line displays the result in the message
window.
-- Lingo syntax
on mouseUp
pt = the mouseLoc - point(sprite(5).left, sprite(5).top)
m = sprite(5).camera.modelUnderLoc(pt)
put m
end
// JavaScript syntax
function mouseUp() {
pt = _mouse.mouseLoc - point(sprite(5).left, sprite(5).top);
m = sprite(5).camera.modelUnderLoc(pt);
put(m);
}

See also
modelsUnderLoc, modelsUnderRay

motion()
Usage
member(whichCastmember).motion(whichMotion)
member(whichCastmember).motion[index]
member(whichCastmember).motion.count

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Description
3D command; returns the motion found within the referenced cast member that has the name specified by
whichMotion, or is found at the index position specified by the index. As motion.count, this property returns the
total number of motions found within the cast member.
Object name string comparisons are not case-sensitive. The index position of a particular motion may change when
objects at lower index positions are deleted.
If no motion is found that uses the specified name or no motion is found at the specified index position then this
command returns void.
Example
thisMotion = member("3D World").motion("Wing Flap")
thisMotion = member("3D World").motion[7]
put member("scene").motion.count
-- 2

See also
duration (3D), map (3D)

move()
Usage
-- Lingo syntax
memberObjRef.move({intPosn, castLibName})
// JavaScript syntax
memberObjRef.move({intPosn, castLibName});

Description
Member method; moves a specified cast member to either the first empty location in its containing cast, or to a
specified location in a given cast.
For best results, use this method during authoring, not at runtime, because the move is typically saved with the file.
The actual location of a cast member does not affect most presentations during playback for an end user. To switch
the content of a sprite or change the display during runtime, set the member of the sprite.
Parameters
intPosn Optional. An integer that specifies the position in the cast library castLibName to which the member is
moved.
castLibName Optional. A string that specifies the name of the cast library to which the member is moved.

Example
This statement moves cast member Shrine to the first empty location in the Cast window:
-- Lingo syntax
member("shrine").move()
// JavaScript syntax
member("shrine").move();

This statement moves cast member Shrine to location 20 in the Bitmaps Cast window:

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-- Lingo syntax
member("shrine").move(member(20, "Bitmaps"))
// JavaScript syntax
member("shrine").move(member(20, "Bitmaps"));

See also
Member

moveToBack()
Usage
-- Lingo syntax
windowObjRef.moveToBack()
// JavaScript syntax
windowObjRef.moveToBack();

Description
Window method; moves a window behind all other windows.
Parameters
None.
Example
These statements move the first window in windowList behind all other windows:
-- Lingo syntax
myWindow = _player.windowList[1]
myWindow.moveToBack()
// JavaScript syntax
var myWindow = _player.windowList[1];
myWindow.moveToBack();

If you know the name of the window you want to move, use the syntax:
-- Lingo syntax
window("Demo Window").moveToBack()
// JavaScript syntax
window("Demo Window").moveToBack();

See also
moveToFront(), Window

moveToFront()
Usage
-- Lingo syntax
windowObjRef.moveToFront()
// JavaScript syntax

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windowObjRef.moveToFront();

Description
Window method; moves a window in front of all other windows.
Parameters
None.
Example
These statements move the first window in windowList in front of all other windows:
-- Lingo syntax
myWindow = _player.windowList[1]
myWindow.moveToFront()
// JavaScript syntax
var myWindow = _player.windowList[1];
myWindow.moveToFront();

If you know the name of the window you want to move, use the syntax:
-- Lingo syntax
window("Demo Window").moveToFront()
// JavaScript syntax
window("Demo Window").moveToFront();

See also
moveToBack(), Window

moveVertex()
Usage
-- Lingo syntax
memberObjRef.moveVertex(vertexIndex, xChange, yChange)
// JavaScript syntax
memberObjRef.moveVertex(vertexIndex, xChange, yChange);

Description
Function; moves the vertex of a vector shape cast member to another location.
The horizontal and vertical coordinates for the move are relative to the current position of the vertex point. The
location of the vertex point is relative to the origin of the vector shape member.
Changing the location of a vertex affects the shape in the same way as dragging the vertex in an editor.
Parameters
vertexIndex Required. Specifies the index position of the vertex to move.
xChange Required. Specifies the amount to move the vertex horizontally.
yChange Required. Specifies the amount to move the vertex vertically.

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Example
This statement shifts the first vertex point in the vector shape Archie 25 pixels to the right and 10 pixels down from
its current position:
-- Lingo syntax
member("Archie").moveVertex(1, 25, 10)
// JavaScript syntax
member("Archie").moveVertex(1, 25, 10);

See also
addVertex(), deleteVertex(), moveVertexHandle(), originMode, vertexList

moveVertexHandle()
Usage
-- Lingo syntax
memberObjRef.moveVertexHandle(vertexIndex, handleIndex, xChange, yChange)
// JavaScript syntax
memberObjRef.moveVertexHandle(vertexIndex, handleIndex, xChange, yChange);

Description
Function; moves the vertex handle of a vector shape cast member to another location.
The horizontal and vertical coordinates for the move are relative to the current position of the vertex handle. The
location of the vertex handle is relative to the vertex point it controls.
Changing the location of a control handle affects the shape in the same way as dragging the vertex in the editor.
Parameters
vertexIndex Required. Specifies the index position of the vertex that contains the handle to move.
handleIndex Required. Specifies the index position of the handle to move.
xChange Required. Specifies the amount to move the vertex handle horizontally.
yChange Required. Specifies the amount to move the vertex handle vertically.

Example
This statement shifts the first control handle of the second vertex point in the vector shape Archie 15 pixels to the
right and 5 pixels up:
-- Lingo syntax
moveVertexHandle(member("Archie"), 2, 1, 15, -5)
// JavaScript syntax
member("Archie").moveVertexHandle(2, 1, 15, -5);

See also
addVertex(), deleteVertex(), originMode, vertexList

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multiply()
Usage
transform.multiply(transform2)

Description
3D command; applies the positional, rotational, and scaling effects of transform2 after the original transform.
Parameters
transform2 Required. Specifies the transform that contains the effects to apply to another transform.

Example
This statement applies the positional, rotational, and scaling effects of the model Mars’s transform to the transform
of the model Pluto. This has a similar effect as making Mars be Pluto’s parent for a frame.
-- Lingo
member("scene").model("Pluto").transform.multiply(member("scene").model("Mars").transform)
// Javascript
member("scene").getProp("model" ,i ).transform.multiply(member("scene").getProp("model" ,
j).transform) ;

neighbor
Usage
member(whichCastmember).model(whichModel).meshdeform.mesh[index].face[index].neighbor[inde
x]

Description
3D command; meshDeform command that returns a list of lists describing the neighbors of a particular face of a
mesh opposite the face corner specified by the neighbor index (1,2,3). If the list is empty, the face has no neighbors
in that direction. If the list contains more than one list, the mesh is non-manifold. Usually the list contains a single
list of four integer values: [meshIndex, faceIndex, vertexIndex, flipped].
The value meshIndex is the index of the mesh containing the neighbor face. The value faceIndex is the index of
the neighbor face in that mesh. The value vertexIndex is the index of the nonshared vertices of the neighbor face.
The value flipped describes whether the face orientation is the same as (1) or opposite (2) that of the original face.
Parameters
None.
See also
meshDeform (modifier)

netAbort
Usage
netAbort(URL)
netAbort(netID)

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Description
Command; cancels a network operation without waiting for a result.
Using a network ID is the most efficient way to stop a network operation. The ID is returned when you use a network
function such as getNetText() or postNetText().
In some cases, when a network ID is not available, you can use a URL to stop the transmission of data for that URL.
The URL must be identical to that used to begin the network operation. If the data transmission is complete, this
command has no effect.
Parameters
URL Required. Specifies the URL to cancel.
netID Optional. Specifies the ID of the network operation to cancel.

Example
This statement passes a network ID to netAbort to cancel a particular network operation:
-- Lingo syntax
on mouseUp
netAbort(myNetID)
end
// JavaScript syntax
function mouseUp() {
netAbort(myNetID);
}

See also
getNetText(), postNetText

netDone()
Usage
netDone()
netDone(netID)

Description
Function; indicates whether a background loading operation (such as getNetText, preloadNetThing,
gotoNetMovie, gotoNetPage, or netTextResult) is finished or was terminated by a browser error (TRUE, default)
or is still in progress (FALSE).

•

Use netDone() to test the last network operation.

•

Use netDone(netID) to test the network operation identified by netID.

The netDone function returns 0 when a background loading operation is in progress.
Parameters
netID Optional. Specifies the ID of the network operation to test.
Example
The following handler uses the netDone function to test whether the last network operation has finished. If the
operation is finished, text returned by netTextResult is displayed in the field cast member Display Text.

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-- Lingo syntax
on exitFrame
if netDone() = 1 then
member("Display Text").text = netTextResult()
end if
end
// JavaScript syntax
function exitFrame() {
if (netDone() == 1) {
member("Display Text").text = netTextResult();
}
}

This handler uses a specific network ID as an argument for netDone to check the status of a specific network
operation:
-- Lingo syntax
on exitFrame
-- stay on this frame until the net operation is
-- completed
global mynetID
if netDone(mynetID) = FALSE then
go to the frame
end if
end
// JavaScript syntax
function exitFrame() {
// stay on this frame until the net operation is completed
global mynetID;
if (!(netDone(mynetID))) {
_movie.go(_movie.frame);
}
}

See also
getNetText(), netTextResult(), gotoNetMovie, preloadNetThing()

netError()
Usage
netError()
netError(netID)

Description
Function; determines whether an error has occurred in a network operation and, if so, returns an error number
corresponding to an error message. If the operation was successful, this function returns a code indicating that
everything is okay. If no background loading operation has started, or if the operation is in progress, this function
returns an empty string.

•

Use netError() to test the last network operation.

•

Use netError(netID) to test the network operation specified by netID.

Several possible error codes may be returned:

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0

Everything is okay.

1

Occurs when the local path points to a directory which doesn't exist

4

Bad MOA class. The required network or nonnetwork Xtra extensions are improperly installed or not
installed at all.

5

Bad MOA Interface. See 4.

6

Bad URL or Bad MOA class. The required network or nonnetwork Xtra extensions are improperly installed
or not installed at all.

20

Internal error. Returned by netError() in the Netscape browser if the browser detected a network or
internal error.

900

File to be written to is read-only

903

Disk is full.

905

Bad filespec

2018

postNetText error usually happens when you use postNetText with the
parameters in the URL. M.Kloss recommends this syntax to avoid 2018:
pNetID = postNetText(myURL, myParamPropList)

4144

Failed network operation

4145

Failed network operation

4146

Connection could not be established with the remote host.

4149

Data supplied by the server was in an unexpected format.

4150

Unexpected early closing of connection.

4154

Operation could not be completed due to timeout.

4155

Not enough memory available to complete the transaction.

4156

Protocol reply to request indicates an error in the reply.

4157

Transaction failed to be authenticated.

4159

Invalid URL.

4164

Could not create a socket.

4165

Requested object could not be found (URL may be incorrect).

4166

Generic proxy failure.

4167

Transfer was intentionally interrupted by client.

4242

Download stopped by netAbort(url).

4836

Download stopped for an unknown reason, possibly a network error, or the download was abandoned.

4153

Failed network operation

4154

Operation could not be completed due to timeout

4155

Not enough memory available to complete the transaction

4157

Transaction failed to be authenticated

4159

Invalid URL

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4160

Failed network operation

4161

Failed network operation

4162

Failed network operation

4163

Failed network operation

4164

Could not create a socket

4165

Requested Object could not be found (URL may be incorrect)

4166

Generic proxy failure

4167

Transfer was intentionally interrupted by client

4168

Failed network operation

4240

The network xtras weren't initialized properly. (Lewis Francis)

4242

Download stopped by netAbort(url)

4836

Download stopped for an unknown reason. May have been a network error, or the download may have
been abandoned.

Parameters
netID Optional. Specifies the ID of the network operation to test.
Example
This statement passes a network ID to netError to check the error status of a particular network operation:
--Lingo syntax
on exitFrame
global mynetID
if netError(mynetID)<>"OK" then beep
end
// JavaScript syntax
function exitFrame() {
global mynetID;
if (netError(mynetID) != "OK") {
_sound.beep();
}
}

netLastModDate()
Usage
netLastModDate()

Description
Function; returns the date last modified from the HTTP header for the specified item. The string is in Universal
Time (GMT) format: Ddd, nn Mmm yyyy hh:mm:ss GMT (for example, Thu, 30 Jan 1997 12:00:00 AM GMT). There
are variations where days or months are spelled completely. The string is always in English.
The netLastModDate function can be called only after netDone and netError report that the operation is complete
and successful. After the next operation starts, the Director movie or projector discards the results of the previous
operation to conserve memory.

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The actual date string is pulled directly from the HTTP header in the form provided by the server. However, this
string is not always provided, and in that case netLastModDate returns EMPTY.
Parameters
None.
Example
These statements check the date of a file downloaded from the Internet:
-- Lingo syntax
if netDone() then
theDate = netLastModDate()
if theDate.char[6..11] <> "Jan 30" then
alert "The file is outdated."
end if
end if
// JavaScript syntax
if (netDone()) {
theDate = netLastModDate();
if (theDate.char[6..11] != "Jan 30") {
alert("The file is outdated");
}
}

See also
netDone(), netError()

netMIME()
Usage
netMIME()

Description
Function; provides the MIME type of the Internet file that the last network operation returned (the most recently
downloaded HTTP or FTP item).
The netMIME function can be called only after netDone and netError report that the operation is complete and
successful. After the next operation starts, the Director movie or projector discards the results of the previous
operation to conserve memory.
Parameters
None.
Example
This handler checks the MIME type of an item downloaded from the Internet and responds accordingly:
-- Lingo syntax
on checkNetOperation theURL
if netDone (theURL) then
set myMimeType = netMIME()
case myMimeType of
"image/jpeg": go frame "jpeg info"
"image/gif": go frame "gif info"

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"application/x-director": goToNetMovie theURL
"text/html": gotoNetPage theURL
otherwise: alert "Please choose a different item."
end case
else
go the frame
end if
end
// JavaScript syntax
function checkNetOperation(theURL) {
if (netDone(theURL)) {
myMimeType = netMIME();
switch (myMimeType) {
case "image/jpeg":
_movie.go("jpeg info");
break;
case "image/gif":
_movie.go("gif info");
break;
case "application/x-director":
goToNetMovie(theURL);
break;
case "text/html":
gotoNetPage(theURL);
break;
default:
alert("Please choose a different item.");
}
} else {
_movie.go(_movie.frame);
}
}

See also
netDone(), netError(), getNetText(), postNetText, preloadNetThing()

netStatus
Usage
netStatus msgString

Description
Command; displays the specified string in the status area of the browser window.
The netStatus command doesn’t work in projectors.
Parameters
msgString Required. Specifies the string to display.

Example
This statement would place the string "This is a test" in the status area of the browser the movie is running in:
-- Lingo syntax
on exitFrame
netStatus "This is a test"

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end
// JavaScript syntax
function exitFrame() {
_movie.netStatus("This is a test");
}

netTextResult()
Usage
netTextResult(netID)
netTextResult()

Description
Function; returns the text obtained by the specified network operation. If no net ID is specified, netTextResult
returns the result of the last network operation.
If the specified network operation was getNetText(), the text is the text of the file on the network.
If the specified network operation was postNetText, the result is the server’s response.
After the next operation starts, Director discards the results of the previous operation to conserve memory.
Director retains results for the last six network operations in all playback environments. After netTextResult() is used
to retrieve the data, the results are discarded for that network request.
Parameters
netID Optional. Specifies the ID of the network operation that contains the text to return.
Example
This handler uses the "netDone and netError" functions to test whether the last network operation finished
successfully. If the operation is finished, text returned by netTextResult is displayed in the field cast member
Display Text.
-- Lingo syntax
global gNetID
on exitFrame
if (netDone(gNetID) = TRUE) and (netError(gNetID) = "OK") then
member("Display Text").text = netTextResult()
end if
end
// JavaScript syntax
global gNetID;
function exitFrame() {
if (netDone(gNetID) && (netError(gNetID) == "OK")) {
member("Display Text").text = netTextResult();
}
}

See also
netDone(), netError(), postNetText

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new()
Usage
new(type)
new(type, castLib whichCast)
new(type, member whichCastMember of castLib whichCast)
variableName = new(parentScript arg1, arg2, ...)
new(script parentScriptName, value1, value2, ...)
timeout("name").new(timoutPeriod, #timeoutHandler, {, targetObject})
new(xtra "xtraName")

Description
Function; creates a new cast member, child object, timeout object, or Xtra instance and allows you to assign of
individual property values to child objects.
For cast members, the type parameter sets the cast member’s type. Possible predefined values correspond to the
existing cast member types: #bitmap, #field, and so on. The new function can also create Xtra cast member types,
which can be identified by any name that the author chooses.
It’s also possible to create a new color cursor cast member using the Custom Cursor Xtra. Use new(#cursor) and
set the properties of the resulting cast member to make them available for use.
The optional whichCastMember and whichCast parameters specify the cast member slot and Cast window where
the new cast member is stored. When no cast member slot is specified, the first empty slot is used. The new function
returns the cast member slot.
When the argument for the new function is a parent script, the new function creates a child object. The parent script
should include an on new handler that sets the child object’s initial state or property values and returns the me
reference to the child object.
The child object has all the handlers of the parent script. The child object also has the same property variable names
that are declared in the parent script, but each child object has its own values for these properties.
Because a child object is a value, it can be assigned to variables, placed in lists, and passed as a parameter.
As with other variables, you can use the put command to display information about a child object in the Message
window.
When new() is used to create a timeout object, the timeoutPeriod sets the number of milliseconds between timeout
events sent by the timeout object. The #timeoutHandler is a symbol that identifies the handler that will be called
when each timeout event occurs. The targetObject identifies the name of the child object that contains the
#timeoutHandler. If no targetObject is given, the #timeoutHandler is assumed to be in a movie script. The
timeout creation syntax might vary depending on the scriptExecutionStyle setting.
-- Lingo syntax when scriptExecutionStyle is set to 9
x = timeout(name).new(period,handler,targetData)
-- Lingo syntax when scriptExecutionStyle is set to 10
x = timeout().new(name, period, handler, targetData)
y = new timeout(name, period, handler, targetData)
// JavaScript syntax
x = new timeout(name, period, function, targetData)

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When a timeout object is created, it enables its targetObject to receive the system events prepareMovie,
startMovie, stopMovie, prepareFrame, and exitFrame. To take advantage of this, the targetObject must
contain handlers for these events. The events do not need to be passed in order for the rest of the movie to have access
to them.
Note: A Lingo-created timeout object can call a JavaScript syntax function, and vice versa.
To see an example of new() used in a completed movie, see the Parent Scripts, and Read and Write Text movies in
the Learning/Lingo folder inside the Director application folder.
Example
To create a new bitmap cast member in the first available slot, you use this syntax:
set newMember = new(#bitmap)

After the line has been executed, newMember will contain the member reference to the cast member just created:
put newMember
-- (member 1 of castLib 1)

If you are using JavaScript syntax to create a new cast members, use the movie object's newMember() method. This
statement creates a new bitmap cast member:
var tMem = _movie.newMember(symbol("bitmap"))

The following startMovie script creates a new Flash cast member using the new command, sets the newly created
cast member’s linked property so that the cast member’s assets are stored in an external file, and then sets the cast
member’s pathName property to the location of a Flash movie on the World Wide Web:
on startMovie
flashCastMember = new(#flash)
member(flashCastMember).pathName = "http://www.someURL.com/myFlash.swf"
end

When the movie starts, this handler creates a new animated color cursor cast member and stores its cast member
number in a variable called customCursor. This variable is used to set the castMemberList property of the newly
created cursor and to switch to the new cursor.
on startmovie
customCursor = new(#cursor)
member(customCursor).castMemberList = [member 1, member 2, member 3]
cursor (member(customCursor))
end

These statements from a parent script include the on new handler to create a child object. The parent script is a script
cast member named Bird, which contains these handlers.
on new me, nameForBird
return me
end
on fly me
put "I am flying"
end

The first statement in the following example creates a child object from the above script in the preceding example,
and places it in a variable named myBird. The second statement makes the bird fly by calling the fly handler in the
Bird parent script:
myBird = script("Bird").new()
myBird.fly()

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This statement uses a new Bird parent script, which contains the property variable speed:
property speed
on new me, initSpeed
speed = initSpeed
return me
end
on fly me
put "I am flying at " & speed & "mph"
end

The following statements create two child objects called myBird1 and myBird2. They are given different starting
speeds: 15 and 25, respectively. When the fly handler is called for each child object, the speed of the object is
displayed in the Message window.
myBird1 = script("Bird").new(15)
myBird2 = script("Bird").new(25)
myBird1.fly()
myBird2.fly()

This message appears in the Message window:
-- "I am flying at 15 mph"
-- "I am flying at 25 mph"

This statement creates a new timeout object called intervalTimer that will send a timeout event to the on
minuteBeep handler in the child object playerOne every 60 seconds:
timeout("intervalTimer").new(60000, #minuteBeep, playerOne)

This statement creates a sample JavaScript function:
function sampleTimeout () { trace("hello"); }

Elsewhere in your movie you can use this statement to create a timeout object that calls the JavaScript function:
-- Lingo syntax
gTO = timeout().new("test",50,"sampleTimeout",0)
// JavaScript syntax
_global.gTO = new timeout("test",50,"sampleTimeout",0)

See also
on stepFrame, actorList, ancestor, end, type (Member), timeout()

newCamera
Usage
member(whichCastmember).newCamera(newCameraName)

Description
3D command; creates a new camera within a cast member.
Parameters
newCameraName Required. Specifies the name of the new camera. The name of the new camera must be unique

within the cast member.

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Example
This statement creates a new camera called in-car camera:
--Lingo
member("3D World").newCamera("in-car camera")
// Javascript
member("3D World").newCamera("in-car camera") ;

newColorRatio
Usage
 newColorRatio(color, ratio, alpha)

Description
Global function; Creates a new ColorRatio object which is used to mention the coloring proportions to be applied
at different ratio levels when using a gradient glow or gradient bevel filter.
Parameters
Parameter

Description

color

Required. Color object consisting of red, green and blue components of the color.

ratio

Required. Value between 0-255 determining the start point for the color distribution w.r.t the
current ColorRatio object in the ColorList of gradient filters.

alpha

Optional. Transparancy level(0-255) of the color.

Example
The following code snippet creates a GradientGlowFilter and assigns various color ratios to the filter.
--Lingo
on mouseUp me
fil = filter(#GradientGlowFilter, [#distance:0, #blurX:10, #blurY:10, #strength:1.3,
#inner:0])
fil.colorList.append(newColorRatio(color(255,255,255),1,0))
fil.colorList.append(newColorRatio(color(255,0,0),63,255))
fil.colorList.append(newColorRatio(color(255,255,0),126,25))
fil.colorList.append(newColorRatio(color(0,204,255),255,255))
sprite(me.spriteNum).filterList.append(fil)
end
//Java Script
function mouseUp(me)
{
fil = filter(symbol("GradientGlowFilter"), propList(symbol("distance"),0,
symbol("blurX"), 10, symbol("blurY"), 10, symbol("strength"), 1.3, symbol("inner"), 0));
fil.colorList.append(newColorRatio(color(255,255,255),1,0));
fil.colorList.append(newColorRatio(color(255,0,0),63,255));
fil.colorList.append(newColorRatio(color(255,255,0),126,255));
fil.colorList.append(newColorRatio(color(0,204,255),255,255));
sprite(me.spriteNum).filterList.append(fil);
}

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newCurve()
Usage
-- Lingo syntax
memberObjRef.newCurve(positionInVertexList)
// JavaScript syntax
memberObjRef.newCurve(positionInVertexList);

Description
Function; adds a #newCurve symbol to the vertexList of vectorCastMember, which adds a new shape to the
vector shape. You can break apart an existing shape by calling newCurve() with a position in the middle of a series
of vertices.
Parameters
positionInVertexList Required. Specifies the position in the vertexList at which the #newCurve symbol is

added.
Example
These statements add a new curve to cast member 2 at the third position in the cast member’s vertexList. The second
line of the example replaces the contents of curve 2 with the contents of curve 3.
-- Lingo syntax
member(2).newCurve(3)
member(2).curve[2] = member(2).curve[3]
// JavaScript syntax
member(2).newCurve(3);
member(2).curve[2] = member(2).curve[3]

See also
curve, vertexList

newGroup
Usage
member(whichCastmember).newGroup(newGroupName)

Description
3D command; creates a new group and adds it to the group palette.
Parameters
newGroupName Required. Specifies the name of the new group. The name of the new group must be unique within

the group palette.
Example
This statement creates a group called gbGroup2 within the cast member Scene, and a reference to it is stored in the
variable ng:
-- Lingo
ng = member("Scene").newGroup("gbGroup2")
// Javascript

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var ng = member("Scene").newGroup("gbGroup2") ;

newLight
Usage
member(whichCastmember).newLight(newLightName, #typeIndicator)

Description
3D command; creates a new light with a specified type, and adds it to the light palette.
Parameters
newLightName Required. Specifies the name of the new light. The name of the new light must be unique within the

light palette.
typeIndicator Required. A symbol that specifies the type of the new light. Valid values include the following:

•

#ambient is a generalized light in the 3D world.

•

#directional is a light from a specific direction.

•

#point is a light source like a light bulb.

•

#spot is a spotlight effect.

Example
The following statement creates a new light in the cast member named 3D World. It is an ambient light called
"ambient room light".
-- Lingo
member("3D World").newLight("ambient room light", #ambient)
// Javascript
member("3D World").newLight("ambient room light", symbol("ambient"));

newMatrix()
Usage
 newMatrix(numRows, numColumns, {elementList})

Description
Global Function; creates a new matrix object with the specified number of rows and columns. Indices for rows and
columns start from 1.
Note: To see the values of a matrix created using newmatrix in the debug mode, query the values using the getval(i,j)
method.
Parameters
numRows Required. Specifies the number of rows in the matrix.
numColumns Required. Specifies the number of columns in the matrix.
elementList Required. A linear list of floating point numbers.

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Example
The following statement creates a matrix with 2 rows and 3 columns with first row as [1,2,3] and second row as
[4,5,6].
-- Lingo
mat = newMatrix(2, 3, [1,2,3,4,5,6])
// Javascript
mat = newMatrix(2, 3, list(1,2,3,4,5,6));

See also
getVal(), setVal(), numRows(), numColumns(), matrixAddition(), matrixMultiply(),
matrixMultiplyScalar(), matrixTranspose()

newMember()
Usage
-- Lingo syntax
_movie.newMember(symbol)
_movie.newMember(stringMemberType)
// JavaScript syntax
_movie.newMember(stringMemberType);

Description
Movie method; creates a new cast member and allows you to assign individual property values to child objects.
For new cast members, the symbol or stringMemberType parameter sets the cast member’s type. Possible
predefined values correspond to the existing cast member types: #bitmap, #field, and so on. The newMember()
method can also create Xtra cast member types, which can be identified by any name that the author chooses.
It’s also possible to create a new color cursor cast member using the Custom Cursor Xtra. Use newMember(#cursor)
and set the properties of the resulting cast member to make them available for use.
After newMember() is called, the new cast member is placed in the first empty cast library slot.
To see an example of newMember() used in a completed movie, see the Parent Scripts, and Read and Write Text
movies in the Learning/Lingo folder inside the Director application folder.
Parameters
symbol (Lingo only) Required. A symbol that specifies the type of the new cast member.
stringMemberType Required. A string that specifies the type of the new cast member.

Example
The following statements create a new bitmap cast member and assign it to the variable newBitmap.
-- Lingo syntax
newBitmap = _movie.newMember(#bitmap) -- using a symbol
newBitmap = _movie.newMember("bitmap") -- using a string
// JavaScript syntax
var newBitmap = _movie.newMember(symbol("bitmap")) ; //using a symbol
var newBitmap = _movie.newMember("bitmap") ; // using a string

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See also
Movie, type (Member)

newMesh
Usage
member(whichCastmember).newMesh(name,numFaces, numVertices,
numNormals,numColors,numTextureCoordinates)

Description
3D command; creates a new mesh model resource. After creating a mesh, you must set values for at least the
vertexList and face[index].vertices properties of the new mesh, followed by a call to its build() command,
in order to actually generate the geometry.
Parameters
meshName Required. Specifies the name of the new mesh model resource.
numFaces Required. Specifies the desired total number of triangles you want in the mesh.
numVertices Required. Specifies the total number of vertices used by all the (triangular) faces. A vertex may be

shared by more than one face.
numNormals Optional. Specifies the total number of normals. A normal may be shared by more than one face. The
normal for a corner of a triangle defines which direction is outward, affecting how that corner is illuminated by
lights. Enter 0 or omit this parameter if you are going to use the mesh’s generateNormals() command to generate
normals.
numColors Optional. Specifies the total number of colors used by all the faces. A color may be shared by more than
one face. You can specify a color for each corner of each face. Specify colors for smooth color gradation effects. Enter
0 or omit this parameter to get default white color per face corner.
numTextureCoordinates Optional. Specifies the number of user-specified texture coordinates used by all the faces.

Enter 0 or omit this parameter to get the default texture coordinates generated via a planar mapping. (See the explanation of #planar in the shader.textureWrapMode entry for more details). Specify texture coordinates when you
need precise control over how textures are mapped onto the faces of the mesh.
Example
This example creates a model resource of the type #mesh, specifies its properties, and then creates a new model from
the model resource. The process is outlined in the following line-by-line explanation of the example code:
Line 1 creates a mesh containing 6 faces, composed of 5 unique vertices and 3 unique colors. The number of normals
and the number of textureCoordinates are not set. The normals will be created by the generateNormals
command.
Line 2 defines the five unique vertices used by the faces of the mesh.
Line 3 defines the three unique colors used by the faces of the mesh.
Lines 4 through 9 assign which vertices to use as the corners of each face in the Pyramid. Note the clockwise
ordering of the vertices. GenerateNormals() relies on a clockwise ordering.
Lines 10 through 15 assign colors to the corners of each face. The colors will spread across the faces in gradients.

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Line 16 creates the normals of Triangle by calling the generateNormals() command.
Line 17 calls the build command to construct the mesh.
nm = member("Shapes").newMesh("pyramid",6 , 5, 0, 3)
nm.vertexList = [ vector(0,0,0), vector(40,0,0), vector(40,0,40), vector(0,0,40),
vector(20,50,20) ]
nm.colorList = [ rgb(255,0,0), rgb(0,255,0), rgb(0,0,255) ]
nm.face[1].vertices = [ 4,1,2 ]
nm.face[2].vertices = [ 4,2,3 ]
nm.face[3].vertices = [ 5,2,1 ]
nm.face[4].vertices = [ 5,3,2 ]
nm.face[5].vertices = [ 5,4,3 ]
nm.face[6].vertices = [ 5,1,4 ]
nm.face[1].colors = [3,2,3]
nm.face[2].colors = [3,3,2]
nm.face[3].colors = [1,3,2]
nm.face[4].colors = [1,2,3]
nm.face[5].colors = [1,3,2]
nm.face[6].colors = [1,2,3]
nm.generateNormals(#flat)
nm.build()
nm = member("Shapes").newModel("Pyramid1", nm)

See also
newModelResource

newModel
Usage
member( whichCastmember ).newModel( newModelName {, whichModelResource } )

Description
3D command; creates a new model in the referenced cast member. All new models have their resource property
set to VOID by default.
Parameters
newModelName Required. Specifies the name of the new model. The name of the new model must be unique.
whichModelResource Optional. Specifies a model resource to create the model from.

Example
This statement creates a model called New House within the cast member 3D World.
-- Lingo
member("3D World").newModel("New House")
// Javascript
member("3D World").newModel("New House") ;

Alternatively, the model resource for the new model can be set with the optional whichModelResource parameter.
member("3D World").newModel("New House", member("3D World").modelResource("bigBox"))

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newModelResource
Usage
member(whichCastmember).newModelResource(newModelResourceName { ,#type, #facing })

Description
3D command; creates a new model resource, optionally of a give type and facing, and adds it to the model resource
palette.
If you do not choose to specify the facing parameter and specify #box, #sphere, #particle or #cylinder for the
type parameter, only the front faces are generated. If you specify #plane, both the front and back faces are
generated. Model resources of the type #plane have two meshes generated (one for each side), and consequently has
two shaders in the shaderList.
A facing of #both creates the double amount of meshes and consequently produces double the number of shader
entries in the shaderList. There will be 2 for planes and spheres (for the inside and outside of the model respectively), 12 for cubes (6 on the outside, 6 on the inside), and 6 for cylinders (top, hull and bottom outside, and another
set for the inside).
Parameters
newModelResourceName Required. Specifies the name of the new model resource.
type Optional. Specifies the primitive type of the new model resource. Valid values are as follows:

•

#plane

•

#box

•

#sphere

•

#cylinder

•

#particle

facing Optional. Specifies the face of the new model resource. Valid values are as follows:

•

#front

•

#back

•

#both

Example
The following handler creates a box. The first line of the handler creates a new model resource called box10. Its type
is #box, and it is set to show only its back. The next three lines set the dimensions of box10 and the last line creates
a new model which uses box10 as its model resource.
on makeBox
nmr = member("3D").newModelResource("box10", #box, #back)
nmr.height = 50
nmr.width = 50
nmr.length = 50
aa = member("3D").newModel("gb5", nmr)
end

This statement creates a box-shaped model resource called hatbox4.
member("Shelf").newModelResource("hatbox4", #box)

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See also
primitives

newMotion()
Usage
member(whichCastmember).newMotion(name)

Description
3D command; creates a new motion within a referenced cast member, and returns a reference to the new motion. A
new motion can be used to combine several previously existing motions from the member’s motion list via the map()
command.
Parameters
name Required. Specifies the name of the new motion. The name of the new motion must be unique within the refer-

enced cast member.
Example
This Lingo creates a new motion in member 1 called runWithWave that is used to combine the run and wave motions
from the member’s motion list:
runWithWave = member(1).newMotion("runWithWave")
runWithWave.map("run", "pelvisBone")
runWithWave.map("wave", "shoulderBone")

newObject()
Usage
-- Lingo syntax
spriteObjRef.newObject(objectType {, arg1, arg2 ....})
// JavaScript syntax
spriteObjRef.newObject(objectType {, arg1, arg2 ....});

Description
Flash sprite command; creates an ActionScript object of the specified type.
The following syntax creates an object within a Flash sprite:
flashSpriteReference.newObject("objectType" {, arg1, arg2 ....})

The following syntax creates a global object:
newObject("objectType" {, arg1, arg2 ....})

Note: If you have not imported any Flash cast members, you must manually add the Flash Asset Xtra to your movie’s
Xtra list in order for global Flash commands to work correctly in the Shockwave Player and projectors. You add Xtra
extensions to the Xtra list by choosing Modify > Movie > Xtras. For more information about managing Xtra extensions
for distributed movies, see the Using Director topics in the Director Help Panel.

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Parameters
objectType Required. Specifies the type of new object to create.
arg1, arg2, ... Optional. Specifies any initialization arguments required by the object. Each argument must be

separated by a comma.
Example
This Lingo sets the variable tLocalConObject to a reference to a new LocalConnection object in the Flash movie
in sprite 3:
-- Lingo syntax
tLocalConObject = sprite(3).newObject("LocalConnection")
// JavaScript syntax
var tLocalConObject = sprite(3).newObject("LocalConnection");

The following Lingo sets the variable tArrayObject to a reference to a new array object in the Flash movie in sprite
3. The array contains the 3 integer values 23, 34, and 19.
-- Lingo syntax
tArrayObject = sprite(3).newObject("Array",23,34,19)
// JavaScript syntax
var tArrayObject = sprite(3).newObject("Array",23,34,19);

See also
setCallback(), clearAsObjects()

newShader
Usage
member(whichCastmember).newShader(newShaderName, #shaderType)

Description
3D command; creates a new shader of a specified shader type within a referenced cast member’s shader list and
returns a reference to the new shader.
Each type of shader has a specific group of properties that can be used with that type of shader, in addition all shader
types have access to the #standard shader properties. However, although you can assign any #standard shader
property to a shader of another type, the property may not have a visual effect. This happens in cases where the
#standard property, if applied, would override the nature of the shader type. An example of this is the
diffuseLightMap standard shader property, which is ignored by #engraver, #newsprint, and #painter type
shaders.
Parameters
newShaderName Required. Specifies the name of the new shader. The name of the new shader must be unique in the

shader list.
shaderType Required. A symbol that determines the style in which the shader is applied. Valid values include the

following:

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•

#standard shaders are photorealistic, and have the following properties: ambient, blend, blendConstant,

blendConstantList, blendFunction, blendFunctionList, blendSource, blendSourceList, diffuse,
diffuseLightMap, emissive, flat, glossMap, ilk, name, region, renderStyle, silhouettes, specular,
specularLightMap, texture, textureMode, textureModeList, textureRepeat, textureRepeatList,
textureTransform, textureTransformList, transparent, useDiffuseWithTexture, wrapTransform, and
wrapTransformList.

• #painter shaders are smoothed out, have the appearance of a painting, and have the following properties in
addition to all of the #standard properties: colorSteps, hilightPercentage, hilightStrength, name,
shadowPercentage, shadowStrength, and style.
• #engraver shaders are lined, have the appearance of an engraving, and have the following properties in addition
to all of the #standard properties: brightness, density, name, and rotation.
• #newsprint shaders are in a simulated dot style, have the appearance of a newspaper reproduction, and have
the following properties in addition to all of the #standard properties: brightness, density, and name.
Example
This statement creates a #painter shader called newPainter:
-- Lingo
newPainter = member("3D World").newShader("newPainter",#painter)
// Javascript
var newPainter = member("3D World").newShader("newPainter",symbol("painter")) ;

See also
shadowPercentage

newTexture
Usage
member(whichCastmember).newTexture(newTextureName {,#typeIndicator,
sourceObjectReference})

Description
3D command; creates a new texture within the referenced member’s texture palette and returns a reference to the
new texture. The only way cast member textures will work is if you specify the cast member in the newTexture
constructor.
Parameters
newTextureName Required. Specifies the name of the new texture. The name of the new texture must be unique in

the referenced cast member’s texture palette.
typeIndicator Optional. Specifies the type of the new texture. If omitted, the new texture is created with no
specific type. Valid values include the following:

•

#fromCastMember (a cast member)

•

#fromImageObject (a Lingo image object)

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sourceObjectReference Optional. Specifies a reference to the source cast member or Lingo image object. If
omitted, the new texture is created from no specific source. sourceObjectReference must refer to a cast member
if typeIndicator is #fromCastMember, and it must refer to a Lingo image object if typeIndicator is
#fromImageObject.

Example
The first line of this statement creates a new texture called Grass 02 from cast member 5 of castlib 1. The second line
creates a blank new texture called Blank.
-- Lingo
member("3D World").newTexture("Grass 02",#fromCastMember,member(5,1))
member("3D World").newTexture("Blank")
// Javascript
member("3D World").newTexture("Grass 02",symbol("fromCastMember"),member(5,1)) ;
member("3D World").newTexture("Blank") ;

normalize
Usage
normalize(vector)
vector.normalize()

Description
3D command; normalizes a vector by dividing the x, y, and z components by the vector’s magnitude. Vectors that
have been normalized always have a magnitude of 1.
Parameters
None.
Example
This statement shows the value of the vector MyVec before and after being normalized:
-- Lingo
MyVec = vector(-209.9019, 1737.5126, 0.0000)
MyVec.normalize()
put MyVec
-- vector(-0.1199, 0.9928, 0.0000)
put MyVec.magnitude
-- 1.0000
// Javascript
MyVec = vector(-209.9019, 1737.5126, 0.0000);
MyVec.normalize();
trace(MyVec);
// vector(-0.1199, 0.9928, 0.0000)
trace(MyVec.magnitude);
// 1.0000

This statement shows the value of the vector ThisVector before and after being normalized.
-- Lingo
ThisVector = vector(-50.0000, 0.0000, 0.0000)
normalize(ThisVector)
put ThisVector

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-- vector(-1.0000, 0.0000, 0.0000)
// Javascript
ThisVector = vector(-50.0000, 0.0000, 0.0000);
normalize(ThisVector);
trace(ThisVector);
// vector(-1.0000, 0.0000, 0.0000)

See also
getNormalized, randomVector(), magnitude

nothing
Usage
nothing

Description
Command; does nothing. This command is useful for making the logic of an if...then statement more obvious.
A nested if...then...else statement that contains no explicit command for the else clause may require else
nothing, so that Lingo does not interpret the else clause as part of the preceding if clause.
Parameters
None.
Example
The nested if...then...else statement in this handler uses the nothing command to satisfy the statement’s else
clause:
-- Lingo syntax
on mouseDown
if the clickOn = 1 then
if sprite(1).moveableSprite = TRUE then member("Notice").text = "Drag the ball"
else nothing
else member("Notice").text = "Click again"
end if
end
// JavaScript syntax
function mouseDown() {
if (_mouse.clickOn == 1) {
if (sprite(1).moveableSprite) {
member("Notice").text = "Drag the ball";
} else {
// do nothing
}
} else {
member("Notice").text = "Click again";
}
}

This handler instructs the movie to do nothing so long as the mouse button is being pressed:
-- Lingo syntax
on mouseDown
repeat while the stillDown
nothing

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end repeat
end mouseDown
// JavaScript syntax
function mouseDown() {
do {
// do nothing
} while _mouse.stillDown;
}

See also
if

nudge()
Usage
-- Lingo syntax
spriteObjRef.nudge(#direction)
// JavaScript syntax
spriteObjRef.nudge(#direction);

Description
QuickTime VR command; nudges the view perspective of the specified QuickTime VR sprite in a specified
direction.
Nudging to the right causes the image of the sprite to move to the left. The nudge command has no return value.
Parameters
direction Required. Specifies the direction to nudge the view perspective. Valid values include the following:

•

#down

•

#downLeft

•

#downRight

•

#left

•

#right

•

#up

•

#upLeft

•

#upRight

Example
This handler causes the perspective of the QTVR sprite to move to the left as long as the mouse button is held down
on the sprite:
-- Lingo syntax
on mouseDown me
repeat while the stillDown
sprite(1).nudge(#left)
end repeat
end

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// JavaScript syntax
function mouseDown() {
do {
sprite(1).nudge(symbol("left"));
} while _mouse.stillDown;
}

numColumns()
Usage
.numColumns

Description
Matrix property; gets the number of columns of the matrix. You can only get the numColumns; It can't be changed.
Example
The following code snippet creates a matrix and prints its numRows and numColumns.
--Lingo
mat1 = newMatrix(2, 3, [1,2,3,4,5,6])
put(mat1.numRows)
put(mat1.numColumns)
-- 2
-- 3
//Java Script
mat1 = newMatrix(2, 3, list(1,2,3,4,5,6));
put(mat1.numRows);
put(mat1.numColumns);
// 2
// 3

See also
getVal(), setVal(), numRows(), matrixAddition(), matrixMultiply(), matrixMultiplyScalar(),
matrixTranspose(), newMatrix()

numRows()
Usage
.numRows

Description
Matrix property; gets the number of rows of the matrix. You can only get the numRows; It can't be changed.
Example
The following code snippet creates a matrix and prints its numRows and numColumns.
-- Lingo
mat1 = newMatrix(2, 3, [1,2,3,4,5,6])
put(mat1.numRows)

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put(mat1.numColumns)
-- 2
-- 3
// Javascript
mat1 = newMatrix(2, 3, list(1,2,3,4,5,6));
put(mat1.numRows);
put(mat1.numColumns);
// 2
// 3

See also
getVal(), setVal(), numColumns(), matrixAddition(), matrixMultiply(),
matrixMultiplyScalar(), matrixTranspose(), newMatrix()

numToChar()
Usage
numToChar(integerExpression)

Description
Function; displays a string containing the single character whose ASCII number is the value of a specified
expression. This function is useful for interpreting data from outside sources that are presented as numbers rather
than as characters.
ASCII values up to 127 are standard on all computers. Values of 128 or greater refer to different characters on
different computers.
Parameters
integerExpression Required. Specifies the ASCII number whose corresponding character is returned.

Example
This handler removes any nonalphabetic characters from any arbitrary string and returns only capital letters:
-- Lingo syntax
on ForceUppercase input
output = EMPTY
num = length(input)
repeat with i = 1 to num
theASCII = charToNum(input.char[i])
if theASCII = min(max(96, theASCII), 123) then
theASCII = theASCII - 32
if theASCII = min(max(63, theASCII), 91) then
put numToChar(theASCII) after output
end if
end if
end repeat
return output
end
// JavaScript syntax
function ForceUpperCase(input) {
output = "";
num = input.length;

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for (i=1;i<=num;i++) {
theASCII = charToNum (input.getProp(“char”,i);
if (theASCII == list(list(96, theASCII).max(), 123).min()) {
theASCII = theASCII - 32;
if (theASCII == list(list(63, theASCII).max(), 91).min()) {
output = output + numToChar (theASCII);
}
}
}
return output;
}

See also
charToNum()

objectP()
Usage
objectP(expression)

Description
Function; indicates whether a specified expression is an object produced by a parent script, Xtra, or window (TRUE)
or not (FALSE).
The P in objectP stands for predicate.
It is good practice to use objectP to determine which items are already in use when you create objects by parent
scripts or Xtra instances.
To see an example of objectP() used in a completed movie, see the Read and Write Text movie in the
Learning/Lingo folder inside the Director application folder.
Parameters
expression Required. Specifies the expression to test.

Example
This Lingo checks whether the global variable gDataBase has an object assigned to it and, if not, assigns one. This
check is commonly used when you perform initializations at the beginning of a movie or section that you don’t want
to repeat.
-- Lingo syntax
if objectP(gDataBase) then
nothing
else
gDataBase = script("Database Controller").new()
end if
// JavaScript syntax
if (objectP(gDataBase)) {
// do nothing
} else {
gDataBase = script("Database Controller").new();
}

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See also
floatP(), ilk(), integerP(), stringP(), symbolP()

offset() (string function)
Usage
offset(stringExpression1, stringExpression2)

Description
Function; returns an integer indicating the position of the first character of a string in another string. This function
returns 0 if the first string is not found in the second string. Lingo counts spaces as characters in both strings.
On the Mac, the string comparison is not sensitive to case or diacritical marks. For example, Lingo considers a and
Å to be the same character on the Mac.
Parameters
stringExpression1 Required. Specifies the sub-string to search for in stringExpression2.
stringExpression2 Required. Specifies the string that contains the sub-string stringExpression1.

Example
This statement displays in the Message window the beginning position of the string "media" within the string
"kleptomedia":
put offset("media","kleptomedia")

The result is 7.
This statement displays in the Message window the beginning position of the string "Micro" within the string
"Adobe":
put offset("Micro", "Adobe")

The result is 0, because "Adobe" doesn’t contain the string "Micro".
This handler finds all instances of the string represented by stringToFind within the string represented by input
and replaces them with the string represented by stringToInsert:
-- Lingo syntax
on SearchAndReplace input, stringToFind, stringToInsert
output = ""
findLen = stringToFind.length - 1
repeat while input contains stringToFind
currOffset = offset(stringToFind, input)
output = output & input.char [1..currOffset]
delete the last char of output
output = output & stringToInsert
delete input.char [1.. (currOffset + findLen)]
end repeat
set output = output & input
return output
end
// JavaScript syntax
function SearchAndReplace(input, stringToFind, stringToInsert) {
output = "";

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findLen = stringToFind.length - 1;
do {
currOffset = offset(stringToFind, input);
output = output + input.char[0..currOffset];
output = output.substr(0,output.length-2);
output = output + stringToInsert;
input = input.substr(currOffset+findLen,input.length);
} while (input.indexOf(stringToFind) >= 0);
output = output + input;
return output;
}

See also
chars(), length(), contains, starts

offset() (rectangle function)
Usage
rectangle.offset(horizontalChange, verticalChange)
offset (rectangle, horizontalChange, verticalChange)

Description
Function; yields a rectangle that is offset from the rectangle specified by rectangle.
Parameters
horizontalChange Required. Specifies the horizontal offset, in pixels. When horizontalChange is greater than 0,

the offset is toward the right of the Stage; when horizontalChange is less than 0, the offset is toward the left of
the Stage.
verticalChange Required. Specifies the vertical offset, in pixels. When verticalChange is greater than 0, the
offset is toward the top of the Stage; when verticalChange is less than 0, the offset is toward the bottom of the Stage.

Example
This handler moves sprite 1 five pixels to the right and five pixels down:
-- Lingo syntax
on diagonalMove
newRect=sprite(1).rect.offset(5, 5)
sprite(1).rect=newRect
end
// JavaScript syntax
function diagonalMove() {
newRect = sprite(1).rect.offset(5,5);
sprite(1).rect = newRect;
}

open() (Player)
Usage
-- Lingo syntax
_player.open({stringDocPath,} stringAppPath)

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// JavaScript syntax
_player.open({stringDocPath,} stringAppPath);

Description
Player method; opens a specified application, and optionally opens a specified file when the applicatin opens.
When either stringDocPath or stringAppPath are in a different folder than the current movie, you must specify
the full pathname to the file or files.
The computer must have enough memory to run both Director and other applications at the same time.
This is a very simple method for opening an application or a document within an application. For more control, look
at options available in third-party Xtra extensions.
Parameters
stringDocPath Optional. A string that specifies the document to open when the application specified by
stringAppPath opens.
stringAppPath Required. A string that specifies the path to the application to open.

Example
This statement opens the TextEdit application, which is in the folder Applications on the drive HD (Mac), and the
document named Storyboards:
-- Lingo syntax
_player.open("Storyboards", "HD:Applications:TextEdit")
// JavaScript syntax
_player.open("Storyboards", "HD:Applications:TextEdit");

See also
Player

open() (Window)
Usage
-- Lingo syntax
windowObjRef.open()
// JavaScript syntax
windowObjRef.open();

Description
Window method; opens a window and positions it in front of all other windows.
If no movie is assigned to the window on which open() is called, the Open File dialog box appears.
If the reference to the window object windowObjRef is replaced with a movie’s filename, the window uses the
filename as the window name. However, a movie must then be assigned to the window by using the window’s
fileName property.
If the reference to the window object windowObjRef is replaced with a window name, the window takes that name.
However, a movie must then be assigned to the window by using the window’s fileName property.

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To open a window that uses a movie from a URL, use downloadNetThing() to download the movie’s file to a local
disk first, and then use the file on the disk. This procedure minimizes problems with waiting for the movie to
download.
When using a local movie, use preloadMovie() to load at least the first frame of the movie prior to calling open().
This procedure reduces the possibility of movie load delays.
Opening a movie in a window is currently not supported in playback using a browser.
Parameters
None.
Example
This statement opens the window Control Panel and brings it to the front:
-- Lingo syntax
window("Control Panel").open()
// JavaScript syntax
window("Control Panel").open();

See also
close(), downloadNetThing, fileName (Window), preLoadMovie(), Window

openFile()
Usage
-- Lingo syntax
fileioObjRef.openFile(stringFileName, intMode)
// JavaScript syntax
fileioObjRef.openFile(stringFileName, intMode)

Description
Fileio method; Opens a specified file with a specified mode.
Parameters
stringFileName Required. A string that specifies the full path and name of the file to open.
intMode Required. An integer that specifies the mode of the file. Valid values include:

•

0—Read/write

•

1—Read-only

•

2—Writeable

Example
The following statement opens a file c:\xtra.txt with Read/Write permission.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
// JavaScript syntax

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var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);

See also
Fileio

openXlib
Usage
openXlib whichFile

Description
Command; opens a specified Xlibrary file.
It is good practice to close any file you have opened as soon as you are finished using it. The openXlib command
has no effect on an open file.
The openXlib command doesn’t support URLs as file references.
Xlibrary files contain Xtra extensions. Unlike openResFile, openXlib makes these Xtra extensions known
to Director.
When you open a Scripting Xtra extension using openXlib, you must use closeXlib to close it when Director is
finished using it.
In Windows, the .dll extension is optional.
Note: This command is not supported in Shockwave Player.
Parameters
whichFile Required. Specifies the Xlibrary file to open. If the file is not in the folder containing the current movie,
whichFile must include the pathname.

Example
This statement opens the Xlibrary file Video Disc Xlibrary:
openXlib "Video Disc Xlibrary"

This statement opens the Xlibrary file Xtras, which is in a different folder than the current movie:
openXlib "My Drive:New Stuff:Transporter Xtras"

See also
closeXlib, Interface()

param()
Usage
param(parameterPosition)

Description
Function; provides the value of a parameter passed to a handler.

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To avoid errors in a handler, this function can be used to determine the type of a particular parameter.
Parameters
parameterPosition Required. Specifies the parameter’s position in the arguments passed to a handler.

Example
This handler accepts any number of arguments, adds all the numbers passed in as parameters, and then returns the
sum:
--Lingo syntax
on AddNumbers
sum = 0
repeat with currentParamNum = 1 to the paramCount
sum = sum + param(currentParamNum)
end repeat
return sum
end
// JavaScript syntax
function AddNumbers() {
sum = 0;
for (currentParamNum=0;currentParamNum if the operation succeeds, or an error code
number string if it fails. Failure is usually due to a problem with the XML syntax or structure. Once the operation is
complete, the parser object contains the parsed XML data.
To parse XML at a URL, use parseURL().
Parameters
stringToParse Required. Specifies the string of XML data to parse.

Example
This statement parses the XML data in the text cast member XMLtext. Once the operation is complete, the variable
gParserObject will contain the parsed XML data.
-- Lingo
errorCode = gParserObject.parseString(member("XMLtext").text)
// Javascript
errorCode = gParserObject.parseString(member("XMLtext").text);

See also
getError() (XML), parseURL()

parseURL()
Usage
parserObject.parseURL(URLstring {,#handlerToCallOnCompletion} {, objectContainingHandler})

Description
Function; parses an XML document that resides at an external Internet location. The first parameter is the parser
object containing an instance of the XML Parser Xtra.
This function returns immediately, so the entire URL may not yet be parsed. It is important to use the
doneParsing() function in conjunction with parseURL() to determine when the parsing operation is complete.
Since this operation is asynchronous, meaning it may take some time, you can use optional parameters to call a
specific handler when the operation completes.
The return value is void if the operation succeeds, or an error code number string if it fails.
To parse XML locally, use parseString().
Parameters
URLstring Required. Specifies the actual URL at which the XML data resides.

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handlerToCallOnCompletion Optional. Specifies the name of the handler that is to be executed once the URL is

fully parsed.
objectContainingHandler Optional. Specifies the name of the script object containing the handler
handlerToCallOnCompletion. If omitted, the handler is assumed to be a movie handler.

Example
This statement parses the file sample.xml at MyCompany.com. Use doneParsing() to determine when the parsing
operation has completed.
--Lingo syntax
errorCode = gParserObject.parseURL("http://www.MyCompany.com/sample.xml")
// JavaScript syntax
errorCode = _global.gParserObject.parseURL("http://- www.MyCompany.com/sample.xml");

Note: This example supposes that an instance of the Xtra has already been created, and a reference to that has been
stored in the global variable named gParserObject.
This Lingo parses the file sample.xml and calls the on parseDone handler. Because no script object is given with the
doneParsing() function, the on parseDone handler is assumed to be in a movie script.
errorCode = gParserObject.parseURL("http://www.MyCompany.com/sample.xml", #parseDone)

The movie script contains the on parseDone handler:
on parseDone
global gParserObject
if voidP(gParserObject.getError()) then
put "Successful parse"
else
put "Parse error:"
put " " & gParserObject.getError()
end if
end

This JavaScript syntax parses the file sample.xml and calls the parseDone function. Because no script object is given
with the doneParsing() function, the parseDone function is assumed to be in a movie script
errorCode = _global.gParserObject.parseURL("http://- www.MyCompany.com/sample.xml",
symbol("parseDone"));

Note: This example supposes that an instance of the Xtra has already been created, and a reference to that has been
stored in the global variable named gParserObject.
The movie script contains the on parseDone handler:
// JavaScript syntax
function parseDone () {
if (_global.gParserObject.getError() == undefined) {
trace("successful parse");
} else {
trace("Parse error:");
trace(" " + _global.gParserObject.getError());
}
}

This Lingo parses the document sample.xml at MyCompany.com and calls the on parseDone handler in the script
object testObject, which is a child of the parent script TestScript:
parserObject = new(xtra "XMLParser")
testObject = new(script "TestScript", parserObject)

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errorCode = gParserObject.parseURL("http://www.MyCompany.com/sample.xml", #parseDone,
testObject)

Here is the parent script TestScript:
property myParserObject
on new me, parserObject
myParserObject = parserObject
end
on parseDone me
if voidP(myParserObject.getError()) then
put "Successful parse"
else
put "Parse error:"
put " " & myParserObject.getError()
end if
end

This JavaScript syntax parses the document sample.xml at MyCompany.com and calls the parseDone function in the
object testObject, which is an instance of the defined TestScript class:
parserObject = new xtra("XMLParser");
testObject = new TestScript(parserObject);
errorCode = parserObject .parseURL("http://www.MyCompany.com/sam- ple.xml",
symbol("parseDone"), testObject)

Here is the TestScript class definition:
TestScript = function (aParser) {
this.myParserObject = aParser;
}
TestScript.prototype.parseDone = function () {
if (this.myParserObject.getError() == undefined) {
trace("successful parse");
} else {
trace("Parse error:");
trace(" " + this.myParserObject.getError());
}
}

See also
getError() (XML), parseString()

pass
Usage
pass

Description
Command; passes an event message to the next location in the message hierarchy and enables execution of more
than one handler for a given event.
The pass command branches to the next location as soon as the command runs. Any Lingo that follows the pass
command in the handler does not run.
By default, an event message stops at the first location containing a handler for the event, usually at the sprite level.

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If you include the pass command in a handler, the event is passed to other objects in the hierarchy even though the
handler would otherwise intercept the event.
Parameters
None.
Example
This handler checks the key presses being entered, and allows them to pass through to the editable text sprite if they
are valid characters:
-- Lingo syntax
on keyDown me
legalCharacters = "1234567890"
if legalCharacters contains the key then
pass
else
beep
end if
end
// JavaScript syntax
function keyDown() {
legalCharacters = "1234567890";
if (legalCharacters.indexOf(_key.key) >= 0) {
pass();
} else {
_sound.beep();
}
}

See also
stopEvent()

pasteClipBoardInto()
Usage
-- Lingo syntax
memberObjRef.pasteClipBoardInto()
// JavaScript syntax
memberObjRef.pasteClipBoardInto();

Description
Member method; pastes the contents of the Clipboard into a specified cast member, and erases the existing cast
member.
Any item that is in a format that Director can use as a cast member can be pasted.
When copying a string from another application, the string’s formatting is not retained.
This method provides a convenient way to copy objects from other movies and from other applications into the Cast
window. Because copied cast members must be stored in RAM, avoid using this command during playback in low
memory situations.

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When using this method in Shockwave Player, or in the authoring environment and projectors with the safePlayer
property set to TRUE, a warning dialog will allow the user to cancel the paste operation.
Parameters
None.
Example
This statement pastes the Clipboard contents into the bitmap cast member Shrine:
-- Lingo syntax
member("shrine").pasteClipBoardInto()
// JavaScript syntax
member("shrine").pasteClipBoardInto();

See also
Member, safePlayer

pause() (DVD)
Usage
-- Lingo syntax
dvdObjRef.pause()
// JavaScript syntax
dvdObjRef.pause();

Description
DVD method; pauses playback.
Parameters
None.
Example
This statement pauses playback:
-- Lingo syntax
member(1).pause()
// JavaScript syntax
member(1).pause();

See also
DVD

pause() (Sound Channel)
Usage
-- Lingo syntax
soundChannelObjRef.pause()

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// JavaScript syntax
soundChannelObjRef.pause();

Description
Sound Channel method; suspends playback of the current sound in a sound channel.
A subsequent play() method will resume playback.
Parameters
None.
Example
This statement pauses playback of the sound cast member playing in sound channel 1:
-- Lingo syntax
sound(1).pause()
// JavaScript syntax
sound(1).pause();

See also
breakLoop(), play() (Sound Channel), playNext() (Sound Channel), queue(), rewind() (Sound
Channel), Sound Channel, stop() (Sound Channel)

pause() (3D)
Usage
member(whichCastmember).model(whichModel).bonesPlayer.pause()
member(whichCastmember).model(whichModel).keyframePlayer.pause()

Description
3D #keyframePlayer and #bonesPlayer modifier command; halts the motion currently being executed by the
model. Use the play() command to unpause the motion.
When a model’s motion has been paused by using this command, the model’s bonesPlayer.playing property will
be set to FALSE.
Parameters
None.
Example
This statement pauses the current animation of the model named Ant3:
member("PicnicScene").model("Ant3").bonesplayer.pause()

See also
play() (3D), playing (3D), playlist

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pause() (RealMedia, SWA, Windows Media)
Usage
-- Lingo syntax
memberOrSpriteObjRef.pause()
// JavaScript syntax
memberOrSpriteObjRef.pause();

Description
RealMedia and Windows Media sprite or cast member method; pauses playback of the media stream.
The mediaStatus value becomes #paused.
Calling this method while the RealMedia or Windows Media stream is playing does not change the currentTime
property and does not clear the media buffer; this allows subsequent play commands to resume playback without
rebuffering the stream.
Parameters
None.
Example
The following examples pause the playing of sprite 2 or the cast member Real.
-- Lingo syntax
sprite(2).pause()
member("Real").pause()
// JavaScript syntax
sprite(2).pause();
member("Real").pause();

See also
mediaStatus (RealMedia, Windows Media), play() (RealMedia, SWA, Windows Media), seek(),
stop() (RealMedia, SWA, Windows Media)

perlinNoise()
Usage
-- Lingo syntax
member(membername).Image.perlinNoise(baseX, baseY, numOctaves, seed, bStitch,
bFractalNoise, [#channelOptions:value, #grayscale:bolean, #offsets:listOfPoints])
// JavaScript syntax

Description
The Perlin noise generation algorithm interpolates and combines individual random noise functions (called octaves)
into a single function that generates more natural-seeming random noise.

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Parameters
Property

Description

baseX: Number

Determines the x (size) value of
patterns created.

baseY: Number

Determines the y (size) value of the
patterns created.

numOctaves:
number

Number of octaves or individual noise
functions to combine to create this
noise. Larger numbers of octaves
create images with greater detail but
also require more processing time.

randomSeed:
Number

The random seed number

Value Range

Default

bStitch: Boolean If set to true, this method attempts to True/false
stitch (or smooth) the transition edges
of the image to create seamless
textures for tiling as a bitmap fill.
bFractalNoise:
Boolean

This parameter relates to the edges of True/false
the gradients being generated by the
method. If set to true, the method
generates fractal noise that smooths
the edges of the effect. If set to false, it
generates turbulence. An image with
turbulence has visible discontinuities
in the gradient that can make it better
approximate sharper visual effects, like
flames and ocean waves.

channelOptions:Number
(Optional)

It specifies to which color channel (of
the bitmap) the noise pattern is
applied. The number can be a combination of any of the four color channel
RGBA(1, 2, 4 and 8). The default value is
7.

0

grayScale:
Boolean
(Optional)

If set to true, it applies the randomSeed 0 or 1
value to the bitmap pixels, effectively
washing all color out of the image. The
default value is false.

0

Offsets: List or a
point (Optional)

This can be a List of points or a point
that correspond to x and y offsets for
each octave. By manipulating the
offset values, you can smoothly scroll
the layers of the image. Each point in
the offset List affects a specific octave
noise function. The default value is
null. If you specify a point, the same
values are used for every octave noise
function.

Point (0,0)

Example
The following examples pause the playing of sprite 2 or the cast member Real.
-- Lingo syntax
myList = [point(0,1), point(5,5)] --List of Points
member("myMember").Image.perlinNoise(300, 300, 2, 2, true, true, [#channelOptions:7,
#grayscale:false, #offsets:myList])

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// JavaScript syntax
myList = list(point(0,1), point(5,5)) //List of Points
member(“myMember”).image.perlinNoise(300, 300, 2, 2, true,
true, propList(symbol("channelOptions"),7, symbol("grayscale"),false,
symbol("offsets"),myList));

perpendicularTo
Usage
vector1.perpendicularTo(vector2)

Description
3D vector command; returns a vector perpendicular to both the original vector and a second vector. This command
is equivalent to the vector crossProduct command.
Parameters
vector2 Required. Specifies the second vector.

Example
In this example, pos1 is a vector on the x axis and pos2 is a vector on the y axis. The value returned by pos1.perpendicularTo(pos2) is vector( 0.0000, 0.0000, 1.00000e4 ). The last two lines of the example show the vector
which is perpendicular to both pos1 and pos2.
-- Lingo
pos1 = vector(100, 0, 0)
pos2 = vector(0, 100, 0)
put pos1.perpendicularTo(pos2)
-- vector( 0.0000, 0.0000, 1.00000e4 )
// Javascript
pos1 = vector(100, 0, 0);
pos2 = vector(0, 100, 0);
trace(pos1.perpendicularTo(pos2));
// vector( 0.0000, 0.0000, 1.00000e4 )

See also
crossProduct(), cross

pictureP()
Usage
-- Lingo syntax
pictureP(pictureValue)
// JavaScript syntax
pictureP(pictureValue);

Description
Function; reports whether the state of the picture member property for the specified cast member is TRUE (1) or
FALSE (0).

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Because pictureP doesn’t directly check whether a picture is associated with a cast member, you must test for a
picture by checking the cast member’s picture member property.
Parameters
pictureValue Required. Specifies a reference to the picture of a cast member.

Example
The first statement in this example assigns the value of the picture member property for the cast member Shrine,
which is a bitmap, to the variable pictureValue. The second statement checks whether Shrine is a picture by
checking the value assigned to pictureValue.
-- Lingo syntax
pictureValue = member("Shrine").picture
put pictureP(pictureValue)
// JavaScript syntax
var pictureValue = member("Shrine").picture;
put(pictureP(pictureValue));

The result is 1, which is the numerical equivalent of TRUE.

play() (3D)
Usage
member(whichCastmember).model(whichModel).bonesPlayer.play()
member(whichCastmember).model(whichModel).keyframePlayer.play()
member(whichCastmember).model(whichModel).bonesPlayer.play(motionName {, looped, startTime,
endTime, scale, offset})
member(whichCastmember).model(whichModel).keyframePlayer.play(motionName {, looped,
startTime, endTime, scale, offset})

Description
3D #keyframePlayer and #bonesPlayer command; initiates or unpauses the execution of a motion.
When a model’s motion has been initiated or resumed by using this command, the model’s bonesPlayer.playing
property will be set to TRUE.
Use play() with no parameters to resume the execution of a motion that has been paused with the pause()
command.
Using the play() command to initiate a motion inserts the motion at the beginning of the modifier’s playlist. If this
interrupts playback of another motion, the interrupted motion remains in the playlist in the next position after the
newly initiated motion. When the newly initiated motion ends (if it is non-looping) or if the playNext() command
is issued, the interrupted motion will resume playback at the point where it was interrupted.
Parameters
motionName Required. Specifies the name of the motion to execute. When motionName is the only parameter passed

to play(), the motion is executed once by the model from beginning to end at the speed set by the modifier’s
playRate property.
looped Optional. Specifies whether the motion plays once (FALSE) or continuously (TRUE).

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startTime Optional. Measured in milliseconds from the beginning of the motion. When looped is TRUE, the first

iteration of the loop begins at offset and ends at endTime with all subsequent repetitions of the motion beginning
at startTime and end at endTime.
endTime Optional. Measured in milliseconds from the beginning of the motion. When looped is FALSE, the motion
begins at offset and ends at endTime. When looped is TRUE, the first iteration of the loop begins at offset and
ends at endTime with all subsequent repetitions beginning at startTime and end at endTime. Set endTime to -1 if
you want the motion to play to the end.
playRate Optional. Specifies the actual speed of the motion’s playback. playRate is multiplied by the model’s
#keyframePlayer or #bonesPlayer modifier’s playRate property to determine the actual speed of the

motion’s playback.
offset Optional. Measured in milliseconds from the beginning of the motion. When looped is FALSE, the motion

begins at offset and ends at endTime. When looped is TRUE, the first iteration of the loop begins at offset and
ends at endTime with all subsequent repetitions beginning at startTime and end at cropEnd. You can alternately
specify the offset parameter with a value of #synchronized in order to start the motion at the same relative
position in its duration as the currently playing animation is through its own duration.
Example
This command causes the model named Walker to begin playback of the motion named Fall. After playing this
motion, the model will resume playback of any previously playing motion.
sprite(1).member.model("Walker").bonesPlayer.play("Fall", 0, 0, -1, 1, 0)

This command causes the model named Walker to begin playback of the motion named Kick. If Walker is currently
executing a motion, it is interrupted by Kick and a section of Kick will play in a continuous loop. The first iteration
of the loop will begin 2000 milliseconds from the motion's beginning. All subsequent iterations of the loop will begin
1000 milliseconds from Kick’s beginning and will end 5000 milliseconds from Kick’s beginning. The rate of playback
will be three times the playRate property of the model’s bonesPlayer modifier.
sprite(1).member.model("Walker").bonesPlayer.play("Kick", 1, 1000, 5000, 3, 2000)

See also
queue() (3D), playNext() (3D), playRate (3D), playlist, pause() (3D), removeLast(), playing
(3D)

play() (DVD)
Usage
-- Lingo syntax
dvdObjRef.play()
dvdObjRef.play(beginTitle, beginChapter, endTitle, endChapter)
dvdObjRef.play(beginTimeList, endTimeList)
// JavaScript syntax
dvdObjRef.play();
dvdObjRef.play(beginTitle, beginChapter, endTitle, endChapter);
dvdObjRef.play(beginTimeList, beginTimeList);

Description
DVD method; starts or resumes playback.

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Without parameters, this method resumes playback if paused, or, if stopped, starts playback at the top of a disc or at
the value specified by the startTimeList property. Playback continues until the value specified by the
stopTimeList property, if set.
With the beginTitle, beginChapter, and endTitle, endChapter parameters, this method starts playback at a
given title, chapter. Playback continues until the specified endTitle, endChapter parameters, if set.
With the beginTimeList and endTimeList parameters, this method plays from the value specified by the
beginTimeList parameter to the value specified by the endTimeList parameter.

The list formats used for beginTimeList and endTimeList:
[#title:1, #chapter:1, #hours:0, #minutes:1, #seconds:1]

or
[#title:1, #hours:0, #minutes:1, #seconds:1]

This method returns 0 if successful.
Parameters
beginTitle Required if starting playback at a given title and chapter. A number that specifies the title that contains
the chapter to play. This parameter will override the member's startTimeList property.
beginChapter Required if starting playback at a given title and chapter. A number that specifies the chapter to play.

This parameter will override the member's startTimeList property.
endTitle Required if stopping playback at a given title and chapter. A number that specifies the title where playback

will stop. This parameter will override the member's stopTimeList property.
endChapter Required if stopping playback at a given title and chapter. A number that specifies the chapter to play.
This parameter will override the member's stopTimeList property.
beginTimeList Required if starting playback at a given start time. A property list that specifies the time at which
playback starts. This parameter will override the member's startTimeList property.
endTimeList Required if starting playback at a given start time. A property list that specifies the time at which

playback stops. This parameter will override the member's stopTimeList property.
Example
This statement resumes playback of a paused sprite:
-- Lingo syntax
member(12).play()
// JavaScript syntax
member(12).play();

These statements start playing at chapter 2 of title 1 and finish playing at chapter 4:
member(15).play([#title:1, #chapter:2], [#title:1, #chapter:4])

or
member(15).play(1,2,1,4)

These statements start playing 10 seconds into chapter 2 and finish playing at 17 seconds:
member(15).play([#title:2, #seconds:10], [#title:2, #seconds:17])

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See also
DVD, startTimeList, stopTimeList

play() (Sound Channel)
Usage
-- Lingo syntax
soundChannelObjRef.play()
soundChannelObjRef.play(memberObjRef)
soundChannelObjRef.play(propList)
// JavaScript syntax
soundChannelObjRef.play();
soundChannelObjRef.play(memberObjRef);
soundChannelObjRef.play(propList);

Description
Sound Channel method; begins playing any sounds queued in a sound channel, or queues and begins playing a given
cast member.
Sound cast members take some time to load into RAM before they can begin playback. It’s recommended that you
queue sounds with queue() before you want to begin playing them and then use the first form of this method. The
second two forms do not take advantage of the pre-loading accomplished with the queue() command.
By using an optional property list, you can specify exact playback settings for a sound.
To see an example of play() used in a completed movie, see the Sound Control movie in the Learning/Lingo folder
inside the Director application folder.
Parameters
memberObjRef Required if playing a specific cast member. A reference to the cast member object to queue and play.
propList Required if specifying playback settings for a sound. A property list that specifies the exact playback

settings for the sound. These properties may be optionally set:
Property

Description

#member

The sound cast member to queue. This property must be provided; all others are optional.

#startTime

The time within the sound at which playback begins, in milliseconds. The default is the beginning
of the sound. See startTime.

#endTime

The time within the sound at which playback ends, in milliseconds. The default is the end of the
sound. See endTime.

#loopCount

The number of times to play a loop defined with #loopStartTime and #loopEndTime. The
default is 1. See loopCount.

#loopStartTime

The time within the sound to begin a loop, in milliseconds. See loopStartTime.

#loopEndTime

The time within the sound to end a loop, in milliseconds. See loopEndTime.

#preloadTime

The amount of the sound to buffer before playback, in milliseconds. See preloadTime.

Example
This statement plays cast member introMusic in sound channel 1:

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-- Lingo syntax
sound(1).play(member("introMusic"))
// JavaScript syntax
sound(1).play(member("introMusic"));

The following statement plays cast member creditsMusic in sound channel 2. Playback begins 4 seconds into the
sound and ends 15 seconds into the sound. The section from 10.5 seconds to 14 seconds loops 6 times.
-- Lingo syntax
sound(2).play([#member:member("creditsMusic"), #startTime:4000, #endTime:15000,
#loopCount:6, #loopStartTime:10500, #loopEndTime:14000])
// JavaScript syntax
sound(2).play(propList("member",member("creditsMusic"), "startTime",4000,"endTime",15000,
"loopCount",6, "loopStartTime",10500, "loopEndTime",14000));

See also
endTime, loopCount, loopEndTime, loopStartTime, pause() (Sound Channel), preLoadTime,
queue(), Sound Channel, startTime, stop() (Sound Channel)

play() (RealMedia, SWA, Windows Media)
Usage
-- Lingo syntax
windowsMediaObjRef.play()
realMediaObjRef.play()
// JavaScript syntax
windowsMediaObjRef.play();
realMediaObjRef.play();

Description
Windows Media or RealMedia cast member or sprite method; plays the Windows Media or RealMedia cast member
or plays the sprite on the Stage.
For cast members, only audio is rendered if present in the movie. If the cast member is already playing, calling this
method has no effect.
Parameters
None.
Example
The following examples start the streaming process for the stream in sprite 2 and the cast member Real.
-- Lingo syntax
sprite(2).play()
member("Real").play()
// JavaScript syntax
sprite(2).play();
member("Real").play();

See also
RealMedia, Windows Media

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playFile()
Usage
-- Lingo syntax
soundChannelObjRef.playFile(stringFilePath)
// JavaScript syntax
soundChannelObjRef.playFile(stringFilePath);

Description
Sound Channel method; plays the AIFF, SWA, AU, or WAV sound in a sound channel.
For the sound to be played properly, the correct MIX Xtra must be available to the movie, usually in the Xtras folder
of the application.
When the sound file is in a different folder than the movie, stringFilePath must specify the full path to the file.
To play sounds obtained from a URL, it’s usually a good idea to use downloadNetThing() or preloadNetThing()
to download the file to a local disk first. This approach can minimize problems that may occur while the file is
downloading.
The playFile() method streams files from disk rather than playing them from RAM. As a result, using
playFile() when playing digital video or when loading cast members into memory can cause conflicts when the
computer tries to read the disk in two places at once.
Parameters
stringFilePath Required. A string that specifies the name of the file to play. When the sound file is in a different

folder than the currently playing movie, stringFilePath must also specify the full path to the file.
Example
This statement plays the file named Thunder in channel 1:
-- Lingo syntax
sound(1).playFile("Thunder.wav")
// JavaScript syntax
sound(1).playFile("Thunder.wav");

This statement plays the file named Thunder in channel 3:
-- Lingo syntax
sound(3).playFile(_movie.path & "Thunder.wav")
// JavaScript syntax
sound(3).playFile(_movie.path + "Thunder.wav");

See also
play() (Sound Channel), Sound Channel, stop() (Sound Channel)

playFromToTime()
Usage
-- Lingo syntax
windowsMediaObjRef.playFromToTime(intStartTime, intEndTime)

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// JavaScript syntax
windowsMediaObjRef.playFromToTime(intStartTime, intEndTime);

Description
Windows Media sprite method. Starts playback from a specified start time and plays to a specified end time.
Parameters
intStartTime Required. An integer that specifies the time, in milliseconds, at which playback begins.
intEndTime Required. An integer that specifies the time, in milliseconds, at which playback ends.

Example
This statement specifies that the sprite named Video should play from the 30 second mark to the 40 second mark.
-- Lingo syntax
sprite("Video").playFromToTime(30000, 40000)
// JavaScript syntax
sprite("Video").playFromToTime(30000, 40000);

See also
Windows Media

playNext() (Sound Channel)
Usage
-- Lingo syntax
soundChannelObjRef.playNext()
// JavaScript syntax
soundChannelObjRef.playNext();

Description
Sound Channel method; immediately interrupts playback of the current sound playing in a sound channel and
begins playing the next queued sound.
If no more sounds are queued in the given channel, the sound simply stops playing.
Parameters
None.
Example
This statement plays the next queued sound in sound channel 2:
-- Lingo syntax
sound(2).playNext()
// JavaScript syntax
sound(2).playNext();

See also
pause() (Sound Channel), play() (Sound Channel), Sound Channel,stop() (Sound Channel)

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playNext() (3D)
Usage
member(whichMember).model(whichModel).bonesPlayer.playNext()
member(whichMember).model(whichModel).keyframePlayer.playNext()

Description
3D #keyframePlayer and #bonesPlayer modifier command; initiates playback of the next motion in the playlist
of the model’s #keyframePlayer or #bonesPlayer modifier. The currently playing motion, which is the first entry
in the playlist, is interrupted and removed from the playlist.
If motion blending is enabled, and there are two or more motions in the playlist, blending between the current
motion and the next one in the playlist will begin when playNext() is called.
Example
This statement interrupts the motion currently being executed by model 1 and initiates playback of the next motion
in the playlist:
-- Lingo
member("scene").model[1].bonesPlayer.playnext()
// Javascript
member(“scene”).getProp(“model”,1).bonesPlayer.playNext();

See also
blend (3D), playlist

playerParentalLevel()
Usage
-- Lingo syntax
dvdObjRef.playerParentalLevel()
// JavaScript syntax
dvdObjRef.playerParentalLevel();

Description
DVD method; returns the parental level of the player.
Possible parental levels range from 1 to 8.
Parameters
None.
See also
DVD

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point()
Usage
-- Lingo syntax
point(intH, intV)
// JavaScript syntax
point(intH, intV);

Description
Top level function and data type. Returns a point that has specified horizontal and vertical coordinates.
A point has both a locH and a locV property.
Point coordinates can be changed by arithmetic operations using Lingo only. For example, the following two points
can be added together using Lingo, but NaN is returned using JavaScript syntax:
-- Lingo
pointA = point(10,10)
pointB = point(5,5)
put(pointA + pointB)
-- point(15,15)
// JavaScript syntax
var pointA = point(10,10);
var pointB = point(5,5);
trace(pointA + pointB);
// NaN

To see an example of point() used in a completed movie, see the Imaging and Vector Shapes movies in the
Learning/Lingo folder inside the Director application folder.
Parameters
intH Required. An integer that specifies the horizontal coordinate of the point.
intV Required. An integer that specifies the vertical coordinate of the point.

Example
This statement sets the variable lastLocation to the point (250, 400):
-- Lingo syntax
lastLocation = point(250, 400)
// JavaScript syntax
var lastLocation = point(250, 400);

This statement adds 5 pixels to the horizontal coordinate of the point assigned to the variable myPoint:
-- Lingo syntax
myPoint.locH = myPoint.locH + 5
// JavaScript syntax
myPoint.locH = myPoint.locH + 5;

In Lingo only, the following statements set a sprite’s Stage coordinates to mouseH and mouseV plus 10 pixels. The two
statements are equivalent.
-- Lingo syntax
sprite(_mouse.clickOn).loc = point(_mouse.mouseH, _mouse.mouseV) + point(10, 10)
sprite(_mouse.clickOn).loc = _mouse.mouseLoc + 10

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See also
locH, locV

pointAt
Usage
member(whichCastmember).model(whichModel).pointAt(vectorPosition{, vectorUp})
member(whichCastmember).camera(whichCamera).pointAt(vectorPosition{, vectorUp})
member(whichCastmember).light(whichLight).pointAt(vectorPosition{, vectorUp})
member(whichCastmember).group(whichGroup).pointAt(vectorPosition{, vectorUp})

Description
3D command; rotates the referenced object so that its forward direction vector points at a specified world relative
position, then it rotates the referenced object to point it’s up direction vector in the direction hinted at by a specified
relative vector.
The object’s front and up direction vectors are defined by the object’s pointAtOrientation property.
Parameters
vectorPosition Required. Specifies the world relative position. This value can also be a node reference.
vectorUp Optional. Specfies a world relative vector that hints at where the object’s up vector should point. If this

parameter isn’t specified, then pointAt defaults to using the world’s y axis as the up hinting vector. If you attempt to
point the object at a position such that the object’s forward vector is parallel to the world’s y axis, then the world’s x
axis is used as the up hinting vector. The direction at which you wish to point the object’s forward direction and the
direction specified by vectorUp do not need to be perpendicular to each other being as this command only uses the
vectorUp parameter as a hinting vector.
Example
This example points three objects at the model named Mars: the camera named MarsCam, the light named
BrightSpot, and the model named BigGun:
thisWorldPosn = member("Scene").model("Mars").worldPosition
member("Scene").camera("MarsCam").pointAt(thisWorldPosn)
member("Scene").light("BrightSpot").pointAt(thisWorldPosn)
member("Scene").model("BigGun").pointAt(thisWorldPosn, vector(0,0,45))

If you use non-uniform scaling and a custom pointAtOrientation on the same node, e.g., a model, using pointAt
will likely cause unexpected non-uniform scaling. This is due to the order in which the non-uniform scaling and the
rotation to properly orient the node are applied. To workaround this issue, do one of the following:

•

Avoid using non-uniform scaling and non-default pointAtOrientation together on the same node.

•

Remove your scale prior to using pointAt, and then reapply it afterwards.
For example:
scale = node.transform.scale
node.scale = vector( 1, 1, 1 )
node.pointAt(vector(0, 0, 0)) -- non-default pointAtOrientation
node.transform.scale = scale

See also
pointAtOrientation

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pointInHyperlink()
Usage
-- Lingo syntax
spriteObjRef.pointInHyperlink(point)
// JavaScript syntax
spriteObjRef.pointInHyperlink(point);

Description
Text sprite function; returns a value (TRUE or FALSE) that indicates whether the specified point is within a hyperlink
in the text sprite. Typically, the point used is the cursor position. This is useful for setting custom cursors.
Parameters
point Required. Specifies the point to test.
Example
This statement checks whether the mouse is moving over a hyperlink in sprite(1).
-- Lingo
Put Sprite(1).pointInHyperLink(_mouse.mouseLoc)
// Javascript
trace(sprite(1).pointInHyperLink(_mouse.mouseLoc));

See also
cursor(), mouseLoc

pointToChar()
Usage
-- Lingo syntax
spriteObjRef.pointToChar(pointToTranslate)
// JavaScript syntax
spriteObjRef.pointToChar(pointToTranslate);

Description
Function; returns an integer representing the character position located within the text or field sprite at a specified
screen coordinate, or returns -1 if the point is not within the text.
This function can be used to determine the character under the cursor.
Parameters
pointToTranslate Required. Specifies the screen coordinate to test.

Example
These statements display the number of the character being clicked, as well as the letter, in the Message window:
--Lingo syntax
property spriteNum
on mouseDown me

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pointClicked = _mouse.mouseLoc
currentMember = sprite(spriteNum).member
charNum = sprite(spriteNum).pointToChar(pointClicked)
actualChar = currentMember.char[charNum]
put("Clicked character" && charNum & ", the letter" && actualChar)
end
// JavaScript syntax
function mouseDown() {
var pointClicked = _mouse.mouseLoc;
var currentMember = sprite(this.spriteNum).member;
var charNum = sprite(this.spriteNum).pointToChar(pointClicked);
var actualChar = currentMember.getProp("char", charNum);
put("Clicked character " + charNum +", the letter " + actualChar);
}

See also
mouseLoc, pointToWord(), pointToItem(), pointToLine(), pointToParagraph()

pointToItem()
Usage
-- Lingo syntax
spriteObjRef.pointToItem(pointToTranslate)
// JavaScript syntax
spriteObjRef.pointToItem(pointToTranslate);

Description
Function; returns an integer representing the item position in the text or field sprite at a specified screen coordinate,
or returns -1 if the point is not within the text. Items are separated by the itemDelimiter property, which is set to
a comma by default.
This function can be used to determine the item under the cursor.
Parameters
pointToTranslate Required. Specifies the screen coordinate to test.

Example
These statements display the number of the item being clicked, as well as the text of the item, in the Message window:
--Lingo syntax
property spriteNum
on mouseDown me
pointClicked = _mouse.mouseLoc
currentMember = sprite(spriteNum).member
itemNum = sprite(spriteNum).pointToItem(pointClicked)
itemText = currentMember.item[itemNum]
put("Clicked item" && itemNum & ", the text" && itemText)
end
// JavaScript syntax
function mouseDown() {
var pointClicked = _mouse.mouseLoc;

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var currentMember = sprite(this.spriteNum).member;
var itemNum = sprite(this.spriteNum).pointToItem(pointClicked);
var itemText = currentMember.getProp("item",itemNum);
trace( "Clicked item " + itemNum + ", the text " + itemText);
}

See also
itemDelimiter, mouseLoc, pointToChar(), pointToWord(), pointToItem(), pointToLine(),
pointToParagraph()

pointToLine()
Usage
-- Lingo syntax
spriteObjRef.pointToLine(pointToTranslate)
// JavaScript syntax
spriteObjRef.pointToLine(pointToTranslate);

Description
Function; returns an integer representing the line position in the text or field sprite at a specified screen coordinate,
or returns -1 if the point is not within the text. Lines are separated by carriage returns in the text or field cast member.
This function can be used to determine the line under the cursor.
Parameters
pointToTranslate Required. Specifies the screen coordinate to test.

Example
These statements display the number of the line being clicked, as well as the text of the line, in the Message window:
-- Lingo syntax
property spriteNum
on mouseDown me
pointClicked = _mouse.mouseLoc
currentMember = sprite(spriteNum).member
lineNum = sprite(spriteNum).pointToLine(pointClicked)
lineText = currentMember.line[lineNum]
put("Clicked line" && lineNum & ", the text" && lineText)
end
// JavaScript syntax
functionmouseDown() {
var pointClicked = _mouse.mouseLoc;
var currentMember = sprite(this.spriteNum).member;
var lineNum = sprite(this.spriteNum).pointToLine(pointClicked);
var lineText = currentMember.getProp("line", lineNum);
put("Clicked line " + lineNum + ", the text " + lineText);
}

See also
itemDelimiter, mouseLoc, pointToChar(), pointToWord(), pointToItem(), pointToLine(),
pointToParagraph()

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pointToParagraph()
Usage
-- Lingo syntax
spriteObjRef.pointToParagraph(pointToTranslate)
// JavaScript syntax
spriteObjRef.pointToParagraph(pointToTranslate);

Description
Function; returns an integer representing the paragraph number located within the text or field sprite at a specified
at screen coordinate, or returns -1 if the point is not within the text. Paragraphs are separated by carriage returns in
a block of text.
This function can be used to determine the paragraph under the cursor.
Parameters
pointToTranslate Required. Specifies the screen coordinate to test.

Example
These statements display the number of the paragraph being clicked, as well as the text of the paragraph, in the
message window:
-- Lingo syntax
property spriteNum
on mouseDown me
pointClicked = _mouse.mouseLoc
currentMember = sprite(spriteNum).member
paragraphNum = sprite(spriteNum).pointToParagraph(pointClicked)
paragraphText = currentMember.paragraph[paragraphNum]
put("Clicked paragraph" && paragraphNum & ", the text" && paragraphText)
end
// JavaScript syntax
function mouseDown() {
var pointClicked = _mouse.mouseLoc;
var currentMember = sprite(this.spriteNum).member;
var paragraphNum = sprite(this.spriteNum).pointToParagraph(pointClicked);
var paragraphText = currentMember.getProp("paragraph", paragraphNum);
trace("Clicked paragraph " + paragraphNum + ", the text " + paragraphText);
}

See also
itemDelimiter, mouseLoc, pointToChar(), pointToWord(), pointToItem(), pointToLine()

pointToWord()
Usage
-- Lingo syntax
spriteObjRef.pointToWord(pointToTranslate)
// JavaScript syntax
spriteObjRef.pointToWord(pointToTranslate);

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Description
Function; returns an integer representing the number of a word located within the text or field sprite at a specified
screen coordinate, or returns -1 if the point is not within the text. Words are separated by spaces in a block of text.
This function can be used to determine the word under the cursor.
Parameters
pointToTranslate Required. Specifies the screen coordinate to test.

Example
These statements display the number of the word being clicked, as well as the text of the word, in the Message
window:
-- Lingo syntax
property spriteNum
on mouseDown me
pointClicked = _mouse.mouseLoc
currentMember = sprite(spriteNum).member
wordNum = sprite(spriteNum).pointToWord(pointClicked)
wordText = currentMember.word[wordNum]
put("Clicked word" && wordNum & ", the text" && wordText)
end
// JavaScript syntax
function mouseDown(me) {
var pointClicked = _mouse.mouseLoc;
var currentMember = sprite(this.spriteNum).member;
var wordNum = sprite(this.spriteNum).pointToWord(pointClicked);
var wordText = currentMember.getProp("word", wordNum);
trace("Clicked word " + wordNum + ", the text " + wordText);
}

See also
itemDelimiter, mouseLoc, pointToChar(), pointToItem(), pointToLine(), pointToParagraph()

postNetText
Usage
postNetText(url, propertyList {,serverOSString} {,serverCharSetString})
postNetText(url, postText {,serverOSString} {,serverCharSetString})

Description
Command; sends a POST request to a URL, which is an HTTP URL, with specified data.
This command is similar to getNetText(). As with getNetText(), the server’s response is returned by
netTextResult(netID) once netDone(netID) becomes 1, and if netError(netID) is 0, or okay.
The optional parameters may be omitted without regard to position.
This command also has an additional advantage over getNetText(): a postNetText() query can be arbitrarily
long, whereas the getNetText() query is limited to the length of a URL (1K or 4K, depending on the browser).
Note: If you use postNetText to post data to a domain different from the one the movie is playing from, the movie will
display a security alert when playing back in Shockwave Player.

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To see an example of postNetText used in a completed movie, see the Forms and Post movie in the Learning/Lingo
folder inside the Director application folder.
Parameters
url Required. Specifies the URL to send the POST request to.
propertyList or postText Required. Specifies the data to send with the request. When a property list is used

instead of a string, the information is sent in the same way a browser posts an HTML form, with METHOD=POST. This
facilitates the construction and posting of form data within a Director title. Property names correspond to HTML
form field names and property values to field values.
The property list can use either strings or symbols as the property names. If a symbol is used, it is automatically
converted to a string without the # at the beginning. Similarly, a numeric value is converted to a string when used as
the value of a property.
Note: If a program uses the alternate form—a string instead of property list—the string postText is sent to the server as
an HTTP POST request using MIME type “text/plain.” This will be convenient for some applications, but is not
compatible with HTML forms posting. PHP scripts, for example, should always use a property list.
serverOSString Optional. Defaults to UNIX but may be set to Windows or Mac and translates any carriage returns
in the postText argument into those used on the server to avoid confusion. For most applications, this setting is
unnecessary because line breaks are usually not used in form responses.
serverCharSetString Optional. Applies only if the user is running on a Shift-JIS (Japanese) system. Its possible

settings are "JIS", "EUC", "ASCII", and "AUTO". Posted data is converted from Shift-JIS to the named character set.
Returned data is handled exactly as by getNetText() (converted from the named character set to Shift-JIS). If you
use "AUTO", the posted data from the local character set is not translated; the results sent back by the server are translated as they are for getNetText(). "ASCII" is the default if serverCharSetString is omitted. "ASCII" provides
no translation for posting or results.
Example
This statement omits the serverCharSetString parameter:
-- Lingo
netID = postNetText("www.mydomain.com\database.cgi", "Bill Jones", "Win")
// Javascript
netID = postNetText("www.mydomain.com\database.cgi", "Bill Jones", "Win");

This example generates a form from user-entry fields for first and last name, along with a Score. Both
serverOSString and serverCharSetString have been omitted:
-- LingonetID = postNetText("www.mydomain.com/userbase.cgi", infoList);
lastName = member("Last Name").text
firstName = member("First Name").text
totalScore = member("Current Score").text
infoList = ["FName":firstName, "LName":lastName, "Score":totalScore]
netID = postNetText("www.mydomain.com/userbase.cgi", infoList);
// Javascript
lastName = member("Last Name").text;
firstName = member("First Name").text;
totalScore = member("Current Score").text;
infoList = propList("FName",firstName, "LName",lastName, "Score",totalScore);
netID = postNetText("www.mydomain.com/userbase.cgi", infoList);

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See also
getNetText(), netTextResult(), netDone(), netError()

power()
Usage
power(base, exponent)

Description
Math function; calculates the value of a specified number to a specified exponent.
Parameters
base Required. Specifies the base number.
exponent Required. Specifies the exponent value.

Example
This statement sets the variable vResult to the value of 4 to the third power:
-- Lingo
set vResult = power(4,3)
// Javascript
Var vResult = Math.pow(4,3);

preLoad() (Member)
Usage
-- Lingo syntax
memberObjRef.preLoad({toMemberObjRef})
// JavaScript syntax
memberObjRef.preLoad({toMemberObjRef});

Description
Member method; preloads a cast member or a range of cast members into memory, and stops preloading when
memory is full or when all specified cast members have been preloaded.
When used without the toMemberObjRef parameter, preLoad() preloads all cast members used from the current
frame to the last frame of a movie.
Parameters
toMemberObjRef Optional. A reference to the last cast member in a range of cast members that is loaded into

memory. The first cast member in the range is specified by memberObjRef.
Example
This statement reports in the Message window whether the QuickTime movie Rotating Chair can be preloaded into
memory:
-- Lingo syntax
put(member("Rotating Chair").preload())

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// JavaScript syntax
put(member("Rotating Chair").preload());

This startMovie handler sets up a Flash movie cast member for streaming and then sets its bufferSize property:
-- Lingo syntax
on startMovie
member("Flash Demo").preload = FALSE
member("Flash Demo").bufferSize = 65536
end
// JavaScript syntax
function startMovie() {
member("Flash Demo").preload = false;
member("Flash Demo").bufferSize = 65536;
}

See also
Member

preLoad() (Movie)
Usage
-- Lingo syntax
_movie.preLoad({frameNameOrNum})
_movie.preLoad(fromFrameNameOrNum, toFrameNameOrNum)
// JavaScript syntax
_movie.preLoad({frameNameorNum});
_movie.preLoad(fromFrameNameOrNum, toFrameNameOrNum);

Description
Movie method; preloads cast members in the specified frame or range of frames into memory and stops when
memory is full or when all of the specified cast members have been preloaded, as follows:

• When used without arguments, this method preloads all cast members used from the current frame to the last
frame of a movie.
• When used with one argument, frameNameOrNum, this method preloads all cast members used in the range of
frames from the current frame to the frame frameNameOrNum, as specified by the frame number or label name.
• When used with two arguments, fromFrameNameOrNum and toFrameNameOrNum, preloads all cast members
used in the range of frames from the frame fromFrameNameOrNum to the frame toFrameNameOrNum, as specified by
the frame number or label name.
The preLoad() method also returns the number of the last frame successfully loaded. To obtain this value, use the
result() method.
Parameters
frameNameOrNum Optional. A string that specifies the specific frame to preload, or an integer that specifies the

number of the specific frame to preload.
fromFrameNameOrNum Required if preloading a range of frames. A string that specifies the name of the label of the
first frame in the range of frames to preload, or an integer that specifies the number of the first frame in the range of
frames to preload.

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toFrameNameOrNum Required if preloading a range of frames. A string that specifies the name of the label of the last
frame in the range of frames to preload, or an integer that specifies the number of the last frame in the range of
frames to preload.

Example
This statement preloads the cast members used from the current frame to the frame that has the next marker:
-- Lingo syntax
_movie.preLoad(_movie.marker(1))
// JavaScript syntax
_movie.preLoad(_movie.marker(1));

This statement preloads the cast members used from frame 10 to frame 50:
-- Lingo syntax
_movie.preLoad(10, 50)
// JavaScript syntax
_movie.preLoad(10, 50);

See also
Movie, result

preLoadBuffer()
Usage
-- Lingo syntax
memberObjRef.preLoadBuffer()
// JavaScript syntax
memberObjRef.preLoadBuffer();

Description
Command; preloads part of a specified Shockwave Audio (SWA) file into memory. The amount preloaded is determined by the preLoadTime property. This command works only if the SWA cast member is stopped.
When the preLoadBuffer command succeeds, the state member property equals 2.
Most SWA cast member properties can be tested only after the preLoadBuffer command has completed successfully. These properties include: cuePointNames, cuePointTimes, currentTime, duration, percentPlayed,
percentStreamed, bitRate, sampleRate, and numChannels.
Parameters
None.
Example
This statement loads the cast member Mel Torme into memory:
-- Lingo syntax
member("Mel Torme").preLoadBuffer()
// JavaScript syntax
member("Mel Torme").preLoadBuffer();

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See also
preLoadTime

preLoadMember()
Usage
-- Lingo syntax
_movie.preLoadMember({memberObjRef})
_movie.preLoadMember(fromMemNameOrNum, toMemNameOrNum)
// JavaScript syntax
_movie.preLoadMember({memberObjRef});
_movie.preLoadMember(fromMemNameOrNum, toMemNameOrNum);

Description
Movie method; preloads cast members and stops when memory is full or when all of the specified cast members have
been preloaded.
This method returns the cast member number of the last cast member successfully loaded. To obtain this value, use
the result() method.
When used without arguments, preLoadMember() preloads all cast members in the movie.
When used with the memberObjRef argument, preLoadMember() preloads just that cast member. If memberObjRef
is an integer, only the first cast library is referenced. If memberObjRef is a string, the first member with the string as
its name will be used.
When used with the arguments fromMemNameOrNum and toMemNameOrNum, preLoadMember() preloads all cast
members in the range specified by the cast member numbers or names.
Parameters
memberObjRef Optional. A reference to the cast member to preload.
fromMenNameOrNum Required when preloading a range of cast members. A string or an integer that specifies the first
cast member in the range of cast members to preload.
toMemNameOrNum Required when preloading a range of cast members. A string or an integer that specifies the first

cast member in the range of cast members to preload.
Example
This statement preloads the member " SWF " in the movie.
-- Lingo
_movie.preLoadMember(member("SWF"))
// Javascript
_movie.preLoadMember(member("SWF")) ;

See also
Movie, preLoad() (Member), result

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preLoadMovie()
Usage
-- Lingo syntax
_movie.preLoadMovie(stringMovieName)
// JavaScript syntax
_movie.preLoadMovie(stringMovieName);

Description
Movie method; preloads the data and cast members associated with the first frame of the specified movie. Preloading
a movie helps it start faster when it is started by the go() or play() methods.
To preload cast members from a URL, use preloadNetThing() to load the cast members directly into the cache, or
use downloadNetThing() to load a movie on a local disk from which you can load the movie into memory and
minimize downloading time.
Parameters
stringMovieName Required. A string that specifies the name of the movie to preload.

Example
This statement preloads the movie Introduction, which is located in the same folder as the current movie:
-- Lingo syntax
_movie.preLoadMovie("Introduction")
// JavaScript syntax
_movie.preLoadMovie("Introduction");

See also
downloadNetThing, go(), Movie, preloadNetThing()

preloadNetThing()
Usage
preloadNetThing (url)

Description
Function; preloads a file from the Internet to the local cache so it can be used later without a download delay. The
return value is a network ID that you can use to monitor the progress of the operation.
The preloadNetThing() function downloads the file while the current movie continues playing. Use netDone()
to find out whether downloading is finished.
After an item is downloaded, it can be displayed immediately because it is taken from the local cache rather than
from the network.
Although many network operations can be active at a time, running more than four concurrent operations usually
slows down performance unacceptably.
Neither the cache size nor the Check Documents option in a browser’s preferences affects the behavior of the
preloadNetThing function.

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The preloadNetThing() function does not parse a Director file’s links. Thus, even if a Director file is linked to casts
and graphic files, preloadNetThing() downloads only the Director file. You still must preload other linked objects
separately.
Parameters
url Required. Specifies the name of any valid Internet file, such as a Director movie, graphic, or FTP server location.

Example
This statement uses preloadNetThing() and returns the network ID for the operation:
-- Lingo
set mynetid = preloadNetThing("http://www.yourserver.com/menupage/mymovie.dir")
// Javascript
set mynetid = preloadNetThing("http://www.yourserver.com/menupage/mymovie.dir");

After downloading is complete, you can navigate to the movie using the same URL. The movie will be played from
the cache instead of the URL, since it’s been loaded in the cache.
See also
netDone()

preMultiply
Usage
transform1.preMultiply(transform2)

Description
3D transform command; alters a transform by pre-applying the positional, rotational, and scaling effects of another
transform.
If transform2 describes a rotation of 90° about the X axis and transform1 describes a translation of 100 units in
the Y axis, transform1.multiply(transform2) will alter this transform so that it describes a translation followed
by a rotation. The statement transform1.preMultiply(transform2) will alter this transform so that it describes
a rotation followed by a translation. The effect is that the order of operations is reversed.
Parameters
transform2 Required. Specifies the transform from which effects are pre-applied to another transform.

Example
This statement performs a calculation that applies the transform of the model Mars to the transform of the model
Pluto:
-- Lingo
member("scene").model("Pluto").transform.preMultiply(member("scene").model("Mars").transfo
rm)
// Javascript
member("scene").getPropRef("model" ,
i).transform.preMultiply(member("scene").getPropRef("model",j).transform) ;
// where i and j are the number index of the models "Pluto" and "Mars" respectively.

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preRotate
Usage
transformReference.preRotate( xAngle, yAngle, zAngle )
transformReference.preRotate( vector )
transformReference.preRotate( positionVector, directionVector, angle )
member( whichCastmember ).node.transform.preRotate( xAngle, yAngle, zAngle )
member( whichCastmember ).node.transform.preRotate( vector )
member( whichCastmember ).node.transform.preRotate( positionVector, directionVector, angle
)

Description
3D transform command; applies a rotation before the current positional, rotational, and scale offsets held by the
referenced transform object. The rotation may be specified as a set of three angles, each of which specify an angle of
rotation about the three corresponding axes. These angles may be specified explicitly in the form of xAngle, yAngle,
and zAngle, or by a vector, where the x component of the vector corresponds to the rotation about the x-axis, the y
about the y-axis, and the z about the z-axis.
Alternatively, the rotation may also be specified as a rotation about an arbitrary axis. This axis is defined in space by
positionVector and directionVector. The amount of rotation about this axis is specified by angle.
Node may be a reference to a model, group, light, or camera

Parameters
xAngle Required if applying a rotation using x-, y-, and z-axes. Specifies the angle of rotation around the x-axis.
yAngle Required if applying a rotation using x-, y-, and z-axes. Specifies the angle of rotation around the y-axis.
zAngle Required if applying a rotation using x-, y-, and z-axes. Specifies the angle of rotation around the z-axis.
vector Required if applying a rotation using a vector. Specifies the vector whose angles are used in the rotation.
positionVector Required if applying a rotation about an arbitrary axis. Specifies the position offset.
directionVector Required if applying a rotation about an arbitrary axis. Specifies the direction offset.
angle Required if applying a rotation about an arbitrary axis. Specifies the amount of rotation about an arbitrary

axis.
Example
The following statement performs a rotation of 20° about each axis. Since the model’s transform property is its
position, rotation, and scale offsets relative to that model’s parent, and preRotate applies the change in orientation
prior to any existing effects of that model's transform, this will rotate the model in place rather than orbiting around
its parent.
-- Lingo
member("scene").model("bip01").transform.preRotate(20, 20, 20)
// Javascript
member("scene").getPropRef("model", i).transform.preRotate(20, 20, 20) ;
// where i is the number index of the model "bip01"

The above is equivalent to:
member("scene").model("bip01").rotate(20,20,20).
// javascript
member("scene").getPropRef("model", i).rotate(20,20,20) ;
// where i is the number index of the model "bip01"

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Generally preRotate() is only useful when dealing with transform variables. This line will orbit the camera about
the point (100, 0, 0) in space, around the y axis, by 180°.
-- Lingo
t = transform()
t.position = member("scene").camera[1].transform.position
t.preRotate(vector(100, 0, 0), vector(0, 1, 0), 180)
member("scene").camera[1].transform = t
// javascript
var t = transform() ;
t.position = member("scene").getPropRef("camera", 1).transform.position ;
t.preRotate(vector(100, 0, 0), vector(0, 1, 0), 180) ;
member("scene").getPropRef("camera",1).transform = t ;

See also
rotate

preScale()
Usage
transformReference.preScale( xScale, yScale, zScale )
transformReference.preScale( vector )
member( whichCastmember ).node.transform.preScale( xScale, yScale, zScale )
member( whichCastmember ).node.transform.preScale( vector )

Description
3D transform command; applies a scale prior to the existing positional, rotational, and scaling effects of the given
transform.
Node may be a reference to a model, group, light, or camera.

Parameters
xScale Required if applying a scale using x-, y-, and z-axes. Specifies the scale around the x-axis.
yScale Required if applying a scale using x-, y-, and z-axes. Specifies the scale around the y-axis.
zScale Required if applying a scale using x-, y-, and z-axes. Specifies the scale around the z-axis.
vector Required if applying a scale using a vector. Specifies the vector that contains the scale to apply.

Example
Line 1 of the following Lingo creates a duplicate of Moon1’s transform. Remember that access to a model’s transform
property is by reference.
Line 2 applies a scale to that transform prior to any existing positional or rotational effects of that transform. Assume
that the transform represents the positional offset and rotational orbit of Moon1 relative to its parent planet. Lets also
assume Moon2’s parent is the same as Moon1’s. If we used scale() here instead of preScale(), then Moon2 would
be pushed out twice as far and rotated about the planet twice as much as is Moon1. This is because the scaling would
be applied to the transform’s existing positional and rotational offsets. Using preScale() will apply the size change
without affecting these existing positional and rotational offsets.

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Line 3 applies an additional 180° rotation about the x-axis of the planet. This will put Moon2 on the opposite side of
Moon1’s orbit. Using preRotate() would have left Moon2 in the same place as Moon1, spun around its own x-axis
by 180°.
Line 4 assigns this new transform to Moon2.
-- Lingo
t = member("scene").model("Moon1").transform.duplicate()
t.preScale(2,2,2)
t.rotate(180,0,0)
member("scene").model("Moon2").transform = t
// Javascript
var t = member("scene").getPropRef("model", i).transform.duplicate() ;
t.preScale(2,2,2) ;
t.rotate(180,0,0) ;
member("scene").getPropRef("model", i).transform = t ;
// where i the number index of model " Moon2".

preTranslate()
Usage
transformReference.preTranslate( xIncrement, yIncrement, zIncrement )
transformReference.preTranslate( vector )
member( whichCastmember ).node.transform.preTranslate(xIncrement, yIncrement, zIncrement)
member( whichCastmember ).node.transform.preTranslate( vector )
// Javascript
member( whichCastmember ).getProp("model",a).transform.preTranslate(xIncrement, yIncrement,
zIncrement) ;

Description
3D transform command; applies a translation before the current positional, rotational, and scale offsets held by the
referenced transform object. The translation may be specified as a set of three increments along the three corresponding axes. These increments may be specified explicitly in the form of xIncrement, yIncrement, and
zIncrement, or by a vector, where the X component of the vector corresponds to the translation about the X axis,
the Y about the Y axis, and the Z about the Z axis.
After a series of transformations are done, in the following order, the model’s local origin will be at (0, 0, -100),
assuming the model’s parent is the world:
model.transform.identity()
model.transform.rotate(0, 90, 0)
model.transform.preTranslate(100, 0, 0)

Had translate() been used instead of preTranslate(), the model's local origin would be at (100, 0, 0) and the
model rotated about its own Y axis by 90°. The statement model.transform.pretranslate(x, y, z) is equivalent to model.translate(x, y, z). Generally, preTranslate() is only useful when dealing with transform
variables rather than model.transform references.
Parameters
xIncrement Required if applying a translation using x-, y-, and z-axes. Specifies the translation around the x-axis.
yIncrement Required if applying a translation using x-, y-, and z-axes. Specifies the translation around the y-axis.

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zIncrement Required if applying a translation using x-, y-, and z-axes. Specifies the translation around the z-axis.
vector Required if applying a translation using a vector. Specifies the vector to use in the translation.

Example
-- Lingo
t = transform()
t.transform.identity()
t.transform.rotate(0, 90, 0)
t.transform.preTranslate(100, 0, 0)
gbModel = member("scene").model("mars")
gbModel.transform = t
put gbModel.transform.position
-- vector(0.0000, 0.0000, -100.0000)
// Javascript
gbModel = member("scene").getProp("model" , a) ;
// where a is the number index for the mars model.
gbModel.transform.preTranslate(xIncrement , yIncrement, zIncrement) ;
member("scene").getProp("model" , a).transform.preTranslate(xIncrement , yIncrement,
zIncrement) ;

print()
Usage
-- Lingo syntax
spriteObjRef.print({targetName, #printingBounds})
// JavaScript syntax
spriteObjRef.print({targetName, #printingBounds});

Description
Command; calls the corresponding print ActionScript command, which was introduced in Flash 5. All frames in
the Flash movie that have been labeled #p are printed. If no individual frames have been labeled, the whole movie
prints.
Because printing of Flash movies is rather complicated, you may benefit from reviewing the section about printing
in the Flash 5 documentation before using this sprite function.
Parameters
targetName Optional. Specifies the name of the target movie or movie clip to be printed. If omitted (if the target is

0), then the main Flash movie is printed.
printingBounds Optional. Specifies the options for the printing bounds. If omitted, the bounds of the target movie

are used. If specified, printingBounds must be one of the following values:

•

#bframe. If specified, then the printing bounds for each page are changed to match each frame that is being

printed.

•

#bmax. If specified, then the printing bounds become a large enough virtual rectangle to fit all frames to be

printed.
Example
This statement prints the flash movie present as the "SWF" cast member.

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-- Lingo
member("SWF").print()
// javascript
member("SWF").print() ;

printAsBitmap()
Usage
-- Lingo syntax
spriteObjRef.printAsBitmap({targetName, #printingBounds})
// JavaScript syntax
spriteObjRef.printAsBitmap({targetName, #printingBounds});

Description
Flash sprite command; functions much like the print command, but works only with Flash sprites. However,
printAsBitmap can be used to print objects containing alpha channel information.

printFrom()
Usage
-- Lingo syntax
_movie.printFrom(startFrameNameOrNum {, endFrameNameOrNum, redux})
// JavaScript syntax
_movie.printFrom(startFrameNameOrNum {, endFrameNameOrNum, redux});

Description
Movie method; prints whatever is displayed on the Stage in each frame, whether or not the frame is selected, starting
at the frame specified by startFrame. Optionally, you can supply endFrame and a reduction (redux) value (100%,
50%, or 25%).
The frame being printed need not be currently displayed. This command always prints at 72 dots per inch (dpi),
bitmaps everything on the screen (text will not be as smooth in some cases), prints in portrait (vertical) orientation,
and ignores Page Setup settings. For more flexibility when printing from within Director, see PrintOMatic Lite Xtra,
which is on the installation disk.
Parameters
startFrameNameOrNum Required. A string or integer that specifies the name or number of the first frame to print.
endFrameNameOrNum Optional. A string or integer that specifies the name or number of the last frame to print.
redux Optional. An integer that specifies the reduction value. Valid values are 100, 50, or 25.

Example
This statement prints what is on the Stage in frame 1:
-- Lingo syntax
_movie.printFrom(1)
// JavaScript syntax
_movie.printFrom(1);

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The following statement prints what is on the Stage in every frame from frame 10 to frame 25. The reduction is 50%.
-- Lingo syntax
_movie.printFrom(10, 25, 50)
// JavaScript syntax
_movie.printFrom(10, 25, 50);

See also
Movie

propList()
Usage
-- Lingo syntax
propList()
[:]
propList(string1, value1, string2, value2, ...)
propList(#symbol1, value1, #symbol2, value2, ...)
[#symbol1:value1, #symbol2:value2, ...]
// JavaScript syntax
propList();
propList(string1, value1, string2, value2, ...);

Description
Top level function; creates a property list, where each element in the list consists of a name/value pair.
When creating a property list using the syntax propList() or [:] (Lingo only), with or without parameters, the
index of list values begins with 1.
The maximum length of a single line of executable script is 256 characters. Large property lists cannot be created
using propList(). To create a property list with a large amount of data, enclose the data in square brackets ([]), put
the data into a field, and then assign the field to a variable. The variable’s content is a list of the data.
Parameters
string1, string2, ... Optional. Strings that specify the name portions of the elements in the list.
value1, value2, ... Optional. Values that specify the value portions of the elements in the list.
#symbol1, #symbol2, ... (Lingo only) Optional. Symbols that represent the name portions of the elements in the

list.
Example
This statement creates a property list with various properties and values, and then displays the various property
values in the Message window:
-- Lingo syntax
-- using propList()
colorList = propList(#top,"red", #sides,"blue", #bottom,"green")
-- using brackets
colorList = [#top:"red", #sides:"blue", #bottom:"green"]
put(colorList.top) -- "red"
put(colorList.sides) -- "blue"
put(colorList.bottom) -- "green"

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// JavaScript syntax
var colorList = propList("top","red", "sides","blue", "bottom","green");
put(colorList.top); // red
put(colorList.sides); // blue
put(colorList.bottom); // green

See also
list()

proxyServer
Usage
proxyServer serverType, "ipAddress", portNum
proxyServer()

Description
Command; sets the values of an FTP or HTTP proxy server.
Without parameters, proxyServer() returns the settings of an FTP or HTTP proxy server.
Parameters
serverType Optional. A symbol that specifies the type of proxy server. The value can be either #ftp or #http.
ipAddress Optional. A string that specifies the IP address.
portNum Optional. An integer that specifies the port number.

Example
This statement sets up an HTTP proxy server at IP address 197.65.208.157 using port 5:
-- Lingo
proxyServer #http,"197.65.208.157",5
// Javascript
proxyServer (symbol("http"),"197.65.208.157",5) ;

This statement returns the port number of an HTTP proxy server:
-- Lingo
put proxyServer(#http,#port)
// Javascript
put (proxyServer(symbol("http"),symbol("port"))) ;

If no server type is specified, the function returns 1.
This statement returns the IP address string of an HTTP proxy server:
-- Lingo
put proxyServer(#http)
// Javascript
put (proxyServer(symbol("http")) ;

This statement turns off an FTP proxy server:
proxyServer #ftp,#stop
// Javascript

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proxyServer(symbol("ftp"),symbol("stop")) ;

ptToHotSpotID()
Usage
-- Lingo syntax
spriteObjRef.ptToHotSpotID(point)
// JavaScript syntax
spriteObjRef.ptToHotSpotID(point);

Description
QuickTime VR function; returns the ID of the hotspot, if any, that is at the specified point. If there is no hotspot, the
function returns 0.
Parameters
point Required. Specifies the point to test.

puppetPalette()
Usage
-- Lingo syntax
_movie.puppetPalette(palette {, speed} {, frames})
// JavaScript syntax
_movie.puppetPalette(palette {, speed} {, frames});

Description
Movie method; causes the palette channel to act as a puppet and lets script override the palette setting in the palette
channel of the Score and assign palettes to the movie.
The puppetPalette() method sets the current palette to the palette cast member specified by palette. If palette
evaluates to a string, it specifies the cast library name of the palette. If palette evaluates to an integer, it specifies
the member number of the palette.
For best results, use the puppetPalette() method before navigating to the frame on which the effect will occur so
that Director can map to the desired palette before drawing the next frame.
You can fade in the palette by replacing speed with an integer from 1 (slowest) to 60 (fastest). You can also fade in
the palette over several frames by replacing frames with an integer for the number of frames.
A puppet palette remains in effect until you turn it off using the syntax _movie.puppetPalette(0). No subsequent
palette changes in the Score are obeyed when the puppet palette is in effect.
Note: The browser controls the palette for the entire Web page. Thus, Shockwave Player always uses the browser’s palette.
Parameters
palette Required. A string or integer that specifies the name or number of the new palette.
speed Optional. An integer that specifies the speed of a fade. Valid values range from 1 to 60.
frames Optional. An integer that specifies the number of frames over which a fade takes place.

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Example
This statement makes Rainbow the movie’s palette:
-- Lingo syntax
_movie.puppetPalette("Rainbow")
// JavaScript syntax
_movie.puppetPalette("Rainbow");

The following statement makes Rainbow the movie’s palette. The transition to the Rainbow palette occurs over a time
setting of 15, and over 20 frames.
-- Lingo syntax
_movie.puppetPalette("Rainbow", 15, 20)
// JavaScript syntax
_movie.puppetPalette("Rainbow", 15, 20);

See also
Movie

puppetSprite()
Usage
-- Lingo syntax
_movie.puppetSprite(intSpriteNum, bool)
// JavaScript syntax
_movie.puppetSprite(intSpriteNum, bool);

Description
Movie method; determines whether a sprite channel is a puppet and under script control (TRUE) or not a puppet and
under the control of the Score (FALSE).
While the playhead is in the same sprite, turning off the sprite channel’s puppetting using the syntax
puppetSprite(intSpriteNum, FALSE) resets the sprite’s properties to those in the Score.

The sprite channel’s initial properties are whatever the channel’s settings are when the puppetSprite() method is
executed. You can use script to change sprite properties as follows:

• If a sprite channel is a puppet, any changes that script makes to the channel’s sprite properties remain in effect
after the playhead exits the sprite.
• If a sprite channel is not a puppet, any changes that script makes to a sprite last for the life of the current sprite
only.
The channel must contain a sprite when you use the puppetSprite() method.
Making the sprite channel a puppet lets you control many sprite properties—such as member, locH, and width—
from script after the playhead exits the sprite.
Use the syntax puppetSprite(intSpriteNum, FALSE) to return control to the Score when you finish controlling a
sprite channel from script and to avoid unpredictable results that may occur when the playhead is in frames that
aren’t intended to be puppets.

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Note: Version 6 of Director introduced autopuppetting, which made it unnecessary to explicitly puppet a sprite under
most circumstances. Explicit control is still useful if you want to retain complete control over a channel’s contents even
after a sprite span has finished playing.
Parameters
intSpriteNum Required. An integer that specifies the sprite channel to test.
bool Required. A boolean value that specifies whether a sprite channel is under script control (TRUE) or under the
control of the Score (FALSE).

Example
This statement makes the sprite in channel 15 a puppet:
-- Lingo syntax
_movie.puppetSprite(15, TRUE)
// JavaScript syntax
_movie.puppetSprite(15, true);

This statement removes the puppet condition from the sprite in the channel numbered i + 1:
-- Lingo syntax
_movie.puppetSprite(i + 1, FALSE)
// JavaScript syntax
_movie.puppetSprite(i + 1, false);

See also
makeScriptedSprite(), Movie, Sprite Channel

puppetTempo()
Usage
-- Lingo syntax
_movie.puppetTempo(intTempo)
// JavaScript syntax
_movie.puppetTempo(intTempo);

Description
Movie method; causes the tempo channel to act as a puppet and sets the tempo to a specified number of frames.
When the tempo channel is a puppet, script can override the tempo setting in the Score and change the tempo
assigned to the movie.
It’s unnecessary to turn off the puppet tempo condition to make subsequent tempo changes in the Score take effect.
Note: Although it is theoretically possible to achieve frame rates up to 30,000 frames per second (fps) with the
puppetTempo() method, you could do this only with little animation and a very powerful machine.
Parameters
intTempo Required. An integer that specifies the tempo.

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Example
This statement sets the movie’s tempo to 30 fps:
-- Lingo syntax
_movie.puppetTempo(30)
// JavaScript syntax
_movie.puppetTempo(30);

This statement increases the movie’s old tempo by 10 fps:
-- Lingo syntax
_movie.puppetTempo(oldTempo + 10)
// JavaScript syntax
_movie.puppetTempo(oldTempo + 10);

See also
Movie

puppetTransition()
Usage
-- Lingo syntax
_movie.puppetTransition(memberObjRef)
_movie.puppetTransition(int {, time} {, size} {, area})
// JavaScript syntax
_movie.puppetTransition(memberObjRef);
_movie.puppetTransition(int {, time} {, size} {, area});

Description
Movie method; performs the specified transition between the current frame and the next frame.
To use an Xtra transition cast member, use the puppetTransition(memberObjRef) syntax.
To use a built-in Director transition, replace int with a value in the following table. Replace time with the number
of quarter seconds used to complete the transition. The minimum value is 0; the maximum is 120 (30 seconds).
Replace size with the number of pixels in each chunk of the transition. The minimum value is 1; the maximum is
128. Smaller chunk sizes yield smoother transitions but are slower.
Code

Transition

Code

Transition

01

Wipe right

27

Random rows

02

Wipe left

28

Random columns

03

Wipe down

29

Cover down

04

Wipe up

30

Cover down, left

05

Center out, horizontal

31

Cover down, right

06

Edges in, horizontal

32

Cover left

07

Center out, vertical

33

Cover right

08

Edges in, vertical

34

Cover up

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Code

Transition

Code

Transition

09

Center out, square

35

Cover up, left

10

Edges in, square

36

Cover up, right

11

Push left

37

Venetian blinds

12

Push right

38

Checkerboard

13

Push down

39

Strips on bottom, build left

14

Push up

40

Strips on bottom, build right

15

Reveal up

41

Strips on left, build down

16

Reveal up, right

42

Strips on left, build up

17

Reveal right

43

Strips on right, build down

18

Reveal down, right

44

Strips on right, build up

19

Reveal down

45

Strips on top, build left

20

Reveal down, left

46

Strips on top, build right

21

Reveal left

47

Zoom open

22

Reveal up, left

48

Zoom close

23

Dissolve, pixels fast*

49

Vertical blinds

24

Dissolve, boxy rectangles

50

Dissolve, bits fast*

25

Dissolve, boxy squares

51

Dissolve, pixels*

26

Dissolve, patterns

52

Dissolve, bits*

Transitions marked with an asterisk (*) do not work on monitors set to 32 bits.
There is no direct relationship between a low time value and a fast transition. The actual speed of the transition
depends on the relation of size and time. For example, if size is 1 pixel, the transition takes longer no matter how
low the time value, because the computer has to do a lot of work. To make transitions occur faster, use a larger chunk
size, not a shorter time.
Replace area with a value that determines whether the transition occurs only in the changing area (TRUE) or over
the entire Stage (FALSE, default). The area variable is an area within which sprites have changed.
Parameters
memberObjRef Required if using an Xtra transition cast member. A reference to the Xtra cast member to use as the

transition.
int Required if using a built-in Director transition. An integer that specifies the number of the transition to use.
time Optional. An integer that specifies that number of quarter seconds used to complete the transition. Valid values

range from 0 to 120.
size Optional. An integer that specifies the number of pixels in each chunk of the transition. Valid values range from

1 to 128.
area Optional. A boolean value that specifies whether the transition occurs only in the changing area (TRUE) or over

the entire Stage (FALSE).

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Example
The following statement performs a wipe right transition. Because no value is specified for area, the transition
occurs over the entire Stage, which is the default
-- Lingo syntax
_movie.puppetTransition(1)
// JavaScript syntax
_movie.puppetTransition(1);

This statement performs a wipe left transition that lasts 1 second, has a chunk size of 20, and occurs over the entire
Stage:
-- Lingo syntax
_movie.puppetTransition(2, 4, 20, FALSE)
// JavaScript syntax
_movie.puppetTransition(2, 4, 20, false);

See also
Movie

put()
Usage
-- Lingo syntax
put(value)
// JavaScript syntax
put(value);

Description
Top level function; evaluates an expression and displays the result in the Message window.
The functionality of this method is identical to the top level trace() method, which is available to both Lingo and
JavaScript syntax.
This method can be used as a debugging tool by tracking the values of variables as a movie plays.
Parameters
value Required. The expression to evaluate.
Example
This statement displays the time in the Message window:
-- Lingo syntax
put(_system.time())
// JavaScript syntax
put(_system.time());

This statement displays the value assigned to the variable bid in the Message window:
-- Lingo syntax
bid = "Johnson"
put(bid) -- "Johnson"

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// JavaScript syntax
var bid = "Johnson";
put(bid); // Johnson

See also
trace()

qtRegisterAccessKey()
Usage
-- Lingo syntax
qtRegisterAccessKey(categoryString, keyString)
// JavaScript syntax
qtRegisterAccessKey(categoryString, keyString);

Description
Command; allows registration of a key for encrypted QuickTime media.
The key is an application-level key, not a system-level key. After the application unregisters the key or shuts down,
the media will no longer be accessible.
Note: For security reasons, there is no way to display a listing of all registered keys.
See also
qtUnRegisterAccessKey()

qtUnRegisterAccessKey()
Usage
-- Lingo syntax
qtUnRegisterAccessKey(categoryString, keyString)
// JavaScript syntax
qtUnRegisterAccessKey(categoryString, keyString);

Description
Command; allows the key for encrypted QuickTime media to be unregistered.
The key is an application-level key, not a system-level key. After the application unregisters the key, only movies
encrypted with this key continue to play. Other media will no longer be accessible.
See also
qtRegisterAccessKey()

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queue()
Usage
-- Lingo syntax
soundChannelObjRef.queue(memberObjRef)
soundChannelObjRef.queue(propList)
// JavaScript syntax
soundChannelObjRef.queue(memberObjRef);
soundChannelObjRef.queue(propList);

Description
Sound Channel method; adds a sound cast member to the queue of a sound channel.
Once a sound has been queued, it can be played immediately with the play() method. This is because Director
preloads a certain amount of each sound that is queued, preventing any delay between the play() method and the
start of playback. The default amount of sound that is preloaded is 1500 milliseconds. This parameter can be
modified by passing a property list containing one or more parameters with the queue() method. These parameters
can also be passed with the setPlayList() method.
To see an example of queue() used in a completed movie, see the Sound Control movie in the Learning/Lingo
folder inside the Director application folder.
Parameters
memberObjRef Required if specifying a sound cast member. A reference to the sound cast member to queue.
propList Required if passing a property list as parameters. A property list that applies to the sound cast member to
queue. These properties include:
Property

Description

#member

The sound cast member to queue. This property must be provided; all others are optional.

#startTime

The time within the sound at which playback begins, in milliseconds. The default is the beginning
of the sound. See startTime.

#endTime

The time within the sound at which playback ends, in milliseconds. The default is the end of the
sound. See endTime.

#loopCount

The number of times to play a loop defined with #loopStartTime and #loopEndTime. The
default is 1. See loopCount.

#loopStartTime

The time within the sound to begin a loop, in milliseconds. See loopStartTime.

#loopEndTime

The time within the sound to end a loop, in milliseconds. See loopEndTime.

#preloadTime

The amount of the sound to buffer before playback, in milliseconds. See preloadTime.

Example
The following handler queues and plays two sounds. The first sound, cast member Chimes, is played in its entirety.
The second sound, cast member introMusic, is played starting at its 3-second point, with a loop repeated 5 times
from the 8-second point to the 8.9 second point, and stopping at the 10-second point.
-- Lingo syntax
on playMusic
sound(2).queue(member("Chimes"))
sound(2).queue([#member:member("introMusic"), #startTime:3000, #endTime:10000,
#loopCount:5, #loopStartTime:8000, #loopEndTime:8900])

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sound(2).play()
end playMusic
// JavaScript syntax
function playMusic() {
sound(2).queue(member("Chimes"))
sound(2).queue(propList("member",member("introMusic"), "startTime",3000,
"endTime",10000, "loopCount",5, "loopStartTime",8000, "loopEndTime",8900));
sound(2).play();
}

See also
endTime, loopCount, loopEndTime, loopStartTime, pause() (Sound Channel), play() (Sound
Channel), preLoadTime, setPlayList(), Sound Channel, startTime, stop() (Sound Channel)

queue() (3D)
Usage
member(whichCastmember).model(whichModel).bonesPlayer.queue(motionName {, looped,
startTime, endTime, scale, offset})
member(whichCastmember).model(whichModel).keyframePlayer.queue(motionName {, looped,
startTime, endTime, scale, offset})

Description
3D keyframePlayer and bonesPlayer modifier command; adds a specified motion to the end of the modifier’s
playList property. The motion is executed by the model when all the motions ahead of it in the playlist are finished
playing.
Parameters
motionName Required. Specifies the name of the motion to add.
looped Optional. Specifies whether the motion plays once (FALSE) or continuously (TRUE).
startTime Optional. Measured in milliseconds from the beginning of the motion. When looped is FALSE, the

motion begins at offset and ends at endTime. When looped is TRUE, the first iteration of the loop begins at
offset and ends at endTime. All subsequent repetitions begin at startTime and end at endTime.
endTime Optional. Measured in milliseconds from the beginning of the motion. When looped is FALSE, the motion

begins at offset and ends at endTime. When looped is TRUE, the first iteration of the loop begins at offset and
ends at endTime. All subsequent repetitions begin at cropStart and end at endTime. Set endTime to -1 if you want
the motion to play to the end.
scale Optional. Specifies the actual speed of the motion’s playback. scale is multiplied by the playRate property
of the model’s #keyframePlayer modifier or #bonesPlayer modifier to determine the actual speed of the
motion’s playback.
offset Optional. Measured in milliseconds from the beginning of the motion. When looped is FALSE, the motion

begins at offset and ends at endTime. When looped is TRUE, the first iteration of the loop begins at offset and
ends at endTime. All subsequent repetitions begin at startTime and end at endTime.
Example
The following Lingo adds the motion named Fall to the end of the bonesPlayer playlist of the model named Walker.
When all motions before Fall in the playlist have been executed, Fall will play one time from beginning to end.

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sprite(1).member.model("Walker").bonesPlayer.queue("Fall", 0, 0, -1, 1, 0)

The following Lingo adds the motion named Kick to the end of the bonesPlayer playlist of the model named
Walker. When all motions before Kick in the playlist have been executed, a section of Kick will play in a continuous
loop. The first iteration of the loop will begin 2000 milliseconds from the motion’s beginning. All subsequent iterations of the loop will begin 1000 milliseconds from Kick’s beginning and will end 5000 milliseconds from Kick’s
beginning. The rate of playback will be three times the playRate property of the model’s bonesPlayer modifier.
sprite(1).member.model("Walker").bonesPlayer.queue("Kick", 1, 1000, 5000, 3, 2000)

See also
play() (3D), playNext() (3D), playRate (3D)

QuickTimeVersion()
Usage
-- Lingo syntax
QuickTimeVersion()
// JavaScript syntax
QuickTimeVersion();

Description
Function; returns a floating-point value that identifies the current installed version of QuickTime and replaces the
current QuickTimePresent function.
In Windows, if multiple versions of QuickTime 3.0 or later are installed, QuickTimeVersion() returns the latest
version number. If a version before QuickTime 3.0 is installed, QuickTimeVersion() returns version number 2.1.2
regardless of the version installed.
Parameters
None.
Example
This statement uses QuickTimeVersion() to display in the Message window the version of QuickTime that is
currently installed:
-- Lingo syntax
put(QuickTimeVersion())
// JavaScript syntax
put(QuickTimeVersion());

quit()
Usage
-- Lingo syntax
_player.quit()
// JavaScript syntax
_player.quit();

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Description
Player method; exits from Director or a projector to the Windows desktop or Mac Finder.
Parameters
None.
Example
This statement tells the computer to exit to the Windows desktop or Mac Finder when the user presses Control+Q
(Windows) or Command+Q (Mac):
-- Lingo syntax
if (_key.key = "q" and _key.commandDown) then
_player.quit()
end if
// JavaScript syntax
if (_key.key == "q" && _key.commandDown) {
_player.quit();
}

See also
Player

ramNeeded()
Usage
-- Lingo syntax
_movie.ramNeeded(intFromFrame, intToFrame)
// JavaScript syntax
_movie.ramNeeded(intFromFrame, intToFrame);

Description
Movie method; determines the memory needed, in bytes, to display a range of frames. For example, you can test the
size of frames containing 32-bit artwork: if ramNeeded() is larger than freeBytes(), then go to frames containing
8-bit artwork and divide by 1024 to convert bytes to kilobytes (K).
Parameters
intFromFrame Required. An integer that specifies the number of the first frame in the range.
intToFrame Required. An integer that specifies the number of the last frame in the range.

Example
This statement sets the variable frameSize to the number of bytes needed to display frames 100 to 125 of the movie:
-- Lingo syntax
frameSize = _movie.ramNeeded(100, 125)
// JavaScript syntax
var frameSize = _movie.ramNeeded(100, 125);

This statement determines whether the memory needed to display frames 100 to 125 is more than the available
memory, and, if it is, branches to the section using cast members that have lower color depth:

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-- Lingo syntax
if (_movie.ramNeeded(100, 125) > _system.freeBytes) then
_movie.go("8-bit")
end if
// JavaScript syntax
if (_movie.ramNeeded(100, 125) > _system.freeBytes) {
_movie.go("8-bit");
}

See also
freeBytes(), Movie

random()
Usage
-- Lingo syntax
random(integerExpression)
// JavaScript syntax
random(integerExpression);

Description
Top level function; returns a random integer in the range 1 to a specified value. This function can be used to vary
values in a movie, such as to vary the path through a game, assign random numbers, or change the color or position
of sprites.
To start a set of possible random numbers with a number other than 1, subtract the appropriate amount from the
random() function. For example, the expression random(n + 1) - 1 uses a range from 0 to the number n.
Parameters
integerExpression Required. Specifies the maximum value of the random number.

Example
This statement assigns random values to the variable diceRoll:
-- Lingo syntax
diceRoll = (random(6) + random(6))
// JavaScript syntax
var diceRoll = (random(6) + random(6));

This statement randomly changes the foreground color of sprite 10:
-- Lingo syntax
sprite(10).foreColor = (random(256) - 1)
// JavaScript syntax
sprite(10).foreColor = (random(256) - 1);

This handler randomly chooses which of two movie segments to play:
-- Lingo syntax
on SelectScene
if (random(2) = 2) then
_movie.go("11a")

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else
_movie.go("11b")
end if
end
// JavaScript syntax
function SelectScene() {
if (random(2) == 1) {
_movie.go("11a");
} else {
_movie.go("11b");
}
}

This statement produces a random multiple of 5 in the range 5 to 100:
-- Lingo syntax
theScore = (5 * random(20))
// JavaScript syntax
var theScore = (5 * random(20));

randomVector()
Usage
-- Lingo syntax
randomVector()
// JavaScript syntax
randomVector();

Description
Top level function; returns a unit vector describing a randomly chosen point on the surface of a unit sphere.
This function differs from vector(random(10)/10.0, random(10)/10.0, random(10)/10.0,) in that the
resulting vector using randomVector() is guaranteed to be a unit vector.
A unit vector always has a length of one.
Parameters
None.
Example
These statements create and display two randomly defined unit vectors in the Message window:
-- Lingo syntax
vec1 = randomVector()
vec2 = randomVector()
put(vec1 & RETURN & vec2)
// JavaScript syntax
var vec1 = randomVector();
var vec2 = randomVector();
put(vec1 + "\n" + vec2);

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See also
vector()

randomVector
Usage
randomVector()

Description
3D command; returns a unit vector describing a randomly chosen point on the surface of a unit sphere. This method
differs from vector( random(10)/10.0, random(10)/10.0, random(10)/10.0), in that the resulting vector is
guaranteed to be a unit vector.
Parameters
None.
Example
These statements create and display two randomly defined unit vectors in the Message window:
vec = randomVector()
put vec
-- vector(-0.1155, 0.9833, -0.1408)
vec2 = randomVector()
put vec2
-- vector(0.0042, 0.8767, 0.4810)

See also
getNormalized, generateNormals(), normalize

rawNew()
Usage
parentScript.rawNew()
rawNew(parentScript)

Description
Function; creates a child object from a parent script without calling its on new handler. This allows a movie to create
child objects without initializing the properties of those child objects. This is particularly useful when you want to
create large numbers of child objects for later use. To initialize the properties of one of these raw child objects, call
its on new handler.
Parameters
None.
Example
This statement creates a child object called RedCar from the parent script CarParentScript without initializing its
properties:
RedCar = script("CarParentScript").rawNew()

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This statement initializes the properties of the child object RedCar:
RedCar.new()

See also
new(), script()

readChar()
Usage
-- Lingo syntax
fileioObjRef.readChar()
// JavaScript syntax
fileioObjRef.readChar();

Description
Fileio method; Reads the next character of a file and returns it.
You must first open a file by calling openFile() before using readChar() to read a character. When reading
unicode files, readchar() returns only the next byte and not the unicode character. To read unicode characters,
use the readFile() method.
Parameters
None.
Example
The following statement opens a file c:\xtra.txt with Read/Write permission and reads all the characters in the file
till it encounters the character ‘e’.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
repeat while(numToChar(objFileio.readChar()) <> ‘e’)
put numToChar(objFileio.readChar())
end repeat
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
while(numToChar(objFileio.readChar()) != ‘e’)
{
trace(numToChar(objFileio.readChar()));
}

See also
Fileio, openFile()

readFile()
Usage
-- Lingo syntax

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fileioObjRef.readFile()
// JavaScript syntax
fileioObjRef.readFile();

Description
Fileio method; Reads from the current position to the end of a specified file, and returns the result as a string.
You must first open a file by calling openFile() before using readFile() to read a file.
Parameters
None.
Example
The following statement opens a file c:\xtra.txt with Read/Write permission and reads the contents of the file.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
contents =objFileio.readFile()
put contents
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
var contents = objFileio.readFile();
trace(contents);

See also
Fileio, openFile()

readLine()
Usage
-- Lingo syntax
fileioObjRef.readLine()
// JavaScript syntax
fileioObjRef.readLine();

Description
Fileio method; Reads the next line of a file, including the next RETURN, and returns it as a string.
You must first open a file by calling openFile() before using readLine() to read a line.
Parameters
None.
Example
The following statement opens a file c:\xtra.txt with Read/Write permission and reads the first line of the file.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
contents =objFileio.readLine()

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put contents
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
contents = objFileio.readLine();
trace(contents);

See also
Fileio, openFile()

readToken()
Usage
-- Lingo syntax
fileioObjRef.readToken(stringSkip, stringBreak)
// JavaScript syntax
fileioObjRef.readToken(stringSkip, stringBreak);

Description
Fileio method; Reads the next token and returns it as a string.
You must first open a file by calling openFile() before using readToken() to read a token.
Parameters
stringSkip Required. A string that specifies the set of characters after which the token starts. The string
stringSkip is not included in the returned string.
stringBreak Required. A string that specifies the set of characters before which the token ends. The string
stringBreak is not included in the returned string.

Example
The following statement opens a file c:\xtra.txt with Read/Write permission and gets the token between “Director is
good” and the string to skip is “D” and string break is “g”.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
contents =objFileio.readToken(“D”,”g”)
put contents
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
contents = objFileio.readToken(“D”,”g”);
trace(contents);

The output is “irector is”.
See also
Fileio, openFile()

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readWord()
Usage
-- Lingo syntax
fileioObjRef.readWord()
// JavaScript syntax
fileioObjRef.readWord();

Description
Fileio method; Reads the next word of a file and returns it as a string.
You must first open a file by calling openFile() before using readWord() to read a word.
Parameters
None.
Example
The following statement opens a file c:\xtra.txt with Read/Write permission and reads the first word of the file.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
contents =objFileio.readWord()
put contents
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
contents = objFileio.readWord();
trace(contents);

See also
Fileio, openFile()

realPlayerNativeAudio()
Usage
-- Lingo syntax
realPlayerNativeAudio()
// JavaScript syntax
realPlayerNativeAudio();

Description
RealMedia function; allows you to get or set the global flag that determines whether the audio portion of the
RealMedia cast member is processed by RealPlayer® (TRUE) or by Director (FALSE). This function returns the
previous value of the flag.

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To be effective, this flag must be set before RealPlayer is first loaded (when the first RealMedia cast member is
encountered in the Score or with the first Lingo reference to a RealMedia cast member); any changes to this flag after
RealPlayer is loaded are ignored. This flag should be executed in a prepareMovie event handler in a movie script.
This flag is set for the entire session (from the time the Shockwave Player is launched until it is closed and
relaunched), not just for the duration of the current movie.
By default, this flag is set to FALSE and audio is processed by Director, which allows you to set the soundChannel
property and use the standard Lingo sound methods and properties to manipulate the audio stream of a RealMedia
sprite, including mixing RealAudio® with other Director audio. If this flag is set to TRUE, Lingo control of the sound
channel is not processed, and the sound is handled by RealPlayer.
Parameters
None.
Example
The following code shows that the realPlayerNativeAudio() function is set to FALSE, which means that audio in
the RealMedia cast member will be processed by Director:
-- Lingo syntax
put(realPlayerNativeAudio())
-- 0
// JavaScript syntax
trace(realPlayerNativeAudio());
// 0

The following code sets the realPlayerNativeAudio() function to TRUE, which means that audio in the
RealMedia stream will be processed by RealPlayer and all Lingo control of the sound channel will be ignored:
-- Lingo syntax
realPlayerNativeAudio(TRUE)
// JavaScript syntax
realPlayerNativeAudio(1);

See also
soundChannel (RealMedia)

realPlayerPromptToInstall()
Usage
-- Lingo syntax
realPlayerPromptToInstall()
// JavaScript syntax
realPlayerPromptToInstall();

Description
RealMedia function; allows you to get or set a global flag that determines whether automatic detection and alert for
RealPlayer 8 is enabled (TRUE) or not (FALSE).

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By default, this function is set to TRUE, which means that if users do not have RealPlayer 8 and attempt to load a
movie containing RealMedia, they are automatically asked if they want to go to the RealNetworks® website and install
RealPlayer. You can set this flag to FALSE if you want to create your own detection and alert system using the
“realPlayerVersion()” on page 502 function and custom code. If this flag is set to FALSE and an alternate RealPlayer
8 detection and alert system is not in place, users without RealPlayer will be able to load movies containing
RealMedia cast members, but the RealMedia sprites will not appear.
This function detects the build number of the RealPlayer installed on the user’s system to determine whether
RealPlayer 8 is installed. On Windows systems, build numbers 6.0.8.132 or later indicate that RealPlayer 8 is
installed. On Mac systems, RealPlayer Core component build numbers 6.0.7.1001 or later indicate that RealPlayer 8
is installed.
This flag should be executed in a prepareMovie event handler in a movie script.
This function returns the previous value of the flag.
Parameters
None.
Example
The following code shows that the realPlayerPromptToInstall() function is set to TRUE, which means users
who do not have RealPlayer will be prompted to install it:
-- Lingo syntax
put(realPlayerPromptToInstall()) -- 1
// JavaScript syntax
trace(realPlayerPromptToInstall()); // 1

The following code sets the realPlayerPromptToInstall() function to FALSE, which means that users will not
be prompted to install RealPlayer unless you have created a detection and alert system:
-- Lingo syntax
realPlayerPromptToInstall(FALSE)
// JavaScript syntax
realPlayerPromptToInstall(0);

realPlayerVersion()
Usage
-- Lingo syntax
realPlayerVersion()
// JavaScript syntax
realPlayerVersion();

Description
RealMedia function; returns a string identifying the build number of the RealPlayer software installed on the user’s
system, or an empty string if RealPlayer is not installed. Users must have RealPlayer 8 or later in order to view
Director movies containing RealMedia content. On Windows systems, build numbers 6.0.8.132 or later indicate that
RealPlayer 8 is installed. On Mac systems, RealPlayer Core component build numbers 6.0.7.1001 or later indicate
that RealPlayer 8 is installed.

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The purpose of this function is to allow you to create your own RealPlayer detection and alert system, if you do not
want to use the one provided by the function “realPlayerPromptToInstall()” on page 501.
If you choose to create your own detection and alert system using the realPlayerVersion() function, you must
do the following:

• Call realPlayerPromptToInstall(FALSE) (by default, this function is set to TRUE) before any RealMedia cast
members are referenced in Lingo or appear in the Score. This function should be set in a prepareMovie event
handler in a movie script.
• Use the xtraList system property to verify that the Xtra for RealMedia (RealMedia Asset.x32) is listed in the
Movie Xtras dialog box. The realPlayerVersion() function will not work if the Xtra for RealMedia is not present.
The build number returned by this function is the same as the build number you can display in RealPlayer.
To view the RealPlayer build number in Windows:
1 Launch RealPlayer.
2

Choose About RealPlayer from the Help menu.
In the window that appears, the build number appears at the top of the screen in the second line.

To view the RealPlayer build number on the Mac:
1 Launch RealPlayer.
2

Choose About RealPlayer from the Apple® menu.
The About RealPlayer dialog box appears. Ignore the build number listed in the second line at the top of the
screen; it is incorrect.

3

Click the Version Info button.
The RealPlayer Version Information dialog box appears.

4

Select RealPlayer Core in the list of installed components.
The build number shown for RealPlayer Core component (for example, 6.0.8.1649) is the same as the build
number returned by realPlayerVersion().

Parameters
None.
Example
The following code shows that build number of the RealPlayer® installed on the system is 6.0.9.357:
-- Lingo syntax
put(realPlayerVersion())
// JavaScript syntax
put(realPlayerVersion());

recordFont
Usage
recordFont(whichCastMember, font {[,face]} {,[bitmapSizes]} {,characterSubset} {,
userFontName})

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Description
Command; embeds a TrueType or Type 1 font as a cast member. Once embedded, these fonts are available to the
author just like other fonts installed in the system.
You must create an empty font cast member with the new() command before using recordFont.
The command creates a Shock Font in whichCastMember using the font named in the font parameter. The value
returned from the command reports whether the operation was successful. Zero indicates success.
Parameters
font Required. Specifies the name of original font to be recorded.
face Optional. Specifies a list of symbols indicating the face of the original font. Possible values are #plain, #bold,
#italic. If you do not provide a value for this parameter, #plain is used.
bitmapSizes Optional. Specifies a list of integers specifying the sizes for which bitmaps are to be recorded. This

parameter can be empty. If you omit this parameter, no bitmaps are generated. These bitmaps typically look better
at smaller point sizes (below 14 points) but take up more memory.
characterSubset Optional. Specifies a string of characters to be encoded. Only the specified characters will be

available in the font. If this parameter is omitted, all characters are encoded. If only certain characters are encoded
but an unencoded character is used, that character is displayed as an empty box.
userFontName Optional. Specifies a string to use as the name of the newly recorded font cast member.

Example
This statement creates a simple Shock Font using only the two arguments for the cast member and the font to record:
-- Lingo
myNewFontMember = new(#font)
recordFont(myNewFontMember, "Lunar Lander")
// Javascript
var myNewFontMember = new(symbol("font")) ;
myNewFontMember.recordFont( "Lunar Lander") ;

This statement specifies the bitmap sizes to be generated and the characters for which the font data should be created:
-- Lingo
myNewFontMember = new(#font)
recordfont(mynewmember,"lunar lander",[],[14, 18, 45], "Lunar Lander Game High Score First
Last Name")
// Javascript
var myNewFontMember = new(symbol("font")) ;
recordfont(mynewmember,"lunar lander",[],[14, 18, 45], "Lunar Lander Game High Score First
Last Name") ;

Note: Since recordFont resynthesizes the font data rather than using it directly, there are no legal restrictions on Shock
Font distribution.
See also
newMember()

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rect()
Usage
-- Lingo syntax
rect(intLeft, intTop, intRight, intBottom)
// JavaScript syntax
rect(intLeft, intTop, intRight, intBottom);

Description
Top level function; defines a rectangle.
You can perform arithmetic operations on rectangles using both Lingo and JavaScript syntax. If you add a single
value to a rectangle, Lingo and JavaScript syntax adds it to each element in the rectangle.
You can refer to rectangle components by list syntax or property syntax. For example, the following assignments set
both myRectWidth1 and myRectWidth2 to 50:
// JavaScript syntax
var myRect = rect(40,30,90,70);
var myRectWidth1 = myRect.right - myRect.left; // 50
var myRectWidth2 = myRect[3] - myRect[1]; // 50

To see an example of rect() used in a completed movie, see the Imaging movie in the Learning/Lingo folder inside
the Director application folder.
Parameters
intLeft Required. An integer that specifies the number of pixels that the left side of the rectangle is from the left

edge of the Stage.
intTop Required. An integer that specifies the number of pixels that the top side of the rectangle is from the top edge
of the Stage.
intRight Required. An integer that specifies the number of pixels that the right side of the rectangle is from the left

edge of the Stage.
intBottom Required. An integer that specifies the number of pixels that the bottom side of the rectangle is from the
top edge of the Stage.

Example
This statement sets the variable newArea to a rectangle whose left side is at 100, top is at 150, right side is at 300, and
bottom is at 400 pixels:
-- Lingo syntax
newArea = rect(100, 150, 300, 400)
// JavaScript syntax
var newArea = rect(100, 150, 300, 400);

In Lingo only, the following statement sets the variable newArea to the rectangle defined by the points firstPoint
and secondPoint:
-- Lingo syntax
firstPoint = point(100, 150)
secondPoint = point(300, 400)
newArea = rect(firstPoint, secondPoint)

In Lingo only, these statements add and subtract values for rectangles:

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-- Lingo syntax
put(rect(0, 0, 100, 100) + rect(30, 55, 120, 95)) -- rect(30, 55, 220, 195)
put(rect(0, 0, 100, 100) -rect(30, 55, 120, 95)) -- rect(-30, -55, -20, 5)

In Lingo only, this statement adds 80 to each coordinate in a rectangle:
-- Lingo syntax
put(rect(60, 40, 120, 200) + 80) -- rect(140, 120, 200, 280)

In Lingo only, this statement divides each coordinate in a rectangle by 3:
-- Lingo syntax
put(rect(60, 40, 120, 200) / 3) -- rect(20, 13, 40, 66)

See also
point(), quad

registerForEvent()
Usage
member(whichCastmember).registerForEvent(eventName, handlerName, scriptObject {, begin,
period, repetitions})

Description
3D command; declares the specified handler as the handler to be called when the specified event occurs within the
specified cast member.
The following parameter descriptions apply to both the registerForEvent() and the registerScript()
commands.
Note: You can associate the registration of a script with a particular node rather than with a cast member by using the
registerScript() command.

Parameters
eventName Required. Specifies the name of the event. The event can be any of the following predefined events, or
any custom event that you define:

•

#collideAny is a collision event.

• #collideWith is a collision event involving this specific model. The setCollisionCallback() command is a
shortcut for using the registerScript() command for the #collideWith event.
• #animationStarted and #animationEnded are notification events that occur when a bones or keyframe
animation starts or stops playing. The handler will receive three arguments: eventName, motion, and time. The
eventName argument is either #animationStarted or #animationEnded. The motion argument is the name of the
motion that has started or stopped playing, and time is the current time of the motion.
• For looping animations, the #animationStarted event is issued only for the first loop, not for subsequent
loops. During a blend of two animations, this event will be sent when the blending begins.
•

When a series of animations is queued for the model and the animation’s autoBlend property is set to TRUE, the

#animationEnded event may occur before the apparent end of a given motion. This is because the autoBlend

property may make the motion appear to continue even though the animation has completed as defined.

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•

#timeMS is a time event. The first #timeMS event occurs when the number of milliseconds specified in the

begin parameter have elapsed after registerForEvent is called. The period parameter determines the number

of milliseconds between #timeMS events when the value of repetitions is greater then 0. If repetitions is 0, the
#timeMS event occurs indefinitely.
handlerName Required. Specifies the name of the handler that will be called when the event eventName occurs; this

handler is found in the script object indicated by scriptObject. The handler is sent the following arguments:

•

type is always 0.

•

delta is the elapsed time in milliseconds since the last #timeMS event.

• time is the number of milliseconds since the first #timeMS event occurred. For example, if there are three iterations with a period of 500 ms, the first iteration’s time will be 0, the second iteration will be 500, and the third will be
1000.
•

duration is the total number of milliseconds that will elapse between the registerForEvent call and the last

#timeMS event. For example, if there are five iterations with a period of 500 ms, the duration is 2500 ms. For tasks

with unlimited iterations, the duration is 0.

•

systemTime is the absolute time in milliseconds since the Director movie started.

scriptObject Required. Specifies the script object that contains the handler handlerName. If 0 is specified for
scriptObject, then the first event handler with the given name found in a movie script is called.
begin Optional. Specifies the number of milliseconds after registerForEvent() is called that the first #timeMS
event occurs.
period Optional. Specifies the number of milliseconds between #timeMS events when the value of repetitions is
greater then 0.
repetitions Optional. Specifies the number of repetitions for the #timeMS event. If repetitions is 0, the
#timeMS event occurs indefinitely.

Example
This statement registers the promptUser event handler found in a movie script to be called twice at an interval of 5
seconds:
member("Scene").registerForEvent(#timeMS, #promptUser, 0, 5000, 5000, 2)

This statement registers the promptUser event handler found in a movie script to be called each time a collision
occurs within the cast member named Scene:
member("Scene").registerForEvent(#collideAny, #promptUser, 0)

This statement declares the on promptUser handler in the same script that contains the registerForEvent
command to be called when any object collides with the model named Pluto in the cast member named Scene:
member("Scene").registerForEvent(#collideWith, #promptUser, me,
member("Scene").model("Pluto"))

See also
setCollisionCallback(), registerScript(), play() (3D), playNext() (3D), autoblend,
blendTime, sendEvent, unregisterAllEvents

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registerScript()
Usage
member(whichCastmember).model(whichModel).registerScript(eventName, handlerName,
scriptObject {, begin, period, repetitions})
member(whichCastmember).camera(whichCamera).registerScript(eventName, handlerName,
scriptObject {, begin, period, repetitions})
member(whichCastmember).light(whichLight).registerScript(eventName, handlerName,
scriptObject {, begin, period, repetitions})
member(whichCastmember).group(whichGroup).registerScript(eventName, handlerName,
scriptObject {, begin, period, repetitions})

Description
3D command; registers the specified handler to be called when the specified event occurs for the referenced node.
The following parameter descriptions apply to both the registerForEvent() and the registerScript()
commands.
Parameters
eventName Required. Specifies the name of the event. The event can be any of the following predefined events, or
any custom event that you define:

•

#collideAny is a collision event.

• #collideWith is a collision event involving this specific model. The setCollisionCallback() command is a
shortcut for using the registerScript() command for the #collideWith event.
• #animationStarted and #animationEnded are notification events that occur when a bones or keyframe
animation starts or stops playing. The handler will receive three arguments: eventName, motion, and time. The
eventName argument is either #animationStarted or #animationEnded. The motion argument is the name of the
motion that has started or stopped playing, and time is the current time of the motion.
For looping animations, the #animationStarted event is issued only for the first loop, not for subsequent
loops. During a blend of two animations, this event will be sent when the blending begins.
When a series of animations is queued for the model and the animation’s autoBlend property is set to TRUE, the
#animationEnded event may occur before the apparent end of a given motion. This is because the autoBlend

property may make the motion appear to continue even though the animation has completed as defined.

•

#timeMS is a time event. The first #timeMS event occurs when the number of milliseconds specified in the

begin parameter have elapsed after registerForEvent is called. The period parameter determines the number

of milliseconds between #timeMS events when the value of repetitions is greater then 0. If repetitions is 0, the
#timeMS event occurs indefinitely.
handlerName Required. Specifies the name of the handler that will be called when the event eventName occurs; this

handler is found in the script object indicated by scriptObject. The handler is sent the following arguments:

•

type is always 0.

•

delta is the elapsed time in milliseconds since the last #timeMS event.

• time is the number of milliseconds since the first #timeMS event occurred. For example, if there are three iterations with a period of 500 ms, the first iteration’s time will be 0, the second iteration will be 500, and the third will be
1000.

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•

duration is the total number of milliseconds that will elapse between the registerForEvent call and the last

#timeMS event. For example, if there are five iterations with a period of 500 ms, the duration is 2500 ms. For tasks

with unlimited iterations, the duration is 0.

•

systemTime is the absolute time in milliseconds since the Director movie started.

scriptObject Required. Specifies the script object that contains the handler handlerName. If 0 is specified for
scriptObject, then the first event handler with the given name found in a movie script is called.
begin Optional. Specifies the number of milliseconds after registerForEvent() is called that the first #timeMS
event occurs.
period Optional. Specifies the number of milliseconds between #timeMS events when the value of repetitions is
greater then 0.
repetitions Optional. Specifies the number of repetitions for the #timeMS event. If repetitions is 0, the
#timeMS event occurs indefinitely.

Example
This statement registers the messageReceived event handler found in a movie script to be called when the model
named Player receives the custom user defined event named #message:
member("Scene").model("Player").registerScript(#message, #messageReceived, 0)

This statement registers the collisionResponder event handler found in the same script as the registerScript
command to be called each time a collision occurs between the model named Player and any other model using the
#collision modifier:
member("Scene").model("Player").registerScript(#collideWith, #collisionResponder, me)

See also
registerForEvent(), sendEvent, setCollisionCallback()

removeBackdrop
Usage
member(whichCastmember).camera(whichCamera).removeBackdrop(index)

Description
3D command; removes the backdrop found in a specified position from the camera’s list of backdrops to display.
Parameters
index Required. Specifies the index position of the backdrop in the list of backdrops.
Example
The following statement removes the third backdrop from the list of backdrops for camera 1 within the member
named Scene. The backdrop will disappear from the stage if there are any sprites currently using this camera.
-- Lingo
member("Scene").camera[1].removeBackdrop(3)
// Javascript
member("Scene").getProp("camera", 1).removeBackdrop(3) ;

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removeFromWorld
Usage
member(whichCastmember).model(whichModel).removeFromWorld()
member(whichCastmember).light(whichLight).removeFromWorld()
member(whichCastmember).camera(whichCamera).removeFromWorld()
member(whichCastmember).group(whichGroup).removeFromWorld()

Description
3D command; for models, lights, cameras or groups whose parent hierarchy terminates in the world object, this
command sets their parent to void and removes them from the world.
For objects whose parent hierarchy does not terminate in the world, this command does nothing.
Parameters
None.
Example
This command removes the model named gbCyl from the 3D world of the cast member named Scene:
-- Lingo
member("Scene").model("gbCyl").removeFromWorld()
// Javascript
member("Scene").getPropRef("model" , a).removeFromWorld() ;
// where a is the number index for gbCyl model.

removeLast()
Usage
member(whichCastmember).model(whichModel).bonesPlayer.removeLast()
member(whichCastmember).model(whichModel).keyframePlayer.removeLast()

Description
3D keyframePlayer and bonesPlayer modifier command; removes the last motion from the modifier’s
playlist.
Parameters
None.
Example
This statement removes the last motion from the playlist of the bonesPlayer modifier for the model named Walker:
member("MyWorld").model("Walker").bonesPlayer.removelast()

removeModifier
Usage
member(whichCastmember).model(whichModel).removeModifier.(#whichModifier)

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Description
3D command; removes the specified modifier from the specified model.
This command returns TRUE if it completes successfully, and FALSE if #whichModifier is not a valid modifier, or if
the modifier was not attached to the model.
Parameters
whichModifier Required. Specifies the modifier to remove.

Example
This statement removes the #toon modifier from the model named Box:
-- Lingo
member("shapes").model("Box").removeModifier(#toon)
// JavaScript syntax
member("shapes").getPropRef("model" , i).removeModifier(symbol("toon"));
// where "i" is the number index.

See also
addModifier, modifier, modifier[], modifiers

removeOverlay
Usage
member(whichCastmember).camera(whichCamera).removeOverlay(index)

Description
3D command; removes the overlay found in a specified position from the camera’s list of overlays to display.
Parameters
index Required. Specifies the index position of the overlay in the list of overlays.
Example
The following statement removes the first overlay from the list of overlays for the camera being used by sprite 5. The
overlay disappears from the Stage.
-- Lingo
sprite(5).camera.removeOverlay(1)
// Javascript
sprite(5).camera.removeOverlay(1) ;

See also
overlay

removeScriptedSprite()
Usage
-- Lingo syntax

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spriteChannelObjRef.removeScriptedSprite()
// JavaScript syntax
spriteChannelObjRef.removeScriptedSprite();

Description
Sprite Channel method; switches control of a sprite channel from script back to the Score.
Parameters
None.
Example
The following statement removes the scripted sprite from sprite channel 5:
-- Lingo syntax
channel(5).removeScriptedSprite()
// JavaScript syntax
channel(5).removeScriptedSprite();

See also
makeScriptedSprite(), Sprite Channel

resetWorld
Usage
member(whichCastmember).resetWorld()
member(whichTextCastmember).resetWorld()

Description
3D command; resets the member’s properties of the referenced 3D cast member to the values stored when the
member was first loaded into memory. The member’s state property must be either 0 (unloaded), 4 (media loaded),
or -1 (error) before this command can be used, otherwise a script error will occur.
This command differs from revertToWorldDefaults in that the values used are taken from the state of the
member when it was first loaded into memory rather than from the state of the member when it was first created.
Parameters
None.
Example
This statement resets the properties of the cast member named Scene to the values they had when the member was
first loaded into memory:
-- Lingo
member("Scene").resetWorld()
// Javascript
member("Scene").resetWorld() ;

See also
revertToWorldDefaults

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resolveA
Usage
collisionData.resolveA(bResolve)

Description
3D collision method; overrides the collision behavior set by the collision.resolve property for
collisionData.modelA. Call this function only if you wish to override the behavior set for modelA using
collision.resolve.
Parameters
bResolve Required. Specifies whether the collision for modelA is resolved. If bResolve is TRUE, then the collision
for the modelA is resolved; if bResolve is FALSE the collision for modelA is not resolved.
See also
collisionData, registerScript(), resolve, modelA, setCollisionCallback()

resolveB
Usage
collisionData.resolveB(bResolve)

Description
3D collision method; overrides the collision behavior set by the collision.resolve property for
collisionData.modelB. Call this function only if you wish to override the behavior set for modelB using
collision.resolve.

Parameters
bResolve Required. Specifies whether the collision for modelB is resolved. If bResolve is TRUE, then the collision
for the modelB is resolved; if bResolve is FALSE the collision for modelB is not resolved.
See also
collisionData, resolve, registerScript(), modelB, setCollisionCallback()

restart()
Usage
-- Lingo syntax
_system.restart()
// JavaScript syntax
_system.restart();

Description
System method; closes all open applications and restarts the computer.

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Parameters
None.
Example
This statement restarts the computer when the user presses Command+R (Mac) or Control+R (Windows):
-- Lingo syntax
if (_key.key = "r" and _key.commandDown) then
_system.restart()
end if
// JavaScript syntax
if (_key.key = "r" && _key.commandDown) {
_system.restart();
}

See also
System

restore()
Usage
-- Lingo syntax
windowObjRef.restore()
// JavaScript syntax
windowObjRef.restore();

Description
Window method; restores a window after it has been maximized.
Use this method when making custom titlebars for movies in a window (MIAWS).
Parameters
None.
Example
This statement restores the maximized window named Control Panel:
-- Lingo syntax
window("Control Panel").restore()
// JavaScript syntax
window("Control Panel").restore();

See also
maximize(), Window

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result
Usage
the result

Description
Function; displays the value of the return expression from the last handler executed.
The result function is useful for obtaining values from movies that are playing in windows and tracking Lingo’s
progress by displaying results of handlers in the Message window as the movie plays.
To return a result from a handler, assign the result to a variable and then check the variable’s value. Use a statement
such as set myVariable = function(), where function() is the name of a specific function.
Parameters
None.
Example
This handler returns a random roll for two dice:
on diceRoll
return random(6) + random(6)
end

In the following example, the two statements
diceRoll
roll = the result

are equivalent to this statement:
set roll = diceRoll()

The statement set roll = diceRoll would not call the handler because there are no parentheses following
diceRoll; diceRoll here is considered a variable reference.
See also
return (keyword)

resume()
Usage
-- Lingo syntax
animGifSpriteRef.resume()
// JavaScript syntax
animGifSpriteRef.resume();

Description
Animated GIF method; causes the sprite to resume playing from the frame after the current frame if it’s been paused.
This command has no effect if the animated GIF sprite has not been paused.
Parameters
None.

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See also
rewind() (Animated GIF, Flash)

returnToTitle()
Usage
-- Lingo syntax
dvdObjRef.returnToTitle()
// JavaScript syntax
dvdObjRef.returnToTitle();

Description
DVD method; resumes playback after a menu has been displayed.
Parameters
None.
Example
This statement resumes playback after a menu has been displayed:
-- Lingo syntax
member(1).returnToTitle()
// JavaScript syntax
member(1).returnToTitle()

See also
DVD

revertToWorldDefaults
Usage
member(whichCastmember).revertToWorldDefaults()

Description
3D command; reverts the properties of the specified 3D cast member to the values stored when the member was first
created. The member’s state property must be 4 (loaded) or -1 (error) before this command can be used, otherwise
a script error will occur.
This command differs from resetWorld in that the values used are taken from the state of the member when it was
first created rather than from the state of the member when it was first loaded into memory.
Parameters
None.

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Example
This statement reverts the properties of the cast member named Scene to the values stored when the member was
first created:
-- Lingo
member("Scene").revertToWorldDefaults()
// Javascript
member("Scene").revertToWorldDefaults() ;

See also
resetWorld

rewind() (Sound Channel)
Usage
-- Lingo syntax
soundChannelObjRef.rewind()
// JavaScript syntax
soundChannelObjRef.rewind();

Description
Sound Channel method; interrupts the playback of the current sound in a sound channel and restarts it at its
startTime.
If the sound is paused, it remains paused, with the currentTime set to the startTime.
Parameters
None.
Example
This statement restarts playback of the sound cast member playing in sound channel 1 from the beginning:
-- Lingo syntax
sound(1).rewind()
// JavaScript syntax
sound(1).rewind();

See also
Sound Channel, startTime

rewind() (Windows Media)
Usage
-- Lingo syntax
windowsMediaObjRef.rewind()
// JavaScript syntax
windowsMediaObjRef.rewind();

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Description
Windows Media cast member or sprite method. Rewinds to the first frame of a Windows Media cast member or
sprite.
Calling this method has no effect on the mediaStatus.
Parameters
None.
See also
mediaStatus (RealMedia, Windows Media), Windows Media

rewind() (Animated GIF, Flash)
Usage
-- Lingo syntax
animGifSpriteRef.rewind()
// JavaScript syntax
animGifSpriteRef.rewind();

Description
Command; returns a Flash or animated GIF movie sprite to frame 1 when the sprite is stopped or when it is playing.
Parameters
None.
Example
The following frame script checks whether the Flash movie sprite in the sprite the behavior was placed in is playing
and, if so, continues to loop in the current frame. When the movie is finished, the sprite rewinds the movie (so the
first frame of the movie appears on the Stage) and lets the playhead continue to the next frame.
-- Lingo syntax
property spriteNum
on exitFrame
if sprite(spriteNum).playing then
_movie.go(_movie.frame)
else
sprite(spriteNum).rewind()
_movie.updatestage()
end if
end
// JavaScript syntax
function exitFrame(me) {
var plg = sprite(this.spriteNum).playing;
if (plg == 1) {
_movie.go(_movie.frame);
} else {
sprite(this.spriteNum).rewind();
_movie.updateStage();
}
}

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rollOver()
Usage
-- Lingo syntax
_movie.rollOver({intSpriteNum})
// JavaScript syntax
_movie.rollOver({intSpriteNum});

Description
Movie method; indicates whether the pointer (cursor) is currently over the bounding rectangle of a specified sprite
(TRUE or 1) or not (FALSE or 0).
The rollOver() method is typically used in frame scripts and is useful for creating handlers that perform an action
when the user places the pointer over a specific sprite.
If the user continues to roll the mouse, the value of rollOver() can change while a script is running a handler, and
can result in unexpected behavior. You can make sure that a handler uses a consistent rollover value by assigning
rollOver() to a variable when the handler starts.
When the pointer is over an area of the Stage where a sprite previously appeared, rollOver() still occurs and reports
the sprite as still being there. Avoid this behavior by not performing rollovers over these locations, or by moving the
sprite above the menu bar before removing it.
Parameters
intSpriteNum Optional. An integer that specifies the sprite number.

Example
This statement changes the content of the field cast member Message to "This is the place." when the pointer is over
sprite 6:
-- Lingo syntax
if (_movie.rollOver(6)) then
member("Message").text = "This is the place."
end if
// JavaScript syntax
if (_movie.rollOver(6)) {
member("Message").text = "This is the place.";
}

The following handler sends the playhead to different frames when the pointer is over certain sprites on the Stage. It
first assigns the rollOver value to a variable. This lets the handler use the rollOver value that was in effect when the
rollover started, regardless of whether the user continues to move the mouse.
-- Lingo syntax
on exitFrame
currentSprite = _movie.rollOver()
case currentSprite of
1: _movie.go("Left")
2: _movie.go("Middle")
3: _movie.go("Right")
end case
end exitFrame
// JavaScript syntax
function exitFrame() {

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var currentSprite = _movie.rollOver();
switch (currentSprite) {
case 1: _movie.go("Left");
break;
case 2: _movie.go("Middle");
break;
case 3: _movie.go("Right");
break;
}
}

See also
Movie

rootMenu()
Usage
-- Lingo syntax
dvdObjRef.rootMenu()
// JavaScript syntax
dvdObjRef.rootMenu();

Description
DVD method; displays the root menu.
Parameters
None.
Example
This statement displays the root menu:
-- Lingo syntax
member(1).rootMenu()
// JavaScript syntax
member(1).rootMenu();

See also
DVD

rotate
Usage
member(whichCastmember).node(whichNode).rotate(xAngle, yAngle, zAngle {, relativeTo})
member(whichCastmember).node(whichNode).rotate(rotationVector {, relativeTo})
member(whichCastmember).node(whichNode).rotate(position, axis, angle {, relativeTo})
transform.rotate(xAngle, yAngle, zAngle {, relativeTo})
transform.rotate(rotationVector {, relativeTo})
transform.rotate(position, axis, angle {, relativeTo})

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Description
3D command; applies a rotation after the current positional, rotational, and scale offsets held by the node’s transform
object or the directly referenced transform object. The rotation must be specified as a set of three angles, each of
which specify an angle of rotation about the three corresponding axes. These angles may be specified explicitly in
the form of xAngle, yAngle, and zAngle, or by a rotationVector, where the x component of the vector corresponds to the rotation about the X axis, y about Y axis, and z about Z axis. Alternatively, the rotation may also be
specified as a rotation about an arbitrary axis passing through a point in space.
Parameters
xAngle Required if applying a rotation using x-, y-, and z-axes. Specifies the angle of rotation about the x-axis.
yAngle Required if applying a rotation using x-, y-, and z-axes. Specifies the angle of rotation about the y-axis.
zAngle Required if applying a rotation using x-, y-, and z-axes. Specifies the angle of rotation about the z-axis.
rotationVector Required if applying a rotation using a vector. Specifies the vector that contains the angles to apply.
position Required if applying a rotation about an arbitrary axis passing through a point in space. Specifies position

in space.
axis Required if applying a rotation about an arbitrary axis passing through a point in space. Specifies the axis

passing through the specified position position.
angle Required if applying a rotation about an arbitrary axis passing through a point in space. Specifies the amount

of rotation about the axis axis.
relativeTo Optional. Specifies which coordinate system axes are used to apply the desired rotational changes. The
relativeTo parameter can have any of the following values:

• #self applies the increments relative to the node’s local coordinate system (the X, Y and Z axes specified for the
model during authoring). This value is used as the default if you use the rotate command with a node reference
and the relativeTo parameter is not specified.
• #parent applies the increments relative to the node’s parent’s coordinate system. This value is used as the default
if you use the rotate command with a transform reference and the relativeTo parameter is not specified.
• #world applies the increments relative to the world coordinate system. If a model’s parent is the world, than this
is equivalent to using #parent.
• nodeReference allows you to specify a node to base your rotation upon, the command applies the increments
relative to the coordinate system of the specified node.
Example
The following example first rotates the model named Moon about its own Z axis (rotating it in place), then it rotates
that same model about its parent node, the model named Earth (causing Moon to move orbitally about Earth).
member("Scene").model("Moon").rotate(0,0,15)
member("Scene").model("Moon").rotate(vector(0, 0, 5), member("Scene").model("Moon"))

The following example rotates the model Ball around a position in space occupied by the model named Pole. The
effect is that the model Ball moves in orbit around Pole in the x-y plane.
polePos = member("3d Scene").model("Pole").worldPosition
member("3d Scene").model("Ball").rotate(polePos, vector(0,0,1), 5, #world)

See also
pointAt, preRotate, rotation (transform), rotation (engraver shader), rotation (backdrop and
overlay), preScale(), transform (property)

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run
Usage
run(MUIObject)

Description
This command displays a general purpose modal dialog box created from an instance of the MUI Xtra.
Before Director can open the dialog box, use the Initialize command to define the dialog box.
To open a non-modal dialog box, use the WindowOperation command with the #show option. This command
allows other Lingo to run in the movie while the non-modal dialog box is open.
Example
This handler checks whether the object MUIObject exists and displays a general purpose dialog box from UIObject
if it is:
--Lingo syntax
on runDialog
global MUIObject
if objectP(MUIObject) then
run(MUIObject)
end if
end

runMode
Usage
the runMode

Description
Function; returns a string indicating the mode in which the movie is playing. Possible values are as follows:

•

Author—The movie is running in Director.

•

Projector—The movie is running as a projector.

• BrowserPlugin—The movie is running as a Shockwave Player plug-in or other scripting environment, such as
LiveConnect or ActiveX.
The safest way to test for particular values in this property is to use the contains operator. This helps avoid errors
and allows partial matches.
Parameters
None.
Example
This statement determines whether or not external parameters are available and obtains them if they are:
--Lingo syntax
if the runMode contains "Plugin" then
-- decode the embed parameter
if externalParamName(swURL) = swURL then
put externalParamValue(swURL) into myVariable
end if

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end if
// JavaScript syntax
if (_system.environmentPropList.runMode.indexOf("Plugin") >=0) {
// decode the embed parameter
if (_player.externalParamName(swURL) == swURL) {
myVariable = _player.externalParamValue(swURL);
}
}

See also
environmentPropList, platform

save castLib
Usage
castLib(whichCast).save()
save castLib whichCast {,pathName&newFileName}

Description
Command; saves changes to the cast in the cast’s original file or in a new file. Further operations or references to the
cast use the saved cast member.
This command does not work with compressed files.
The save CastLib command doesn’t support URLs as file references.
Parameters
pathName&newFileName Optional. Specifies the path and file name to save to. If omitted, the original cast must be

linked.
Example
This statement causes Director to save the revised version of the Buttons cast in the new file UpdatedButtons in the
same folder:
-- Lingo
castLib("Buttons").save(the moviePath & "UpdatedButtons.cst")
// Javascript
castLib("Buttons").save(_movie.path & "UpdatedButtons.cst") ;

See also
@ (pathname)

saveMovie()
Usage
-- Lingo syntax
_movie.saveMovie({stringFilePath})
// JavaScript syntax
_movie.saveMovie({stringFilePath});

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Description
Movie method; saves the current movie.
Including the optional stringFilePath parameter saves the movie to the file specified. This method does not work
with compressed files. The specified filename must include the .dir file extension.
The saveMovie() method doesn’t support URLs as file references.
Parameters
stringFilePath Optional. A string that specifies the path to and name of the file to which the movie is saved.

Example
This statement saves the current movie in the Update file:
-- Lingo syntax
_movie.saveMovie(_movie.path & "Update.dir")
// JavaScript syntax
_movie.saveMovie(_movie.path + "Update.dir");

See also
Movie

scale (command)
Usage
member(whichCastmember).node(whichNode).scale(xScale, yScale, zScale)
member(whichCastmember).node(whichNode).scale(uniformScale)
transform.scale(xScale, yScale, zScale)
transform.scale(uniformScale)

Description
3D transform command; applies a scaling after the current positional, rotational, and scale offsets held by a referenced node’s transform or the directly referenced transform. The scaling must be specified as either a set of three
scalings along the corresponding axes or as a single scaling to be applied uniformly along all axes. You can specify
the individual scalings using the xScale, yScale and zScale parameters, otherwise you can specify the uniform
scaling amount using the uniformScale parameter.
A node can be a camera, group, light or model object. Using the scale command adjusts the referenced node’s
transform.scale property, but it does not have any visual effect on lights or cameras as they do not contain

geometry.
The scaling values provided must be greater than zero.
Parameters
xScale Required if specifying three scalings. Specifies the scale along the x-axis.
yScale Required if specifying three scalings. Specifies the scale along the y-axis.
zScale Required if specifying three scalings. Specifies the scale along the z-axis.
uniformScale Required if specifying a single, uniform scaling. Specifies the uniform scaling.

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Example
This example first displays the transform.scale property for the model named Moon, then it scales the model
using the scale command, and finally, it displays the resulting transform.scale value.
-- Lingo
put member("Scene").model("Moon").transform.scale
// Javascript
put member("Scene").getProp("model", i).transform.scale ;
-- vector( 1.0000, 1.0000, 1.0000)

This statement scales the model named Pluto uniformly along all three axes by 0.5, resulting in the model displaying
at half of its size.
-- Lingo
member("Scene").model("Pluto").scale(0.5)
// Javascript
member("Scene").getPropRef("model", a).scale(0.5);
// where a is the number index of the model "Pluto"

This statement scales the model named Oval in a nonuniform manner, scaling it along its z-axis but not its x- or yaxes.
-- Lingo
member("Scene").model("Pluto").scale(0.0, 0.0, 0.5)
// Javascript
member("Scene").getPropRef("model", a).scale(0.0, 0.0, 0.5);
// where a is the number index of the model "Pluto"

See also
transform (property), preScale(), scale (transform)

script()
Usage
-- Lingo syntax
script(memberNameOrNum {, castNameOrNum})
// JavaScript syntax
script(memberNameOrNum {, castNameOrNum});

Description
Top level function; creates a reference to a given cast member that contains a script, and optionally specifies the cast
library that contains the member.
An error is returned if the given cast member does not contain a script, or if the given cast member does not exist.
Parameters
memberNameOrNum Required. A string that specifies the name of the cast member that contains a script, or an integer

that specifies the index position of the cast member that contains a script.
castNameOrNum Optional. A string that specifies the name of the cast library that contains the member
memberNameOrNum, or an integer that specifies the index position of the cast library that contains the member
memberNameOrNum. If omitted, script() searches the first cast library.

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Example
In Lingo only, these statements check whether a child object is an instance of the parent script Warrior Ant:
-- Lingo syntax
if (bugObject.script = script("Warrior Ant")) then
bugObject.attack()
end if

This statement sets the variable actionMember to the script cast member Actions:
-- Lingo syntax
actionMember = script("Actions")
// JavaScript syntax
var actionMember = script("Actions");

scrollByLine()
Usage
-- Lingo syntax
memberObjRef.scrollByLine(amount)
// JavaScript syntax
memberObjRef.scrollByLine(amount);

Description
Command; scrolls the specified field or text cast member up or down by a specified number of lines. Lines are
defined as lines separated by carriage returns or by wrapping.
Parameters
amount Required. Specifies the number of lines to scroll. When amount is positive, the field scrolls down. When
amount is negative, the field scrolls up.
Example
This statement scrolls the field cast member Today’s News down five lines:
--Lingo syntax
member("Today's News").scrollbyline(5)
// JavaScript syntax
member("Today's News").scrollbyline(5);

This statement scrolls the field cast member Today’s News up five lines:
--Lingo syntax
member("Today’s News").scrollByLine(-5)
// JavaScript syntax
member("Today’s News").scrollByLine(-5);

scrollByPage()
Usage
-- Lingo syntax

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memberObjRef.scrollByPage(amount)
// JavaScript syntax
memberObjRef.scrollByPage(amount);

Description
Command; scrolls the specified field or text cast member up or down by a specified number of pages. A page is equal
to the number of lines of text visible on the screen.
Parameters
amount Required. Specifies the number of pages to scroll. When amount is positive, the field scrolls down. When
amount is negative, the field scrolls up.
Example
This statement scrolls the field cast member Today’s News down one page:
--Lingo syntax
member("Today's News").scrollbypage(1)
// JavaScript syntax
member("Today's News").scrollbypage(1);

This statement scrolls the field cast member Today’s News up one page:
--Lingo syntax
member("Today's News").scrollbypage(-1)
// JavaScript syntax
member("Today's News").scrollbypage(-1);

See also
scrollTop

seek()
Usage
-- Lingo syntax
memberOrSpriteObjRef.seek(milliseconds)
// JavaScript syntax
memberOrSpriteObjRef.seek(milliseconds);

Description
RealMedia sprite or cast member method; changes the media stream’s playback location to the location specified by
the number of milliseconds from the beginning of the stream. The mediaStatus value usually becomes #seeking
and then #buffering.
You can use this method to initiate play at points other than the beginning of the RealMedia stream, or to jump
forward or backward in the stream. The integer specified in milliseconds is the number of milliseconds from the
beginning of the stream; thus, to jump backward, you would specify a lower number of milliseconds, not a negative
number.

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If the seek command is called when mediaStatus is #paused, the stream rebuffers and returns to #paused at the
new location specified by seek. If seek is called when mediaStatus is #playing, the stream rebuffers and automatically begins playing at the new location in the stream. If seek is called when mediaStatus is #closed, nothing
happens.
If you attempt to seek beyond the stream’s duration value, the integer argument you specify is clipped to the range
from 0 to the duration of the stream. You cannot jump ahead into a RealMedia sprite that is streaming live content.
The statement x.seek(n) is the same as x.currentTime = n, and either of these calls will cause the stream to be
rebuffered.
Parameters
milliseconds Required. An integer that specifies the number of milliseconds from the beggining of the stream.

Example
The following examples set the current playback position of the stream to 10,000 milliseconds (10 seconds):
-- Lingo syntax
sprite(2).seek(10000)
member("Real").seek(10000)
// JavaScript syntax
sprite(2).seek(10000);
member("Real").seek(10000);

See also
duration (RealMedia, SWA), currentTime (RealMedia), play() (RealMedia, SWA, Windows Media),
pause() (RealMedia, SWA, Windows Media), stop() (RealMedia, SWA, Windows Media), mediaStatus
(RealMedia, Windows Media)

selectAtLoc()
Usage
-- Lingo syntax
dvdObjRef.selectAtLoc(point(x, y))
// JavaScript syntax
dvdObjRef.selectAtLoc(point(x, y));

Description
DVD method; moves focus to the button under a specified point.
This method has the same functionality as a mouse hovering over a button.
Parameters
point(x, y) Required. A point in Stage coordinates that specifies the location under which a button is given focus.

Example
This statement moves focus to the button under a specified point:
-- Lingo syntax
member(10).selectAtLoc(point(50, 75))

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// JavaScript syntax
member(10).selectAtLoc(point(50, 75));

See also
DVD

selectButton()
Usage
-- Lingo syntax
dvdObjRef.selectButton(intButton)
// JavaScript syntax
dvdObjRef.selectButton(intButton);

Description
DVD method; selects a specified button.
This method returns 0 if successful.
Note: This method is not supported in Mac®-Intel®.
Parameters
intButton Required. An integer that specifies the button that is given focus.
Example
This statement selects button 5:
-- Lingo syntax
sprite(11).selectButton(5)
// JavaScript syntax
sprite(11).selectButton(5);

See also
DVD

selectButtonRelative()
Usage
-- Lingo syntax
dvdObjRef.selectButtonRelative(direction)
// JavaScript syntax
dvdObjRef.selectButtonRelative(direction);

Description
DVD method; selects a button relative to the current button position in the menu.

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Parameters
direction Required. A symbol (Lingo) or a string (JavaScript syntax) that specifies the direction to move from the
current button position. Valid values are left or right.
Note: This method is not supported in Mac®-Intel®.
Example
This statement specifies the button to the left of the current button:
-- Lingo syntax
member(12).member.selectButtonRelative(#left)
// JavaScript syntax
member(12).member.selectButtonRelative("left");

See also
DVD

selection() (function)
Usage
the selection

Description
Function; returns a string containing the highlighted portion of the current editable field. This function is useful for
testing what a user has selected in a field.
The selection function only indicates which string of characters is selected; you cannot use selection to select a
string of characters.
Parameters
None.
Example
This statement checks whether any characters are selected and, if none are, displays the alert "Please select a word.":
if the selection = EMPTY then alert "Please select a word."

See also
selStart, selEnd

sendAllSprites()
Usage
-- Lingo syntax
_movie.sendAllSprites(stringEventMessage {, args})
// JavaScript syntax
_movie.sendAllSprites(stringEventMessage {, args});

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Description
Movie method; sends a designated message to all sprites, not just the sprite that was involved in the event. As with
any other message, the message is sent to every script attached to the sprite, unless the stopEvent() method is used.
For best results, send the message only to those sprites that will properly handle the message through the
sendSprite() method. No error will occur if the message is sent to all the sprites, but performance may decrease.

There may also be problems if different sprites have the same handler in a behavior, so avoid conflicts by using
unique names for messages that will be broadcast.
After the message has been passed to all behaviors, the event follows the regular message hierarchy: cast member
script, frame script, then movie script.
When you use the sendAllSprites() method, be sure to do the following:

•

Replace stringEventMessage with the message.

•

Replace args with any arguments to be sent with the message.

If no sprite has an attached behavior containing the given handler, sendAllSprites() returns FALSE.
Parameters
stringEventMessage Required. A string that specifies the message to send to all sprites.
args Optional. An argument or arguments to send with the message.

Example
This handler sends the custom message allSpritesShouldBumpCounter and the argument 2 to all sprites when
the user clicks the mouse:
-- Lingo syntax
on mouseDown me
_movie.sendAllSprites(#allspritesShouldBumpCounter, 2)
end
// JavaScript syntax
function mouseDown() {
_movie.sendAllSprites("allspritesShouldBumpCounter", 2);
}

See also
Movie, sendSprite(), stopEvent()

sendEvent
Usage
member(whichCastmember).sendEvent(#eventName, arg1, arg2,...)

Description
3D command; sends an event and an arbitrary number of arguments to all scripts registered to receive the event. Use
registerForEvent(), or setCollisionCallback() to register scripts for events.
Parameters
eventName Required. Specifies the name of the event to send.

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arg1, arg2, ... Required. One or more arguments that are sent with the event eventName.

Example
The first line in this example creates an instance of a parent script named "tester". The second line sets the handler
of the script instance, jumpPluto, as the handler to be called when the #jump event is sent. The third line registers a
movie script handler named jumpMars as another handler to be called when the #jump event is sent. The fourth line
sends the #jump event. The handlers #jumpMars in a movie script and #jumpPluto are called, along with any other
handlers registered for the #jump event. A script instance value of 0 indicates that you are registering a handler of a
movie script, as opposed to a handler of a behavior instance or of a child of a parent script.
t = new (script "tester")
member("scene").registerForEvent(#jump, #jumpPluto, t)
member("scene").registerForEvent(#jump, #jumpMars, 0)
member("scene").sendEvent(#jump)

See also
registerScript(), registerForEvent(), setCollisionCallback()

sendSprite()
Usage
-- Lingo syntax
_movie.sendSprite(spriteNameOrNum, event {, args})
// JavaScript syntax
_movie.sendSprite(spriteNameOrNum, event {, args});

Description
Movie method; sends a message to all scripts attached to a specified sprite.
Messages sent using sendSprite() are sent to each of the scripts attached to the sprite. The messages then follow
the regular message hierarchy: cast member script, frame script, and movie script.
If the given sprite does not have an attached behavior containing the given handler, sendSprite() returns FALSE.
Parameters
spriteNameOrNum Required. A string or an integer that specifies the name or number of the sprite that will receive

the event.
event Required. A symbol or string that specifies the event to send to the specified sprite.
args Optional. An argument or arguments to send with the message.

Example
This handler sends the custom message bumpCounter and the argument 2 to sprite 1 when the user clicks:
-- Lingo syntax
on mouseDown me
_movie.sendSprite(1, #bumpCounter, 2)
end
// JavaScript syntax
function mouseDown() {
_movie.sendSprite(1, "bumpCounter", 2);

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}

See also
Movie

setAlpha()
Usage
imageObject.setAlpha(alphaLevel)
imageObject.setAlpha(alphaImageObject)

Description
Function; sets the alpha channel of an image object to a flat alphaLevel or to an existing alphaImageObject. The
alphaLevel must be a number from 0–255. Lower values cause the image to appear more transparent. Higher values
cause the image to appear more opaque. The value 255 has the same effect as a value of zero. In order for the
alphaLevel to have effect, the useAlpha() of the image object must be set to TRUE.
The image object must be 32-bit. If you specify an alpha image object, it must be 8-bit. Both images must have the
same dimensions. If these conditions are not met, setAlpha() has no effect and returns FALSE. The function
returns TRUE when it is successful.
Example
The following Lingo statement makes the image of the bitmap cast member Foreground opaque and disables the
alpha channel altogether. This is a good method for removing the alpha layer from an image:
member("Foreground").image.setAlpha(255)
member("Foreground").image.useAlpha = FALSE

This Lingo gets the alpha layer from the cast member Sunrise and places it into the alpha layer of the cast member
Sunset:
tempAlpha = member("Sunrise").image.extractAlpha()
member("Sunset").image.setAlpha(tempAlpha)

See also
useAlpha, extractAlpha()

setaProp
Usage
setaProp list, listProperty, newValue
setaProp (childObject, listProperty, newValue)
list.listProperty = newValue
list[listProperty] = newValue
childObject.listProperty = newValue

Description
Command; replaces the value assigned to listProperty with the value specified by newValue. The setaProp
command works with property lists and child objects. Using setaProp with a linear list produces a script error.

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• For property lists, setaProp replaces a property in the list specified by list. When the property isn’t already in
the list, Lingo adds the new property and value.
• For child objects, setaProp replaces a property of the child object. When the property isn’t already in the object,
Lingo adds the new property and value.
•

The setaProp command can also set ancestor properties.

Parameters
listProperty Required. A symbol (Lingo only) or a string that specifies the name of the property whose value is

changing.
newValue Required. The new value for the listProperty property.

Example
These statements create a property list and then adds the item #c:10 to the list:
newList = [#a:1, #b:5]
put newList
-- [#a:1, #b:5]
setaProp newList, #c, 10
put newList

Using the dot operator, you can alter the property value of a property already in a list without using setaProp:
newList = [#a:1, #b:5]
put newList
-- [#a:1, #b:5]
newList.b = 99
put newList
-- [#a:1, #b:99]

Note: To use the dot operator to manipulate a property, the property must already exist in the list, child object, or
behavior.
See also
ancestor, property, . (dot operator)

setAt
Usage
setAt list, orderNumber, value
list[orderNumber] = value

Description
Command; replaces the item specified by orderNumber with the value specified by value in the list specified by
list. When orderNumber is greater than the number of items in a property list, the setAt command returns a script
error. When orderNumber is greater than the number of items in a linear list, Director expands the list’s blank entries
to provide the number of places specified by orderNumber.
Example
This handler assigns a name to the list [12, 34, 6, 7, 45], replaces the fourth item in the list with the value 10, and then
displays the result in the Message window:
--Lingo

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on enterFrame
set vNumbers = [12, 34, 6, 7, 45]
setAt vnumbers, 4, 10
put vNumbers
end enterFrame
// Javascript
function enterFrame
{
vNumbers =list(12, 34, 6, 7, 45) ;
vNumbers.setAt(4, 10) ;
put (vNumbers);
}

When the handler runs, the Message window displays the following:
[12, 34, 6, 10, 45]

You can perform this same operation may be done using bracket access to the list in the following manner:
--Lingo
on enterFrame
set vNumbers = [12, 34, 6, 7, 45]
vnumbers[4] = 10
put vNumbers
end enterFrame
// Javascript
function enterFrame
{
vNumbers = list(12, 34, 6, 7, 45);
vnumbers[4] = 10 ;
put (vNumbers);
}

When the handler runs, the Message window displays the following:
[12, 34, 6, 10, 45]

See also
[ ] (bracket access)

setCallback()
Usage
-- Lingo syntax
spriteObjRef.setCallback(actionScriptObject, ASEventName, #LingoHandlerName,
lingoScriptObject)
// JavaScript syntax
spriteObjRef.setCallback(actionScriptObject, ASEventName, #LingoHandlerName,
lingoScriptObject);

Description
Flash command; this command can be used as a sprite or a global method to define a Lingo callback handler for a
particular event generated by the specified object. When ActionScript triggers the event in the object, that event is
redirected to the given Lingo handler, including all arguments that are passed with the event.

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If the ActionScript object was originally created within a Flash sprite, use the flashSpriteReference syntax. If the
object was originally created globally, use the global syntax.
Note: If you have not imported any Flash cast members, you must manually add the Flash Asset Xtra to your movie’s
Xtra list in order for global Flash commands to work correctly. You add Xtra extensions to the Xtra list by choosing
Modify > Movie > Xtras. For more information about managing Xtra extensions for distributed movies, see the Using
Director topics in the Director Help Panel.
Parameters
actionScriptObject Required. Specifies the ActionScript object that contains the event ASEventName.
ASEventName Required. Specifies the ActionScript event that occurs.
lingoHandlerName Required. Specifies the Lingo handler that handles the event ASEventName.
lingoScriptObject Required. Specifies the Lingo script object that contains the handler lingoHandlerName.

Example
This statement sets a the Lingo handler named myOnStatus in the Lingo script object me to be called when an
onStatus event is generated by the ActionScript object tLocalConObject in the Flash movie in sprite 3:
Lingo syntax
sprite(3).setCallback(tLocalConObject, "onStatus", #myOnStatus, me)
// JavaScript syntax
sprite(3).setCallback(tLocalConObject, "onStatus", symbol("myOnStatus"), me);

The following statements create a new global XML object and create a callback handler that parses XML data when
it arrives. The third line loads an XML file. The callback handler is included as well.
-- Lingo syntax
gXMLCB = newObject("XML")
setCallback( gXMLCB, "onData", #dataFound, 0 )
gXMLCB.load( "myfile.xml")
-- Callback handler invoked when xml data arrives
on dataFound me, obj, source
obj.parseXML(source)
obj.loaded = 1
obj.onload(TRUE)
end dataFound
// JavaScript syntax
gXMLCB = newObject("XML");
setCallback( gXMLCB, "onData", symbol("dataFound"), 0 );
gXMLCB.load( "myfile.xml" );
// Callback handler invoked when xml data arrives
function dataFound(me, obj, source) {
obj.parseXML(source);
obj.loaded = 1;
obj.onload(1);
}

See also
newObject(), clearAsObjects()

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setCollisionCallback()
Usage
member(whichCastmember).model(whichModel).collision.setCollisionCallback (#handlerName,
scriptInstance)

Description
3D collision command; registers a specified handler, in a given script instance, to be called when whichModel is
involved in a collision.
This command works only if the model’s collision.enabled property is TRUE. The default behavior is determined
by the value of collision.resolve, you can override it using the collision.resolveA and/or the
collision.resolveB commands. Do not use the updateStage command in the specified handler.
This command is a shorter alternative to using the registerScript command for collisions, but there is no
difference in the overall result. This command can be considered to perform a small subset of the registerScript
command functionality.
Parameters
handlerName Required. Specifies the handler called when a model is involved in a collision.
scriptInstance Required. Specifies the script instance that contains the handler specified by handlerName.

Example
This statement causes the #bounce handler in the cast member colScript to be called when the model named Sphere
collides with another model:
member("3d world").model("Sphere").collision.setCollisionCallback(#bounce,
member("colScript"))

See also
collisionData, collision (modifier), resolve, resolveA, resolveB, registerForEvent(),
registerScript(), sendEvent

setFilterMask()
Usage
-- Lingo syntax
fileioObjRef.setFilterMask(stringMask)
// JavaScript syntax
fileioObjRef.setFilterMask(stringMask);

Description
Fileio method; Sets the filter mask for the Files of type field of a dialog box to specify the type of files displayed when
the dialog box opens.
Parameters
stringMask Required. A string that specifies the filter mask.

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Example
-- Lingo syntax
objFileio = new xtra("fileio")
objFileio.openFile(stringFileName, intMode)
objFileio.setFilterMask(stringMask)
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(stringFileName, intMode) ;
objFileio.setFilterMask(stringMask) ;

See also
Fileio

setFinderInfo()
Usage
-- Lingo syntax
fileioObjRef.setFinderInfo(stringAttrs)
// JavaScript syntax
fileioObjRef.setFinderInfo(stringAttrs)

Description
Fileio method (Mac only); Sets the finder information for an open file.
Parameters
stringAttrs Required. A string that specifies the finder information.

Example
-- Lingo syntax
objFileio = new xtra("fileio")
objFileio.openFile(stringFileName, intMode)
objFileio.setFinderInfo(stringAttrs)
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(stringFileName, intMode) ;
objFileio.setFinderInfo(stringAttrs) ;

See also
Fileio

setFlashProperty()
Usage
-- Lingo syntax
spriteObjRef.setFlashProperty(targetName, #property, newValue)
// JavaScript syntax
spriteObjRef.setFlashProperty(targetName, #property, newValue);

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Description
Function; allows Lingo to call the Flash action script function setProperty() on the given Flash sprite. Use the
setFlashProperty() function to set the properties of movie clips or levels within a Flash movie. This is similar to
setting sprite properties within Director.
To set a global property of the Flash sprite, pass an empty string as the targetName. You can set the global Flash
properties: #focusRect and #spriteSoundBufferTime.
See the Flash documentation for descriptions of these properties.
Parameters
targetName Required. Specifies the name of the movie clip or level whose property you want to set within the given

Flash sprite.
property Required. Specifies the name of the property to set. You can set the following movie clip properties: #posX,
#posY, #scaleX, #scaleY, #visible, #rotate, #alpha, and #name.
newValue Required. Specifies the new value.

Example
This statement sets the value of the #rotate property of the movie clip Star in the Flash member in sprite 3 to 180:
-- Lingo syntax
sprite(3).setFlashProperty("Star", #rotate, 180)
// JavaScript syntax
sprite(3).setFlashProperty("Star", symbol("rotate"), 180);

See also
getFlashProperty()

setNewLineConversion()
Usage
-- Lingo syntax
fileioObjRef.setNewLineConversion(intOnOff)
// JavaScript syntax
fileioObjRef.setNewLineConversion(intOnOff)

Description
Fileio method (Mac only); Specifies whether automatic conversion of new line characters is on or off.
Parameters
intOnOff Required. An integer that specifies whether automatic conversion is on or off. Valid values include 0 (off)
or 1 (on).
Example
-- Lingo syntax
objFileio = new xtra("fileio")
objFileio.openFile(stringFileName, intMode)
objFileio.setNewLineConversion(intOnOff)

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// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(stringFileName, intMode) ;
objFileio.setNewLineConversion(intOnOff) ;

See also
Fileio

setPixel()
Usage
-- Lingo syntax
imageObjRef.setPixel(x, y, colorObjOrIntValue)
imageObjRef.setPixel(point(x, y), colorObjOrIntValue)
// JavaScript syntax
imageObjRef.setPixel(x, y, colorObjOrIntValue);
imageObjRef.setPixel(point(x, y), colorObjOrIntValue);

Description
Image method. Sets the color value of the pixel at a specified point in a given image.
If setting many pixels to the color of another pixel with getPixel(), it is faster to set them as integers.
For best performance with color objects, use an indexed color object with 8-bit or lower images, and use an RGB
color object with 16-bit or higher images.
This method returns FALSE if the specified pixel falls outside the specified image.
To see an example of this method used in a completed movie, see the Imaging movie in the Learning/Lingo folder
inside the Director application folder.
Parameters
x Required if specifying a pixel using x and y coordinates. An integer that specifies the x coordinate of the pixel.
y Required if specifying a pixel using x and y coordinates. An integer that specifies the y coordinate of the pixel.
point(x, y) Required if specifying a pixel using a point. A point that specifies the pixel.
colorObjOrIntValue Required if setting the color to a color object or an integer value. A reference to a color object
that specifies the color of the pixel, or an integer that specifies the color value of the pixel.

Example
These statements sets the color of the pixel at point (20, 20) in member Image stage to red.
-- Lingo
objImage = _movie.stage.image
objImage.setPixel(20, 20 , rgb(255,0,0))
put (objImage)
-- Javascript
var objImage = _movie.stage.image ;
objImage.setPixel(20, 20 , color(255,0,0)) ;
put (objImage) ;

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See also
color(), draw(), fill(), getPixel(), image()

setPlayList()
Usage
-- Lingo syntax
soundChannelObjRef.setPlayList(linearListOfPropLists)
// JavaScript syntax
soundChannelObjRef.setPlayList(linearListOfPropLists);

Description
Sound Channel method; sets or resets the playlist of a sound channel.
This method is useful for queueing several sounds at once.
To see an example of setPlaylist() used in a completed movie, see the Sound Control movie in the
Learning/Lingo folder inside the Director application folder.
Parameters
linearListOfPropLists Required. A linear list of property lists that specifies parameters of a playlist. You can

specify these parameters for each sound to be queued:
Property

Description

#member

The sound cast member to queue. This property must be provided; all others are optional.

#startTime

The time within the sound at which playback begins, in milliseconds. The default is the beginning
of the sound. See startTime.

#endTime

The time within the sound at which playback ends, in milliseconds. The default is the end of the
sound. See endTime.

#loopCount

The number of times to play a loop defined with #loopStartTime and #loopEndTime. The
default is 1. See loopCount.

#loopStartTime

The time within the sound to begin a loop, in milliseconds. See loopStartTime.

#loopEndTime

The time within the sound to end a loop, in milliseconds. See loopEndTime.

#preloadTime

The amount of the sound to buffer before playback, in milliseconds. See preloadTime.

Example
This handler queues and plays the cast member introMusic, starting at its 3-second point, with a loop repeated 5
times from the 8-second point to the 8.9-second point, and stopping at the 10-second point.
-- Lingo syntax
on playMusic
sound(2).queue([#member:member("introMusic"), #startTime:3000, #endTime:10000,
#loopCount:5, #loopStartTime:8000, #loopEndTime:8900])
sound(2).play()
end playMusic
// JavaScript syntax
function playMusic() {

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sound(2).queue(propList("member",member("introMusic"),"startTime",3000,
"endTime",10000, "loopCount",5, "loopStartTime",8000,"loopEndTime",8900));
sound(2).play();
}

See also
endTime, getPlayList(), loopCount, loopEndTime, loopStartTime, Member, member, preLoadTime,
queue(), Sound Channel, startTime

setPosition()
Usage
-- Lingo syntax
fileioObjRef.setPosition(intPosition)
// JavaScript syntax
fileioObjRef.setPosition(intPosition);

Description
Fileio method; Sets the position of a file.
Parameters
intPosition Required. An integer that specifies the new position of the file.

Example
-- Lingo syntax
objFileio = new xtra("fileio")
objFileio.openFile(stringFileName, intMode)
objFileio.setPosition(intPosition)
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(stringFileName, intMode) ;
objFileio.setPosition(intPosition) ;

See also
Fileio

setPref()
Usage
-- Lingo syntax
_player.setPref(stringPrefName, prefString)
// JavaScript syntax
_player.setPref(stringPrefName, prefString);

Description
Player method; writes a specified string to a specified file on the computer’s local disk. The file is a standard text file.

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After setPref() runs, if the movie is playing in a browser, a folder named Prefs is created in the Plug-In Support
folder. The setPref() method can write only to that folder.
These are the locations where the file is created.
Windows Projector/Director ..\Documents and Settings\\Application Data\Adobe\Director\Prefs\
Windows Shockwave ..\Documents and Settings\\Application Data\Adobe\Shockwave Player

\Prefs\

MAC Projector ~/Library/Application Support/Adobe/Director /Prefs
MAC Shockwave ~/Library/Application Support/Adobe/Shockwave Player/Prefs

Do not use this method to write to read-only media. Depending on the platform and version of the operating system,
you may encounter errors or other problems.
In a browser, data written by setPref() is not private; any movie with Shockwave content can read this information
and upload it to a server. Do not store confidential information using setPref().
On Windows, setPref() fails if the user is a restricted user.
To see an example of setPref() used in a completed movie, see the Read and Write Text movie in the
Learning/Lingo folder inside the Director application folder.
Parameters
prefName Required. A string that specifies the file to write to. The prefName parameter must be a valid filename.

To make sure the filename is valid on all platforms, use no more than eight alphanumeric characters for
the file name.
prefValue Required. A string that specifies the text to write to the file prefName.

Example
This handler saves the contents of the field cast member Text Entry in a file named DayWare settings:
-- Lingo syntax
on mouseUp me
_player.setPref("DayWare", member("Text Entry").text)
end
// JavaScript syntax
function mouseUp() {
_player.setPref("DawWare", member("Text Entry").text);
}

See also
getPref(), Player

setProp
Usage
setProp list, property, newValue
list.listProperty = newValue

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list[listProperty] = newValue

Description
Command; in a list, replaces the value assigned to a specified property with a new value. If the list does not contain
the specified property, setProp returns a script error.
The setProp command works with property lists only. Using setProp with a linear list produces a script error.
This command is similar to the setaProp command, except that setProp returns an error when the property is not
already in the list.
Parameters
property Required. A symbol (Lingo only) or a string that specifies the property whose value is replaced by
newValue.
newValue Required. The new value for the property specified by property.

Example
This statement changes the value assigned to the age property of property list x to 11:
--Lingo
setProp x, #age, 11
// Javascript
x[age] = 11

Using the dot operator, you can alter the property value of a property already in a list, exactly as above:
x.age = 11

See also
setaProp

setScriptList()
Usage
spriteReference.setScriptList(scriptList)
sprite(whichSprite).setScriptList(scriptList)

Description
This command sets the scriptList of the given sprite. The scriptList indicates which scripts are attached to the
sprite and what the settings of each script property are. By setting this list, you can change which behaviors are
attached to a sprite or change the behavior properties.
The list takes the form:
[ [ (whichBehaviorMember), " [ #property1: value, #property2: value, . . . ] ",
[(whichBehaviorMember), " [ #property1: value, #property2: value, . . . ] " ] ]

This command cannot be used during a score recording session. Use setScriptList() for sprites added during
score recording after the score recording session has ended.
Parameters
scriptList Required. Specifies the script list for a given sprite.

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See also
scriptList, value(), string()

settingsPanel()
Usage
-- Lingo syntax
spriteObjRef.settingsPanel({integerPanelIndex})
// JavaScript syntax
spriteObjRef.settingsPanel({integerPanelIndex});

Description
Flash sprite command; invokes the Flash Settings dialog box to the specified panel index. This is the same dialog box
that can be opened by right-clicking (Windows) or Control-clicking (Mac) on a Flash movie playing in a browser.
The Settings dialog box will not be displayed if the Flash sprite’s rectangle is not large enough to accommodate it.
If you want to emulate the Flash Player by invoking the Settings dialog box when a user right-clicks (Windows) or
Control-clicks (Mac), you can use this command in a mouseDown handler that tests for the rightMouseDown
property or the controlDown property.
In order to emulate the Flash Player by enabling the Settings dialog box in a Director movie running in a browser,
you must first disable the Shockwave Player context menu that is available by right-clicking (Windows) or Controlclicking (Mac) on a movie with Shockwave content playing in a browser. For information on how to disable this
menu, see the Using Director topics in the Director Help Panel.
Parameters
integerPanelIndex Optional. Specifies which panel to activate when the dialog box is opened. Valid values are 0,

1, 2, or 3. A value of 0 opens the dialog box showing the Privacy tab, a value of 1 opens it showing the Local Storage
tab, a value of 2 opens it showing the Microphone tab, and a value of 3 opens it showing the Camera tab. The default
panel index is 0.
Example
This statement opens the Flash Settings panel with the Local Storage tab active:
-- Lingo syntax
sprite(3).settingsPanel(1)
// JavaScript syntax
sprite(3).settingsPanel(1);

See also
on mouseDown (event handler), rightMouseDown, controlDown

setPref()
Usage
-- Lingo syntax
_player.setPref(stringPrefName, prefString)

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// JavaScript syntax
_player.setPref(stringPrefName, prefString);

Description
Player method; writes the string specified by prefString in the file specified by stringPrefName on the computer’s
local disk.
The stringPrefName argument must be a valid filename. To make sure the filename is valid on all platforms, use
no more than eight alphanumeric characters for the file name.
After the setPref() method runs, if the movie is playing in a browser, a folder named Prefs is created in the PlugIn Support folder. The setPref() method can write only to that folder.
If the movie is playing in a projector or Director, a folder is created in the same folder as the application. The folder
receives the name Prefs.
Do not use this method to write to read-only media. Depending on the platform and version of the operating system,
you may encounter errors or other problems.
This method does not perform any sophisticated manipulation of the string data or its formatting. You must perform
any formatting or other manipulation in conjunction with getPref(); you can manipulate the data in memory and
write it over the old file using setPref().
In a browser, data written by setPref() is not private; any movie with Shockwave content can read this information
and upload it to a server. Do not store confidential information using setPref().
On Windows, the setPref() method fails if the user is a restricted user.
To see an example of setPref() used in a completed movie, see the Read and Write Text movie in the
Learning/Lingo folder inside the Director application folder.
Parameters
stringPrefName Required. A string that specifies the name of the file to which the string prefString is written.
The file is a standard text file.
prefString Required. The string to write to the file specified by stringPrefName.

Example
This handler saves the contents of the field cast member Text Entry in a file named DayWare settings:
-- Lingo syntax
on mouseUp me
_player.setPref("CurPrefs", member("Text Entry").text)
end
// JavaScript syntax
function mouseUp() {
_player.setPref("CurPrefs", member("Text Entry").text);
}

See also
getPref(), Player

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setTrackEnabled()
Usage
-- Lingo syntax
spriteObjRef.setTrackEnabled(whichTrack, trueOrFalse)
// JavaScript syntax
spriteObjRef.setTrackEnabled(whichTrack, trueOrFalse);

Description
Command; determines whether the specified track in the digital video is enabled to play.

•

When setTrackEnabled is TRUE, the specified track is enabled and playing.

• When setTrackEnabled is FALSE, the specified track is disabled and muted. For video tracks, this means they
will no longer be updated on the screen.
To test whether a track is already enabled, test the trackEnabled sprite property.
Parameters
whichTrack Required. Specifies the track to test.
trueOrFalse Required. Specifies whether the track in the digital video is enabled (TRUE) or not (FALSE).

Example
This statement enables track 3 of the digital video assigned to sprite channel 8:
-- Lingo syntax
sprite(8).setTrackEnabled(3, TRUE)
// JavaScript syntax
sprite(8).setTrackEnabled(3, 1);

See also
trackEnabled

setVal()
Usage
 Matrix.setVal(whichRow, whichColumn, valueToSet)

Description
Matrix method; sets the value of the specified element in the given matrix.
Parameters
whichRow Required. Row number of the element whose value is being set
whichColumn

Required. Column number of the element whose value is being set

valueToSet Required. Float. Value to set for the Rowth row and Columnth column in the matrix

Example
The following function creates a matrix with 4 rows and 5 columns and sets the value of each element in the matrix
to random values.

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--Lingo
on randomMatrix()
rows = 4
cols = 5
mat = newMatrix(rows,cols)
repeat with i = 1 to rows
repeat with j = 1 to cols
mat.setVal(i,j,random(255))
end repeat
end repeat
return mat
end
//Java Script
function randomMatrix()
{
rows = 4;
cols = 5;
mat = newMatrix(rows,cols);
for(i = 1 ; i <= rows;i++)
for(j = 1 ; j <= rows;j++)
mat.setVal(i,j,random(255));
return mat;
}

See also
getVal(), numRows(), numColumns(), matrixAddition(), matrixMultiply(),
matrixMultiplyScalar(), matrixTranspose(), newMatrix()

setVariable()
Usage
-- Lingo syntax
spriteObjRef.setVariable(variableName, newValue)
// JavaScript syntax
spriteObjRef.setVariable(variableName, newValue);

Description
Function; sets the value of the given variable in the given Flash sprite. Flash variables were introduced in Flash
version 4.
Parameters
variableName Required. Specifies the name of the variable.
newValue Required. Specifies the new value of the variable.

Example
The following statement sets the value of the variable currentURL in the Flash cast member in sprite 3. The new
value of currentURL will be "http://www.adobe.com/software/flash/".
-- Lingo syntax
sprite(3).setVariable("currentURL", "http://www.adobe.com/software/flash/")
// JavaScript syntax
sprite(3).setVariable("currentURL", "http://www.adobe.com/software/flash/");

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See also
hitTest(), getVariable()

shader()
Usage
member(whichCastmember).shader(whichShader)
member(whichCastmember).shader[index]
member(whichCastmember).model(whichModel).shader
member(whichCastmember).modelResource(whichModelResource).face[index].shader

Description
3D element, model property, and face property; the object used to define the appearance of the surface of the model.
The shader is the “skin” which is wrapped around the model resource used by the model.
The shader itself is not an image. The visible component of a shader is created with up to eight layers of texture.
These eight texture layers are either created from bitmap cast members or image objects within Director or imported
with models from 3D modeling programs. For more information, see texture.
Every model has a linear list of shaders called the shaderlist. The number of entries in this list equals the number
of meshes in the model resource used by the model. Each mesh can be shaded by only one shader.
The 3D cast member has a default shader named DefaultShader, which cannot be deleted. This shader is used
when no shader has been assigned to a model and when a shader being used by a model is deleted.
The syntax member(whichCastmember).model(whichModel).shader gives access to the first shader in the
model’s shaderlist and is equivalent to member(whichCastmember).model(whichModel).shaderList[1].
Create and delete shaders with the newShader() and deleteShader() commands.
Shaders are stored in the shader palette of the 3D cast member. They can be referenced by name (whichShader) or
palette index (shaderIndex). A shader can be used by any number of models. Changes to a shader will appear in all
models which use that shader.
There are four types of shaders:
#standard shaders present their textures realistically.
#painter, #engraver, and #newsprint shaders stylize their textures for painting, engraving, and newsprint effects.
They have special properties in addition to the #standard shader properties.

The shaders used by individual faces of #mesh primitives can be set with the syntax
member(whichCastmember).modelResource(whichModelResource).face[index].shader. Changes to this

property require a call to the build() command.
Example
This statement sets the shader property of the model named Wall to the shader named WallSurface:
member("Room").model("Wall").shader = member("Room").shader("WallSurface")

See also
shaderList, newShader, deleteShader, face[ ], texture()

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showLocals()
Usage
-- Lingo syntax
showLocals()

Description
Top level function (Lingo only); displays all local variables in the Message window. This command is useful only
within handlers or parent scripts that contain local variables to display. All variables used in the Message window are
automatically global.
Local variables in a handler are no longer available after the handler executes. Inserting the statement showLocals()
in a handler displays all the local variables in that handler in the Message window.
This command is useful for debugging scripts.
Parameters
None.
See also
clearGlobals(), global, showGlobals()

showProps()
Usage
-- Lingo syntax
memberOrSpriteObjRef.showProps()
// JavaScript syntax
memberOrSpriteObjRef.showProps();

Description
Command; displays a list of the current property settings of a Flash movie, Vector member, or currently playing
sound in the Message window. This command is useful for authoring only; it does not work in projectors or in
movies with Shockwave content.
Parameters
None.
Example
This handler accepts the name of a cast as a parameter, searches that cast for Flash movie cast members, and displays
the cast member name, number, and properties in the Message window:
-- Lingo syntax
on ShowCastProperties(whichCast)
repeat with i = 1 to castLib(whichCast).member.count
castType = member(i, whichCast).type
if (castType = #flash) OR (castType = #vectorShape) then
put castType&&"cast member" && i & ":" && member(i, whichCast).name
put RETURN
member(i ,whichCast).showProps()
end if

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end repeat
end
// JavaScript syntax
function ShowCastProperties(whichCast) {
i = 1;
while( i < (castLib(whichCast).member.count) +1 ) {
castType = member(i, whichCast).type;
if ((castType = "flash") || (castType = "vectorShape")) {
trace (castType + " cast member " + i + ": " + member(i, whichCast).name) + \n;
member(i ,whichCast).showProps();
i++;
}
}
}

See also
queue(), setPlayList()

showGlobals()
Usage
-- Lingo syntax
_global.showGlobals()
// JavaScript syntax
_global.showGlobals();

Parameters
None.
Description
Global method; displays all global variables in the Message window.
This method is useful for debugging scripts.
Example
This statement displays all global variables in the Message window:
-- Lingo syntax
on mouseDown
_global.showGlobals()
end
// JavaScript syntax
function mouseDown() {
_global.showGlobals();
}

See also
Global

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shutDown()
Usage
-- Lingo syntax
_system.shutDown()
// JavaScript syntax
_system.shutDown();

Description
System method; closes all open applications and turns off the computer.
Parameters
None.
Example
This statement checks whether the user has pressed Control+S (Windows) or Command+S (Mac) and, if so, shuts
down the computer:
See also
System

sin()
Usage
sin(angle)

Description
Math function (Lingo only); calculates the sine of the specified angle. The angle must be expressed in radians as a
floating-point number.
In JavaScript syntax, use the Math object’s sin() function.
Parameters
angle Required. Specifies the angle.
Example
This statement calculates the sine of pi/2:
put sin (PI/2.0)
-- 1

See also
PI

sort
Usage
list.sort()

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sort list

Description
Command; puts list items into alphanumeric order.

•

When the list is a linear list, the list is sorted by values.

•

When the list is a property list, the list is sorted alphabetically by properties.

After a list is sorted, it maintains its sort order even when you add new variables using the add command.
Parameters
None.
Example
The following statement puts the list Values, which consists of [#a: 1, #d: 2, #c: 3], into alphanumeric order. The result
appears below the statement.
put values
-- [#a: 1, #d: 2, #c: 3]
values.sort()
put values
--[#a: 1, #c: 3, #d: 2]

sound()
Usage
-- Lingo syntax
sound(intSoundChannel)
// JavaScript syntax
sound(intSoundChannel);

Description
Top level function; returns a reference to a specified sound channel.
The functionality of this method is identical to the Sound object’s channel() method.
Parameters
intSoundChannel Required. An integer that specifies the sound channel to reference.

Example
The following example assigns sound channel 1 to a variable music and plays a sound.
-- Lingo syntax
music = sound(1)
music.play(member("waltz1"))
// JavaScript syntax
var music = sound(1);
music.play(member("waltz1"));

See also
channel() (Sound), Sound Channel

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sprite()
Usage
-- Lingo syntax
sprite(nameOrNum)
// JavaScript syntax
sprite(nameOrNum);

Description
Top level function; returns a reference to a given sprite in the Score.
If the movie scriptExecutionStyle property is set to a value of 9, calling sprite("foo") where no sprite with
that name exists returns a reference to sprite 1. If the movie scriptExecutionStyle property is set to a value of 10,
calling sprite("foo") where no sprite with that name exists returns VOID if called from Lingo or undefined if
called from JavaScript.
Parameters
nameOrNum Required. A string or integer that specifies the name or index position of the sprite.
Example
This statement sets the variable thisSprite to the sprite named Cave:
-- Lingo syntax
thisSprite = sprite("Cave")
// JavaScript syntax
var thisSprite = sprite("Cave");

See also
Sprite Channel

spriteSpaceToWorldSpace
Usage
sprite(whichSprite).camera.spriteSpaceToWorldSpace(loc)
sprite(whichSprite).camera(index).spriteSpaceToWorldSpace(loc)

Description
3D command; returns a world-space position that is found on the specified camera’s projection plane that corresponds to a location within the referenced sprite.
The projection plane is defined by the camera's X and Y axes, and is at a distance in front of the camera such that one
pixel represents one world unit of measurement. It is this projection plane that is used for the sprite display on stage.
The camera.spriteSpaceToWorldSpace() form of this command is a shortcut for using
camera(1).spriteSpaceToWorldSpace().
All cameras that are used by the referenced sprite will respond to the spriteSpaceToWorldSpace command as if
their display rect is the same size as the sprite.

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Parameters
loc Required. Specifies the location in the referenced sprite. This location should be a point relative to the sprite’s
upper-left corner.
Example
This statement shows that the point (50, 50) within sprite 5 is equivalent to the vector (-1993.6699, 52.0773,
2263.7446) on the projection plane of the camera of sprite 5:
-- Lingo
put sprite(5).camera.spriteSpaceToWorldSpace(point(50, 50))
-- vector(-1993.6699, 52.0773, 2263.7446)
// Javascript
put (sprite(5).camera.spriteSpaceToWorldSpace(point(50, 50)) );
//

See also
worldSpaceToSpriteSpace, rect (camera), camera

sqrt()
Usage
sqrt(number)
the sqrt of number

Description
Math function (Lingo only); returns the square root of a specified number.
The value must be a decimal number greater than 0. Negative values return 0.
In JavaScript syntax, use the Math object’s sqrt() function.
Parameters
number Required. Specifies the number. This number is either a floating-point number or an integer rounded to the
nearest integer.
Example
This statement displays the square root of 3.0 in the Message window:
put sqrt(3.0)
-- 1.7321

This statement displays the square root of 3 in the Message window:
put sqrt(3)
-- 2

See also
floatPrecision

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stageBottom
Usage
the stageBottom

Description
Function; along with stageLeft, stageRight, and stageTop, indicates where the Stage is positioned on the
desktop. It returns the bottom vertical coordinate of the Stage relative to the upper left corner of the main screen.
The height of the Stage in pixels is determined by the stageBottom - the stageTop.
When the movie plays back as an applet, the stageBottom property is the height of the applet in pixels.
This function can be tested but not set.
Parameters
None.
Example
These statements position sprite 3 a distance of 50 pixels from the bottom edge of the Stage:
stageHeight = the stageBottom - the stageTop
sprite(3).locV = stageHeight - 50

Sprite coordinates are expressed relative to the upper left corner of the Stage. For more information, see the Using
Director topics in the Director Help Panel.
// Javascript
var stageHeight =_movie.stage.rect.Bottom -_movie.stage.rect.Top ;
sprite(3).locV = stageHeight - 50 ;

See also
stageLeft, stageRight, stageTop, locH, locV

stageLeft
Usage
the stageLeft

Description
Function; along with stageRight, stageTop, and stageBottom, indicates where the Stage is positioned on the
desktop. It returns the left horizontal coordinate of the Stage relative to the upper left corner of the main screen.
When the Stage is flush with the left side of the main screen, this coordinate is 0.
When the movie plays back as an applet, the stageLeft property is 0, which is the location of the left side of the
applet.
This property can be tested but not set.
Sprite coordinates are expressed relative to the upper left corner of the Stage.
Parameters
None.

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Example
This statement checks whether the left edge of the Stage is beyond the left edge of the screen and calls the handler
leftMonitorProcedure if it is:
if the stageLeft < 0 then leftMonitorProcedure

See also
stageBottom, stageRight, stageTop, locH, locV

stageRight
Usage
the stageRight

Description
Function; along with stageLeft, stageTop, and stageBottom, indicates where the Stage is positioned on the
desktop. It returns the right horizontal coordinate of the Stage relative to the upper left corner of the main screen’s
desktop. The width of the Stage in pixels is determined by the stageRight - the stageLeft.
When the movie plays back as an applet, the stageRight property is the width of the applet in pixels.
This function can be tested but not set.
Sprite coordinates are expressed relative to the upper left corner of the Stage.
Parameters
None.
Example
These two statements position sprite 3 a distance of 50 pixels from the right edge of the Stage:
stageWidth = the stageRight - the stageLeft
sprite(3).locH = stageWidth - 50

See also
stageLeft, stageBottom, stageTop, locH, locV

stageToFlash()
Usage
-- Lingo syntax
spriteObjRef.stageToFlash(pointOnDirectorStage)
// JavaScript syntax
spriteObjRef.stageToFlash(pointOnDirectorStage);

Description
Function; returns the coordinate in a Flash movie sprite that corresponds to a specified coordinate on the Director
Stage. The function both accepts the Director Stage coordinate and returns the Flash movie coordinate as Director
point values: for example, point (300,300).

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Flash movie coordinates are measured in Flash movie pixels, which are determined by the original size of the movie
when it was created in Flash. Point (0,0) of a Flash movie is always at its upper left corner. (The cast member’s
originPoint property is not used to calculate movie coordinates; it is used only for rotation and scaling.)
The stageToFlash() function and the corresponding flashToStage() function are helpful for determining
which Flash movie coordinate is directly over a Director Stage coordinate. For both Flash and Director, point (0,0)
is the upper left corner of the Flash Stage or Director Stage. These coordinates may not match on the Director Stage
if a Flash sprite is stretched, scaled, or rotated.
Parameters
pointOnDirectorStage Required. Specifies the point on the Director stage.

Example
The following handler checks to see if the mouse pointer (whose location is tracked in Director Stage coordinates)
is over a specific coordinate (130,10) in a Flash movie sprite in channel 5. If the pointer is over that Flash movie
coordinate, the script stops the Flash movie.
-- Lingo syntax
on checkFlashRollover
if sprite(5).stageToFlash(point(_mouse.mouseH,_mouse.mouseV)) = point(130,10) then
sprite(5).stop()
end if
end
// JavaScript syntax
function checkFlashRollover() {
var stf = sprite(5).stageToFlash(point(_mouse.mouseH,_mouse.mouseV));
if (stf = point(130,10)) {
sprite(5).stop();
}
}

See also
flashToStage()

stageTop
Usage
the stageTop

Description
Function; along with stageBottom, stageLeft, and stageRight, indicates where the Stage is positioned on the
desktop. It returns the top vertical coordinate of the Stage relative to the upper left corner of the main screen’s
desktop. If the Stage is in the upper left corner of the main screen, this coordinate is 0.
When the movie plays back as an applet, the stageTop property is always 0, which is the location of the left side of
the applet.
This function can be tested but not set.
Sprite coordinates are expressed relative to the upper left corner of the Stage.

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Parameters
None.
Example
This statement checks whether the top of the Stage is beyond the top of the screen and calls the handler upperMonitorProcedure if it is:
if the stageTop < 0 then upperMonitorProcedure

See also
stageLeft, stageRight, stageBottom, locH, locV

status()
Usage
-- Lingo syntax
fileioObjRef.status()
// JavaScript syntax
fileioObjRef.status();

Description
Fileio method; Returns the error code of the last method called.
Parameters
None.
Example
This statement displays the current status of sound channel 2 in the Message window:
-- Lingo syntax
put(sound(2).status)
// JavaScript syntax
put(sound(2).status);

See also
Fileio

stop() (DVD)
Usage
-- Lingo syntax
dvdObjRef.stop()
// JavaScript syntax
dvdObjRef.stop();

Description
DVD method; stops playback.

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This method returns TRUE (1) if successful.
Parameters
None.
Example
This statement stops playback:
-- Lingo syntax
member(1).stop()
// JavaScript syntax
member(1).stop();

See also
DVD

stop() (Sound Channel)
Usage
-- Lingo syntax
soundChannelObjRef.stop()
// JavaScript syntax
soundChannelObjRef.stop();

Description
Sound Channel method; stops the currently playing sound in a sound channel.
Issuing a play() method begins playing the first sound of those that remain in the queue of the given sound channel.
To see an example of stop() used in a completed movie, see the Sound Control movie in the Learning/Lingo folder
inside the Director application folder.
Parameters
None.
Example
This statement stops playback of the sound cast member currently playing in sound channel 1:
-- Lingo syntax
sound(1).stop()
// JavaScript syntax
sound(1).stop();

See also
getPlayList(), pause() (Sound Channel), play() (Sound Channel), playNext() (Sound Channel),
rewind() (Sound Channel), Sound Channel

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stop() (Flash)
Usage
-- Lingo syntax
spriteObjRef.stop()
// JavaScript syntax
spriteObjRef.stop();

Description
Flash command; stops a Flash movie sprite that is playing in the current frame.
Parameters
None.
Example
This frame script stops the Flash movie sprites playing in channels 5 through 10:
-- Lingo syntax
on enterFrame
repeat with i = 5 to 10
sprite(i).stop()
end repeat
end
// JavaScript syntax
function enterFrame() {
var i = 5;
while (i < 11) {
sprite(i).stop();
i++;
}
}

See also
hold()

stop() (RealMedia, SWA, Windows Media)
Usage
-- Lingo syntax
windowsMediaObjRef.stop()
realMediaObjRef.stop()
// JavaScript syntax
windowsMediaObjRef.stop();
realMediaObjRef.stop();

Description
Windows Media or RealMedia cast member or sprite method. Stops playback of a Windows Media or RealMedia
cast member or sprite.

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Parameters
None.
Example
The following examples stop sprite 2 and the cast member Real from playing:
-- Lingo syntax
sprite(2).stop()
member("Real").stop()
// JavaScript syntax
sprite(2).stop();
member("Real").stop();

See also
RealMedia, Windows Media

stop
Usage
stop(MUIObject, stopItem)

Description
This function stops the general purpose dialog created from an instance of the MUI Xtra. After the function is called,
Lingo returns the results as the number for the stopItem parameter.
The stopItem parameter is returned from the run(MUIOject) call. Use this to pass back a parameter indicating how
the dialog box was stopped. For example, this could return 1 if the user clicked OK and return 0 if the user clicked
Cancel.
Note: To close a non-modal dialog box, use the WindowOperation command with the #hide option.
Example
This handler stops the general purpose dialog box created from MUIObject. The second parameter of the stop
command is zero, which fulfills the requirement for a value but has no other purpose:
--Lingo syntax
on stopDialog
global MUIObject
if ( objectP (MUIObject)) then
stop(MUIObject, 0)
end if
end stopDialog

stopEvent()
Usage
-- Lingo syntax
_movie.stopEvent()
// JavaScript syntax
_movie.stopEvent();

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Description
Movie method; prevents scripts from passing an event message to subsequent locations in the message hierarchy.
This method also applies to sprite scripts.
Use the stopEvent() method to stop the message in a primary event handler or a sprite script, thus making the
message unavailable for subsequent sprite scripts.
By default, messages are available first to a primary event handler (if one exists) and then to any scripts attached to
a sprite involved in the event. If more than one script is attached to the sprite, the message is available to each of the
sprite’s scripts. If no sprite script responds to the message, the message passes to a cast member script, frame script,
and movie script, in that order.
The stopEvent() method applies only to the current event being handled. It does not affect future events. The
stopEvent() method applies only within primary event handlers, handlers that primary event handlers call, or
multiple sprite scripts. It has no effect elsewhere.
Parameters
None.
Example
This statement shows the mouseUp event being stopped in a behavior if the global variable grandTotal is equal to
500:
-- Lingo syntax
global grandTotal
on mouseUp me
if (grandTotal = 500) then
_movie.stopEvent()
end if
end
// JavaScript syntax
_global.grandTotal;
function mouseUp() {
if (_global.grandTotal == 500) {
_movie.stopEvent();
}
}

Neither subsequent scripts nor other behaviors on the sprite receive the event if it is stopped in this manner.
See also
Movie

stream()
Usage
-- Lingo syntax
memberObjRef.stream(numberOfBytes)
// JavaScript syntax
memberObjRef.stream(numberOfBytes);

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Description
Command; manually streams a portion of a specified Flash movie cast member into memory.
The stream command returns the number of bytes actually streamed. Depending on a variety of conditions (such
as network speed or the availability of the requested data), the number of bytes actually streamed may be less than
the number of bytes requested.
You can always use the stream command for a cast member regardless of the cast member’s streamMode property.
Parameters
numberOfBytes Optional. An integer that specifies the number of bytes to stream. If you omit the numberOfBytes

parameter, Director tries to stream the number of bytes set by the cast member’s bufferSize property.
Example
The following frame script checks to see if a linked Flash movie cast member has streamed into memory by checking
its percentStreamed property. If the cast member is not completely loaded into memory, the script tries to stream
32,000 bytes of the movie into memory.
The script also saves the actual number of bytes streamed in a variable called bytesReceived. If the number of bytes
actually streamed does not match the number of bytes requested, the script updates a text cast member to report the
number of bytes actually received. The script keeps the playhead looping in the current frame until the cast member
has finished loading into memory.
-- Lingo syntax
on exitFrame
if member(10).percentStreamed < 100 then
bytesReceived = member(10).stream(32000)
if bytesReceived < 32000 then
member("Message Line").text = "Received only" && bytesReceived && "of 32,000
bytes requested."
_movie.updateStage()
else
member("Message Line").text = "Received all 32,000 bytes."
end if
_movie.go(_movie.frame)
end if
end
// JavaScript syntax
function exitFrame() {
var pctStm = member(10).percentStreamed;
if (pctStm < 100) {
var bytesReceived = member(10).stream(32000);
if (bytesReceived < 32000) {
member("Message Line").text = "Received only " + bytesReceived + " of32,000 bytes
requested.";
_movie.updateStage();
} else {
member("Message Line").text = "Received all 32,000 bytes.";
}
_movie.go(_movie.frame);
}
}

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string()
Usage
string(expression)

Description
Function; converts an integer, floating-point number, object reference, list, symbol, or other nonstring expression to
a string.
Parameters
expression Required. The expression to convert to a string.

Example
This statement adds 2.0 + 2.5 and inserts the results in the field cast member Total:
--Lingo
member("total").text = string(2.0 + 2.5)
// Javascript
member("total").text = (2.0 + 2.5).toString() ;

This statement converts the symbol #red to a string and inserts it in the field cast member Color:
--Lingo
member("Color").text = string(#red)
// Javascript
member("Color").text = symbol("red").toString();

See also
value(), stringP(), float(), integer(), symbol()

stringP()
Usage
stringP(expression)

Description
Function; determines whether an expression is a string (TRUE) or not (FALSE).
The P in stringP stands for predicate.
Parameters
expression Required. The expression to test.

Example
This statement checks whether 3 is a string:
put stringP("3")

The result is 1, which is the numeric equivalent of TRUE.
This statement checks whether the floating-point number 3.0 is a string:

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put stringP(3.0)

Because 3.0 is a floating-point number and not a string, the result is 0, which is the numeric equivalent of FALSE.
See also
floatP(), ilk(), integerP(), objectP(), symbolP()

subPictureType()
Usage
-- Lingo syntax
dvdObjRef.subPictureType(intStream)
// JavaScript syntax
dvdObjRef.subPictureType(intStream);

Description
DVD method; specifies the type of a specified sub-picture stream.
This method can return the following values:
Symbol

Description

#unknown

The sub-picture type is unknown.

#Language

The sub-picture contains language-related content such as movie subtitles or other text.

#Other

The sub-picture contains non language-related content such as a bouncing ball in karaoke titles.

Parameters
intStream Required. An integer that specifies the stream to test.
Example
This statement returns the sub-picture type in stream 2:
-- Lingo syntax
member(12).member.subPictureType(2)
// JavaScript syntax
member(12).member.subPictureType(2);

See also
DVD

substituteFont
Usage
TextMemberRef.substituteFont(originalFont, newFont)
substituteFont(textMemberRef, originalFont, newFont)

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Description
Text cast member command; replaces all instances of one font with another font in a text cast member.
Parameters
originalFont Required. The font to replace.
newFont Required. The new font that replaces the font specified by originalFont.

Example
This script checks to see if the font Bonneville is available in a text cast member, and replaces it with Arial if it is not:
-- Lingo syntax
property spriteNum
on beginSprite me
currMember = sprite(spriteNum).member
if currMember.missingFonts contains "Bonneville" then
currMember.substituteFont("Bonneville", "Arial")
end if
end
// JavaScript syntax
function beginSprite() {
currMember = sprite(spriteNum).member;
if (currMember.missingFonts contains "Bonneville") { //check syntax
currMember.substituteFont("Bonneville", "Arial");
}
}

See also
missingFonts

swing()
Usage
-- Lingo syntax
spriteObjRef.swing(pan, tilt, fieldOfView, speedToSwing)
// JavaScript syntax
spriteObjRef.swing(pan, tilt, fieldOfView, speedToSwing);

Description
QuickTime VR sprite function; swings a QuickTime 3 sprite containing a VR Pano around to the new view settings.
The swing is a smooth “camera dolly”effect.
whichQTVRSprite is the sprite number of the sprite with the QuickTime VR member.

The function returns immediately, but the sprite continues to change view until it reaches the final view. The
duration required to change to the final settings varies depending on machine type, size of the sprite rectangle, color
depth of the screen, and other typical performance constraints.
To check if the swing has finished, check if the pan property of the sprite has arrived at the final value.
Parameters
pan Required. Specifies the new pan position, in degrees.

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tilt Required. Specifies the new tilt, in degrees.
fieldOfView Required. Specifies the new field of view, in degrees.
speedToSwing Required. Specifies the rate at which the swing should take place. Valid values range from 1 (slow)

to 10 (fast).
Example
This very gradually adjusts the view of QTVR sprite 1 to a pan position of 300°, a tilt of -15°, and a field of view of 40°:
-- Lingo syntax
sprite(1).swing(300, -15, 40, 1)
// JavaScript syntax
sprite(1).swing(300, -15, 40, 1);

See also
pan (QTVR property)

symbol()
Usage
-- Lingo syntax
symbol(stringValue)
// JavaScript syntax
symbol(stringValue);

Description
Top level function; takes a string and returns a symbol.
Parameters
stringValue Required. The string to convert to a symbol.

Example
This statement displays the symbol #hello:
--Lingo syntax
put(symbol("hello"))
// JavaScript syntax
put(symbol("hello"));

This statement displays the symbol #goodbye:
--Lingo syntax
x = "goodbye"
put(symbol(x))
// JavaScript syntax
var x = "goodbye";
put(symbol(x));

See also
value(), string()

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symbolP()
Usage
Expression.symbolP
symbolP(expression)

Description
Function; determines whether a specified expression is a symbol (TRUE) or not (FALSE).
The P in symbolP stands for predicate.
Parameters
expression Required. Specifies the expression to test.

Example
This statement checks whether the variable myVariable is a symbol:
put myVariable.symbolP

See also
ilk()

tan()
Usage
tan(angle)

Description
Math function; yields the tangent of the specified angle expressed in radians as a floating-point number.
In JavaScript syntax, use the Math object’s tan() function.
Parameters
angle Required. Specifies the angle from which a tangent is yielded.

Example
The following function yields the tangent of pi/4:
tan (PI/4.0) = 1

The p symbol cannot be used in a Lingo expression.
See also
PI

tellStreamStatus()
Usage
tellStreamStatus(onOrOffBoolean)

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Description
Function; turns the stream status handler on (TRUE) or off (FALSE).
The form tellStreamStatus() determines the status of the handler.
When the streamStatusHandler is TRUE, Internet streaming activity causes periodic calls to the movie script,
triggering streamStatusHandler. The handler is executed, with Director automatically filling in the parameters with
information regarding the progress of the downloads.
Parameters
onOrOffBoolean Optional. Specifies the status of the handler.

Example
This on prepareMovie handler turns the on streamStatus handler on when the movie starts:
-- Lingo syntax
on prepareMovie
tellStreamStatus(TRUE)
end
// JavaScript syntax
function prepareMovie() {
tellStreamStatus(TRUE);
}

This statement determines the status of the stream status handler:
-- Lingo syntax
on mouseDown
put tellStreamStatus()
end
// JavaScript syntax
function mouseDown() {
put(tellStreamStatus());
}

See also
on streamStatus

tellTarget()
Usage
-- Lingo syntax
spriteObjRef.tellTarget(targetName)
// JavaScript syntax
spriteObjRef.tellTarget(targetName);

Description
Command; equivalent to the Flash beginTellTarget and endTellTarget methods. The tellTarget()
command allows the user to set a target Timeline on which subsequent sprite commands will act. When the target
is set to a Flash movie clip or a level containing a loaded Flash movie, certain commands act on the targeted components, rather than on the main Timeline. To switch focus back to the main Timeline, call endTellTarget().

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The only valid argument for tellTarget is the target name. There is no valid argument for endTellTarget.
The Flash sprite functions that are affected by tellTarget are stop, play, getProperty, setProperty,
gotoFrame, call(frame), and find(label). In addition, the sprite property frame (which returns the current
frame) is affected by tellTarget.
Parameters
targetName Required. Specifies the target name.

Example
This command sets the movie clip as the target:
-- Lingo syntax
sprite(1).tellTarget("myMovieClip")
// JavaScript syntax
sprite(1).tellTarget("myMovieClip");

This command stops the movie clip:
-- Lingo syntax
sprite(1).stop()
// JavaScript syntax
sprite(1).stop();

This command causes the movie clip to play:
-- Lingo syntax
sprite(1).play()
// JavaScript syntax
sprite(1).play();

This command switches the focus back to the main Timeline:
-- Lingo syntax
sprite(1).endTellTarget()
// JavaScript syntax
sprite(1).endTellTarget();

This command stops the main movie:
-- Lingo syntax
sprite(1).stop()
// JavaScript syntax
sprite(1).stop();

texture()
Usage
member(whichCastmember).texture(whichTexture)
member(whichCastmember).texture[index]
member(whichCastmember).shader(whichShader).texture
member(whichCastmember).model(whichModel).shader.texture
member(whichCastmember).model(whichModel).shaderList.texture
member(whichCastmember).model(whichModel).shaderList[index].texture

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member(whichCastmember).modelResource(whichParticleSystemModelResource).texture

Description
3D element and shader property; an image object used by a shader to define the appearance of the surface of a model.
The image is wrapped onto the geometry of the model by the shader.
The visible component of a shader is created with up to eight layers of textures. These eight texture layers are either
created from bitmap cast members or image objects within Director or imported with models from 3D modeling
programs.
Create and delete textures with the newTexture() and deleteTexture() commands.
Textures are stored in the texture palette of the 3D cast member. They can be referenced by name (whichTexture)
or palette index (textureIndex). A texture can be used by any number of shaders. Changes to a texture will appear
in all shaders which use that texture.
There are three types of textures:
#fromCastmember; the texture is created from a bitmap cast member using the newTexture() command.
#fromImageObject; the texture is created from a lingo image object using the newTexture() command.
#importedFromFile; the texture is imported with a model from a 3D modeling program.

The texture of a particle system is a property of the model resource, whose type is #particle.
Example
This statement sets the texture property of the shader named WallSurface to the texture named BluePaint:
member("Room").shader("WallSurface").texture = member("Room").texture("BluePaint")

See also
newTexture, deleteTexture

time() (System)
Usage
-- Lingo syntax
_system.time()
// JavaScript syntax
_system.time();

Description
System method; returns the current time in the system clock as a string. The format of the time string depends on
the computer's time settings.
Parameters
None.
Example
The following handler outputs the current time to a text field.
-- Lingo syntax
on exitFrame

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member("clock").text = _system.time()
end
// JavaScript syntax
function exitFrame() {
member("clock").text = _system.time();
}

See also
date() (System), System

timeout()
Usage
-- Lingo syntax
timeout(timeoutObjName)
// JavaScript syntax
timeout(timeoutObjName);

Description
Top level function; returns a given timeout object.
Use the new() method to create a new timeout object and add it to the timeoutList.
Parameters
timeoutObjName Required. A string that specifies the name of the timeout object to return.

Example
This handler deletes the timeout object named Random Lightning:
-- Lingo syntax
on exitFrame
timeout("Random Lightning").forget()
end
// JavaScript syntax
function exitFrame() {
timeout("Random Lightning").forget();
}

See also
new(), timeoutList, timeoutHandler, time (timeout object), name (timeout), period,
persistent, target

titleMenu()
Usage
-- Lingo syntax
dvdObjRef.titleMenu()
// JavaScript syntax

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dvdObjRef.titleMenu();

Description
DVD method; displays the title menu.
Parameters
None.
Example
This statement displays the title menu:
-- Lingo syntax
member(1).titleMenu()
// JavaScript syntax
member(1).titleMenu();

See also
DVD

top (3D)
Usage
modelResourceObjectReference.top

Description
3D command; when used with a model resource whose type is #box, allows you to both get and set the top property
of the model resource.
The top property determines whether the top of the box is sealed (TRUE) or open (FALSE). The default value is TRUE.
Parameters
None.
Example
This statement checks whether the top of sprite 3 is above the top of the Stage and calls the handler offTopEdge if
it is:
-- Lingo syntax
if (sprite(3).top < 0) then
offTopEdge()
end if
// JavaScript syntax
if (sprite(3).top < 0) {
offTopEdge();
}

See also
back, bottom (3D), front

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topCap
Usage
modelResourceObjectReference.topCap

Description
3D command; when used with a model resource whose type is #cylinder, allows you to both get and set the topCap
property of the model resource.
The topCap property determines whether the top cap of the cylinder is sealed (TRUE) or open (FALSE). The default
value for this property is FALSE.
Parameters
None.
Example
This statement sets the topCap property of the model resource Tube to FALSE, meaning the top of this cylinder will
be open:
-- Lingo syntax
member("3D World").modelResource("Tube").topCap = FALSE
// JavaScript syntax
member("3D World").getPropRef("modelResource", 10).topCap = false;

topRadius
Usage
modelResourceObjectReference.topRadius

Description
3D command; when used with a model resource whose type is #cylinder, allows you to both get and set the
topRadius property of the model resource, as a floating-point value.
The topRadius property determines the radius of the top cap of the cylinder. This property must always be 0.0 or
greater. The default value is 25.0. Setting topRadius to 0.0 produces a cone.
Parameters
None.
Example
The following statement sets the topRadius property of the model resource Tube to 0.0. If the bottom radius has a
value greater than 0, models using Tube will be conical.
-- Lingo syntax
member("3D World").modelResource("Tube").topRadius = 0.0
// JavaScript syntax
member("3D World").getPropRef("modelResource", 10).topRadius = 0.0;

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trace()
Usage
-- Lingo syntax
trace(value)
// JavaScript syntax
trace(value);

Description
Top level function; evaluates an expression and displays the result in the Message window.
The functionality of this method is identical to the top level put() method, which is also available to both Lingo and
JavaScript syntax.
This method can be used as a debugging tool by tracking the values of variables as a movie plays.
Parameters
value Required. The expression to evaluate.
Example
The following statement outputs the value of the variable counter to the Message window.
-- Lingo syntax
counter = (_system.milliseconds / 1000)
trace(counter)
// JavaScript syntax
var counter = (_system.milliseconds / 1000);
trace(counter);

See also
put()

transform (command)
Usage
transform()

Description
3D command; this command creates a transform object that is equal to the identity transform. The identity
transform has positional and rotational components of vector(0,0,0), and it has a scale component of vector(1,1,1).
If you need to store and then rebuild transform information, store the transform properties (position, rotation and
scale), then rebuild the transform by making an identity transform followed by setting the position, rotation and
scale using the stored data.
Parameters
None.
Example
This statement creates an identity transform and stores it in the variable tTransform:

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-- Lingo syntax
tTransform = transform()
// JavaScript syntax
tTransform = transform();

See also
transform (property), preRotate, preTranslate(), preScale(), rotate, translate, scale
(command)

translate
Usage
member(whichCastmember).node(whichNode).translate(xIncrement, yIncrement, zIncrement {,
relativeTo})
member(whichCastmember).node(whichNode).translate(translateVector {, relativeTo})
transform.translate(xIncrement, yIncrement, zIncrement {, relativeTo})
transform.translate(translateVector {, relativeTo})

Description
3D command; applies a translation after the current positional, rotational, and scale offsets held by a referenced
node’s transform object or the directly referenced transform object. The translation must be specified as a set of three
increments along the three corresponding axes. These increments may be specified explicitly in the form of
xIncrement, yIncrement, and zIncrement, or by a translateVector, where the x component of the vector corresponds to the translation along the x axis, y about y axis, and z about z axis.
A node can be a camera, model, light or group object.
Parameters
xIncrement Required if specifying a set of three increments. Specifies the x-axis increment.
yIncrement Required if specifying a set of three increments. Specifies the y-axis increment.
zIncrement Required if specifying a set of three increments. Specifies the z-axis increment.
translateVector Required if specifying a vector. Specifies the vector that contains the x, y, and z components.
relativeTo Optional. Determines which coordinate system’s axes are used to apply the desired translational
changes. The relativeTo parameter can have any of the following values:

• #self applies the increments relative to the node’s local coordinate system (the x, y and z axes specified for the
model during authoring). This value is used as the default if you use the translate command with a node reference
and the relativeTo parameter is not specified.
• #parent applies the increments relative to the node’s parent’s coordinate system. This value is used as the default
if you use the translate command with a transform reference and the relativeTo parameter is not specified.
• #world applies the increments relative to the world coordinate system. If a model’s parent is the world, than this
is equivalent to using #parent.
• nodeReference allows you to specify a node to base your translation upon, the command applies the translations relative to the coordinate system of the specified node.

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Example
This example constructs a transform using the transform command, then it initializes the transform’s position and
orientation in space before assigning the transform to the model named mars. Finally this example displays the
resulting position of the model.
t =transform()
t.transform.identity()
t.transform.rotate(0, 90, 0)
t.transform.translate(100, 0, 0)
gbModel = member("scene").model("mars")
gbModel.transform = t
put gbModel.transform.position
-- vector(100.0000, 0.0000, 0.0000)

This Lingo moves the model Bip 20 units along the x axis of its parent node:
put member("Scene").model("Bip").position
-- vector( -38.5000, 21.2500, 2.0000)
member("Scene").model("Bip").translate(20, 10, -0.5)
put member("Scene").model("Bip").position
-- vector( -18.5000, 31.2500, 1.5000)

See also
transform (property), preTranslate(), scale (command), rotate

union()
Usage
rect(1).union(rect(2))
union (rect1, rect2)

Description
Function; returns the smallest rectangle that encloses two rectangles.
Parameters
rect2 Required. Specifies the second rectangle.
Example
This statement returns the rectangle that encloses the specified rectangles:
-- Lingo syntax
put union (rect (0, 0, 10, 10), rect (15, 15, 20, 20))
-- rect (0, 0, 20, 20)

or
put rect(0, 0, 10, 10).union(rect(15, 15, 20, 20))
--rect (0, 0, 20, 20)
// JavaScript syntax
put ( rect (0, 0, 10, 10).union( rect (15, 15, 20, 20) ) );
// 

See also
map(), rect()

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unLoad() (Member)
Usage
-- Lingo syntax
memberObjRef.unLoad({toMemberObjRef})
// JavaScript syntax
memberObjRef.unLoad({toMemberObjRef});

Description
Member method; forces Director to clear the specified cast members from memory.
Director automatically unloads the least recently used cast members to accommodate preLoad() methods or
normal cast library loading.

•

When used without a parameter, unLoad() clears from memory the current cast member.

• When used with the toMemberObjRef parameter, unLoad() clears from memory all the cast members in the
range specified.
When used in a new movie with no loaded cast members, this method returns an error.
Cast members that you have modified during authoring or by setting picture, pasteClipBoadInto(), and so on,
cannot be unloaded.
Parameters
toMemberObjRef Optional. A reference to the last cast member in the range to clear from memory.

Example
This statement clears the cast member named Ships from memory:
-- Lingo syntax
member("Ships").unLoad()
// JavaScript syntax
member("Ships").unLoad();

This statement clears from memory cast members 10 through 15:
-- Lingo syntax
member(10).unLoad(15)
// JavaScript syntax
member(10).unLoad(15);

See also
Member unLoad() (Movie) unLoadMember() unLoadMovie()

unLoad() (Movie)
Usage
-- Lingo syntax
_movie.unLoad({intFromFrameNum} {, intToFrameNum})
// JavaScript syntax

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_movie.unLoad({intFromFrameNum} {, intToFrameNum});

Description
Movie method; removes the specified frame range of the movie from memory.
This command is useful in forcing movies to unload when memory is low.
You can use a URL as the file reference.
If the movie isn’t already in RAM, the result is -1.
Parameters
intFromFrameNum Optional. An integer that specifies the number of the first frame in a range to unload from

memory.
intToFrameNum Optional. An integer that specifies the number of the last frame in a range to unload from memory.

Example
The following statements unload frames 10 through 25 from memory.
-- Lingo syntax
_movie.unLoad(10, 25)
// JavaScript syntax
_movie.unLoad(10, 25);

See also
Movie unLoad() (Member) unLoadMember() unLoadMovie()

unLoadMember()
Usage
-- Lingo syntax
_movie.unLoadMember({memberObjRef})
_movie.unLoadMember(fromMemberNameOrNum, toMemberNameOrNum)
// JavaScript syntax
_movie.unLoadMember({memberObjRef});
_movie.unLoadMember(fromMemberNameOrNum, toMemberNameOrNum);

Description
Movie method; forces Director to clear a specific cast member or a range of cast members from memory. Director
automatically unloads the least recently used cast members to accommodate preLoad() methods or normal cast
library loading.

• When used without an argument, the unLoadMember() method clears from memory the cast members in all the
frames of a movie.
• When used with one argument, memberObjRef, the unLoadMember() method clears from memory the specified
cast member.
• When used with two arguments, fromMemberNameOrNum and toMemberNameOrNum, the unLoadMember()
method unloads all cast members in the range specified. You can specify a range of cast members by member
numbers or member names.

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Parameters
memberObjRef Optional. A reference to the cast member to unload from memory.
fromMemberNameOrNum Required if clearing a range of cast members. A string or integer that specifies the name or

number of the first cast member in a range to unload from memory.
toMemberNameOrNum Required if clearing a range of cast members. A string or integer that specifies the name or
number of the last cast member in a range to unload from memory.

Example
This statement clears from memory the cast member Screen1:
-- Lingo syntax
_movie.unLoadMember(member("Screen1"))
// JavaScript syntax
_movie.unLoadMember(member("Screen1));

This statement clears from memory all cast members from cast member 1 to cast member Big Movie:
-- Lingo syntax
_movie.unLoadMember(member(1), member("Big Movie"))
// JavaScript syntax
_movie.unLoadMember(member(1), member("Big Movie"));

See also
Movie unLoad() (Member) unLoad() (Movie) unLoadMovie()

unLoadMovie()
Usage
-- Lingo syntax
_movie.unLoadMovie(stringMovieName)
// JavaScript syntax
_movie.unLoadMovie(stringMovieName);

Description
Movie method; removes the specified preloaded movie from memory.
This command is useful in forcing movies to unload when memory is low.
You can use a URL as the file reference.
If the movie isn’t already in RAM, the result is -1.
Parameters
stringMovieName Required. A string that specifies the name of the movie to unload from memory.

Example
This statement checks whether the largest contiguous block of free memory is less than 100K and unloads the movie
Parsifal if it is:
-- Lingo syntax
if (_system.freeBlock < (100*1024)) then

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_movie.unLoadMovie("Parsifal")
end if
// JavaScript syntax
if (_system.freeBlock < (100*1024)) {
_movie.unLoadMovie("Parsifal");
}

This statement unloads the movie at http://www.cbDemille.com/SunsetBlvd.dir:
-- Lingo syntax
_movie.unLoadMovie("http://www.cbDemille.com/SunsetBlvd.dir")
// JavaScript syntax
_movie.unLoadMovie("http://www.cbDemille.com/SunsetBlvd.dir");

See also
Movie unLoad() (Member) unLoad() (Movie) unLoadMember()

unregisterAllEvents
Usage
-- Lingo syntax
member(whichMember).unregisterAllEvents()
// JavaScript syntax
member(whichMember).unregisterAllEvents();

Description
3D command; unregisters the referenced cast member for all event notifications. Therefore, all handlers that were
previously registered to respond to events using the registerForEvent command will no longer be triggered when
those events occur.
Parameters
None.
Example
This statement unregisters the cast member named Scene for all event notifications:
-- Lingo syntax
member("Scene").unregisterAllEvents()
// JavaScript syntax
member("Scene").unregisterAllEvents();

See also
registerForEvent()

update
Usage
-- Lingo syntax

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member(whichCastmember).model(whichModel).update
// JavaScript syntax
member(whichCastMember).model(whichModel).update();

Description
3D command; causes animations on the model to update without rendering. Use this command to find the exact
position of an animating model in Lingo.
Parameters
None.
Example
-- Lingo syntax
member(whichCastmember).model(whichModel).update
// JavaScript syntax
member(whichCastMember).getPropRef("model",1).update();

updateFrame()
Usage
-- Lingo syntax
_movie.updateFrame()
// JavaScript syntax
_movie.updateFrame();

Description
Movie method; during Score generation only, enters the changes to the current frame that have been made during
Score recording and moves to the next frame. Any objects that were already in the frame when the update session
started remain in the frame. You must issue an updateFrame() method for each frame that you are updating.
Parameters
None.
Example
When used in the following handler, the updateFrame command enters the changes that have been made to the
current frame and moves to the next frame each time Lingo reaches the end of the repeat loop. The number of frames
is determined by the argument numberOfFrames.
-- Lingo syntax
on animBall(numberOfFrames)
_movie.beginRecording()
horizontal = 0
vertical = 100
repeat with i = 1 to numberOfFrames
_movie.go(i)
sprite(20).member = member("Ball").number
sprite(20).locH = horizontal
sprite(20).locV = vertical
sprite(20).foreColor = 255
horizontal = horizontal + 3
vertical = vertical + 2

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_movie.updateFrame()
end repeat
_movie.endRecording()
end animBall
// JavaScript syntax
function animBall(numberOfFrames) {
_movie.beginRecording();
var horizontal = 0;
var vertical = 100;
for (var i = 1; i <= numberOfFrames; i++) {
_movie.go(1);
sprite(20).member = member("Ball");
sprite(20).locH = horizontal;
sprite(20).locV = vertical;
sprite(20).foreColor = 255;
horizontal = horizontal + 3;
vertical = vertical + 2;
_movie.updateFrame();
}
_movie.endRecording();
}

See also
beginRecording(), endRecording(), Movie, scriptNum, tweened

updateStage()
Usage
-- Lingo syntax
_movie.updateStage()
// JavaScript syntax
_movie.updateStage();

Description
Movie method; redraws the Stage immediately instead of only between frames.
The updateStage() method redraws sprites, performs transitions, plays sounds, sends a prepareFrame message
(affecting movie and behavior scripts), and sends a stepFrame message (which affects actorList).
Parameters
None.
Example
This handler changes the sprite’s horizontal and vertical locations and redraws the Stage so that the sprite appears in
the new location without having to wait for the playhead to move:
-- Lingo syntax
on moveRight(whichSprite, howFar)
sprite(whichSprite).locH = sprite(whichSprite).locH + howFar
_movie.updateStage()
end moveRight
// JavaScript syntax

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function moveRight(whichSprite, howFar) {
sprite(whichSprite).locH = sprite(whichSprite).locH + howFar;
_movie.updateStage();
}

See also
actorList, Movie, on prepareFrame, on stepFrame

URLEncode
Usage
URLEncode(proplist_or_string {, serverOSString} {, characterSet})

Description
Function; returns the URL-encoded string for its first argument. Allows CGI parameters to be used in other
commands. The same translation is done as for postNetText and getNetText() when they are given a property
list.
Parameters
propListOrString Required. Specifies the property list or string to be URL-encoded.
serverOSString Optional. Encodes any return characters in propListOrString. The value defaults to "Unix" but

may be set to "Win" or "Mac" and translates any carriage returns in propListOrString into those used on the
server. For most applications, this setting is unnecessary because line breaks are usually not used in form responses.
characterSet Optional. Applies only if the user is running on a Shift-JIS (Japanese) system. Its possible settings are
"JIS", "EUC", "ASCII", and "AUTO". Retrieved data is converted from Shift-JIS to the named character set.

Returned data is handled exactly as by getNetText() (converted from the named character set to Shift-JIS). If you
use "AUTO", the posted data from the local character set is not translated; the results sent back by the server are translated as they are for getNetText(). "ASCII" is the default if characterSet is omitted. "ASCII" provides no translation for posting or results.
Example
In the following example, URLEncode supplies the URL-encoded string to a CGI query at the specified location.
URL = "http://aserver/cgi-bin/echoquery.cgi"
gotonetpage URL & "?" & URLEncode( [#name: "Ken", #hobby: "What?"] )

See also
getNetText(), postNetText

value()
Usage
value(stringExpression)

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Description
Function; returns the value of a string. When value() is called, Lingo parses through the stringExpression
provided and returns its logical value.
Any Lingo expression that can be put in the Message window or set as the value of a variable can also be used with
value().
These two Lingo statements are equivalent:
put sprite(2).member.duration * 5
put value("sprite(2).member.duration * 5")

These two Lingo statements are also equivalent:
x = (the mouseH - 10) / (the mouseV + 10)
x = value("(the mouseH - 10) / (the mouseV + 10)")

Expressions that Lingo cannot parse will produce unexpected results, but will not produce Lingo errors. The result
is the value of the initial portion of the expression up to the first syntax error found in the string.
The value() function can be useful for parsing expressions input into text fields by end-users, string expressions
passed to Lingo by Xtra extensions, or any other expression you need to convert from a string to a Lingo value.
Keep in mind that there may be some situations where using value() with user input can be dangerous, such as
when the user enters the name of a custom handler into the field. This will cause the handler to be executed when it
is passed to value().
Do not confuse the actions of the value function with the integer() and float() functions.
Parameters
stringExpression Required. Specifies the string from which a value is returned. The string can be any expression
that Lingo can understand.

Example
This statement displays the numerical value of the string "the sqrt of" && "2.0":
put value("the sqrt of" && "2.0")

The result is 1.4142.
This statement displays the numerical value of the string "penny":
put value("penny")

The resulting display in the Message window is VOID, because the word penny has no numerical value.
You can convert a string that is formatted as a list into a true list by using this syntax:
myString = "[" & QUOTE & "cat" & QUOTE & ", " & QUOTE & "dog" & QUOTE & "]"
myList = value(myString)
put myList
-- ["cat", "dog"]

This allows a list to be placed in a field or text cast member and then extracted and easily reformatted as a list.
This statement parses the string "3 5" and returns the value of the portion of the string that Lingo understands:
put value("3 5")
-- 3

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See also
string(), integer(), float()

vector()
Usage
-- Lingo syntax
vector()
vector(intX, intY, intZ)
// JavaScript syntax
vector();
vector(intX, intY, intZ);

Description
Top level function and data type. Describes a point in 3D space according to three parameters, which are the specific
distances from the reference point along the x-axis, y-axis, and z-axis, respectively.
If the vector is in world space, the reference point is the world origin, vector(0, 0, 0). If the vector is in object
space, the reference point is the object’s position and orientation.
This method returns a vector object.
Vector values can be operated upon by the +, -, * and / operators. See their individual definitions for more information.
Parameters
intX Optional. An integer that specifies the x-axis point.
intY Optional. An integer that specifies the y-axis point.
intZ Optional. An integer that specifies the z-axis point.

Example
This statement creates a vector and assigns it to the variable myVector:
-- Lingo syntax
myVector = vector(10.0, -5.0, 0.0)
// JavaScript syntax
var myVector = vector(10.0, -5.0, 0.0);

In Lingo only, this statement adds two vectors and assigns the resulting value to the variable thisVector:
-- Lingo syntax
thisVector = vector(1.0, 0.0, 0.0) + vector(0.0, -12.5, 2.0)

version()
Usage
-- Lingo syntax
fileioObjRef.version()

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// JavaScript syntax
fileioObjRef.version();

Description
Fileio method; Displays the Fileio version and build information in the Message window.
Parameters
None.
Example
This statement displays the version of Director in the Message window:
-- Lingo
put(_player.productVersion)
// Javascript
trace(_player.productVersion)

See also
Fileio

voiceCount()
Usage
voiceCount()

Description
Function: returns the number of installed voices available to the text-to-speech engine. The return value is an integer.
This number of voices can be used with voiceSet() and voiceGet() to specify a particular voice to be active.
Parameters
None.
Example
This statement sets the variable numVoices to the number of available text-to-speech voices:
-- Lingo
numVoices = voiceCount()
// Javascript
Var numVoices = voiceCount();

See also
voiceInitialize(), voiceSet(), voiceGet()

voiceGet()
Usage
voiceGet()

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Description
Function; returns a property list describing the current voice being used for text-to-speech. The list contains the
following properties:

•

#name indicates the name of the installed voice.

• #age indicates the age of the voice. The value is a string. Possible values include “Teen”, “Adult”, “Toddler”, and
“Senior”, as well as numeric values such as “35”. Actual values depend on the operating system, speech software
version, and voices installed.
•

#gender indicates whether the voice is male or female. The value is a string.

• #index indicates the position of the voice in the list of installed voices. You can refer to a voice by its index when
using the voiceSet() command.
Use voiceCount() to determine the number of available voices.
Parameters
None.
Example
This statement sets the variable oldVoice to the property list describing the current text-to-speech voice:
-- Lingo
oldVoice = voiceGet()
// Javascript
Var oldVoice = voiceGet();

This statement displays the property list of the current text-to-speech voice:
-- Lingo
put voiceGet()
-- [#name: "Mary", #age: "teen", #gender: "female", #index: 5]
// Javascript
trace(voiceget())
// <[#name: "Mary", #age: "teen", #gender: "female", #index: 5]>

See also
voiceInitialize(), voiceCount(), voiceSet(), voiceGet()

voiceGetAll()
Usage
voiceGetAll()

Description
Function; returns a list of the available voices installed on the computer. The list is composed of property lists, one
for each available voice.
Each property list contains the following properties:

•

#name indicates the name of the installed voice.

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• #age indicates the age of the voice. The value is a string. Possible values include “Teen”, “Adult”, “Toddler”, and
“Senior”, as well as numeric values such as “35”. Actual values depend on the operating system, speech software
version, and voices installed.
•

#gender indicates wether the voice is male or female.

• #index indicates the position of the voice in the list of installed voices. You can refer to a voice by its index when
using the voiceSet() command.
You can also use voiceCount() to determine the number of available voices.
Parameters
None.
Example
This statement sets the variable currentVoices to the list of voices installed on the user’s computer:
-- Lingo
currentVoices = voiceGetAll()
// Javascript
Var currentVoices = voiceGetAll();

This statement displays the property list describing each of the currently installed text-to-speech voices:
-- Lingo
put voiceGetAll()
-- [[#name: "Mary", #age: "teen", #gender: "female", #index: 1], [#name: "Joe", #age:
"adult", #gender: "male", #index: 2]]
// Javascript
trace(voiceGetAll());
// <[[#name: "Mary", #age: "teen", #gender: "female", #index: 1], [#name: "Joe", #age:
"adult", #gender: "male", #index: 2]]>

See also
voiceInitialize(), voiceCount(), voiceSet(), voiceGet()

voiceGetPitch()
Usage
voiceGetPitch()

Description
Function; returns the current pitch for the current voice as an integer. The valid range of values depends on the
operating system platform and text-to-speech software.
Parameters
None.
Example
These statements check whether the pitch of the current voice is above 10 and set it to 10 if it is:
-- Lingo syntax
if voiceGetPitch() > 10 then

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voiceSetPitch(10)
end if
// JavaScript syntax
if (voiceGetPitch() > 10) {
voiceSetPitch(10);
}

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceGetRate(), voiceSetRate(),
voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(), voiceWordPos()

voiceGetRate()
Usage
voiceGetRate()

Description
Function; returns the current playback rate of the text-to-speech engine. The return value is an integer. The valid
range of values depends on the text-to-speech software and operating system platform. In general, values between 10 and 10 can be expected.
Parameters
None.
Example
These statements check whether the rate of speech synthesis is below 50 and set it to 50 if it is:
-- Lingo syntax
if voiceGetRate() < 50 then
voiceSetRate(50)
end if
// JavaScript syntax
if (voiceGetRate() < 50) {
voiceSetRate(50);
}

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceSetRate(), voiceGetPitch(),
voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(), voiceWordPos()

voiceGetVolume()
Usage
voiceGetVolume()

Description
Function: returns the current volume of the text-to-speech synthesis. The value returned is an integer. The valid
range of values depends on the operating system platform.

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Parameters
None.
Example
These statements check whether the text-to-speech volume is at least 55 and set it to 55 if is lower:
-- Lingo syntax
if voiceGetVolume() < 55 then
voiceSetVolume(55)
end if
// JavaScript syntax
if (voiceGetVolume() < 55) {
voiceSetVolume(55);
}

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceGetRate(), voiceSetRate(),
voiceGetPitch(), voiceSetPitch(), voiceSetVolume(), voiceState(), voiceWordPos()

voiceInitialize()
Usage
voiceInitialize()

Description
Command; loads the computer’s text-to-speech engine. If the voiceInitialize() command returns 0, text-tospeech software is not present or failed to load.
The command returns 1 if successful, 0 otherwise.
Parameters
None.
Example
These statements load the computer’s text-to-speech engine and then test for whether the text-to-speech engine has
completed loading before using the voiceSpeak() command to speak the phrase "Welcome to Shockwave.":
-- Lingo syntax
err = voiceInitialize()
if err = 1 then
voiceSpeak("Welcome to Shockwave")
else
alert "Text-to-speech software failed to load."
end if
// JavaScript syntax
err = voiceInitialize();
if (err == 1) {
voiceSpeak("Welcome to Shockwave");
} else {
alert("Text-to-speech software failed to load.");
}

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See also
voiceCount(), voiceSet(), voiceGet()

voicePause()
Usage
voicePause()

Description
Command; pauses the speech output to the text-to-speech engine. The command returns a value of 1 if it is
successful, or 0 if it is not.
Parameters
None.
Example
These statements cause the text-to-speech engine to pause when the user clicks the mouse:
-- Lingo syntax
on mouseUp
voicePause()
end mouseUp
// JavaScript syntax
function mouseUp() {
voicePause();
}

See also
voiceSpeak(), voiceResume(), voiceStop(), voiceGetRate(), voiceSetRate(), voiceGetPitch(),
voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(), voiceWordPos()

voiceResume()
Usage
voiceResume()

Description
Command; resumes the speech output to the text-to-speech engine. The command returns a value of 1 if it is
successful, or 0 if it is not.
Parameters
None.
Example
These statements resume the speech when the playhead moves to the next frame in the Score:
-- Lingo syntax
on exitFrame
voiceResume()

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end exitFrame
// JavaScript syntax
function exitFrame() {
voiceResume();
}

See also
voiceSpeak(), voicePause(), voiceStop(), voiceGetRate(), voiceSetRate(), voiceGetPitch(),
voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(), voiceWordPos()

voiceSet()
Usage
voiceSet(integer)

Description
Command: Sets the current voice of the text-to-speech synthesis. If successful, the command returns the new value
that was set. Use voiceCount() to determine the number of available voices.
Parameters
integer Required. An integer that specifies the number of the text-to-speech voice to use. The valid range of values
depends on the number of voices installed on the user’s computer. If an out-of-range value is specified, the voice is
set to the nearest valid value.
Example
This statement sets the current text-to-speech voice to the third voice installed on the user’s computer:
voiceSet(3)

See also
voiceInitialize(), voiceCount(), voiceGet()

voiceSetPitch()
Usage
voiceSetPitch(integer)

Description
Command; sets the pitch for the current voice of the text-to-speech engine to the specified value. The return value
is the new pitch value that has been set.
Parameters
integer Required. An integer that specifies the pitch for the text-to-speech voice. The valid range of values depends
on the operating system platform and text-to-speech software.
Example
This statement sets the pitch for the current voice to 75:

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-- Lingo
voiceSetPitch(75)
// Javascript
voiceSetPitch(75);

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceGetRate(), voiceSetRate(),
voiceGetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(), voiceWordPos()

voiceSetRate()
Usage
voiceSetRate(integer)

Description
Command; sets the playback rate of the text-to-speech engine to the specified integer value. The command returns
the new value that has been set.
Parameters
integer Required. An integer that specifies the playback rate that the text-to-speech engine uses. The valid range
of values depends on the operating system platform. In general, values between -10 and 10 are appropriate for most
text-to-speech software. If an out-of-range value is specified, the rate will be set to the nearest valid value.
Example
This statement sets the playback rate of the text-to-speech engine to 7:
-- Lingo
voiceSetRate(7)
// Javascript
voiceSetRate(7);

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceGetRate(), voiceGetPitch(),
voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(), voiceWordPos()

voiceSetVolume()
Usage
voiceSetVolume(integer)

Description
Command; sets the volume of the text-to-speech synthesis.
Parameters
integer Required. An integer that specifies the volume of text-to-speech synthesis. The range of valid values
depends on the operating system platform. If successful, the command returns the new value that was set. If an
invalid value is specified, the volume is set to the nearest valid value.

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Example
This statement sets the volume of text-to-speech synthesis to 55:
-- Lingo
voiceSetVolume(55)
// Javascript
voiceSetVolume(55);

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceGetRate(), voiceSetRate(),
voiceGetPitch(), voiceSetPitch(), voiceGetVolume(), voiceState(), voiceWordPos()

voiceSpeak()
Usage
-- Lingo syntax
voiceSpeak("string")
// JavaScript syntax
voiceSpeak("string"); // documentation n/a

Description
Command; causes the specified string to be spoken by the text-to-speech engine. When this command is used, any
speech currently in progress is interrupted by the new string.
Parameters
string Required. The string to be spoken by the text-to-speech engine.
Example
This statement causes the text-to-speech engine to speak the string "Welcome to Shockwave":
voiceSpeak("Welcome to Shockwave")

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceGetRate(), voiceSetRate(),
voiceGetPitch(), voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(),
voiceWordPos()

voiceState()
Usage
-- Lingo syntax
voiceState()
// JavaScript syntax
voiceState(); // documentation n/a

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Description
Function; returns the current status of the voice as a symbol. The possible return values are #playing, #paused, and
#stopped.
Parameters
None.
Example
These statements check whether the text-to-speech engine is actively speaking and set the voice to 1 if it is not:
--Lingo syntax
if voiceState() <> #playing then
voiceSet(1)
end if
// JavaScript syntax
if (voiceState() != symbol("playing")) {
voiceSet(1);
}

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceGetRate(), voiceSetRate(),
voiceGetPitch(), voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceWordPos(),
voiceSpeak()

voiceStop()
Usage
-- Lingo syntax
voiceStop()
// JavaScript syntax
voiceStop(); // documentation n/a

Description
Command; stops the speech output to the text-to-speech engine and empties the text-to-speech buffer. The
command returns a value of 1 if it is successful, or 0 if it is not.
Parameters
None.
Example
These statements stop the speech when the playhead moves to the next frame in the Score:
-- Lingo syntax
on exitFrame
voiceStop()
end exitFrame
// JavaScript syntax
function exitFrame() {
voiceStop();
}

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See also
voiceSpeak(), voicePause(), voiceResume(), voiceGetRate(), voiceSetRate(), voiceGetPitch(),
voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(), voiceWordPos(),
voiceSpeak()

voiceWordPos()
Usage
-- Lingo syntax
voiceWordPos()
// JavaScript syntax
voiceWordPos(); // documentation n/a

Description
Function; returns an integer indicating the position of the word that is currently being spoken within the entire
string that contains it. For example, if a cast member containing 15 words is being spoken and the fifth word of the
cast member is being spoken when the function is used, the return value is 5.
Parameters
None.
Example
The following statements cause the sentence "Hello, how are you?" to be spoken and display the current word
position in the Message window. Since the voiceWordPos() function is called immediately after the voiceSpeak()
command is used, the return value will be 1.
-- Lingo syntax
voiceSpeak("Hello, how are you?")
put voiceWordPos()
-- 1
// JavaScript syntax
voiceSpeak("Hello, how are you?");
put(voiceWordPos());
// 1

See also
voiceSpeak(), voicePause(), voiceResume(), voiceStop(), voiceGetRate(), voiceSetRate(),
voiceGetPitch(), voiceSetPitch(), voiceGetVolume(), voiceSetVolume(), voiceState(),
voiceSpeak()

voidP()
Usage
-- Lingo syntax
voidP(variableName)
// JavaScript syntax
variableName == null

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Description
Function; determines whether a specified variable has any value. If the variable has no value or is VOID, this function
returns TRUE. If the variable has a value other than VOID, this function returns FALSE.
Parameters
variableName Required. Specifies the variable to test.

Example
This statement checks whether the variable answer has an initial value:
-- Lingo syntax
put voidP(answer)
// JavaScript syntax
put(answer == null));

See also
ilk(), VOID

window()
Usage
-- Lingo syntax
window(stringWindowName)
// JavaScript syntax
window(stringWindowName);

Description
Top level function; returns a reference to a specified window.
The specified window must contain a Director movie.
Windows that play movies are useful for creating floating palettes, separate control panels, and windows of different
shapes. Using windows that play movies, you can have several movies open at once and allow them to interact.
Parameters
stringWindowName Required. A string that specifies the name of the window to reference.

Example
This statement sets the variable myWindow to the window named Collections:
-- Lingo syntax
myWindow = window("Collections")
// JavaScript syntax
var myWindow = window("Collections");

See also
Window

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WindowOperation
Usage
WindowOperation(MUIObject, operation)

Description
This command controls the window for a general purpose dialog box.
Replace the operation parameter with a value that determines what the window does. Possible values and their result
are:
Possible values

Result

#show

Displays a non-modal dialog box only. (To open a modal dialog box, use the Run command.)

#hide

Hides a non-modal dialog box. (To close a modal dialog box, use the Stop command.)

#center

Centers the window on the monitor screen

#zoom

Sends a message that the user clicked the zoom box on the window. The callback handler must resize the dialog box,
if you want the window to resize after the user clicks the zoom box.

#tipsOn

Turns tool tips on. (This is reserved for future versions of the MUI Xtra.)

#tipsOff

Turns tool tips off. (This is reserved for future versions of the MUI Xtra.)

Example
This handler checks whether MUIObject exists and displays the dialog box if the does:
--Lingo syntax
on showDialog
global MUIObject
if objectP( MUIObject ) then
WindowOperation( MUIObject, #show )
end if
end showDialog

This statement hides the dialog box created from MUIObject:
WindowOperation(MUIObject, #hide)

windowPresent()
Usage
-- Lingo syntax
_player.windowPresent(stringWindowName)
// JavaScript syntax
_player.windowPresent(stringWindowName);

Description
Player method; indicates whether the object specified by stringWindowName is running as a movie in a window
(TRUE) or not (FALSE).
If a window had been opened, windowPresent() remains TRUE for the window until the window has been removed
from the windowList property.

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The stringWindowName argument must be the window’s name as it appears in the windowList property.
Parameters
stringWindowName Required. A string that specifies the name of the window to test.

Example
This statement tests whether the object myWindow is a movie in a window (MIAW) and then displays the result in
the Message window:
-- Lingo syntax
put(_player.windowPresent(myWindow))
// JavaScript syntax
put(_player.windowPresent(myWindow));

See also
Player, windowList

worldSpaceToSpriteSpace
Usage
-- Lingo syntax
member(whichCastmember).camera(whichCamera).worldSpaceToSpriteSpace(vector)
// JavaScript syntax
member(whichCastmember).camera(whichCamera).worldSpaceToSpriteSpace(vector);

Description
3D command; returns the point within the camera’s rect at which a specified world-relative position would appear.
The position returned by this command is relative to the upper left corner of the camera’s rect.
If the position specified is out of view of the camera, this command returns void.
Parameters
vector Required. Specifies the world-relative position that would appear.

Example
This statement shows that the world origin, specified by vector (0, 0, 0), appears at point (250,281) within the
camera’s rect:
-- Lingo syntax
put sprite(5).camera.worldSpaceToSpriteSpace(vector(0, 0, 0))
-- point(250, 281)
// JavaScript syntax
put(sprite(5).camera.worldSpaceToSpriteSpace(vector(0,0,0)));

See also
spriteSpaceToWorldSpace, rect (camera)

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writeChar()
Usage
-- Lingo syntax
fileioObjRef.writeChar(stringChar)
// JavaScript syntax
fileioObjRef.writeChar(stringChar)

Description
Fileio method; Writes a single specified ASCII character to a file.
You must first open a file by calling openFile() before using writeChar() to write a character.
Parameters
stringChar Required. Specifies the ASCII character to write to the file.

Example
The following statement opens a file c:\xtra.txt with Read/Write permission and writes the character “d” in the file
and closes the file.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
objFileio.writeChar(“d”)
objFileio.closeFile()
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
objFileio.writeChar(“d”);
objFileio.closeFile();

See also
Fileio

writeReturn()
Usage
-- Lingo syntax
fileioObjRef.writeReturn(symbol(""))
// JavaScript syntax
fileioObjRef.writeReturn(symbol(""));

Description
Fileio method; Inserts a line return in a file.
Parameters
None.

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Example
The following statement opens a file c:\xtra.txt with Read/Write permission and writes the line “First Line” in the file
followed by a line break and the second line “Second Line” and closes the file.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
objFileio.writeString(“First Line”)
objFileio.writeReturn(#windows)
objFileio.writeString(“Second Line”)
objFileio.closeFile()
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
objFileio.writeString(“First Line”);
objFileio.writeReturn(Symbol(“windows”));
objFileio.writeString(“Second Line”);
objFileio.closeFile();

See also
Fileio

writeString()
Usage
-- Lingo syntax
fileioObjRef.writeString(string)
// JavaScript syntax
fileioObjRef.writeString(string)

Description
Fileio method; Writes a null-terminated string to a file.
Parameters
string Required. The string to write to a file.
Example
The following statement opens a file c:\xtra.txt with Read/Write permission and writes the line “First Line” and the
second line “Second Line” and closes the file.
-- Lingo
objFileio = new xtra("fileio")
objFileio.openFile(“c:\xtra.txt”,0)
objFileio.writeString(“First Line”)
objFileio.writeString(“Second Line”)
objFileio.closeFile()
// JavaScript syntax
var objFileio = new xtra("fileio");
objFileio.openFile(“c:\xtra.txt”,0);
objFileio.writeString(“First Line”);
objFileio.writeString(“Second Line”);
objFileio.closeFile();

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See also
Fileio

xtra()
Usage
-- Lingo syntax
xtra(xtraNameOrNum)
// JavaScript syntax
xtra(xtraNameOrNum);

Description
Top level function; returns an instance of a specified Xtra.
A reference to an empty object is returned if the specified Xtra is not found.
To see an example of xtra used in a completed movie, see the Read and Write Text movie in the Learning/Lingo
folder inside the Director application folder.
Parameters
xtraNameOrNum Required. A string that specifies the name of the Xtra to return, or an integer that specifies the index

position of the Xtra to return. String names are not case sensitive.
Example
This statement sets the variable myNetLingo to the NetLingo Xtra extension:
-- Lingo syntax
myNetLingo = xtra("netlingo")
// JavaScript syntax
var myNetLingo = xtra("netlingo");

zoomBox
Usage
-- Lingo syntax
zoomBox startSprite, endSprite {,delayTicks}
// JavaScript syntax
zoomBox(startSprite, endSprite {,delayTicks}); // not yet documented

Description
Command; creates a zooming effect, like the expanding windows in the Mac Finder. The zoom effect starts at a
bounding rectangle of a specified starting sprite and finishes at the bounding rectangle of a specified ending sprite.
The zoomBox command uses the following logic when executing:
1

Look for endSprite in the current frame: otherwise,

2

Look for endSprite in the next frame.

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Note, however, that the zoomBox command does not work for endSprite if it is in the same channel as
startSprite.
Parameters
startSprite Required. Specifies the starting sprite.
endSprite Required. Specifies the ending sprite.
delayTicks Optional. Specifies the delay in ticks between each movement of the zoom rectangles. If delayTicks

is not specified, the delay is 1.
Example
This statement creates a zoom effect between sprites 7 and 3:
-- Lingo syntax
zoomBox 7, 3
// JavaScript syntax
zoomBox(7, 3); // not yet documented

606

Chapter 13: Operators
This section provides an alphabetical list of all the operators available in Director®.
The majority of these operators apply only to Lingo. JavaScript syntax does contain some operators that are either
similar or identical to the Lingo operators listed here; therefore, where appropriate, JavaScript syntax usage and
examples are provided to help you map the functionality of Lingo operators with their closest counterparts in JavaScript syntax. For more information about JavaScript syntax operators, see “Director Scripting Essentials” on page 4.

# (symbol)
Usage
--Lingo syntax
#symbolName
// JavaScript syntax
symbol("symbolName");

Description
Symbol operator; defines a symbol, a self-contained unit that can be used to represent a condition or flag. The value
symbolName begins with an alphabetical character and may be followed by any number of alphabetical or numerical
characters.
A symbol can do the following:

•

Assign a value to a variable.

•

Compare strings, integers, rectangles, and points.

•

Pass a parameter to a handler or method.

•

Return a value from a handler or method.

A symbol takes up less space than a string and can be manipulated, but unlike a string it does not consist of individual
characters. You can convert a symbol to a string for display purposes by using the string function.
The following are some important points about symbol syntax:

•

Symbols are not case-sensitive.

•

Symbols can’t start with a number.

•

Spaces may not be used, but you can use underscore characters to simulate them.

•

Symbols use the 128 ASCII characters, and letters with diacritical or accent marks are treated as their base letter.

•

Periods may not be used in symbols.

All symbols, global variables, and names of parameters passed to global variables are stored in a common lookup
table.
Example
This statement sets the state variable to the symbol #Playing:
-- Lingo syntax

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state = #Playing
// JavaScript syntax
var state = symbol("Playing");

See also
ilk(), string(), symbol(), symbolP()

. (dot operator)
Usage
-- Lingo syntax
objectReference.objectProperty
textExpression.objectProperty
object.commandOrFunction()
// JavaScript syntax
objectReference.objectProperty;
textExpression.objectProperty;
object.commandOrFunction();

Description
Operator; used to test or set properties of objects, or to issue a command or execute a function of the object. The
object may be a cast member, a sprite, a property list, a child object of a parent script, or a behavior.
Example
This statement displays the current member contained by the sprite in channel 10:
-- Lingo syntax
put(sprite(10).member)
// JavaScript syntax
put(sprite(10).member);

To use the alternate syntax and call a function, you can use this form:
-- Lingo syntax
myColorObject = color(124, 22, 233)
put(myColorObject.ilk())
-- #color
// JavaScript syntax
var myColorObject = color(124, 22, 233);
put(myColorObject.ilk());
// #color

- (minus)
Usage
-- Lingo syntax
(Negation): -expression

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(Subtraction): expression1 - expression2
// JavaScript syntax
(Negation): -expression
(Subtraction): expression1 - expression2

Description
Math operator; when used for negation, - (minus) reverses the sign of the value of expression; when used for
subtraction, - (minus) performs an arithmetic subtraction on two numerical expressions, subtracting expression2
from expression1.
When used for negation, - (minus) is an arithmetic operator with a precedence level of 5.
When used for subtraction, both expressions are integers, the difference is an integer. When either or both expressions are floating-point numbers, the difference is a floating-point number. The - (minus) operator is an arithmetic
operator with a precedence level of 3.
Example
(Negation): This statement reverses the sign of the expression 2 + 3:
-- Lingo syntax
put(-(2 + 3))
// JavaScript syntax
put(-(2 + 3));

The result is -5.
(Subtraction): This statement subtracts the integer 2 from the integer 5 and displays the result in the Message
window:
-- Lingo syntax
put(5 - 2)
// JavaScript syntax
put(5 - 2);

The result is 3, which is an integer.
(Subtraction): This statement subtracts the floating-point number 1.5 from the floating-point number 3.25 and
displays the result in the Message window:
-- Lingo syntax
put(3.25 - 1.5)
// JavaScript syntax
put(3.25 - 1.5);

The result is 1.75, which is a floating-point number.

-- (comment)
Usage
-- Lingo syntax
-- comment
// JavaScript syntax

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// comment

Description
Comment delimiter; indicates the beginning of a script comment. On any line, anything that appears between the
comment delimiter (double hyphen) and the end-of-line return character is interpreted as a comment rather than a
Lingo statement.
Example
This handler uses a double hyphen to make the second, fourth, and sixth lines comments:
-- Lingo syntax
on resetColors
-- This handler resets the sprite’s colors.
sprite(1).forecolor = 35
-- bright red
sprite(1).backcolor = 36
-- light blue
end
// JavaScript syntax
function resetColors() {
// this handler resets the sprite’s colors
sprite(1).forecolor = 35;
// bright red
sprite(1).backcolor = 36;
// light blue
}

&, + (concatenation operator)
Usage
-- Lingo syntax
expression1 & expression2
// JavaScript syntax
expression1 + expression2

Description
String operator; performs a string concatenation of two expressions. If either expression1 or expression2 is a
number, it is first converted to a string. The resulting expression is a string.
This is a string operator with a precedence level of 2.
Lingo allows you to use some commands and functions that take only one argument without parentheses
surrounding the argument. When an argument phrase includes an operator, Lingo interprets only the first argument
as part of the function, which may confuse Lingo.
Avoid this problem by placing parentheses around the entire phrase that includes an operator. The parentheses clear
up Lingo’s confusion by changing the precedence by which Lingo deals with the operator, causing Lingo to treat the
two parts of the argument as one complete argument.
Example
This statement concatenates the strings “abra” and “cadabra” and displays the resulting string in the Message
window:

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-- Lingo syntax
put("abra" & "cadabra")
// JavaScript syntax
put("abra" + "cadabra");

The result is the string “abracadabra”.
This statement concatenates the strings “$” and the content of the price variable and then assigns the concatenated
string to the Price field cast member:
-- Lingo syntax
member("Price").text = "$" & price
// JavaScript syntax
member("Price").text = "$" + price;

&&, + (concatenation operator)
Usage
-- Lingo syntax
expression1 && expression2
// JavaScript syntax
expression1 + expression2

Description
String operator; concatenates two expressions, inserting a space character between the original string expressions. If
either expression1 or expression2 is a number, it is first converted to a string. The resulting expression is a string.
This is a string operator with a precedence level of 2.
Example
This statement concatenates the strings “abra” and “cadabra” and inserts a space between the two:
-- Lingo syntax
put("abra" && "cadabra")
// JavaScript syntax
put("abra " + "cadabra");

The result is the string “abra cadabra”.
This statement concatenates the strings “Today is” and today’s date in the long format and inserts a space between
the two:
-- Lingo syntax
put("Today is" && date())
// JavaScript syntax
put("Today is " + Date());

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() (parentheses)
Usage
-- Lingo syntax
(expression)
// JavaScript syntax
(expression)

Description
Grouping operator; performs a grouping operation on an expression to control the order of execution of the
operators in an expression. This operator overrides the automatic precedence order so that the expression within the
parentheses is evaluated first. When parentheses are nested, the contents of the inner parentheses are evaluated
before the contents of the outer ones.
This is a grouping operator with a precedence level of 5.
Be aware that Lingo allows you to use some commands and functions that take only one argument without parentheses surrounding the argument. When an argument phrase includes an operator, Lingo interprets only the first
argument as part of the function, which may confuse Lingo.
For example, the open window command allows one argument that specifies which window to open. If you use the
& operator to define a pathname and filename, Director interprets only the string before the & operator as the
filename. For example, Lingo interprets the statement open window the applicationPath & "theMovie" as
(open window the applicationPath) & ("theMovie"). Avoid this problem by placing parentheses around the
entire phrase that includes an operator, as follows:
-- Lingo syntax
open window (the applicationPath & "theMovie")
// JavaScript syntax
window(the applicationPath + "theMovie").open();

Example
These statements use the grouping operator to change the order in which operations occur (the result appears below
each statement):
-- Lingo syntax
put((2 + 3) * (4 + 5))
-- 45
put(2 + (3 * (4 + 5)))
-- 29
put(2 + 3 * 4 + 5)
-- 19
// JavaScript syntax
put((2 + 3) * (4 + 5));
// 45
put(2 + (3 * (4 + 5)));
// 29
put(2 + 3 * 4 + 5);
// 19

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* (multiplication)
Usage
-- Lingo syntax
expression1 * expression2
// JavaScript syntax
expression1 * expression2

Description
Math operator; performs an arithmetic multiplication on two numerical expressions. If both expressions are integers,
the product is an integer. If either or both expressions are floating-point numbers, the product is a floating-point
number.
This is an arithmetic operator with a precedence level of 4.
Example
This statement multiplies the integers 2 and 3 and displays the result in the Message window:
-- Lingo syntax
put(2 * 3)
// JavaScript syntax
put(2 * 3);

The result is 6, which is an integer.
This statement multiplies the floating-point numbers 2.0 and 3.1414 and displays the result in the Message window:
-- Lingo syntax
put(2.0 * 3.1416)
// JavaScript syntax
put(2.0 * 3.1416);

The result is 6.2832, which is a floating-point number.

+ (addition)
Usage
-- Lingo syntax
expression1 + expression2
// JavaScript syntax
expression1 + expression2

Description
Math operator; performs an arithmetic sum on two numerical expressions. If both expressions are integers, the sum
is an integer. If either or both expressions are floating-point numbers, the sum is a floating-point number.
This is an arithmetic operator with a precedence level of 4.
Example
This statement adds the integers 2 and 3 and then displays the result, 5, an integer, in the Message window:

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-- Lingo syntax
put(2 + 3)
// JavaScript syntax
put(2 + 3);

This statement adds the floating-point numbers 2.5 and 3.25 and displays the result, 5.7500, a floating-point number,
in the Message window:
-- Lingo syntax
put(2.5 + 3.25)
// JavaScript syntax
put(2.5 + 3.25);

+ (addition) (3D)
Usage
-- Lingo syntax
vector1 + vector2
vector + scalar
// JavaScript syntax
vector1 + vector2
vector + scalar

Description
3D vector operator; adds the components of two vectors, or adds the scalar value to each component of the vector
and returns a new vector.
vector1 + vector2 adds the components of vector1 to the corresponding to components of vector2 and returns
a new vector.
vector + scalar adds the scalar value to each of the components of the vector and returns a new vector.

- (subtraction)
Usage
-- Lingo syntax
vector1 - vector2
vector - scalar
// JavaScript syntax
vector1 - vector2
vector - scalar

Description
3D vector operator; subtracts the components of vector2 from the corresponding components of vector1, or
subtracts the scalar value from each of the components and returns a new vector.

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vector1 - vector2 subtracts the values of vector2 from the corresponding components in vector1 and returns
a new vector.
vector - scalar subtracts the value of the scalar from each of the components in the vector and returns a new

vector.

* (multiplication)
Usage
-- Lingo syntax
vector1 * vector2
vector * scalar
transform * vector
// JavaScript syntax
vector1 * vector2
vector * scalar
transform * vector

Description
3D vector operator; multiplies the components of vector1 by the corresponding components in vector2, and
returns the dot product, or multiplies each of the components the vector by the scalar value and returns a new vector.
vector1 * vector2 returns the dot product of the two vectors, which is not a new vector. This operation is the same

as vector1.dotproduct.vector2.
vector * scalar multiplies each of the components in the vector by the scalar value and returns a new vector.
transform * vector multiplies the transform by the vector and returns a new vector. The new vector is the result

of applying the positional and rotational changes defined by transform to the vector. Note that vector *
transform is not supported.

See also
dotProduct()

/ (division)
Usage
-- Lingo syntax
expression1 / expression2
// JavaScript syntax
expression1 / expression2

Description
Math operator; performs an arithmetic division on two numerical expressions, dividing expression1 by
expression2. If both expressions are integers, the quotient is an integer. If either or both expressions are floatingpoint numbers, the quotient is a floating-point number.

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This is an arithmetic operator with a precedence level of 4.
Example
This statement divides the integer 22 by 7 and then displays the result in the Message window:
-- Lingo syntax
put(22 / 7)
// JavaScript syntax
put(22 / 7);

The result is 3. Because both numbers in the division are integers, Lingo rounds the answer down to the nearest
integer.
This statement divides the floating-point number 22.0 by 7.0 and then displays the result in the Message window:
-- Lingo syntax
put(22.0 / 7.0)
// JavaScript syntax
put(22.0 / 7.0);

The result is 3.1429, which is a floating-point number.

/ (division) (3D)
Usage
-- Lingo syntax
vector / scalar
// JavaScript syntax
vector / scalar

Description
3D vector operator; divides each of the vector components by the scalar value and returns a new vector.

< (less than)
Usage
-- Lingo syntax
expression1 < expression2
// JavaScript syntax
expression1 < expression2

Description
Comparison operator; compares two expressions and determines whether expression1 is less than expression2
(TRUE), or whether expression1 is greater than or equal to expression2 (FALSE).

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This operator can compare strings, integers, floating-point numbers, rects, and points. Be aware that comparisons
performed on rects or points are handled as if the terms were lists, with each element of the first list compared to the
corresponding element of the second list.
This is a comparison operator with a precedence level of 1.

<= (less than or equal to)
Usage
-- Lingo syntax
expression1 <= expression2
// JavaScript syntax
expression1 <= expression2

Description
Comparison operator; compares two expressions and determines whether expression1 is less than or equal to
expression2 (TRUE), or whether expression1 is greater than expression2 (FALSE).
This operator can compare strings, integers, floating-point numbers, rects, and points. Be aware that comparisons
performed on rects or points are handled as if the terms were lists, with each element of the first list compared to the
corresponding element of the second list.
This is a comparison operator with a precedence level of 1.

<> (not equal)
Usage
-- Lingo syntax
expression1 <> expression2
// JavaScript syntax
expression1 != expression2

Description
Comparison operator; compares two expressions, symbols, or operators and determines whether expression1 is
not equal to expression2 (TRUE), or whether expression1 is equal to expression2 (FALSE).
This operator can compare strings, integers, floating-point numbers, rects, and points. Be aware that comparisons
performed on rects or points are handled as if the terms were lists, with each element of the first list compared to the
corresponding element of the second list.
This is a comparison operator with a precedence level of 1.

= (equals)
Usage
-- Lingo syntax
expression1 = expression2

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// JavaScript syntax
expression1 = expression2

Description
Comparison operator; compares two expressions, symbols, or objects and determines whether expression1 is
equal to expression2 (TRUE), or whether expression1 is not equal to expression2 (FALSE).
This operator can compare strings, integers, floating-point numbers, rects, lists, and points.
Lists are compared based on the number of elements in the list. The list with more elements is considered larger than
the than the list with fewer elements.
This is a comparison operator with a precedence level of 1.

> (greater than)
Usage
-- Lingo syntax
expression1 > expression2
// JavaScript syntax
expression1 > expression2

Description
Comparison operator; compares two expressions and determines whether expression1 is greater than
expression2 (TRUE), or whether expression1 is less than or equal to expression2 (FALSE).
This operator can compare strings, integers, floating-point numbers, rects, and points. Be aware that comparisons
performed on rects or points are handled as if the terms were lists, with each element of the first list compared to the
corresponding element of the second list.
This is a comparison operator with a precedence level of 1.

>= (greater than or equal to)
Usage
-- Lingo syntax
expression1 >= expression2
// JavaScript syntax
expression1 >= expression2

Description
Comparison operator; compares two expressions and determines whether expression1 is greater than or equal to
expression2 (TRUE), or whether expression1 is less than expression2 (FALSE).
This operator can compare strings, integers, floating-point numbers, rects, and points. Be aware that comparisons
performed on rectangles or points are handled as if the terms were lists, with each element of the first list compared
to the corresponding element of the second list.
This is a comparison operator with a precedence level of 1.

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[ ] (bracket access)
Usage
-- Lingo syntax
textExpression[chunkNumberBeingAddressed]
textExpression[firstChunk..lastChunk]

Description
Operator; allows a chunk expression to be addressed by number. Useful for finding the nth chunk in the expression.
The chunk can be a word, line, character, paragraph, or other Text cast member chunk.
Example
This outputs the first word of the third line in the text cast member First Names:
-- Lingo syntax
put(member("First Names").text.line[3].word[1])
// JavaScript syntax
put(member("First Names").getPropRef("line", 1).getProp("word", 1));

[ ] (list)
Usage
[entry1, entry2, entry3, ...]

Description
List operator; specifies that the entries within the brackets are one of four types of lists:

•

Unsorted linear lists

•

Sorted linear lists

•

Unsorted property lists

•

Sorted property lists

Each entry in a linear list is a single value that has no other property associated with it. Each entry in a property list
consists of a property and a value. The property appears before the value and is separated from the value by a colon.
You cannot store a property in a linear list. When using strings as entries in a list, enclose the string in quotation
marks.
For example, [6, 3, 8] is a linear list. The numbers have no properties associated with them. However, [#gears:6,
#balls:3, #ramps:8] is a property list. Each number has a property—in this case, a type of machinery—associated with
it. This property list could be useful for tracking the number of each type of machinery currently on the Stage in a
mechanical simulation. Properties can appear more than once in a property list.
Lists can be sorted in alphanumeric order. A sorted linear list is ordered by the values in the list. A sorted property
list is ordered by the properties in the list. You sort a list by using the appropriate command for a linear list or
property list.

•

In linear lists, symbols and strings are case sensitive.

•

In property lists, symbols aren’t case-sensitive, but strings are case-sensitive.

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A linear list or property list can contain no values at all. An empty list consists of two square brackets ([ ]). To create
or clear a linear list, set the list to [ ]. To create or clear a property list, set the list to [:].
You can modify, test, or read items in a list.
Lingo treats an instance of a list as a reference to the list. This means each instance is the same piece of data, and
changing it will change the original. Use the duplicate command to create copies of lists.
Lists are automatically disposed when they are no longer referred to by any variable. When a list is held within a
global variable, it persists from movie to movie.
You can initialize a list in the on prepareMovie handler or write the list as a field cast member, assign the list to a
variable, and then handle the list by handling the variable.
Not all PC keyboards have square brackets. If square brackets aren’t available, use the list function to create a linear
list.
For a property list, create the list pieces as a string before converting them into a useful list.
myListString = numToChar(91) & ":" & numToChar(93)
put myListString
-- "[:]"
myList = myListString.value
put myList
-- [:]
put myList.listP
-- 1
myList[#name] = "Brynn"
put myList
-- [#name: "Brynn"]

Example
This statement defines a list by making the machinery variable equal to the list:
-- Lingo syntax
machinery = [#gears:6, #balls:3, #ramps:8]
// JavaScript syntax
var machinery = propList("gears",6, "balls",3, "ramps",8);

This handler sorts the list aList and then displays the result in the Message window:
-- Lingo syntax
on sortList aList
alist.sort()
put(aList)
end sortList
// JavaScript syntax
function sortList(aList) {
aList.sort();
put(aList);
}

If the movie issues the statement sortList machinery, where machinery is the list in the preceding example, the
result is [#balls:3, #gears:6, #ramps:8].
The following statements create an empty linear list:
-- Lingo syntax
x = [ ]
x = list()

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// JavaScript syntax
var x = list();

The following statements create an empty property list:
-- Lingo syntax
x = [:]
x = propList()
// JavaScript syntax
var x = propList();

See also
add, addVertex(), append, count(), deleteAt, duplicate() (list function), findPos,
findPosNear, getProp(), getAt, getLast(), getPos(), ilk(), list(), max(), min, setAt,
setaProp, sort

@ (pathname)
Usage
@pathReference

Description
Pathname operator; defines the path to the current movie’s folder and is valid on both Windows® and Mac®
computers.
Identify the current movie’s folder by using the @ symbol followed by one of these pathname separators:

•

/ (forward slash)

•

\ (backslash)

•

: (colon)

When a movie is queried to determine its location, the string returned will include the @ symbol.
Be sure to use only the @ symbol when navigating between Director movies or changing the source of a linked media
cast member. The @ symbol does not work when the Fileio Xtra extension or other functions are used outside those
available within Director.
You can build on this pathname to specify folders that are one or more levels above or below the current movie’s
folder. Keep in mind that the @ portion represents the current movie’s location, not necessarily the location of
the projector.

• Add an additional pathname separator immediately after the @ symbol to specify a folder one level up in
the hierarchy.
• Add folder names and filenames (separated by /, \, or :) after the current folder name to specify subfolders and
files within folders.
You can use relative pathnames in Lingo to indicate the location of a linked file in a folder different than the movie’s
folder.
Example
These are equivalent expressions that specify the subfolder bigFolder, which is in the current movie’s folder:

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@/bigFolder
@:bigFolder
@\bigFolder

These are equivalent expressions that specify the file linkedFile, in the subfolder bigFolder, which is in the current
movie’s folder:
@:bigFolder:linkedFile
@\bigFolder\linkedFile
@/bigFolder/linkedFile

This expression specifies the file linkedFile, which is located one level up from the current movie’s folder:
@//linkedFile

This expression specifies the file linkedFile, which is located two levels up from the current movie’s folder:
@:::linkedFile

These are equivalent expressions that specify the file linkedFile, which is in the folder otherFolder. The otherFolder
folder is in the folder one level up from the current movie’s folder.
@::otherFolder:linkedFile
@\\otherFolder\linkedFile
@//otherFolder/linkedFile

See also
searchPathList, fileName (Cast), fileName (Member), fileName (Window)

and
Usage
-- Lingo syntax
logicalExpression1 and logicalExpression2
// JavaScript syntax
logicalExpression1 && logicalExpression2

Description
Logical operator; determines whether both logicalExpression1 and logicalExpression2 are TRUE (1), or
whether either or both expressions are FALSE (0).
The precedence level of this logical operator is 4.
Example
This statement determines whether both logical expressions are TRUE and displays the result in the Message window:
-- Lingo syntax
put(1 < 2 and 2 < 3)
// JavaScript syntax
put((1 < 2) && (2 < 3));

The result is 1, which is the numerical equivalent of TRUE.
The first logical expression in the following statement is TRUE; and the second logical expression is FALSE. Because
both logical expressions are not TRUE, the logical operator displays the result 0, which is the numerical equivalent of
FALSE.

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-- Lingo syntax
put(1 < 2 and 2 < 1)
-- 0
// JavaScript syntax
put((1 < 2) && (2 < 1));
// 0

See also
not, or

contains
Usage
-- Lingo syntax
stringExpression1 contains stringExpression2
// JavaScript syntax
stringExpression1.indexOf(stringExpression2);

Description
Operator; compares two strings and determines whether stringExpression1 contains stringExpression2
(TRUE) or not (FALSE).
The contains comparison operator has a precedence level of 1.
The contains comparison operator is useful for checking whether the user types a specific character or string of
characters. You can also use the contains operator to search one or more fields for specific strings of characters.
Example
This example determines whether a character passed to it is a digit:
-- Lingo syntax
on isNumber aLetter
digits = "1234567890"
if digits contains aLetter then
return TRUE
else
return FALSE
end if
end
// JavaScript syntax
function isNumber(aLetter) {
var digits = "1234567890"
if (digits.indexOf(aLetter) >= 0) {
return true;
} else {
return false;
}
}

Note: The string comparison is not sensitive to case or diacritical marks; “a” and Å are treated the same.
See also
offset() (string function), starts

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mod
Usage
-- Lingo syntax
integerExpression1 mod integerExpression2
// JavaScript syntax
integerExpression1 % integerExpression2

Description
Math operator; performs the arithmetic modulus operation on two integer expressions. In this operation,
integerExpression1 is divided by integerExpression2.
The resulting value of the entire expression is the integer remainder of the division. It always has the sign of
integerExpression1.

This is an arithmetic operator with a precedence level of 4.
Example
This statement divides 7 by 4 and then displays the remainder in the Message window:
-- Lingo syntax
put(7 mod 4)
// JavaScript syntax
put(7 % 4);

The result is 3.
The following handler sets the ink effect of all odd-numbered sprites to copy, which is the ink effect specified by the
number 0. First the handler checks whether the sprite in the variable mySprite is an odd-numbered sprite by
dividing the sprite number by 2 and then checking whether the remainder is 1. If the remainder is 1, the result for
an odd-numbered number, the handler sets the ink effect to copy.
-- Lingo syntax
on setInk
repeat with mySprite = 1 to _movie.lastChannel
if (mySprite mod 2) = 1 then
sprite(mySprite).ink = 0
else
sprite(mySprite).ink = 8
end if
end repeat
end setInk
// JavaScript syntax
function setInk() {
for (mySprite=1; mySprite<=_movie.lastChannel; mySprite++) {
if ((mySprite % 2) == 1) {
sprite(mySprite).ink = 0;
} else {
sprite(mySprite).ink = 8;
}
}
}

This handler regularly cycles a sprite’s cast member among a number of bitmaps:
-- Lingo syntax

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on exitFrame
global gCounter
-- These are sample values for bitmap cast member numbers
theBitmaps = [2,3,4,5,6,7]
-- Specify which sprite channel is affected
theChannel = 1
-- This cycles through the list
gCounter = 1 + (gCounter mod theBitmaps.count)
sprite(theChannel).memberNum = theBitmaps[gCounter]
_movie.go(_movie.frame)
end
// JavaScript syntax
function exitFrame() {
// these are sample values for bitmap cast member numbers
theBitmaps = new Array(2,3,4,5,6,7);
// specify which sprite channel is affected
theChannel = 1;
// this cycles through the list
_global.gCounter = 1 + (_global.gCounter % theBitmaps.length);
sprite(theChannel).memberNum = theBitmaps[_global.gCounter];
_movie.go(_movie.frame);
}

not
Usage
-- Lingo syntax
not logicalExpression
// JavaScript syntax
! logicalExpression

Description
Operator; performs a logical negation on a logical expression. This is the equivalent of making a TRUE value FALSE,
and making a FALSE value TRUE. It is useful when testing to see if a certain known condition is not the case.
This logical operator has a precedence level of 5.
Example
This statement determines whether 1 is not less than 2:
-- Lingo syntax
put(not (1 < 2))
// JavaScript syntax
put(!(1 < 2));

Because 1 is less than 2, the result is 0, which indicates that the expression is FALSE.
This statement determines whether 1 is not greater than 2:
-- Lingo syntax
put(not (1 > 2))
// JavaScript syntax
put(!(1 > 2));

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Because 1 is not greater than 2, the result is 1, which indicates that the expression is TRUE.
This handler sets the checkMark menu item property for Bold in the Style menu to the opposite of its current
setting:
-- Lingo syntax
on resetMenuItem
menu("Style").menuItem("Bold").checkMark =
not (menu("Style").menuItem("Bold").checkMark)
end resetMenuItem
// JavaScript syntax
function resetMenuItem() {
menu("Style").menuItem("Bold").checkMark =
!(menu("Style").menuItem("Bold").checkMark)
}

See also
and, or

or
Usage
-- Lingo syntax
logicalExpression1 or logicalExpression2
// JavaScript syntax
logicalExpression1 || logicalExpression2

Description
Operator; performs a logical OR operation on two or more logical expressions to determine whether any expression
is TRUE.
This is a logical operator with a precedence level of 4.
Example
This statement indicates in the Message window whether at least one of the expressions 1 < 2 and 1 > 2 is TRUE:
-- Lingo syntax
put((1 < 2) or (1 > 2))
// JavaScript syntax
put((1 < 2) || (1 > 2));

Because the first expression is TRUE, the result is 1, which is the numerical equivalent of TRUE.
This Lingo checks whether the content of the field cast member named State is either AK or HI and displays an alert
if it is:
-- Lingo syntax
if member("State").text = "AK" or member("State").text = "HI" then
_player.alert("You're off the map!")
end if
// JavaScript syntax
if (member("State").text == "AK" || member("State").text == "HI") {
_player.alert("You’re off the map!");

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}

See also
and, not

starts
Usage
-- Lingo syntax
string1 starts string2
// JavaScript syntax
string1.indexOf(string2) == 0;

Description
Operator; compares to determines whether string1 starts with string2 (TRUE or 1) or not (FALSE or 0).
The string comparison is not sensitive to case or diacritical marks; a and Å are considered to be the same.
This is a comparison operator with a precedence level of 1.
Example
This statement reports in the Message window whether the word Macrostuff starts with the string “Macro”:
-- Lingo syntax
put("Macrostuff" starts "Macro")
// JavaScript syntax
var string1 = "Macrostuff";
put(string1.indexOf("Macro") == 0);

The result is 1, which is the numerical equivalent of TRUE.
See also
contains

627

Chapter 14: Properties
This section provides an alphabetical list of all the properties available in Director®.

_global
Usage
-- Lingo syntax
_global
// JavaScript syntax
_global;

Description
Top-level property; provides a reference to the Global object, which stores all global variables. Read-only.
All global variables are accessible to both Lingo and JavaScript syntax.
Example
This statement sets the variable objGlobal to the _global property:
-- Lingo syntax
objGlobal = _global
// JavaScript syntax
var objGlobal = _global;

This statement uses the _global property directly to clear all global variables:
-- Lingo syntax
_global.clearGlobals()
// JavaScript syntax
_global.clearGlobals();

See also
Global

_key
Usage
-- Lingo syntax
_key
// JavaScript syntax
_key;

Description
Top-level property; provides a reference to the Key object, which is used to monitor a user’s keyboard activity. Readonly.

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Example
This statement sets the variable objKey to the _key property:
-- Lingo syntax
objKey = _key
// JavaScript syntax
var objKey = _key;

This statement uses the _key property directly to access the value of the key property:
-- Lingo syntax
theKey = _key.key
// JavaScript syntax
var theKey = _key.key;

See also
Key

_mouse
Usage
-- Lingo syntax
_mouse
// JavaScript syntax
_mouse;

Description
Top-level property; provides a reference to the Mouse object, which provides access to a user’s mouse activity,
including mouse movement and mouse clicks. Read-only.
Example
This statement sets the variable objMouse to the _mouse property:
-- Lingo syntax
objMouse = _mouse
// JavaScript syntax
var objMouse = _mouse;

This statement uses the _mouse property directly to access the value of the mouseH property:
-- Lingo syntax
theMouseH = _mouse.mouseH
// JavaScript syntax
var theMouseH = _mouse.mouseH;

See also
Mouse

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_movie
Usage
-- Lingo syntax
_movie
// JavaScript syntax
_movie;

Description
Top-level property; provides a reference to the Movie object, which represents the currently active movie within the
Director player, and provides access to properties and methods that are available on a movie level. Read-only.
Example
This statement sets the variable objMovie to the _movie property:
-- Lingo syntax
objMovie = _movie
// JavaScript syntax
var objMovie = _movie;

This statement uses the _movie property directly to access the value of the displayTemplate property:
-- Lingo syntax
theTemplate = _movie.displayTemplate
// JavaScript syntax
var theTemplate = _movie.displayTemplate;

See also
Movie

_player
Usage
-- Lingo syntax
_player
// JavaScript syntax
_player;

Description
Top-level property; provides a reference to the Player object, which manages and executes all movies, including
movies in a window (MIAWs). Read-only.
Example
This statement sets the variable objPlayer to the _player property:
-- Lingo syntax
objPlayer = _player
// JavaScript syntax
var objPlayer = _player;

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This statement uses the _player property directly to access the value of the xtraList property:
-- Lingo syntax
theXtras = _player.xtraList
// JavaScript syntax
var theXtras = _player.xtraList;

See also
Player

_sound
Usage
-- Lingo syntax
_sound
// JavaScript syntax
_sound;

Description
Top-level property; provides a reference to the Sound object, which controls audio playback in all eight available
sound channels. Read-only.
Example
This statement sets the variable objSound to the _sound property:
-- Lingo syntax
objSound = _sound
// JavaScript syntax
var objSound = _sound;

This statement uses the _sound property directly to access the soundLevel property:
-- Lingo syntax
theLevel = _sound.soundLevel
// JavaScript syntax
var theLevel = _sound.soundLevel;

See also
Sound

_system
Usage
-- Lingo syntax
_system
// JavaScript syntax
_system;

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Description
Top-level property; provides a reference to the System object, which provides access to system and environment
information, including system level methods. Read-only.
Example
This statement sets the variable objSystem to the _system property:
-- Lingo syntax
objSystem = _system
// JavaScript syntax
var objSystem = _system;

This statement uses the _system property directly to access the freeBytes property:
-- Lingo syntax
theBytes = _system.freeBytes
// JavaScript syntax
var theBytes = _system.freeBytes;

See also
System

aboutInfo
Usage
-- Lingo syntax
_movie.aboutInfo
// JavaScript syntax
_movie.aboutInfo;

Description
Movie property; a string entered during authoring in the Movie Properties dialog box. Read-only.
Example
These statements display movie information in the Message window.
-- Lingo syntax
trace(_movie.aboutInfo)
// JavaScript syntax
trace(_movie.aboutInfo);

See also
copyrightInfo (Movie), Movie

actionsEnabled
Usage
-- Lingo syntax

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memberOrSpriteObjRef.actionsEnabled
// JavaScript syntax
memberOrSpriteObjRef.actionsEnabled;

Description
Cast member property and sprite property; controls whether the actions in Adobe® Flash® content are enabled
(TRUE, default) or disabled (FALSE).
This property can be tested and set.
Example
This handler accepts a sprite reference as a parameter, and then toggles the sprite’s actionsEnabled property on or
off.
-- Lingo syntax
on ToggleActions(whichSprite)
sprite(whichSprite).actionsEnabled = not(sprite(whichSprite).actionsEnabled)
end
// JavaScript syntax
function ToggleActions(whichSprite) {
switch(sprite(whichSprite).actionsEnabled){
case 0:
sprite(whichSprite).actionsEnabled = 1;
break;
case 1:
sprite(whichSprite).actionsEnabled = 0;
break;
}
}

active3dRenderer
Usage
-- Lingo syntax
_movie.active3dRenderer
// JavaScript syntax
_movie.active3dRenderer;

Description
Movie property; Indicates the renderer currently in use by the movie for drawing 3D sprites. This property is equivalent to the getRendererServices().renderer property. Read-only.
The possible values of the active3dRenderer property are #openGL, #directX7_0, #directx9, #directX5_2,
and #software. The values #openGL, #directX7_0, #directx9, and #directX5_2, which are video card drivers,
will lead to much faster performance than #software, a software renderer used when none of the first three options
are available.
Use getRendererServices().renderer to set this property.
Example
These examples show the two ways to determine which renderer is currently in use.

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-- Lingo syntax
put(_movie.active3dRenderer)
put(getRendererServices().renderer)
// JavaScript syntax
put(_movie.active3dRenderer);
put(getRendererServices().renderer);

See also
Movie, renderer

activeCastLib
Usage
-- Lingo syntax
_movie.activeCastLib
// JavaScript syntax
_movie.activeCastLib;

Description
Movie property; indicates which cast library was most recently activated. Read-only.
The activeCastLib property’s value is the cast library’s number.
The activeCastLib property is useful when working with the Cast object’s selection property. Use it to
determine which cast library the selection refers to.
Example
These statements assign the selected cast members in the most recently selected cast to the variable selectedMembers:
-- Lingo syntax
castLibOfInterest = _movie.activeCastLib
selectedMembers = castLib(castLibOfInterest).selection
// JavaScript syntax
var castLibOfInterest = _movie.activeCastLib;
var selectedMembers = castLib(castLibOfInterest).selection;

See also
Player, selection

activeWindow
Usage
-- Lingo syntax
_player.activeWindow
// JavaScript syntax
_player.activeWindow;

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Description
Player property; indicates which movie window is currently active. Read-only.
For the main movie, activeWindow is the Stage. For a movie in a window (MIAW), activeWindow is the movie in
the window.
Example
This example places the word Active in the title bar of the clicked window and places the word Inactive in the title
bar of all other open windows:
-- Lingo syntax
on activateWindow
clickedWindow = _player.windowList.getPos(_player.activeWindow)
windowCount = _player.windowList.count
repeat with x = 1 to windowCount
if (x = clickedWindow) then
_player.window[clickedWindow].title = "Active"
else
_player.windowList[x].title = "Inactive"
end if
end repeat
end activateWindow
// JavaScript syntax
function activateWindow() {
var clickedWindow = _player.windowList.getPos(_player.activeWindow);
var windowCount = _player.windowList.count;
for (var x = 1; x <= windowCount; x++) {
if (x == clickedWindow) {
_player.window[clickedWindow].title = "Active"
}
else {
_player.windowList[x].title = "Inactive"
}
}
}

See also
Player

actorList
Usage
-- Lingo syntax
_movie.actorList
// JavaScript syntax
_movie.actorList;

Description
Movie property; a list of child objects that have been explicitly added to this list. Read/write.
Objects in actorList receive a stepFrame message each time the playhead enters a frame.
To add an object to the actorList, use _movie.actorList.append(newScriptObjRef). The object’s
stepFrame handler in its parent or ancestor script will then be called automatically at each frame advance.

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To clear objects from the actorList, set actorList to [ ], which is an empty list.
Director doesn’t clear the contents of actorList when branching to another movie, which can cause unpredictable
behavior in the new movie. To prevent child objects in the current movie from being carried over to the new movie,
insert the statement actorList = [ ] in the prepareMovie handler of the new movie.
Example
This statement adds a child object created from the parent script Moving Ball. All three values are parameters that
the script requires.
This statement displays the contents of actorList in the Message window:
-- Lingo syntax
put(_movie.actorList)
// JavaScript syntax
put(_movie.actorList);

This statement clears objects from actorList.
-- Lingo syntax
_movie.actorList = [] -- using brackets
_movie.actorList = list() -- using list()
// JavaScript syntax
_movie.actorList = list();

See also
Movie, on prepareMovie, on stepFrame

alertHook
Usage
-- Lingo syntax
_player.alertHook
// JavaScript syntax
_player.alertHook;

Description
Player property; specifies a parent script that contains the alertHook handler. Read/write.
Use alertHook to control the display of alerts about file errors or script errors. When an error occurs and a parent
script is assigned to alertHook, Director runs the alertHook handler in the parent script.
Although it is possible to place alertHook handlers in movie scripts, it is strongly recommended that you place an
alertHook handler in a behavior or parent script to avoid unintentionally calling the handler from a wide variety of

locations and creating confusion about where the error occurred.
Because the alertHook handler runs when an error occurs, avoid using the alertHook handler for script that isn't
involved in handling an error. For example, the alertHook handler is a bad location for a go() statement.
The alertHook handler is passed an instance argument, two string arguments that describe the error, and an
optional argument specifying an additional event that invokes the handler.
The fourth argument can have 1 of these 4 values:

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•

#alert—causes the handler to be triggered by the alert() method.

•

#movie—causes the handler to be triggered by a file not found error while performing a go() command.

•

#script—causes the handler to be triggered by a script error.

•

#safeplayer—causes the handler to be triggered by a check of the safePlayer property.

Depending on the script within it, the alertHook handler can ignore the error or report it in another way.
Example
The following statement specifies that the parent script Alert is the script that determines whether to display alerts
when an error occurs. If an error occurs, the script assigns the error and message strings to the field cast member
Output and returns the value 1.
-- Lingo syntax
on prepareMovie
_player.alertHook = script("Alert")
end
-- "Alert" script
on alertHook me, err, msg
member("Output").text = err && msg
return 1
end
// JavaScript syntax
function prepareMovie() {
_player.alertHook = “alert("Error type", "Error message");”
}
// alert handler
function alert(err, msg) {
member("Output").text = err + " " + msg; return 1;
}

See also
alertHook, Player, safePlayer

alignment
Usage
-- Lingo syntax
memberObjRef.alignment
// JavaScript syntax
memberObjRef.alignment;

Description
Cast member property; determines the alignment used to display characters within the specified cast member. This
property appears only to field and text cast members containing characters, if only a space.
For field cast members, the value of the property is a string consisting of one of the following: left, center, or right.
For text cast members, the value of the property is a symbol consisting of one of the following: #left, #center, #right,
or #full.

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The parameter whichCastMember can be either a cast name or a cast number.
This property can be tested and set. For text cast members, the property can be set on a per-paragraph basis.
Example
This statement sets the variable named characterAlign to the current alignment setting for the field cast member
Rokujo Speaks:
--Lingo syntax
characterAlign = member("Rokujo Speaks").alignment
// JavaScript syntax
var characterAlign = member("Rokujo Speaks").alignment;

See also
text, font, lineHeight, fontSize, fontStyle, &, + (concatenation operator), &&, + (concatenation operator)

allowCustomCaching
Usage
-- Lingo syntax
_movie.allowCustomCaching
// JavaScript syntax
_movie.allowCustomCaching;

Description
Movie property; will contain information regarding a private cache in future versions of Director. Read/write.
This property defaults to TRUE.
See also
allowGraphicMenu, allowSaveLocal, allowTransportControl, allowVolumeControl, allowZooming,
Movie

allowGraphicMenu
Usage
-- Lingo syntax
_movie.allowGraphicMenu
// JavaScript syntax
_movie.allowGraphicMenu;

Description
Movie property; sets the availability of the graphic controls in the context menu when playing the movie in a Adobe
Shockwave® environment. Read/write.
Set this property to FALSE if you would rather have a text menu displayed than the graphic context menu.

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This property defaults to TRUE.
See also
allowCustomCaching, allowSaveLocal, allowTransportControl, allowVolumeControl,
allowZooming, Movie

allowSaveLocal
Usage
-- Lingo syntax
_movie.allowSaveLocal
// JavaScript syntax
_movie.allowSaveLocal;

Description
Movie property; sets the availability of the Save control in the context menu when playing the movie in a Shockwave®
Player environment. Read/write.
This property is provided to allow for enhancements in future versions of Shockwave Player.
This property defaults to TRUE.
See also
allowCustomCaching, allowGraphicMenu, allowTransportControl, allowVolumeControl,
allowZooming, Movie

allowTransportControl
Usage
-- Lingo syntax
_movie.allowTransportControl
// JavaScript syntax
_movie.allowTransportControl;

Description
Movie property; this property is provided to allow for enhancements in future versions of Shockwave Player.
Read/write.
This property defaults to TRUE.
See also
allowCustomCaching, allowGraphicMenu, allowSaveLocal, allowVolumeControl, allowZooming,
Movie

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allowVolumeControl
Usage
-- Lingo syntax
_movie.allowVolumeControl
// JavaScript syntax
_movie.allowVolumeControl;

Description
Movie property; sets the availability of the volume control in the context menu when playing the movie in a
Shockwave Player environment. Read/write.
When set to TRUE one or the other volume control is active, and is disabled when the property is set to FALSE.
This property defaults to TRUE.
See also
allowCustomCaching, allowGraphicMenu, allowSaveLocal, allowTransportControl, allowZooming,
Movie

allowZooming
Usage
-- Lingo syntax
_movie.allowZooming
// JavaScript syntax
_movie.allowZooming;

Description
Movie property; determines whether the movie may be stretched or zoomed by the user when playing back in
Shockwave Player and ShockMachine. Read/write.
Set this property to FALSE to prevent users from changing the size of the movie in browsers and ShockMachine.
The property defaults to TRUE.
See also
allowCustomCaching, allowGraphicMenu, allowSaveLocal, allowTransportControl,
allowVolumeControl, Movie

alphaThreshold
Usage
-- Lingo syntax
memberObjRef.alphaThreshold
// JavaScript syntax
memberObjRef.alphaThreshold;

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Description
Bitmap cast member property; governs how the bitmap’s alpha channel affects hit detection. This property is a value
from 0 to 255, that exactly matches alpha values in the alpha channel for a 32-bit bitmap image.
For a given alphaThreshold setting, Director detects a mouse click if the pixel value of the alpha map at that point
is equal to or greater than the threshold. Setting the alphaThreshold to 0 makes all pixels opaque to hit detection
regardless of the contents of the alpha channel.
See also
useAlpha

ambient
Usage
member(whichCastmember).shader(whichShader).ambient
member(whichCastmember).model(whichModel).shader.ambient
member(whichCastmember).model(whichModel).shaderList{[index]}.ambient

Description
3D #standard shader property; indicates how much of each color component of the ambient light in the cast
member is reflected by the shader.
For example, if the color of the ambient light is rgb(255, 255, 255) and the value of the ambient property of the
shader is rgb(255, 0, 0), the shader will reflect all of the red component of the light that the shader’s colors can
reflect. However, it will reflect none of the blue and green components of the light, regardless of the colors of the
shader. In this case, if there are no other lights in the scene, the blue and green colors of the shader will reflect no
light, and will appear black.
The default value of this property is rgb(63,63,63).
Example
This statement sets the ambient property of the model named Chair to rgb(255, 255, 0). Chair will fully reflect
the red and green components of the ambient light in the scene and completely ignore its blue component.
-- Lingo syntax
member("Room").model("Chair").shader.ambient = rgb(255, 0, 0)
// JavaScript syntax
member("Room").getPropRef("model",1).shader.ambient = color(255,0,0);

See also
ambientColor, newLight, type (light), diffuse, specular (shader)

ambientColor
Usage
member(whichCastmember).ambientColor

Description
3D cast member property; indicates the RGB color of the default ambient light of the cast member.

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The default value for this property is rgb(0, 0, 0). This adds no light to the scene.
Example
This statement sets the ambientColor property of the cast member named Room to rgb(255, 0, 0). The default
ambient light of the cast member will be red. This property can also be set in the Property inspector.
-- Lingo syntax
member("Room").ambientColor = rgb(255, 0, 0)
// JavaScript syntax
member("Room").ambientColor = color(255,0,0);

See also
directionalColor, directionalPreset, ambient

ancestor
Usage
property {optionalProperties} ancestor

Description
Object property; allows child objects and behaviors to use handlers that are not contained within the parent script
or behavior.
The ancestor property is typically used with two or more parent scripts. You can use this property when you want
child objects and behaviors to share certain behaviors that are inherited from an ancestor, while differing in other
behaviors that are inherited from the parents.
For child objects, the ancestor property is usually assigned in the on new handler within the parent script. Sending
a message to a child object that does not have a defined handler forwards that message to the script defined by the
ancestor property.
If a behavior has an ancestor, the ancestor receives mouse events such as mouseDown and mouseWithin.
The ancestor property lets you change behaviors and properties for a large group of objects with a single command.
The ancestor script can contain independent property variables that can be obtained by child objects. To refer to
property variables within the ancestor script, you must use this syntax:
me.propertyVariable = value

For example, this statement changes the property variable legCount within an ancestor script to 4:
me.legCount = 4

Use the syntax the variableName of scriptName to access property variables that are not contained within the
current object. This statement allows the variable myLegCount within the child object to access the property variable
legCount within the ancestor script:
set myLegCount to the legCount of me

Example
Each of the following scripts is a cast member. The ancestor script Animal and the parent scripts Dog and Man
interact with one another to define objects.

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The first script, Dog, sets the property variable breed to Mutt, sets the ancestor of Dog to the Animal script, and
sets the legCount variable that is stored in the ancestor script to 4:
property breed, ancestor
on new me
set breed = "Mutt"
set the ancestor of me to new(script "Animal")
set the legCount of me to 4
return me
end

The second script, Man, sets the property variable race to Caucasian, sets the ancestor of Man to the Animal
script, and sets the legCount variable that is stored in the ancestor script to 2:
property race, ancestor
on new me
set race to "Caucasian"
set the ancestor of me to new(script "Animal")
set the legCount of me to 2
return me
end

See also
new(), menu, property

angle (3D)
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.angle

Description
3D emitter property; describes the area into which the particles of a particle system are emitted. A particle system is
a model resource whose type is #particle.
The primary direction of particle emission is the vector set by the emitter’s direction property. However, the
direction of emission of a given particle will deviate from that vector by a random angle between 0 and the value of
the emitter’s angle property.
The effective range of this property is 0.0 to 180.0. The default value is 180.0.
Example
This statement sets the angle of emission of the model resource named mrFount to 1, which causes the emitted
particles to form a thin line.
member("fountain").modelResource("mrFount").emitter.angle = 1

See also
emitter, direction

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angle (DVD)
Usage
-- Lingo syntax
dvdObjRef.angle
// JavaScript syntax
dvdObjRef.angle;

Description
DVD property; returns the number of the current camera angle. Read/write.
The returned number is an integer.
Example
This statement returns the number of the current camera angles:
-- Lingo syntax
put(member(1).angle)-- 1
// JavaScript syntax
put(member(1).angle);// 1

See also
DVD

angleCount
Usage
-- Lingo syntax
dvdObjRef.angleCount
// JavaScript syntax
dvdObjRef.angleCount;

Description
DVD property; returns the number of available camera angles in the current title. Read-only.
The returned value is an integer that can range from 1 to 9.
Example
This statement returns the number of available camera angles:
-- Lingo syntax
put(member(12).angleCount)-- 2
// JavaScript syntax
put(member(12).angleCount);// 2

See also
DVD

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animationEnabled
Usage
member(whichCastmember).animationEnabled

Description
3D cast member property; indicates whether motions will be executed (TRUE) or ignored (FALSE). This property can
also be set in the Property inspector.
The default value for this property is TRUE.
Example
This statement disables animation for the cast member named Scene.
member("Scene").animationEnabled = FALSE

antiAlias
Usage
-- Lingo syntax
memberOrSpriteObjRef.antiAlias
// JavaScript syntax
memberOrSpriteObjRef.antiAlias;

Description
Cast member property; controls whether a Vector shape, or Flash® cast member is rendered using anti-aliasing to
produce high-quality rendering, but possibly slower playback of the movie. The antiAlias property is TRUE by
default.
For vector shapes, TRUE is the equivalent of the #high quality setting for a Flash asset, and FALSE is the equivalent
of #low.
The antiAlias property may also be used as a sprite property only for Vector shape sprites.
This property can be tested and set.
Note: The antiAlias property is not supported for text members in Director 11. To antialias text members, use the
antiAliasType property.

Example
This behavior checks the color depth of the computer on which the movie is playing. If the color depth is set to 8 bits
or less (256 colors), the script sets the antiAlias property of the sprite to FALSE.
--Lingo syntax
property spriteNum
on beginsprite me
if _system.colorDepth <= 8 then
sprite(spriteNum).antiAlias = FALSE
end if
end
// JavaScript syntax

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function beginsprite() {
var cd = _system.colorDepth;
if (cd <= 8 ) {
sprite(this.spriteNum).antiAlias = 0;
}
}

See also
antiAliasThreshold, quality

antiAliasingEnabled
Usage
sprite(whichSprite).antiAliasingEnabled

Description
3D sprite property; indicates whether the 3D world in the sprite whichSprite is anti-aliased. It can be tested and
set. The default value is FALSE, indicating that anti-aliasing is off. If the antiAliasingEnabled property is set to
TRUE and the 3D renderer changes to a renderer that does not support anti-aliasing, the property is set to FALSE. The
value of this property is not saved when the movie is saved.
Anti-aliased sprites use more processor power and memory than sprites that are not anti-aliased. Temporarily
turning off anti-aliasing can improve the performance of animations and user interaction.
Example
This Lingo checks whether the currently running 3D renderer for sprite 2 supports anti-aliasing with the
antiAliasingSupported property. If anti-aliasing is supported, the second statement turns on anti-aliasing for the
sprite with the antiAliasingEnabled property.
if sprite(2).antiAliasingSupported = TRUE then
sprite(2).antiAliasingEnabled = TRUE
end if

See also
antiAliasingSupported, renderer, rendererDeviceList

antiAliasingSupported
Usage
sprite(whichSprite).antiAliasingSupported

Description
3D sprite property; indicates whether anti-aliasing is supported by the current 3D renderer. This property can be
tested but not set. This property returns either TRUE or FALSE.

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Example
This Lingo checks whether the currently running 3D renderer for sprite 3 supports anti-aliasing. If anti-aliasing is
supported, the second statement turns on anti-aliasing for the sprite with the antiAliasingEnabled property.
if sprite(3).antiAliasingSupported = TRUE then
sprite(3).antiAliasingEnabled = TRUE
end if

See also
antiAliasingEnabled, renderer, rendererDeviceList

antiAliasThreshold
Usage
-- Lingo syntax
memberObjRef.antiAliasThreshold
// JavaScript syntax
memberObjRef.antiAliasThreshold;

Description
Text cast member property; this setting controls the point size at which automatic anti-aliasing takes place in a text
cast member. This has an effect only when the antiAlias property of the text cast member is set to TRUE.
The setting itself is an integer indicating the font point size at which the anti-alias takes place.
This property defaults to 14 points.
See also
antiAliasType

antiAliasType
Usage
-- Lingo syntax
memberOrSpriteObjRef.antiAliasType
// JavaScript syntax
memberOrSpriteObjRef.antiAliasType;

Description
Cast member property; controls whether a text cast member is rendered using anti-aliasing to produce high-quality
rendering. The antiAliasType property is #autoAlias by default.
If you are upgrading from a previous version of Director, the auto option is mapped to Grayscale Larger Than with
the antiAliasThreshold set to zero. The Larger Than option is mapped to Grayscale Larger Than with the corresponding threshold.
Use the following symbols to set the corresponding antialiasing option:
Auto – #AutoAlias (Uses the font file information for anti-aliasing.)

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Grayscale All - #GrayScaleAllAlias (Enables grayscale anti-aliasing for all text members.)
Subpixel All - #SubpixelAllAlias (Enables sub-pixel anti-aliasing for all text members.)
Grayscale Larger Than - #GrayscaleLargerThanAlias (Enables grayscale anti-aliasing for font
sizes greater than the specified threshold.)
None - #NoneAlias (turns off anti-aliasing for the current cast member.)

This property can be tested and set.
Example
This behavior checks the color depth of the computer on which the movie is playing. If the color depth is set to 8 bits
or less (256 colors), the script sets the antiAlias property of the sprite to FALSE.
--Lingo syntax
property spriteNum
on beginsprite me
if _system.colorDepth <= 8 then
sprite(spriteNum).antiAliasType = #noneAlias
end if
end
// JavaScript syntax
function beginsprite() {
var cd = _system.colorDepth;
if (cd <= 8 ) {
sprite(this.spriteNum).antiAliasType = symbol(“noneAlias“);
}
}
See also
antiAliasThreshold

appearanceOptions
Usage
-- Lingo syntax
windowObjRef.appearanceOptions
// JavaScript syntax
windowObjRef.appearanceOptions;

Description
Window property; specifies a list of properties that stores the appearance options of a window. Read/write.
The property list contains the following properties.

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Property

Description

#mask

Specifies the 1-bit cast member to use as a mask for the window.

#border

Specifies the type of border for the window. This property can be one of three values:

•

#none. Specifies no border around the window.

•

#line. Specifies a 1-pixel black border around the window.

The #none and #line properties are only effective if the titlebarOptions.visible property is
set to FALSE.
#metal

(Mac only) Specifies whether the window should have a metal look (TRUE). If FALSE, the window
will have an ice look.

#dragRegionMas
k

Specifies the 1-bit cast member to use as a mask for a region of the window.

#shadow

(Mac only) Specifies whether the window should have a shadow. Mac windows typically have a
shadow.

#liveresize

(Mac only) Specifies whether the window should have live resizing. If TRUE, live resizing is enabled.
If FALSE, live resizing is disabled.

These properties can also be accessed by using the Movie object’s displayTemplate property.
Example
This statement displays in the Message window all current appearance options for the window named Control Panel:
-- Lingo syntax
put(window("Control Panel").appearanceOptions)
// JavaScript syntax
put(window("Control Panel").appearanceOptions);

This statement sets the border property to display a 1-pixel border around the window named Control Panel:
-- Lingo syntax
window("Control Panel").appearanceOptions.border = #line
// JavaScript syntax
window("Control Panel").appearanceOptions.border = symbol("line");

See also
displayTemplate, titlebarOptions, visible, Window

applicationName
Usage
-- Lingo syntax
_player.applicationName
// JavaScript syntax
_player.applicationName;

Description
Player property; specifies the name of the running copy of the Director application during authoring, or the name
of a projector file during runtime. Read-only.

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The property value is a string.
Shockwave Player does not support this property.
Example
This statement displays the name of the Director application, Director.exe.
-- Lingo syntax
put(_player.applicationName)
// JavaScript syntax
put(_player.applicationName);

See also
applicationPath, Player

applicationPath
Usage
-- Lingo syntax
_player.applicationPath
// JavaScript syntax
_player.applicationPath;

Description
Player property; determines the path or location of the folder containing the running copy of the Director application during authoring, or the folder containing the projector during runtime. Read-only.
The property value is a string.
If you use applicationPath followed by & and a path to a subfolder, enclose the entire expression in parentheses so
that script parses the expression as one phrase.
Shockwave Player does not support this property.
Example
This statement displays the pathname for the folder that contains the Director application.
-- Lingo syntax
put(_player.applicationPath)
// JavaScript syntax
put(_player.applicationPath);

This statement opens the movie Sunset Boulevard in a window (on a Windows machine):
-- Lingo syntax
window(_player.applicationPath & "Film Noir\Sunset Boulevard").open()
// JavaScript syntax
window(_player.applicationPath + "Film Noir\Sunset Boulevard").open();

See also
applicationName, Player

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aspectRatio
Usage
-- Lingo syntax
dvdObjRef.aspectRatio
// JavaScript syntax
dvdObjRef.aspectRatio;

Description
DVD property. Returns a property list that specifies the width and height of the DVD cast member. Read-only.
Both the width and height are returned as integers.
Example
This statement returns the aspectRatio of member 1:
-- Lingo syntax
trace(member(1).aspectRatio) -- [#width: 16, #height:9]
// JavaScript syntax
trace(member(1).aspectRatio); // ["width": 16, "height":9];

See also
DVD

attenuation
Usage
member(whichCastMember).light(whichLight).attenuation

Description
3D light property; indicates the constant, linear, and quadratic attenuation factors for spotlights and point lights.
The default value for this property is vector(1.0, 0.0, 0.0).
Example
This statement sets the attenuation property of the light named HouseLight to the vector (.5, 0, 0), darkening it
slightly.
-- Lingo syntax
member("3d world").light("HouseLight").attenuation = vector(.5, 0, 0)
// JavaScript syntax
member("3d world").getProp("light",1).attenuation = vector(.5, 0, 0);

See also
color (light)

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attributeName
Usage
XMLnode.attributeName[ attributeNumber ]

Description
XML property; returns the name of the specified child node of a parsed XML document.
Example
Beginning with the following XML:



 element 2
element 3
here is some text


This Lingo returns the name of the first attribute of the tag called tagName:
put gParserObject.child[1].child[1].attributeName[1]
-- "attr1"

See also
attributeValue

attributeValue
Usage
XMLnode.attributeValue[ attributeNameOrNumber ]

Description
XML property; returns the value of the specified child node of a parsed XML document.
Example
Beginning with the following XML:



 element 2
element 3
here is some text


This Lingo returns the value of the first attribute of the tag called tagName:
put gParserObject.child[1].child[1].attributeValue[1]
-- "val1"

See also
attributeName

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audio (DVD)
Usage
-- Lingo syntax
dvdObjRef.audio
// JavaScript syntax
dvdObjRef.audio;

Description
DVD property. Determines whether audio is enabled (TRUE, default) or not (FALSE). Read/write.
Example
This statement disables audio:
-- Lingo syntax
member(14).audio = 0
// JavaScript syntax
member(14).audio = 0;

See also
DVD

audio (RealMedia)
Usage
-- Lingo syntax
memberOrSpriteObjRef.audio
// JavaScript syntax
memberOrSpriteObjRef.audio;

Description
RealMedia sprite or cast member property; allows you to play (TRUE) or mute (FALSE) the audio in the RealMedia
stream. The default setting for this property is TRUE (1). Integer values other than 1 or 0 are treated as TRUE (1).
Setting this property has no effect if the realPlayerNativeAudio() method is set to TRUE.
If the audio property is set to FALSE when a RealMedia cast member starts playing, a sound channel is still allocated,
which allows you to toggle the sound on and off during playback.
There may be some latency involved in setting this property, which means there may be a slight delay before the
sound toggles on or off.
Example
The following examples show that the audio properties for sprite 2 and the cast member Real is set to TRUE, which
means that the audio portion of the RealMedia stream will be played.
-- Lingo syntax
put(sprite(2).audio) -- 1
put(member("Real").audio) -- 1
// JavaScript syntax

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put(sprite(2).audio); // 1
put(member("Real").audio); // 1

The following Lingo sets the audio property for sprite 2 and the cast member Real to FALSE, which means that the
audio portion of the RealMedia stream will not be played when the movie is played.
-- Lingo syntax
sprite(2).audio = FALSE
member("Real").audio = FALSE
// JavaScript syntax
sprite(2).audio = 0;
member("Real").audio = 0;

See also
soundChannel (RealMedia), video (RealMedia, Windows Media), sound (Player)

audio (Windows Media)
Usage
-- Lingo syntax
windowsMediaObjRef.audio
// JavaScript syntax
windowsMediaObjRef.audio;

Description
Windows Media property. Specifies whether audio is enabled (TRUE, default) or not (FALSE) during playback.
Read/write.
Example
This statement displays in the Message window whether audio is enabled for cast member 5:
-- Lingo syntax
trace(member(5).audio)
// JavaScript syntax
trace(member(5).audio);

See also
Windows Media

audioChannelCount
Usage
-- Lingo syntax
dvdObjRef.audioChannelCount
// JavaScript syntax
dvdObjRef.audioChannelCount;

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Description
DVD property; returns the number of audio channels. Read-only.
Example
This statement returns the number of audio channels:
-- Lingo syntax
member(1).audioChannelCount
// JavaScript syntax
member(1).audioChannelCount;

See also
DVD

audioExtension
Usage
-- Lingo syntax
dvdObjRef.audioExtension
// JavaScript syntax
dvdObjRef.audioExtension;

Description
DVD property. Returns a symbol that indicates the audio extensions, if any, of an audio stream. Read-only.
Possible returned values are as follows:
Symbol

Description

#caption

The audio stream contains captions.

#lowvision

The audio stream contains content for people with low vision.

#directorcomments1

The audio stream contains “director comments 1.”

#directorcomments2

The audio stream contains “director comments 2.”

#none

The DVD does not specify an audio extension for this audio stream, or it could not be
determined.

See also
DVD

audioFormat
Usage
-- Lingo syntax
dvdObjRef.audioFormat
// JavaScript syntax
dvdObjRef.audioFormat;

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Description
DVD property. Returns a symbol that indicates the format (encoding mode) of an audio stream. Read-only.
Possible returned values are as follows:
Symbol

Description

#AC3

The audio format is Dolby AC-3.

#MPEG1

The audio format is MPEG-1.

#MPEG1DRC

The audio format is MPEG-1 with dynamic range control.

#MPEG2

The audio format is MPEG-2.

#MPEG2DRC

The audio format is MPEG-2 with dynamic range control

#LPCM

The audio format is Linear Pulse Code Modulated (LPCM).

#DTS

The audio format is Digital Theater Systems (DTS).

#SDDS

The audio format is Sony Dynamic Digital Sound (SDDS).

See also
DVD

audioSampleRate
Usage
-- Lingo syntax
dvdObjRef.audioSampleRate
// JavaScript syntax
dvdObjRef.audioSampleRate;

Description
DVD property; returns the frequency, in hertz, of an audio stream. Read-only.
See also
DVD

audioStream
Usage
-- Lingo syntax
dvdObjRef.audioStream
// JavaScript syntax
dvdObjRef.audioStream;

Description
DVD property. Returns the currently active audio stream. Read/write.

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Valid values range from 1 to 8.
See also
DVD

audioStreamCount
Usage
-- Lingo syntax
dvdObjRef.audioStreamCount
// JavaScript syntax
dvdObjRef.audioStreamCount;

Description
DVD property; returns the number of available audio streams in the current title. Read-only.
The number of available audio streams ranges from 1 to 8.
See also
DVD

auto
Usage
member(whichCastmember).model(whichModel).lod.auto

Description
3D lod modifier property; allows the modifier to manage the reduction of detail in the model as the distance
between the model and the camera changes.
The setting of the modifier’s bias property determines how aggressively the modifier removes detail from the model
when the auto property is set to TRUE.
The modifier updates its level property as it adjusts the model’s level of detail. Setting the level property has no
effect unless the auto property is set to FALSE.
The #lod modifier can only be added to models created outside of Director in 3D modeling programs. The value of
the type property of the model resources used by these models is #fromFile. The modifier cannot be added to
primitives created within Director.
Example
This statement sets the auto property of the lod modifier of the model named Spaceship to TRUE. The modifier will
automatically set the model’s level of detail.
-- Lingo syntax
member("3D World").model("Spaceship").lod.auto = TRUE
// Java Script
member("3D World").getPropRef("model", 1).getPropRef("lod", 1).auto = true;

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See also
lod (modifier), bias, level

autoblend
Usage
member(whichCastmember).model(whichModel).keyframePlayer.autoblend
member(whichCastmember).model(whichModel).bonesPlayer.autoblend

Description
3D keyframePlayer and bonesPlayer modifier property; indicates whether the modifier creates a linear
transition to the currently playing motion from the motion that preceded it (TRUE) or not (FALSE). If autoBlend
is TRUE, the length of the transition is set by the blendTime property of the modifier. If autoBlend is FALSE, the
transition is controlled by the blendFactor property of the modifier and blendTime is ignored.
Motion blending is completely disabled when blendTime is set to 0 and autoBlend is set to TRUE.
The default value of this property is TRUE.
Example
This statement turns autoblend off for the model named Alien3. The model’s blendFactor setting will be used for
blending successive motions in the playlist.
-- Lingo syntax
member("newaliens").model("Alien3").addModifier(#keyframeplayer)
member("newaliens").model("Alien3").keyframePlayer.autoblend = FALSE
// JavaScript syntax
member("newaliens").getPropRef("model",1).addModifier(symbol("keyframeplayer"));
member("newaliens").getPropRef("model",1).getPropRef("keyframeplayer",1).autoBlend =
false;

See also
blendFactor, blendTime

autoCameraPosition
Usage
member(whichTextCastmember).autoCameraPosition

Description
3D camera property; indicates whether the camera of the 3D text cast member is automatically positioned to show
all of the text (TRUE) or not (FALSE). This is useful when changing the text, font, fontsize, and other properties of the
cast member.
This property is not valid with other types of 3D cast members.

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Example
This statement sets the autoCameraPosition property of the cast member named Headline to FALSE. When the
cast member is displayed in 3D mode, the camera will not be positioned automatically.
-- Lingo syntax
member("Headline").autoCameraPosition = FALSE
// JavaScript syntax
member("Headline").autoCameraPosition = false;

See also
displayMode

autoMask
Usage
member(whichCursorCastMember).autoMask
the autoMask of member whichCastMember

Description
Cast member property; specifies whether the white pixels in the animated color cursor cast member
whichCursorCastMember are transparent, allowing the background to show through (TRUE, default), or opaque
(FALSE).
Example
In this script, when the custom animated cursor stored in cast member 5 enters the sprite, the automask is turned on
so that the background of the sprite will show through the white pixels. When the cursor leaves the sprite, the
automask is turned off.
-- Lingo syntax
on mouseEnter
member 5.autoMask = TRUE
end
on mouseLeave
member 5.autoMask = FALSE
end

Using traditional Lingo syntax, the script is written as:
on mouseEnter
set the autoMask of member 5 = TRUE
end
on mouseLeave
set the autoMask of member 5 = FALSE
end

autoTab
Usage
-- Lingo syntax

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memberObjRef.autoTab
// JavaScript syntax
memberObjRef.autoTab;

Description
Cast member property; determines the effect that pressing the Tab key has on the editable field or text cast member
specified by whichCastMember. The property can be made active (TRUE) or inactive (FALSE). Tabbing order depends
on sprite number order, not position on the Stage.
Example
This statement causes the cast member Comments to automatically advance the insertion point to the next editable
field or text sprite after the user presses Tab.
--Lingo syntax
member ("Comments").autotab = TRUE
// JavaScript syntax
member ("Comments").autotab = true;

axisAngle
Usage
member(whichCastmember).model(whichModel).transform.axisAngle
member(whichCastmember).camera(whichCamera).transform.axisAngle
member(whichCastmember).light(whichLight).transform.axisAngle
member(whichCastmember).group(whichGroup).transform.axisAngle
transformReference.axisAngle

Description
3D transform property; describes the transform’s rotation as an axis/angle pair.
The axisAngle property is a linear list containing a vector (the axis) and a float (the angle). The vector is the axis
around which the transform is rotated. The float is the amount, in degrees, of rotation.
The default value of this property is [vector( 1.0000, 0.0000, 0.0000 ), 0.0000].
Example
This statement shows the rotation of the model named Mailbox as an axisAngle. The model is rotated 145.5 degrees
counterclockwise about the y axis.
-- Lingo syntax
put member("Yard").model("Mailbox").transform.axisAngle
-- [vector( 0.0000, 1.0000, 0.0000 ), -145.5000]
// JavaScript syntax
put(member("Yard").getProp("model",1).transform.axisAngle);
// <[vector( 0.0000, 1.0000, 0.0000 ), -145.5000]>

See also
rotation (transform)

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back
Usage
member(whichCastmember).modelResource(whichModelResource).back

Description
3D #box model resource property; indicates whether the side of the box intersected by its +Z axis is sealed (TRUE)
or open (FALSE).
The default value for this property is TRUE.
Example
This statement sets the back property of the model resource named Crate to FALSE, meaning the back of this box
will be open.
-- Lingo syntax
nmr = member("3D World").newModelResource("Crate", symbol("box"))
member("3D World").modelResource("Crate").back = FALSE
// JavaScript syntax
nmr = member("3D World").newModelResource("Crate", symbol("box"));
member("3D World").getProp("modelresource",10).back = false;

See also
bottom (3D), front, top (3D), left (3D), right (3D)

backColor
Usage
-- Lingo syntax
spriteObjRef.backColor
// JavaScript syntax
spriteObjRef.backColor;

Description
Sprite property; sets the background color of a specified sprite according to the color value assigned. Read/write.
Setting backColor of a sprite is the same as choosing the background color from the Tool palette when the sprite is
selected on the Stage. For the value that a script sets to last beyond the current sprite, the sprite must be a scripted
sprite. The background color applies to all bitmap cast members, in addition to field, button, check box, and radio
cast members.
The backColor value ranges from 0 to 255 for 8-bit color and from 0 to 15 for 4-bit color. The numbers correspond
to the index number of the background color in the current palette. (A color’s index number appears in the color
palette’s lower left corner when you click the color.)
If this property is set on bitmap cast members that are deeper than 1-bit, the backColor may not be seen if the
background of the bitmap is not visible.
If the blend of a sprite is less than 100 but greater than 0, the backColor will mix with the transparent colors.
Note: It is recommended that the newer bgColor property be used instead of the backColor property.

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Example
The following statement sets the variable oldColor to the background color of sprite 5:
-- Lingo syntax
oldColor = sprite(5).backColor
// JavaScript syntax
var oldColor = sprite(5).backColor;

The following statement randomly changes the background color of a random sprite between sprites 11 and 13 to
color number 36:
-- Lingo syntax
sprite(10 + random(3)).backColor = 36
// JavaScript syntax
sprite(10 + random(3)).backColor = 36;

See also
Sprite

backdrop
Usage
sprite(whichSprite).camera{(index)}.backdrop[index].loc
member(whichCastmember).camera(whichCamera).backdrop[index].loc
sprite(whichSprite).camera{(index)}.backdrop[index].source
member(whichCastmember).camera(whichCamera).backdrop[index].source
sprite(whichSprite).camera{(index)}.backdrop[index].scale
member(whichCastmember).camera(whichCamera).backdrop[index].scale
sprite(whichSprite).camera{(index)}.backdrop[index].rotation
member(whichCastmember).camera(whichCamera).backdrop[index].rotation
sprite(whichSprite).camera{(index)}.backdrop[index].regPoint
member(whichCastmember).camera(whichCamera).backdrop[index].regPoint
sprite(whichSprite).camera{(index)}.backdrop[index].blend
member(whichCastmember).camera(whichCamera).backdrop[index].blend
sprite(whichSprite).camera{(index)}.backdrop.count
member(whichCastmember).camera(whichCamera).backdrop.count

Description
3D camera property; a 2D image that is rendered on the camera’s projection plane. All models in the camera’s view
appear in front of the backdrop.
Backdrops have the following properties:
Note: These properties can also be used to get, set, and manipulate overlays. For detailed information, see the individual
property entries.
loc (backdrop and overlay) indicates the 2D location of the backdrop, as measured from the upper left corner of the
sprite.
source indicates the texture used by the backdrop.
scale (backdrop and overlay) is the number by which the height and width of the texture are multiplied to determine
the dimensions of the backdrop.
rotation (backdrop and overlay) is the amount by which the backdrop is rotated about its regPoint.

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regPoint (3D) indicates the registration point of the backdrop.
blend (3D) indicates the opacity of the backdrop.
count (3D) indicates the number of items in the camera’s list of backdrops.
Use the following commands to create and remove backdrops:
addBackdrop creates a backdrop from a texture and adds it to the end of the camera’s list of backdrops.
insertBackdrop creates a backdrop from a texture and adds it to the camera’s list of backdrops at a specific index
position.
removeBackdrop deletes the backdrop.
See also
overlay

backgroundColor
Usage
-- Lingo syntax
memberObjRef.backgroundColor
// JavaScript syntax
memberObjRef.backgroundColor;

Description
Vector shape cast member property; sets the background color of the specified cast member or sprite to the RGB
color value assigned.
This property can be both tested and set.
Example
-- Lingo syntax
member("Archie").backgroundColor= color(255,255,255)
// JavaScript syntax
member("Archie").backgroundColor= color(255,255,255);
See also
bgColor (Window)

beepOn
Usage
-- Lingo syntax
_movie.beepOn
// JavaScript syntax
_movie.beepOn;

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Description
Movie property; determines whether the computer automatically beeps when the user clicks on anything except an
active sprite (TRUE), or not (FALSE, default). Read/write.
Scripts that set beepOn should be placed in frame or movie scripts.
Example
This statement sets beepOn to TRUE:
-- Lingo syntax
_movie.beepOn = TRUE
// JavaScript syntax
_movie.beepOn = true;

This statement sets beepOn to the opposite of its current setting:
-- Lingo syntax
_movie.beepOn = not(_movie.beepOn)
// JavaScript syntax
_movie.beepOn = !(_movie.beepOn);

See also
Movie

bevelDepth
Usage
member(whichTextCastmember).bevelDepth
member(which3DCastmember).modelResource(whichModelResource).bevelDepth

Description
3D text property; indicates the degree of beveling on the 3D text.
For text cast members, this property has no effect unless the member’s displayMode property is set to #mode3D and
its bevelType property is set to #miter or #round.
For extruded text in a 3D cast member, this property has no effect unless the model resource’s bevelType property
is set to #miter or #round.
The range of this property is 0.0 to 10.0, and the default setting is 10.0.
Example
In this example, the cast member named Logo is a text cast member. This statement sets the bevelDepth of logo to
5.5. When logo is displayed in 3D mode, if its bevelType property is set to #miter or #round, the edges of its letters
will exhibit dramatic beveling.
-- Lingo syntax
member("Logo").bevelDepth = 5.5
// JavaScript syntax
member("Logo").bevelDepth = 5.5;

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In this example, the model resource of the model named Slogan is extruded text. This statement sets the bevelDepth
of Slogan’s model resource to 5. If the bevelType property of Slogan is set to #miter or #round, the edges of its
letters will exhibit dramatic beveling.
-- Lingo syntax
member("scene").model("Slogan").resource.bevelDepth = 5

See also
bevelType, extrude3D, displayMode

bevelType
Usage
member(whichTextCastmember).bevelType
member(which3DCastmember).modelResource(whichModelResource).bevelType

Description
3D text property; indicates the style of beveling applied to the 3D text.
For text cast members, this is a member property. For extruded text in a 3D cast member, this is a model resource
property.
The bevelType property has the following possible values:

•

#none

•

#miter (the default)

•

#round

Example
In this example, the cast member named Logo is a text cast member. This statement sets the bevelType of Logo to
#round.
member("logo").beveltype = #round

In this example, the model resource of the model named Slogan is extruded text. This statement sets the bevelType
of Slogan’s model resource to #miter.
member("scene").model("Slogan").resource.bevelType = #miter

See also
bevelDepth, extrude3D, displayMode

bgColor (Window)
Usage
-- Lingo syntax
windowObjRef.bgColor
// JavaScript syntax
windowObjRef.bgColor;

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Description
Window property; determines the background color of a window. Read/write.
Setting the bgColor property is equivalent to setting the color in the Movie Properties dialog box.
Example
This example sets the color of the window named Animals to an RGB value.
-- Lingo syntax
window("Animals").bgColor = color(255, 153, 0)
// JavaScript syntax
window("Animals").bgColor = color(255, 153, 0);

See also
Window

bgColor (Sprite, 3D Member)
Usage
sprite(whichSpriteNumber).bgColor
the bgColor of sprite whichSpriteNumber
the bgColor of the stage
(the stage).bgColor
member(which3dMember).bgcolor

Description
Sprite property, system property, and 3D cast member property; determines the background color of the sprite
specified by whichSprite, the color of the Stage, or the background color of the 3D cast member. Setting the
bgColor sprite property is equivalent to choosing the background color from the Tools window when the sprite is
selected on the Stage. Setting the bgColor property for the Stage is equivalent to setting the color in the Movie
Properties dialog box.
The sprite property has the equivalent functionality of the backColor sprite property, but the color value returned
is a color object of whatever type has been set for that sprite.
This property can be tested and set.
Example
This example sets the color of the Stage to an RGB value
Dot syntax:
(the stage).bgColor = rgb(255, 153, 0)

Verbose Lingo syntax:
set the bgColor of the stage = rgb(255, 153, 0)

See also
color(), backColor, backgroundColor

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bias
Usage
member(whichCastmember).model(whichModel).lod.bias

Description
3D lod modifier property; indicates how aggressively the modifier removes detail from the model when its auto
property is set to TRUE. This property has no effect when the modifier’s auto property is set to FALSE.
The range for this property is from 0.0 (removes all polygons) to +100.0 (removes no polygons). The default setting
is 100.0.
The #lod modifier can only be added to models created outside of Director in 3D modeling programs. The value of
the type property of the model resources used by these models is #fromFile. The modifier cannot be added to
primitives created within Director.
Example
This statement sets the bias property of the lod modifier of the model named Spaceship to 10. If the lod modifier’s
auto property is set to TRUE, the modifier will very aggressively lower the level of detail of Spaceship as it moves away
from the camera.
-- Lingo syntax
member("3D World").model("Spaceship").lod.bias = 10
// Java Script
member("3D World").getPropRef("model", 1).getPropRef("lod", 1).bias = 10;

See also
lod (modifier), auto, level

bitmapSizes
Usage
-- Lingo syntax
memberObjRef.bitmapSizes
// JavaScript syntax
memberObjRef.bitmapSizes;

Description
Font cast member property; returns a list of the bitmap point sizes that were included when the font cast member
was created.
Example
This statement displays the bitmap point sizes that were included when cast member 11 was created:
-- Lingo syntax
put(member(11).bitmapSizes)
// JavaScript syntax
put(member(11).bitmapSizes);

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See also
recordFont, characterSet, originalFont

bitRate
Usage
-- Lingo syntax
memberObjRef.bitRate
// JavaScript syntax
memberObjRef.bitRate;

Description
Shockwave Audio (SWA) cast member property; returns the bit rate, in kilobits per second (Kbps), of the specified
SWA cast member that has been preloaded from the server.
The bitRate member property returns 0 until streaming begins.
Example
This behavior outputs the bit rate of an SWA cast member when the sprite is first encountered.
-- Lingo syntax
property spriteNum
on beginSprite (me)
memName = sprite(spriteNum).member.name
put("The bitRate of member"&&memName&&"is"&&member(memName).bitRate)
end
// JavaScript syntax
function beginSprite() {
var memName = sprite(spriteNum).member.name;
put("The bitRate of member " + memName +" is " + member(memName).bitRate);
}

bitsPerSample
Usage
-- Lingo syntax
memberObjRef.bitsPerSample
// JavaScript syntax
memberObjRef.bitsPerSample;

Description
Shockwave Audio (SWA) cast member property; indicates the bit depth of the original file that has been encoded for
Shockwave Audio (SWA). This property is available only after the SWA sound begins playing or after the file has
been preloaded using the preLoadBuffer command.
This property can be tested but not set.

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Example
This statement assigns the original bit rate of the file used in SWA streaming cast member Paul Robeson to the field
cast member How Deep.
-- Lingo syntax
member("How Deep").text = member("Paul Robeson").bitsPerSample
// JavaScript syntax
member("How Deep").text = member("Paul Robeson").bitsPerSample;

blend (3D)
Usage
sprite(whichSprite).camera{(index)}.backdrop[index].blend
member(whichCastmember).camera(whichCamera).backdrop[index].blend
sprite(whichSprite).camera{(index)}.overlay[index].blend
member(whichCastmember).camera(whichCamera).overlay[index].blend
member(whichCastmember).shader(whichShader).blend
member(whichCastmember).model(whichModel).shader.blend
member(whichCastmember).model(whichModel).shaderList{[index]}.blend

Description
3D backdrop, overlay, and #standard shader property; indicates the opacity of the backdrop, overlay, or shader.
Setting the blend property of a shader will have no effect unless the shader’s transparent property is set to TRUE.
The range of this property is 0 to 100, and the default value is 100.
Example
This statement sets the blend property of the shader for the model named Window to 80. If the transparent
property of Window’s shader is set to TRUE, the model will be slightly transparent.
-- Lingo syntax
member("House").model("Window").shader.blend = 80
// Java Script
member("House").getPropRef("model", 1).shaderList[1].blend = 80;

See also
bevelDepth, overlay, shadowPercentage, transparent

blend (Sprite)
Usage
-- Lingo syntax
spriteObjRef.blend
// JavaScript syntax
spriteObjRef.blend;

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Description
Sprite property; returns or sets a sprite’s blend value, from 0 to 100, corresponding to the blend values in the Sprite
Properties dialog box. Read/write.
The possible colors depend on the colors available in the palette, regardless of the monitor’s color depth.
For best results, use the blend ink with images that have a color depth greater than 8-bit.
Example
The following statement sets the blend value of sprite 3 to 40 percent.
-- Lingo syntax
sprite(3).blend = 40
// JavaScript syntax
sprite(3).blend = 40;

This statement displays the blend value of sprite 3 in the Message window:
-- Lingo syntax
put(sprite(3).blend)
// JavaScript syntax
put(sprite(3).blend);

See also
blendLevel, Sprite

blendConstant
Usage
member(whichCastmember).shader(whichShader).blendConstant
member(whichCastmember).model(whichModel).shader.blendConstant
member(whichCastmember).model(whichModel).shaderList{[index]}.blendConstant

Description
3D #standard shader property; indicates the blending ratio used for the first texture layer of the shader.
If the shader’s useDiffuseWithTexture property is set to TRUE, the texture blends with the color set by the shader’s
diffuse property. If useDiffuseWithTexture is FALSE, white is used for blending.
Each of the other texture layers blends with the texture layer below it. Use the blendConstantList property to
control blending in those texture layers.
The blendConstant property works only when the shader’s blendSource property is set to #constant. For
more information, see blendSource and blendSourceList.
The range of this property is 0 to 100; the default is 50.
Example
In this example, the shader list of the model named MysteryBox contains six shaders. This statement sets the blendConstant property of the second shader to 20. This property is affected by the settings of the blendFunction,
blendFunctionList, blendSource, and blendSourceList properties.
member("Level2").model("MysteryBox").shaderList[2].blendConstant = 20

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See also
blendConstantList, blendFunction, blendFunctionList, blendSource, blendSourceList,
useDiffuseWithTexture, diffuse, diffuseColor

blendConstantList
Usage
member(whichCastmember).shader(whichShader).blendConstantList
member(whichCastmember).model(whichModel).shader.blendConstantList{[index]}
member(whichCastmember).model(whichModel).shaderList{[index]}.blendConstantList{[index]}

Description
3D #standard shader property; indicates the ratio used for blending a texture layer of the shader with the texture
layer below it.
The shader’s texture list and the blend constant list both have eight index positions. Each index position in the blend
constant list controls blending for the texture at the corresponding index position in the texture list. You can set all
index positions of the list to the same value at one time by not specifying the optional index parameter. Use the
index parameter to set the list one index position at a time.
The blendConstantList property works only when the blendSource property of the corresponding texture layer
is set to #constant.
The range of this property is 0 to 100; the default is 50.
Example
In this example, the shader list of the model named MysteryBox contains six shaders. This statement shows the
blendConstant property of each of the textures used by the second shader. This property is affected by the settings
of the blendFunction, blendFunctionList, blendSource, and blendSourceList properties.
-- Lingo syntax
put member("Level2").model("MysteryBox").shaderList[2].blendConstantList
-- [20.0000, 50.0000, 50.0000, 50.0000, 20.0000, 50.0000, 50.0000, 50.0000]
// JavaScript syntax
put(member("Level2").getPropRef("model",3).shaderList[1].blendConstantList);
// <[20.0000, 50.0000, 50.0000, 50.0000, 20.0000, 50.0000, 50.0000, 50.0000]>
put member("Level2").model("MysteryBox").shaderList[2].blendConstantList
-- [20.0000, 50.0000, 50.0000, 50.0000, 20.0000, 50.0000, 50.0000, 50.0000]

See also
blendConstant, blendFunction, blendFunctionList, blendSource, blendSourceList,
useDiffuseWithTexture, diffuse, diffuseColor

blendFactor
Usage
member(whichCastmember).model(whichModel).keyframePlayer.blendFactor
member(whichCastmember).model(whichModel).bonesPlayer.blendFactor

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Description
3D keyframePlayer and bonesPlayer modifier property; indicates the amount by which a motion is combined
with the motion that preceded it.
The range of this property is 0 to 100, and the default value is 0.
BlendFactor is used only when the autoblend property of the modifier is set to FALSE. If the value of the
blendFactor property is 100, the current motion will have none of the characteristics of the motion that preceded

it. If the value of blendFactor is 0, the current motion will have all of the characteristics of the motion that preceded
it and none of its own. If the value of blendFactor is 50, the current motion will be a synthesis equally composed
of its own characteristics and those of the motion that preceded it. The value blendFactor can be varied over time
to create transitions unlike the linear transition created when the modifier’s autoblend property is set to TRUE.
Example
This statement sets the blendFactor property of model Alien3 to 50. If the modifier’s autoblend property is
FALSE, each motion in the playlist of the keyframePlayer for Alien3 will be an even mixture of itself and the
motion that preceded it.
member("newaliens").model("Alien3").keyframePlayer.blendFactor = 50

See also
autoblend, keyframePlayer (modifier)

blendFunction
Usage
member(whichCastmember).shader(whichShader).blendFunction
member(whichCastmember).model(whichModel).shader.blendFunction
member(whichCastmember).model(whichModel).shaderList{[index]}.blendFunction

Description
3D #standard shader property; indicates the type of blending used by the first texture layer of the shader.
If the shader’s useDiffuseWithTexture property is set to TRUE, the texture blends with the color set by the shader’s
diffuse property. If useDiffuseWithTexture is FALSE, white is used for blending.

Each of the other texture layers blends with the texture layer below it. Use the blendFunctionList property to
control blending in those texture layers.
The blendFunction property can have the following values:
#multiply multiplies the RGB values of the texture layer by the color being used for blending (see above).
#add adds the RGB values of the texture layer to the color being used for blending, and then clamps to 255.
#replace prevents the texture from being blended with the color set by the shader’s diffuse property.
#blend combines the colors of the texture layer with the color being used for blending in the ratio set by the
blendConstant property.

The default value of this property is #multiply.

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Example
In this example, the shader list of the model named MysteryBox contains six shaders. This statement sets the blendFunction property of the second shader to #blend. This enables the settings of the blendSource, blendSourceList, blendConstant, and blendConstantList properties.
member("Level2").model("MysteryBox").shaderList[2].blendFunction = #blend

See also
blendConstant, blendConstantList, blendFunctionList, blendSource, blendSourceList,
useDiffuseWithTexture, diffuse, diffuseColor

blendFunctionList
Usage
member(whichCastmember).shader(whichShader).blendFunctionList{[index]}
member(whichCastmember).model(whichModel).shader.blendFunctionList{[index]}
member(whichCastmember).model(whichModel).shaderList{[index]}.blendFunctionList{[index]}

Description
3D #standard shader property; a linear list that indicates the manner in which each texture layer blends with the
texture layer below it.
The shader’s texture list and blend function list both have eight index positions. Each index position in the blend
function list controls blending for the texture at the corresponding index position in the texture list. You can set all
index positions of the list to the same value at one time by not specifying the optional index parameter. Use the
index parameter to set the list one index position at a time.
Each index position of the blend function list can have one of the following values:
#multiply multiplies the RGB values of the texture layer by the RGB values of the texture layer below it.
#add adds the RGB values of the texture layer to the RGB values of the texture layer below it, and then clamps to 255.
#replace causes the texture to cover the texture layer below it. No blending occurs.
#blend causes blending to be controlled by the value of the blendSource property, which allows alpha blending.

The default value of this property is #multiply.
Example
In this example, the shaderList property of the model named MysteryBox contains six shaders. This statement
shows that the value of the fourth index position of the blendFunctionList property of the second shader is set to
#blend. Blending of the fourth texture layer of the second shader of the model will be controlled by the settings of
the blendSource, blendSourceList, blendConstant, blendConstantList, diffuse, diffuseColor,
and useDiffuseWithTexture properties.
put member("Level2").model("MysteryBox").shaderList[2].blendFunctionList[4]
-- #blend

See also
blendConstant, blendConstantList, blendFunction, blendSource, blendSourceList, diffuse,
diffuseColor, useDiffuseWithTexture

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blendLevel
Usage
sprite(whichSpriteNumber).blendLevel
the blendLevel of sprite whichSpriteNumber

Description
Sprite property; allows the current blending value of a sprite to be set or accessed. The possible range of values is
from 0 to 255. This differs from the Sprite Inspector, which shows values in the range 0 to 100. The results are the
same, the scales simply differ.
This property is the equivalent of the blend sprite property.
Example
sprite(3).blendlevel = 99

See also
blend (Sprite)

blendRange
Usage
member(whichCastmember).modelResource(whichModelResource).blendRange.start
modelResourceObjectReference.blendRange.end
member(whichCastmember).modelResource(whichModelResource).blendRange.start
modelResourceObjectReference.blendRange.end

Description
3D property; when used with a model resource whose type is #particle, allows you to get or set the start and end
of the model resource’s blend range.
The opacity of particles in the system is interpolated linearly between blendRange.start and blendRange.end
over the lifetime of each particle.
This property’s value must be greater than or equal to 0.0 and less than or equal to 100.0. The default value for this
property is 100.0.
Example
This statement sets the blendRange properties of model resource ThermoSystem, which is of the type #particle.
The first line sets the start value to 100, and the second line sets the end value to 0. The effect of this statement is that
the particles of ThermoSystem are fully opaque when they first appear, and then gradually fade to transparent during
their lifetime.
member("Heater").modelResource("ThermoSystem").blendRange.start = 100.0
member("Heater").modelResource("ThermoSystem").blendRange.end = 0.0

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blendSource
Usage
member(whichCastmember).shader(whichShader).blendSource
member(whichCastmember).model(whichModel).shader.blendSource
member(whichCastmember).model(whichModel).shaderList{[index]}.blendSource

Description
3D #standard shader property; indicates whether blending of the first texture layer in the shader’s texture list is
based on the texture’s alpha information or a constant ratio.
If the shader’s useDiffuseWithTexture property is set to TRUE, the texture blends with the color set by the shader’s
diffuse property. If useDiffuseWithTexture is FALSE, white is used for blending.

Each of the other texture layers blends with the texture layer below it. Use the blendSourceList property to control
blending in those texture layers.
The blendSource property works only when the shader’s blendFunction property is set to #blend.
The possible values of this property are as follows:
#alpha causes the alpha information in the texture to determine the blend ratio of each pixel of the texture with the
color being used for blending (see above).
#constant causes the value of the shader’s blendConstant property to be used as the blend ratio for all the pixels

of the texture.
The default value of this property is #constant.
Example
In this example, the shader list of the model named MysteryBox contains six shaders. This statement sets the blendSource property of the first texture used by the second shader to #constant. This enables the settings of the blendConstant and blendConstantList properties.
-- Lingo syntax
member("Level2").model("MysteryBox").shaderList[2].blendSource = #constant
// JavaScript syntax
member("Level2").getPropRef("model",3).shaderList[2].blendSource = symbol("constant");

See also
blendSourceList, blendFunction, blendFunctionList, blendConstant, blendConstantList,
useDiffuseWithTexture, diffuse, diffuseColor

blendSourceList
Usage
member(whichCastmember).shader(whichShader).blendSourceList[index]
member(whichCastmember).model(whichModel).shader.blendSourceList{[index]}
member(whichCastmember).model(whichModel).shaderList{[index]}.blendSourceList{[index]}

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Description
3D #standard shader property; indicates whether blending of a texture layer with the texture layers below it is based
on the texture’s alpha information or a constant ratio.
The shader’s texture list and the blend source list both have eight index positions. Each index position in the blend
source list controls blending for the texture at the corresponding index position in the texture list. You can set all
index positions of the list to the same value at one time by not specifying the optional index parameter. Use the
index parameter to set the list one index position at a time.
The blendSourceList property only works when the blendFunction property of the corresponding texture layer
is set to #blend. See blendFunction and blendFunctionList for more information.
The possible values of this property are as follows:
#alpha causes the alpha information in the texture to determine the blend ratio of each pixel of the texture layer with
the layer below it.
#constant causes the value of the blendConstant property of the corresponding texture layer to be used as the

blend ratio for all of the pixels of the texture layer. See blendConstant and blendConstantList for more information.
The default value of this property is #constant.
Example
In this example, the shader list of the model MysteryBox contains six shaders. Each shader has a texture list that
contains up to eight textures. This statement shows that the blendSource property of the fourth texture used by the
second shader is set to #constant. This enables the settings of the blendConstant, blendConstantList, and
useDiffuseWithTexture properties
member("Level2").model("MysteryBox").shaderList[2].blendSourceList[4] = #constant

See also
blendSource, blendFunction, blendFunctionList, blendConstant, blendConstantList,
useDiffuseWithTexture, diffuse, diffuseColor

blendTime
Usage
member(whichCastmember).model(whichModel).keyframePlayer.blendTime
member(whichCastmember).model(whichModel).bonesPlayer.blendTime

Description
3D keyframePlayer and bonesPlayer modifier property; determines the duration, in milliseconds, of the
transition between motions in the playlist of the modifier for the model.
The blendTime property works in conjunction with the modifier’s autoBlend property. When autoBlend is set to
TRUE, the modifier creates a linear transition to the model’s currently playing motion from the motion that preceded
it. The value of the blendTime property is the length of that transition. The blendTime property is ignored if
autoBlend is set to FALSE.
The default setting of this property is 500.

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Example
This statement sets the length of the transition between motions in the playlist of the modifier for the model named
Alien5 to 1200 milliseconds.
member("newaliens").model("Alien5").keyframePlayer.blendTime = 1200

See also
autoblend, blendFactor

bone
Usage
-- Lingo Usage
member(whichCastmember).modelResource(whichModelResource).bone.count
member(whichCastmember).model(whichModel).bonesPlayer.bone[index].transform
member(whichCastmember).model(whichModel).bonesPlayer.bone[index].worldTransform
// JavaScript Usage
member(whichCastmember).getProp("model",
whichModelIndex).getPropRef("bonesplayer").getPropRef("bone", whichBoneIndex).transform
member(whichCastmember).getProp("model",
whichModelIndex).getPropRef("bonesplayer").getPropRef("bone",
whichBoneIndex).worldTransform

Description
3D element; a bone is structural element of a model resource authored in a 3D modeling program. Bones cannot be
created, deleted, or rearranged in Director.
Bones (#bones) motions, which also must be scripted in a 3D modeling program, act upon the bone structure of a
model resource, and are managed in Director by the bonesPlayer modifier.
See also
count (3D), bonesPlayer (modifier), transform (property), worldTransform

bonesPlayer (modifier)
Usage
member(whichCastmember).model(whichModel).bonesPlayer.whichBonesPlayerProperty

Description
3D modifier; manages the use of motions by models. The motions managed by the bonesPlayer modifier animate
segments, called bones, of the model.
Motions and the models that use them must be created in a 3D modeling program, exported as W3D files, and then
imported into a movie. Motions cannot be applied to model primitives created within Director.
Adding the bonesPlayer modifier to a model by using the addModifier command allows access to the following
bonesPlayer modifier properties:

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playing (3D) indicates whether a model is executing a motion.
playlist is a linear list of property lists containing the playback parameters of the motions that are queued for a

model.
currentTime (3D) indicates the local time, in milliseconds, of the currently playing or paused motion.
playRate (3D) is a number that is multiplied by the scale parameter of the play() or queue() command to
determine the playback speed of the motion.
playlist.count (3D) returns the number of motions currently queued in the playlist.
rootLock indicates whether the translational component of the motion is used or ignored.
currentLoopState indicates whether the motion plays once or repeats continuously.
blendTime indicates the length of the transition created by the modifier between motions when the modifier’s
autoblend property is set to TRUE.
autoblend indicates whether the modifier creates a linear transition to the currently playing motion from the

motion that preceded it.
blendFactor indicates the degree of blending between motions when the modifier’s autoBlend property is set to
FALSE.
bone[boneId].transform indicates the transform of the bone relative to the parent bone. You can find the boneId
value by testing the getBoneID property of the model resource. When you set the transform of a bone, it is no longer
controlled by the current motion, and cannot be returned to the control of the motion. Manual control ends when
the current motion ends.
bone[boneId].getWorldTransform returns the world-relative transform of the bone.
lockTranslation indicates whether the model can be displaced from the specified planes.
positionReset indicates whether the model returns to its starting position after the end of a motion or each
iteration of a loop.
rotationReset indicates the rotational element of a transition from one motion to the next, or the looping of a

single motion.
Note: For more detailed information about these properties, see the individual property entries.
The bonesPlayer modifier uses the following commands:
pause() (3D) halts the motion currently being executed by the model.
play() (3D) initiates or unpauses the execution of a motion.
playNext() (3D) initiates playback of the next motion in the playlist.
queue() (3D) adds a motion to the end of the playlist.

The bonesPlayer modifier generates the following events, which are used by handlers declared in the registerForEvent() and registerScript() commands. The call to the declared handler includes three arguments: the
event type (either #animationStarted or #animationEnded), the name of the motion, and the current time of the
motion. For detailed information about notification events, see registerForEvent().
#animationStarted is sent when a motion begins playing. If blending is used between motions, the event is sent

when the transition begins.

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#animationEnded is sent when a motion ends. If blending is used between motions, the event is sent when the

transition ends.
See also
keyframePlayer (modifier), addModifier, modifiers, modifier

border
Usage
-- Lingo syntax
memberObjRef.border
// JavaScript syntax
memberObjRef.border;

Description
Field cast member property; indicates the width, in pixels, of the border around the specified field cast member.
Example
This statement makes the border around the field cast member Title 10 pixels wide.
--Lingo syntax
member("Title").border = 10
// JavaScript syntax
member("Title").border = 10;

bottom
Usage
-- Lingo syntax
spriteObjRef.bottom
// JavaScript syntax
spriteObjRef.bottom;

Description
Sprite property; specifies the bottom vertical coordinate of the bounding rectangle of a sprite. Read/write.
Example
This statement assigns the vertical coordinate of the bottom of the sprite numbered (i + 1) to the variable named
lowest.
-- Lingo syntax
lowest = sprite(i + 1).bottom
// JavaScript syntax
var lowest = sprite(i + 1).bottom;

See also
Sprite

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bottom (3D)
Usage
member(whichCastmember).modelResource(whichModelResource).bottom

Description
3D #box model resource property; indicates whether the side of the box intersected by its -Y axis is sealed (TRUE) or
open (FALSE).
The default value for this property is TRUE.
Example
This statement sets the bottom property of the model resource named GiftBox to TRUE, meaning the bottom of this
box will be closed.
-- Lingo syntax
nmr = member("3D World").newModelresource("GiftBox", #box)
member("3D World").modelResource("GiftBox").bottom = TRUE
// JavaScript syntax
nmr = member("3D World").newModelresource("GiftBox",symbol("box"));
member("3D World").getProp("modelresource",10).bottom = true;

See also
back, front, top (3D), left (3D), right (3D), bottomCap

bottomCap
Usage
member(whichCastmember).modelResource(whichModelResource).bottomCap

Description
3D #cylinder model resource property; indicates whether the end of the cylinder intersected by its -Y axis is sealed
(TRUE) or open (FALSE).
The default value for this property is TRUE.
Example
This statement sets the bottomCap property of the model resource named Cylinder11 to FALSE, meaning the
bottom of this cylinder will be open.
-- Lingo syntax
nmr = member("3D World").newModelresource("Cylinder11", #cylinder);
member("3D World").modelResource("Cylinder11").bottomCap = FALSE
// JavaScript syntax
nmr = member("3D World").newModelresource("Cylinder11", symbol("cylinder"));
member("3D World").getPropRef("modelResource", 11).bottomCap = false;

See also
topCap, bottomRadius, bottom (3D)

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bottomRadius
Usage
member(whichCastmember).modelResource(whichModelResource).bottomRadius

Description
3D #cylinder model resource property; indicates the radius, in world units, of the end of the cylinder that is intersected by its -Y axis.
The default value for this property is 25.
Example
This statement sets the bottomRadius property of the model resource named Tube to 38.5.
member("3D World").modelResource("Tube").bottomRadius = 38.5

See also
topRadius, bottomCap

bottomSpacing
Usage
-- Lingo syntax
chunkExpression.bottomSpacing
// JavaScript syntax
chunkExpression.bottomSpacing;

Description
Text cast member property; enables you to specify additional spacing applied to the bottom of each paragraph in the
chunkExpression portion of the text cast member.
The value itself is an integer, where less than 0 indicates less spacing between paragraphs and greater than 0 indicates
more spacing between paragraphs.
The default value is 0, which results in default spacing between paragraphs.
Note: This property, like all text cast member properties, supports only dot syntax.
Example
This example adds spacing after the first paragraph in cast member News Items.
--Lingo syntax
member("News Items").paragraph[1].bottomSpacing=20
// JavaScript syntax
member("News Items").getPropRef("paragraph", 1).bottomSpacing=20;

See also
top (3D)

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boundary
Usage
member(whichCastmember).model(whichModel).inker.boundary
member(whichCastmember).model(whichModel).toon.boundary

Description
3D inker and toon modifier property; allows you to set whether a line is drawn at the edges of a model.
The default setting for this property is TRUE.
Example
This statement sets the boundary property of the inker modifier applied to the model named Box to TRUE. Lines will
be drawn at the edges of the surface of the model.
-- Lingo syntax
member("shapes").model("Box").addModifier(#inker)
member("shapes").model("Box").inker.boundary = TRUE
// JavaScript syntax
member("shapes").getProp("model",1).addModifier(symbol("inker"));
member("shapes").getProp("model",1).getPropRef("inker").boundary = true;

See also
lineColor, lineOffset, silhouettes, creases

boundingSphere
Usage
member(whichCastmember).model(whichModel).boundingSphere
member(whichCastmember).group(whichGroup).boundingSphere
member(whichCastmember).light(whichLight).boundingSphere
member(whichCastmember).camera(whichCamera).boundingSphere

Description
3D model, group, light, and camera property; describes a sphere that contains the model, group, light, or camera and
its children.
The value of this property is a list containing the vector position of the center of the sphere and the floating-point
length of the sphere’s radius.
This property can be tested but not set.
Example
This example displays the bounding sphere of a light in the message window.
-- Lingo syntax
put member("newAlien").light[5].boundingSphere
-- [vector(166.8667, -549.6362, 699.5773), 1111.0039]
// JavaScript syntax
put(member("newAlien").getProp("light",5).boundingSphere);
// <[vector(166.8667, -549.6362, 699.5773), 1111.0039]>

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See also
debug

boxDropShadow
Usage
-- Lingo syntax
memberObjRef.boxDropShadow
// JavaScript syntax
memberObjRef.boxDropShadow;

Description
Cast member property; determines the size, in pixels, of the drop shadow for the box of the field cast member
specified by whichCastMember.
Example
This statement makes the drop shadow of field cast member Title 10 pixels wide.
--Lingo syntax
member("Title").boxDropShadow = 10
// JavaScript syntax
member("Title").boxDropShadow = 10;

boxType
Usage
-- Lingo syntax
memberObjRef.boxType
// JavaScript syntax
memberObjRef.boxType;

Description
Cast member property; determines the type of text box used for the specified cast member. The possible values are
#adjust, #scroll, #fixed, and #limit.
Example
This statement makes the box for field cast member Editorial a scrolling field.
--Lingo syntax
member("Editorial").boxType = #scroll
// JavaScript syntax
member("Editorial").boxType = symbol("scroll");

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brightness
Usage
member(whichCastmember).shader(whichShader).brightness
member(whichCastmember).model(whichModel).shader.brightness
member(whichCastmember).model(whichModel).shaderList{[index]}.brightness

Description
3D #newsprint and #engraver shader property; indicates the amount of white blended into the shader.
The range of this property is 1 to 100; the default value is 0.
Example
This statement sets the brightness of the shader used by the model named gbCyl2 to half of its maximum value.
-- Lingo syntax
member("scene").model("gbCyl2").shader.brightness = 50
// JavaScript syntax
member("scene").getProp("shader",1).brightness = 50;

See also
newShader

broadcastProps
Usage
-- Lingo syntax
memberObjRef.broadcastProps
// JavaScript syntax
memberObjRef.broadcastProps;

Description
Cast member property; controls whether changes made to a Flash or Vector shape cast member are immediately
broadcast to all of its sprites currently on the Stage (TRUE) or not (FALSE).
When this property is set to FALSE, changes made to the cast member are used only as defaults for new sprites and
don’t affect sprites on the Stage.
The default value for this property is TRUE, and it can be both tested and set.
Example
This frame script assumes that a Flash movie cast member named Navigation Movie has been set up with its broadcastProps property set to FALSE. The script momentarily allows changes to a Flash movie cast member to be
broadcast to its sprites currently on the Stage. It then sets the viewScale property of the Flash movie cast member,
and that change is broadcast to its sprite. The script then prevents the Flash movie from broadcasting changes to its
sprites.
-- Lingo syntax
on enterFrame
member("Navigation Movie").broadcastProps = TRUE
member("Navigation Movie").viewScale = 200

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member("Navigation Movie").broadcastProps = FALSE
end
// JavaScript syntax
function enterFrame() {
member("Navigation Movie").broadcastProps = 1;
member("Navigation Movie").viewScale = 200;
member("Navigation Movie").broadcastProps = 0;
}

bufferSize
Usage
-- Lingo syntax
memberObjRef.bufferSize
// JavaScript syntax
memberObjRef.bufferSize;

Description
Flash cast member property; controls how many bytes of a linked Flash movie are streamed into memory at one time.
The bufferSize member property can have only integer values. This property has an effect only when the cast
member’s preload property is set to FALSE.
This property can be tested and set. The default value is 32,768 bytes.
Example
This startMovie handler sets up a Flash movie cast member for streaming and then sets its bufferSize property.
-- Lingo syntax
on startMovie
member.("Flash Demo").preload = FALSE
member.("Flash Demo").bufferSize = 65536
end
// JavaScript syntax
function startMovie() {
member.("Flash Demo").preload = 0;
member.("Flash Demo").bufferSize = 65536;
}

See also
bytesStreamed, preLoadRAM, stream(), streamMode

buttonCount
Usage
-- Lingo syntax
dvdObjRef.buttonCount
// JavaScript syntax
dvdObjRef.buttonCount;

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Description
DVD property; returns the number of available buttons on the current DVD menu. Read-only.
Currently unsupported on Mac.
See also
DVD

buttonsEnabled
Usage
-- Lingo syntax
memberOrSpriteObjRef.buttonsEnabled
// JavaScript syntax
memberOrSpriteObjRef.buttonsEnabled;

Description
Flash cast member property and sprite property; controls whether the buttons in a Flash movie are active (TRUE,
default) or inactive (FALSE). Button actions are triggered only when the actionsEnabled property is set to TRUE.
This property can be tested and set.
Example
This handler accepts a sprite reference and toggles the sprite’s buttonsEnabled property on or off.
-- Lingo syntax
on ToggleButtons(whichSprite)
sprite(whichSprite).buttonsEnabled = not(sprite(whichSprite).buttonsEnabled)
end
// JavaScript syntax
function ToggleActions(whichSprite) {
sprite(whichSprite).buttonsEnabled = !(sprite(whichSprite).buttonsEnabled);
}

See also
actionsEnabled

buttonStyle
Usage
-- Lingo syntax
_movie.buttonStyle
// JavaScript syntax
_movie.buttonStyle;

Description
Movie property; determines the visual response of buttons while the mouse button is held down. Read/write.
This property applies only to buttons created with the Button tool in the Tool palette.

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The buttonStyle property can have these values:

• 0 (list style: default)—Subsequent buttons are highlighted when the pointer passes over them. Releasing the
mouse button activates the script associated with that button.
• 1 (dialog style)—Only the first button clicked is highlighted. Subsequent buttons are not highlighted. Releasing
the mouse button while the pointer is over a button other than the original button clicked does not activate the script
associated with that button.
Example
The following statement sets the buttonStyle property to 1:
-- Lingo syntax
_movie.buttonStyle = 1
// JavaScript syntax
_movie.buttonStyle = 1;

This statement remembers the current setting of the buttonStyle property by putting the current buttonStyle
value in the variable buttonStyleValue:
-- Lingo syntax
buttonStyleValue = _movie.buttonStyle
// JavaScript syntax
var buttonStyleValue = _movie.buttonStyle;

See also
Movie

buttonType
Usage
member(whichCastMember).buttonType
the buttonType of member whichCastMember

Description
Button cast member property; indicates the specified button cast member’s type. Possible values are #pushButton,
#checkBox, and #radioButton. This property applies only to buttons created with the button tool in the Tool
palette.
Example
This statement makes the button cast member Editorial a check box.
--Lingo Dot syntax:
member("Editorial").buttonType = #checkBox
--Lingo Verbose syntax:
set the buttonType of member "Editorial" to #checkBox
// JavaScript syntax
member("Editorial").buttonType = symbol("checkBox");

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bytesStreamed
Usage
-- Lingo syntax
memberObjRef.bytesStreamed
// JavaScript syntax
memberObjRef.bytesStreamed;

Description
Flash and Shockwave Audio cast member property; indicates the number of bytes of the specified cast member that
have been loaded into memory. The bytesStreamed property returns a value only when the Director movie is
playing. It returns an integer value.
This property can be tested but not set.
Example
This handler accepts a cast member reference as a parameter, and it then uses the stream command to load the cast
member into memory. Every time it streams part of the cast member into memory, it uses the bytesStreamed
property to report in the Message window how many bytes have been streamed.
-- Lingo syntax
on fetchMovie(whichFlashMovie)
repeat while member(whichFlashMovie).percentStreamed < 100
stream(member(whichFlashMovie))
put("Number of bytes streamed:" && member(whichFlashMovie).bytesStreamed)
end repeat
end
// JavaScript syntax
function fetchMovie(whichFlashMovie)
var i = member(whichFlashMovie).percentStreamed;
while(i < 100) {
stream(member(whichFlashMovie));
trace( "Number of bytes streamed: " + member(whichFlashMovie).bytesStreamed);
}
}

See also
bufferSize, percentStreamed (Member), stream()

bytesStreamed (3D)
Usage
member(whichCastMember).bytesStreamed

Description
3D cast member property; indicates how much of the initial file import or the last requested file load has loaded.
Example
This statement shows that 325,300 bytes of the cast member named Scene have been loaded.
put member("Scene").bytesStreamed

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-- 325300

See also
streamSize (3D), state (3D)

camera
Usage
member(whichCastMember).camera(whichCamera)
member(whichCastMember).camera[index]
member(whichCastMember).camera(whichCamera).whichCameraProperty
member(whichCastMember).camera[index].whichCameraProperty
sprite(whichSprite).camera{(index)}
sprite(whichSprite).camera{(index)}.whichCameraProperty

Description
3D element; an object at a vector position from which the 3D world is viewed.
Each sprite has a list of cameras. The view from each camera in the list is displayed on top of the view from camera
with lower index positions. You can set the rect (camera) property of each camera to display multiple views
within the sprite.
Cameras are stored in the camera palette of the cast member. Use the newCamera and deleteCamera commands to
create and delete cameras in a 3D cast member.
The camera property of a sprite is the first camera in the list of cameras of the sprite. The camera referred to by
sprite(whichSprite).camera is the same as sprite(whichSprite).camera(1). Use the addCamera and
deleteCamera commands to build the list of cameras in a 3D sprite.

For a complete list of camera properties and commands, see the Using Director topics in the Director Help Panel.
Example
This statement sets the camera of sprite 1 to the camera named TreeCam of the cast member named Picnic.
-- Lingo syntax
sprite(1).camera = member("Picnic").camera("TreeCam")

This statement sets the camera of sprite 1 to camera 2 of the cast member named Picnic.
-- Lingo syntax
sprite(1).camera = member("Picnic").camera[2]
// JavaScript syntax
sprite(1).camera = member("Picnic").getProp("camera", 2);

See also
bevelDepth, overlay, modelUnderLoc, spriteSpaceToWorldSpace, fog, clearAtRender

cameraPosition
Usage
member(whichCastMember).cameraPosition
sprite(whichSprite).cameraPosition

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Description
3D cast member and sprite property; indicates the position of the default camera.
The default value of this property is vector(0, 0, 250). This is the position of the default camera in a newly created
3D cast member.
Example
This statement shows that the position of the default camera of the cast member named Babyland is the vector (117.5992, -78.9491, 129.0254)
-- Lingo syntax
member("Babyland").cameraPosition = vector(-117.5992, -78.9491, 129.0254)
// JavaScript syntax
member("Babyland").cameraPosition = vector(-117.5992, -78.9491, 129.0254);

See also
cameraRotation, autoCameraPosition

cameraRotation
Usage
member(whichCastMember).cameraRotation
sprite(whichSprite).cameraRotation

Description
3D cast member and sprite property; indicates the position of the default camera.
The default value of this property is vector(0, 0, 0). This is the rotation of the default camera in a newly created 3D
cast member.
Example
This statement shows that the rotation of the default camera of the cast member named Babyland is the vector
(82.6010, -38.8530, -2.4029).
member("babyland").cameraRotation = vector(82.6010, -38.8530, -2.4029)

See also
cameraPosition, autoCameraPosition

castLib
Usage
-- Lingo syntax
_movie.castLib[castNameOrNum]
// JavaScript syntax
_movie.castLib[castNameOrNum];

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Description
Movie property; provides named or indexed access to the cast libraries of a movie, whether the movie is active or
not. Read-only.
The castNameOrNum argument can be either a string that specifies the name of the movie to access or an integer that
specifies the number of the movie to access.
This property provides functionality similar to the top level castLib() method, except that the castLib() method
applies only to the currently active movie.
Example
This statement displays the number of the Buttons cast in the Message window.
-- Lingo syntax
put(_movie.castLib["Buttons"].number)
// JavaScript syntax
put(_movie.castLib["Buttons"].number);

See also
castLib(), Movie

castLibNum
Usage
-- Lingo syntax
memberObjRef.castLibNum
// JavaScript syntax
memberObjRef.castLibNum;

Description
Member property; determines the number of the cast library that a cast member belongs to. Read-only.
Example
This statement determines the number of the cast to which cast member Jazz is assigned.
-- Lingo syntax
put(member("Jazz").castLibNum)
// JavaScript syntax
put(member("Jazz").castLibNum);

The following statement changes the cast member assigned to sprite 5 by switching its cast to Wednesday Schedule.
-- Lingo syntax
sprite(5).castLibNum = castLib("Wednesday Schedule").number
// JavaScript syntax
sprite(5).castLibNum = castLib("Wednesday Schedule").number;

See also
Cast Library, Member

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castMemberList
Usage
-- Lingo syntax
memberObjRef.castMemberList
// JavaScript syntax
memberObjRef.castMemberList;

Description
Cursor cast member property; specifies a list of cast members that make up the frames of a cursor. For
whichCursorCastMember, substitute a cast member name (within quotation marks) or a cast member number. You
can also specify cast members from different casts.
The first cast member in the list is the first frame of the cursor, the second cast member is the second frame, and so
on.
If you specify cast members that are invalid for use in a cursor, they will be ignored, and the remaining cast members
will be used.
This property can be tested and set.
Example
This command sets a series of four cast members for the animated color cursor cast member named myCursor.
-- Lingo syntax
member("myCursor").castmemberList = [member(1), member(2), member(1, 2), member(2, 2)]
// JavaScript syntax
member("myCursor").castmemberList = list(member(1), member(2), member(1, 2), member(2, 2));

center
Usage
member(whichCastMember).center
the center of member whichCastMember

Description
Cast member property; interacts with the crop cast member property.

•

When the crop property is FALSE, the center property has no effect.

•

When crop is TRUE and center is TRUE, cropping occurs around the center of the digital video cast member.

•

When crop is TRUE and center is FALSE, the digital video’s right and bottom sides are cropped.

This property can be tested and set.
Example
This statement causes the digital video cast member Interview to be displayed in the top left corner of the sprite.
-- Lingo Dot syntax:
member("Interview").center = FALSE
-- Lingo Verbose syntax:

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set the center of member "Interview" to FALSE
// JavaScript syntax
member("Interview").center = false

See also
crop, centerRegPoint, regPoint, scale (Member)

centerRegPoint
Usage
-- Lingo syntax
memberObjRef.centerRegPoint
// JavaScript syntax
memberObjRef.centerRegPoint;

Description
Flash, vector shape, and bitmap cast member property; automatically centers the registration point of the cast
member when you resize the sprite (TRUE, default); or repositions the registration point at its current point value
when you resize the sprite, set the defaultRect property, or set the regPoint property (FALSE).
This property can be tested and set.
Example
This script checks to see if a Flash movie’s centerRegPoint property is set to TRUE. If it is, the script uses the
regPoint property to reposition the sprite’s registration point to its upper left corner. By checking the centerRegPoint property, the script ensures that it does not reposition a registration point that had been previously set using
the regPoint property.
-- Lingo syntax
property spriteNum
on beginSprite me
if sprite(spriteNum).member.centerRegPoint = TRUE then
sprite(spriteNum).member.regPoint = point(0,0)
end if
end
// JavaScript syntax
function beginSprite() {
var ctrRg = sprite(this.spriteNum).member.centerRegPoint;
if (ctrRg == 1) {
sprite(this.spriteNum).member.regPoint = point(0,0);
}
}

See also
regPoint

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centerStage
Usage
-- Lingo syntax
_movie.centerStage
// JavaScript syntax
_movie.centerStage;

Description
Movie property; determines whether the Stage is centered on the monitor when the movie is loaded (TRUE, default)
or not centered (FALSE). Read/write.
Place the statement that includes this property in the movie that precedes the movie you want it to affect.
This property is useful for checking the Stage location before a movie plays from a projector.
Note: Be aware that behavior while playing back in a projector differs between Windows and Mac systems. Settings
selected during creation of the projector may override this property.
Example
This statement sends the movie to a specific frame if the Stage is not centered:
-- Lingo syntax
if (_movie.centerStage = FALSE) then
_movie.go("Off Center")
end if
// JavaScript syntax
if (_movie.centerStage == false) {
_movie.go("Off Center");
}

This statement changes the centerStage property to the opposite of its current value:
-- Lingo syntax
_movie.centerStage = not(_movie.centerStage)
// JavaScript syntax
_movie.centerStage = !(_movie.centerStage)

See also
fixStageSize, Movie

changeArea
Usage
member(whichCastMember).changeArea
the changeArea of member whichCastMember

Description
Transition cast member property; determines whether a transition applies only to the changing area on the Stage
(TRUE) or to the entire Stage (FALSE). Its effect is similar to selecting the Changing Area Only option in the Frame
Properties Transition dialog box.

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This property can be tested and set.
Example
This statement makes the transition cast member Wave apply only to the changing area on the Stage.
-- Lingo Dot syntax:
member("Wave").changeArea = TRUE
-- Lingo Verbose syntax:
set the changeArea of member "Wave" to TRUE
// JavaScript syntax
member("Wave").changeArea = true;

channelCount
Usage
-- Lingo syntax
soundChannelObjRef.channelCount
// JavaScript syntax
soundChannelObjRef.channelCount;

Description
Sound Channel property; determines the number of channels in the currently playing or paused sound in a given
sound channel. Read-only.
This property is useful for determining whether a sound is in monaural or in stereo.
Example
This statement determines the number of channels in the sound cast member, Jazz.
-- Lingo syntax
put(member("Jazz").channelCount)
// JavaScript syntax
put(member("Jazz").channelCount);

This statement determines the number of channels in the sound member currently playing in sound channel 2:
-- Lingo syntax
put(sound(2).channelCount)
// JavaScript syntax
put(sound(2).channelCount);

See also
Sound Channel

chapter
Usage
-- Lingo syntax

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dvdObjRef.chapter
// JavaScript syntax
dvdObjRef.chapter;

Description
DVD property; returns the number of the current chapter. Read/write.
Example
This statement returns the current chapter:
-- Lingo syntax
trace (member(1).chapter)-- 1
// JavaScript syntax
trace (member(1).chapter);// 1

See also
DVD

chapterCount
Usage
-- Lingo syntax
dvdObjRef.chapterCount
// JavaScript syntax
dvdObjRef.chapterCount;

Description
DVD property; returns the number of available chapters in a title. Read-only.
Example
This statement returns the number of chapters in the current title:
-- Lingo syntax
trace (member(1).chapterCount)-- 17
// JavaScript syntax
trace (member(1). chapterCount);// 17

See also
chapterCount(), DVD

characterSet
Usage
-- Lingo syntax
memberObjRef.characterSet
// JavaScript syntax
memberObjRef.characterSet;

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Description
Font cast member property; returns a string containing the characters included for import when the cast member
was created. If all characters in the original font were included, the result is an empty string.
Example
This statement displays the characters included when cast member 11 was created. The characters included during
import were numerals and Roman characters.
-- Lingo syntax
put(member(11).characterSet)
// JavaScript syntax
put(member(11).characterSet);

See also
recordFont, bitmapSizes, originalFont

charSpacing
Usage
-- Lingo syntax
chunkExpression.charSpacing
// JavaScript syntax
chunkExpression.charSpacing;

Description
Text cast member property; enables specifying any additional spacing applied to each letter in the chunkExpression
portion of the text cast member.
A value less than 0 indicates less spacing between letters. A value greater than 0 indicates more spacing between
letters.
The default value is 0, which results in default spacing between letters.
Example
The following handler increases the current character spacing of the third through fifth words within the text cast
member myCaption by a value of 2:
--Lingo syntax
on myCharSpacer
mySpaceValue = member("myCaption").word[3..5].charSpacing
member("myCaption").word[3..5].charSpacing = (mySpaceValue + 2)
end
// JavaScript syntax
function myCharSpacer() {
var i = 3;
while (i < 6) {
var mySpaceValue = member("myCaption").getPropRef("word", i).charSpacing;
member("myCaption").getPropRef("word", i).charSpacing = (mySpaceValue + 2);
}
}

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checkMark
Usage
the checkMark of menuItem whichItem of menu whichMenu

Description
Menu item property; determines whether a check mark appears next to the custom menu item (TRUE) or not
(FALSE, default).
The whichItem value can be either a menu item name or a menu item number. The whichMenu value can be either
a menu name or a menu number.
This property can be tested and set.
Note: Menus are not available in Shockwave Player.
Example
This handler turns off any items that are checked in the custom menu specified by the argument theMenu. For
example, unCheck ("Format") turns off all the items in the Format menu.
-- Lingo syntax
on unCheck theMenu
set n = the number of menuItems of menu theMenu
repeat with i = 1 to n
set the checkMark of menuItem i of menu theMenu to FALSE
end repeat
end unCheck
// JavaScript syntax
function unCheck (theMenu) {
var n = _menuBar.menu[theMenu].item.count; //the number of menuItems of menu theMenu
for( i = 1 ; i <= n ; i++ )
_menuBar.menu[theMenu].item[i].checkMark = false;
}

See also
installMenu, enabled, name (menu item property), number (menu items), script, menu

child (3D)
Usage
member(whichCastmember).model(whichParentNode).child(whichChildNodeName)
member(whichCastmember).model(whichParentNode).child[index]

Description
3D model, group, light, and camera property; returns the child node named whichChildNodeName or at the
specified index in the parent node’s list of children. A node is a model, group, camera, or light.
The transform of a node is parent-relative. If you change the position of the parent, its children move with it, and
their positions relative to the parent are maintained. Changes to the rotation and scale properties of the parent are
similarly reflected in its children.

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Use the addChild method of the parent node or set the parent property of the child node to add to the parent’s list
of children. A child can have only one parent, but a parent can have any number of children. A child can also have
children of its own.
Example
This statement shows that the second child of the model named Car is the model named Tire.
-- Lingo syntax
put member("3D").model("Car").child[2]
-- model("Tire")
// JavaScript syntax
put ( member("3D").getProp("model", 1).child[2] );
// model("Tire")

See also
addChild, parent

child (XML)
Usage
XMLnode.child[ childNumber ]

Description
XML property; refers to the specified child node of a parsed XML document’s nested tag structure.
Example
Beginning with the following XML:



 element 2
element 3
here is some text


This Lingo returns the name of the first child node of the preceding XML:
put gParserObject.child[1].name
-- "e1"

chunkSize
Usage
member(whichCastMember).chunkSize
the chunkSize of member whichCastMember

Description
Transition cast member property; determines the transition’s chunk size in pixels from 1 to 128 and is equivalent to
setting the smoothness slider in the Frame Properties: Transition dialog box. The smaller the chunk size, the
smoother the transition appears.

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This property can be tested and set.
Example
This statement sets the chunk size of the transition cast member Fog to 4 pixels.
Dot syntax:
member("Fog").chunkSize = 4

Verbose syntax:
set the chunkSize of member "Fog" to 4

clearAtRender
Usage
member(whichCastmember).camera(whichCamera).colorBuffer.clearAtRender
sprite(whichSprite).camera{(index)}.colorBuffer.clearAtRender

Description
3D property; indicates whether the color buffer is cleared after each frame. Setting the value to FALSE, which means
the buffer is not cleared, gives an effect similar to trails ink effect. The default value for this property is TRUE.
Example
This statement prevents Director from erasing past images of the view from the camera. Models in motion will
appear to smear across the stage.
-- Lingo syntax
sprite(1).camera.colorBuffer.clearAtRender = 0
// JavaScript syntax
sprite(1).camera.getPropRef("colorBuffer").clearAtRender = 0;

See also
clearValue

clearValue
Usage
member(whichCastmember).camera(whichCamera).colorBuffer.clearValue
sprite(whichSprite).camera{(index)}.colorBuffer.clearValue

Description
3D property; specifies the color used to clear out the color buffer if colorBuffer.clearAtRender is set to TRUE.
The default setting for this property is rgb(0, 0, 0).
Example
This statement sets the clearValue property of the camera to rgb(255, 0, 0). Spaces in the 3d world which are not
occupied by models will appear red.
-- Lingo syntax
sprite(1).camera.colorBuffer.clearValue= rgb(255, 0, 0)

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// JavaScript syntax
sprite(1).camera.getPropRef("colorBuffer").clearValue= color(255, 0, 0);

See also
clearAtRender

clickLoc
Usage
-- Lingo syntax
_mouse.clickLoc
// JavaScript syntax
_mouse.clickLoc;

Description
Mouse property; identifies as a point the last place on the screen where the mouse was clicked. Read-only.
Example
The following on mouseDown handler displays the last mouse click location:
-- Lingo syntax
on mouseDown
put(_mouse.clickLoc)
end mouseDown
// JavaScript syntax
function mouseDown() {
put(_mouse.clickLoc);
}

If the click were 50 pixels from the left end of the Stage and 100 pixels from the top of the Stage, the Message window
would display the following:
point(50, 100)

See also
clickOn, Mouse

clickMode
Usage
-- Lingo syntax
memberOrSpriteObjRef.clickMode
// JavaScript syntax
memberOrSpriteObjRef.clickMode;

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Description
Flash cast member and sprite property; controls when the Flash movie sprite detects mouse click events (mouseUp
and mouseDown) and when it detects rollovers (mouseEnter, mouseWithin, and mouseLeave). The clickMode
property can have these values:

• #boundingBox—Detects mouse click events anywhere within the sprite’s bounding rectangle and detects
rollovers at the sprite’s boundaries.
• #opaque (default)—Detects mouse click events only when the pointer is over an opaque portion of the sprite and
detects rollovers at the boundaries of the opaque portions of the sprite if the sprite’s ink effect is set to Background
Transparent. If the sprite’s ink effect is not set to Background Transparent, this setting has the same effect as
#boundingBox.
• #object—Detects mouse click events when the mouse pointer is over any filled (nonbackground) area of the
sprite and detects rollovers at the boundaries of any filled area. This setting works regardless of the sprite’s ink effect.
This property can be tested and set.
Example
This script checks to see if the sprite, which is specified with an ink effect of Background Transparent, is currently
set to be rendered direct to Stage. If the sprite is not rendered direct to Stage, the sprite’s clickMode is set to #opaque.
Otherwise (because ink effects are ignored for Flash movie sprites that are rendered direct to Stage), the sprite’s
clickMode is set to #boundingBox.
-- Lingo syntax
property spriteNum
on beginSprite me
if sprite(spriteNum).directToStage = FALSE then
sprite(spriteNum).clickMode = #opaque
else
sprite(spriteNum).clickMode = #boundingBox
end if
end
// JavaScript syntax
function beginSprite(me){
var dts = sprite(this.spriteNum).directToStage;
if (dts == 0) {
sprite(this.spriteNum).clickMode = symbol("opaque");
} else {
sprite(this.spriteNum).clickMode = symbol("boundingBox");
}
}

clickOn
Usage
-- Lingo syntax
_mouse.clickOn
// JavaScript syntax
_mouse.clickOn;

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Description
Mouse property; returns the last active sprite clicked by the user. Read-only.
An active sprite is a sprite that has a sprite or cast member script associated with it.
When the user clicks the Stage, clickOn returns 0. To detect whether the user clicks a sprite with no script, you must
assign a mouse event script to it so that it can be detected by clickOn. For example:
-- Lingo syntax
on mouseUp me
...
end

Buttons, check boxes, and radio buttons are detected by clickOn even if there is no script attached to them.
The clickOn property can be checked within a loop. However, neither clickOn nor clickLoc change value when
the handler is running. The value that you obtain is the value from before the handler started.
Example
This statement checks whether sprite 7 was the last active sprite clicked:
-- Lingo syntax
if (_mouse.clickOn = 7) then
_player.alert("Sorry, try again.")
end if
// JavaScript syntax
if (_mouse.clickOn == 7) {
_player.alert("Sorry, try again.");
}

This statement sets the foreColor property of the last active sprite that was clicked to a random color:
-- Lingo syntax
sprite(_mouse.clickOn).foreColor = (random(255) - 1)
// JavaScript syntax
sprite(_mouse.clickOn).foreColor = (random(255) - 1);

See also
clickLoc, Mouse

closed
Usage
-- Lingo syntax
memberObjRef.closed
// JavaScript syntax
memberObjRef.closed;

Description
Vector shape cast member property; indicates whether the end points of a path are closed or open.
Vector shapes must be closed in order to contain a fill.
The value can be as follows:

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•

TRUE—the end points are closed.

•

FALSE—the end points are open.

closedCaptions
Usage
-- Lingo syntax
dvdObjRef.closedCaptions
// JavaScript syntax
dvdObjRef.closedCaptions;

Description
DVD property. Determines whether closed captioning is enabled (TRUE), or if it is not or could not be enabled
(FALSE). Currently unsupported on the Mac. Read/write.
Example
These statements try to set closedCaptions to TRUE, and display an alert if they cannot be enabled:
-- Lingo syntax
member(3).closedCaptions = TRUE
if (member(3).closedCaptions = FALSE) then
_player.alert("Closed captions cannot be enabled.")
end if
// JavaScript syntax
member(3).closedCaptions = true
if (member(3).closedCaptions == false) {
_player.alert("Closed captions cannot be enabled.");
}

Currently unsupported on Mac.
See also
DVD

collision (modifier)
Usage
member(whichCastmember).model(whichModel).collision.collisionModifierProperty

Description
3D modifier; manages the detection and resolution of collisions. Adding the collision modifier to a model by
using the addModifier command allows access to the following collision modifier properties:
enabled (collision) indicates whether collisions with the model are detected.
resolve indicates whether collisions with the model are resolved.
immovable indicates whether a model can be moved from frame to frame.
mode (collision) indicates the geometry used for collision detection.

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Note: For more detailed information about these properties, see the individual property entries.
The collision modifier generates the following events. For more information about using collision events, see the
registerForEvent() entry.
A #collideAny event is generated when a collision occurs between models to which the collision modifier has
been attached.
A #collideWith event is generated when a collision occurs with a specific model to which the collision modifier
has been attached.
The collisionData object is sent as an argument with the #collideAny and #collideWith events. See the
collisionData entry for details of its properties.
See also
addModifier, removeModifier, modifiers

collisionData
Usage
on myHandlerName me, collisionData

Description
3D data object; sent as an argument with the #collideWith and #collideAny events to the handler specified in the
registerForEvent, registerScript, and setCollisionCallback commands. The collisionData object has
these properties:
modelA is one of the models involved in the collision.
modelB is the other model involved in the collision.
pointOfContact is the world position of the collision.
collisionNormal is the direction of the collision.

Example
This example has three parts. The first part is the first line of code, which registers the #putDetails handler for the
#collideAny event. The second part is the #putDetails handler. When two models in the cast member MyScene
collide, the #putDetails handler is called and the collisionData argument is sent to it. This handler displays the
four properties of the collisionData object in the message window. The third part of the example shows the results
from the message window. The first two lines show that the model named GreenBall was model A and the model
named YellowBall was model B in the collision. The third line shows the point of contact of the two models. The last
line shows the direction of the collision.
-- Lingo syntax
member("MyScene").registerForEvent(#collideAny, #putDetails, 0)
on putDetails me, collisionData
put collisionData.modelA
put collisionData.modelB
put collisionData.pointOfContact
put collisionData.collisionNormal
end

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-----

model("GreenBall")
model("YellowBall")
vector( 24.800, 0.000, 0.000 )
vector( -1.000, 0.000, 0.000 )

// JavaScript syntax
member("MyScene").registerForEvent(symbol("collideAny"),symbol("putDetails"), 0);
function putDetails (me, collisionData)
{
put (collisionData.modelA);
put (collisionData.modelB);
put (collisionData.pointOfContact);
put (collisionData.collisionNormal);
}
// model("GreenBall")
// model("YellowBall")
// vector( 24.800, 0.000, 0.000 )
// vector( -1.000, 0.000, 0.000 )

See also
collisionData properties: modelA, modelB, pointOfContact, collisionNormal

collisionData methods: resolveA, resolveB, collision (modifier)

collisionNormal
Usage
collisionData.collisionNormal

Description
3D collisionData property; a vector indicating the direction of the collision.
The collisionData object is sent as an argument with the #collideWith and #collideAny events to the handler
specified in the registerForEvent, registerScript, and setCollisionCallback commands.
The #collideWith and #collideAny events are sent when a collision occurs between models to which collision
modifiers have been added. The resolve property of the models’ modifiers must be set to TRUE.
This property can be tested but not set.
Example
This example has two parts. The first part is the first line of code, which registers the #explode handler for the
#collideAny event. The second part is the #explode handler. When two models in the cast member named
MyScene collide, the #explode handler is called and the collisionData argument is sent to it. The first ten lines
of the #explode handler create the model resource SparkSource and set its properties. This model resource is a
single burst of particles. The tenth line sets the direction of the burst to collisionNormal, which is the direction of
the collision. The eleventh line of the handler creates a model called SparksModel using the model resource SparkSource. The last line of the handler sets the position of SparksModel to the position where the collision occurred.
The overall effect is a collision that causes a burst of sparks to fly in the direction of the collision from the point of
contact.
-- Lingo syntax

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member("MyScene").registerForEvent(#collideAny, #explode, 0)
on explode me, collisionData
nmr = member("MyScene").newModelResource("SparkSource", #particle)
nmr.emitter.mode = #burst
nmr.emitter.loop = 0
nmr.emitter.minSpeed = 30
nmr.emitter.maxSpeed = 50
nmr.emitter.angle = 45
nmr.colorRange.start = rgb(0, 0, 255)
nmr.colorRange.end = rgb(255, 0, 0)
nmr.lifetime = 5000
nmr.emitter.direction = vector(0,0,-1)
nm = member("MyScene").newModel("SparksModel", nmr)
nm.transform.position = collisionData.pointOfContact
nm.pointAt(collisionData.pointOfContact + collisionData.collisionNormal)
end
// JavaScript syntax
member("MyScene").registerForEvent(symbol("collideAny"), symbol("explode"), 0);
function explode (me, collisionData) {
nmr = member("MyScene").newModelResource("SparkSource", symbol("particle"));
nmr.getPropRef("emitter").mode = symbol("burst");
nmr.getPropRef("emitter").loop = 0;
nmr.getPropRef("emitter").minSpeed = 30;
nmr.getPropRef("emitter").maxSpeed = 50;
nmr.getPropRef("emitter").angle = 45;
nmr.getPropRef("colorRange").start = color(0, 0, 255);
nmr.getPropRef("colorRange").end = color(255, 0, 0);
nmr.lifetime = 5000;
nmr.getPropRef("emitter").direction = vector(0,0,-1);
nm = member("MyScene").newModel("SparksModel", nmr);
nm.transform.position = collisionData.pointOfContact;
nm.pointAt(collisionData.pointOfContact + collisionData.collisionNormal);
}

See also
pointOfContact, modelA, modelB, resolveA, resolveB, collision (modifier)

color()
Usage
color(#rgb, redValue, greenValue, blueValue)
color(#paletteIndex, paletteIndexNumber)
rgb(rgbHexString)
rgb(redValue, greenValue, blueValue)
paletteIndex(paletteIndexNumber)

Description
Function and data type; determines an object’s color as either RGB or 8-bit palette index values. These are the same
values as those used in the color member and color sprite properties, the bgColor member and bgColor sprite
properties, and the bgColor Stage property.
The color function allows for either 24-bit or 8-bit color values to be manipulated as well as applied to cast
members, sprites, and the Stage.

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For RGB values, each color component has a range from 0 to 255, and all other values are truncated. For
paletteIndex types, an integer from 0 to 255 is used to indicate the index number in the current palette, and all
other values are truncated.
Example
This statement performs a math operation:
palColorObj = paletteIndex(20)
put palColorObj
-- paletteIndex(20)
put palColorObj / 2
-- paletteIndex(10)

This statement converts one color type to another type:
newColorObj = color(#rgb, 155, 0, 75)
put newColorObj
-- rgb(155, 0, 75)
newColorObj.colorType = #paletteIndex
put newColorObj
-- paletteIndex(106)

This statement obtains the hexadecimal representation of a color regardless of its type:
someColorObj = color(#paletteIndex, 32)
put someColorObj.hexString()
-- "#FF0099"

This statement determines individual RGB components and the paletteIndex value of a color regardless of its type:
newColorObj = color(#rgb, 155, 0, 75)
put newColorObj.green
-- 0
put newColorObj.paletteIndex
-- 106
newColorObj.green = 100
put newColorObj.paletteIndex
-- 94
put newColorObj
-- rgb(155, 100, 75)
newColorObj.paletteIndex = 45
put newColorObj
-- paletteIndex(45)

This statement changes the color of the fourth through the seventh characters of text member myQuotes:
member("myQuotes").char[4..7].color = rgb(200, 150, 75)

This Lingo displays the color of sprite 6 in the Message window, and then sets the color of sprite 6 to a new RGB
value:
put sprite(6).color
-- rgb( 255, 204, 102 )
sprite(6).color = rgb(122, 98, 210)

Note: Setting the paletteIndex value of an RGB color type changes colorType to paletteIndex. Setting the RGB color
type of a paletteIndex color sets its colorType value to RGB.
See also
bgColor (Window)

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color (fog)
Usage
member(whichCastmember).camera(whichCamera).fog.color
sprite(whichSprite).camera{(index)}.fog.color

Description
3D property; indicates the color introduced into the scene by the camera when the camera’s fog.enabled property
is set to TRUE.
The default setting for this property is rgb(0, 0, 0).
Example
This statement sets the color of the fog of the camera named BayView to rgb(255, 0, 0). If the camera’s
fog.enabled property is set to TRUE, models in the fog will take on a red hue.
member("MyYard").camera("BayView").fog.color = rgb(255, 0, 0)

See also
fog

color (light)
Usage
member(whichCastmember).light(whichLight).color

Description
3D light property; indicates the rgb value of the light.
The default value of this property is rgb(191,191,191).
Example
This statement sets the color of the light named RoomLight to rgb(255, 0, 255).
member("Room").light("RoomLight").color = rgb(255,0,255)

See also
fog

colorBufferDepth
Usage
getRendererServices().colorBufferDepth

Description
3D rendererServices property; indicates the color precision of the hardware output buffer of the user’s system.
The value is either 16 or 32, depending on the user’s hardware settings.
This property can be tested but not set.

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Example
This statement shows that the colorBufferDepth value of the user’s video card is 32.
-- Lingo syntax
put getRendererServices().colorBufferDepth
-- 32
// JavaScript syntax
put (getRendererServices().colorBufferDepth);
// 32

See also
getRendererServices(), getHardwareInfo(), depthBufferDepth

colorDepth
Usage
-- Lingo syntax
_system.colorDepth
// JavaScript syntax
_system.colorDepth;

Description
System property; determines the color depth of the computer’s monitor. Read/write.

• In Windows, using this property lets you check and set the monitor’s color depth. Some video card and driver
combinations may not enable you to set the colorDepth property. Always verify that the color depth has actually
changed after you attempt to set it.
•

On the Mac, this property lets you check the color depth of different monitors and change it when appropriate.

Possible values are the following:
1

Black and white

2

4 colors

4

16 colors

8

256 colors

16

32,768 or 65,536 colors

32

16,777,216 colors

If you try to set a monitor’s color depth to a value that monitor does not support, the monitor’s color depth doesn’t
change.
On computers with more than one monitor, the colorDepth property refers to the monitor displaying the Stage. If
the Stage spans more than one monitor, the colorDepth property indicates the greatest depth of those monitors;
colorDepth tries to set all those monitors to the specified depth.
Example
This statement tells Director to open the movie Full color only if the monitor color depth is set to 256 colors:

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-- Lingo syntax
if (_system.colorDepth = 8) then
window("Full color").open()
end if
// JavaScript syntax
if (_system.colorDepth == 8) {
window("Full color").open()
}

The following handler tries to change the color depth, and if it can’t, it displays an alert:
-- Lingo syntax
on tryToSetColorDepth(desiredDepth)
_system.colorDepth = desiredDepth
if (_system.colorDepth = desiredDepth) then
return true
else
_player.alert("Please change your system to" && desiredDepth && "color depth and
reboot.")
return false
end if
end
// JavaScript syntax
function tryToSetColorDepth(desiredDepth) {
_system.colorDepth = desiredDepth;
if (_system.colorDepth == desiredDepth) {
return true;
}
else {
_player.alert("Please change your system to " + desiredDepth + " color depth and
reboot.");
return false;
}
}

See also
System

colorList
Usage
member(whichCastmember).modelResource(whichModelResource).colorList
member(whichCastmember).modelResource(whichModelResource).colorList[index]
member(whichCastmember).model(whichModel).meshdeform.mesh[meshIndex].colorList
member(whichCastmember).model(whichModel).meshdeform.mesh[meshIndex].colorList[index]

Description
3D property; allows you to get or set every color used in a mesh. This command is accessible only for model
resources of the type #mesh. Any single color can be shared by several vertices (faces) of the mesh. Alternately, you
can specify texture coordinates for the faces of the mesh and apply a shader to models that use this model resource.
This command must be set to a list of the same number of Lingo color values specified in the newMesh call.

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Example
This statement shows that the third color in the colorList of the model resource Mesh2 is rgb(255, 0, 0).
-- Lingo syntax
put member("shapes").modelResource("mesh2").colorlist[3]
-- rgb(255,0,0)
// JavaScript syntax
put ( member("shapes").getProp("modelResource" , 1).colorlist[3] );
// color(255,0,0)

See also
face[ ], colors

colorRange
Usage
member(whichCastmember).modelResource(whichModelResource).colorRange.start
member(whichCastmember).modelResource(whichModelResource).colorRange.end

Description
3D #particle model resource properties; indicate the beginning color and ending color of the particles of a particle
system.
The start property is the color of the particles when they are created. The end property is the color of particles at
the end of their lives. The color of each particle gradually changes from the value of start to the value of end over
the course of its life.
The start and end properties have a default value of rgb(255, 255, 255).
Example
This statement sets the colorRange properties of the model resource named ThermoSystem. The first line sets the
start value to rgb(255, 0, 0), and the second line sets the end value to rgb(0, 0, 255). The effect of this
statement is that the particles of ThermoSystem are red when they first appear, and gradually change to blue during
their lifetimes.
member(8,2).modelResource("ThermoSystem").colorRange.start =rgb(255,0,0)
member(8,2).modelResource("ThermoSystem").colorRange.end = rgb(0,0,255)

See also
emitter, blendRange, sizeRange

colors
Usage
member(whichCastmember).modelResource(whichModelResource).face[faceIndex].colors

Description
3D face property; a linear list of three integers indicating which index positions of the model resource’s color list to
use for the three vertices of the face. The color list is a linear list of rgb values.

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The colors property is used only with model resources whose type is #mesh.
You must use the model resource’s build() command after setting this property; otherwise, the changes will not
take effect.
Example
This example creates a model resource whose type is #mesh, specifies its properties, and then creates a new model
with it.
Line 1 uses the newMesh() command to create a #mesh model resource named Triangle, which has one face, three
vertices, and a maximum of three colors. The number of normals and the number of texture coordinates are not set.
Line 2 sets the vertexList property to a list of three vectors.
Line 3 assigns the vectors of the vertexList property to the vertices of the first face of Triangle.
Line 4 sets the color list to three rgb values.
Line 5 assigns colors to the first face of Triangle. The third color in the color list is applied to the first vertex of
Triangle, the second color to the second vertex, and the first color to the third vertex. The colors will spread across
the first face of Triangle in gradients.
Line 6 creates the normals of Triangle with the generateNormals() command.
Line 7 uses the build() command to construct the mesh.
Line 8 creates a new model named TriModel that uses the new mesh.
nm = member("Shapes").newMesh("Triangle",1,3,0,3,0)
nm.vertexList = [vector(0,0,0), vector(20,0,0), vector(20, 20, 0)]
nm.face[1].vertices = [1,2,3]
nm.colorList = [rgb(255,255,0), rgb(0, 255, 0), rgb(0,0,255)]
nm.face[1].colors = [3,2,1]
nm.generateNormals(#smooth)
nm.build()
nm = member("Shapes").newModel("TriModel", nm)

See also
face, vertices, vertices, flat

colorSteps
Usage
member(whichCastmember).model(whichModel).toon.colorSteps
member(whichCastmember).model(whichModel).shader.colorSteps
member(whichCastmember).shader(whichShader).colorSteps

Description
3D toon modifier and painter shader property; the maximum number of colors available for use by the toon
modifier or painter shader. The value of this property can be 2, 4, 8, or 16. If you set the value of colorSteps to
any other number, it will be rounded to one of these.
The default value is 2.

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Example
This statement limits the number of colors available for use by the toon modifier for the model named Teapot to 8.
The teapot will be rendered with a maximum of eight colors.
-- Lingo syntax
member("shapes").model("Teapot").toon.colorSteps = 8
// JavaScript syntax
member("shapes").getProp("model", 1).getPropRef("toon").colorSteps = 8;

See also
highlightPercentage, shadowPercentage

commandDown
Usage
-- Lingo syntax
_key.commandDown
// JavaScript syntax
_key.commandDown;

Description
Key property; determines whether the Control key (Windows) or the Command key (Mac) is being pressed. Readonly.
This property returns TRUE if the Control or Command key is being pressed; otherwise, it returns FALSE.
You can use commandDown together with the key property to determine whether the Control or Command key is
being pressed in combination with another key. This lets you create handlers that are executed when the user presses
specified Control or Command key combinations.
Control or Command key equivalents for the Director authoring menus take precedence while the movie is playing,
unless you have installed custom Lingo or JavaScript syntax menus or are playing a projector version of the movie.
Example
These statements pause a projector when the playhead enters a frame and the user is pressing Control+A (Windows)
or Command+A (Mac).
-- Lingo syntax
on enterFrame
if (_key.commandDown and _key.key = "a") then
_movie.go(_movie.frame)
end if
end
// JavaScript syntax
function enterFrame() {
if (_key.commandDown && _key.key == "a") {
_movie.go(_movie.frame);
}
}

See also
Key, key

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comments
Usage
-- Lingo syntax
memberObjRef.comments
// JavaScript syntax
memberObjRef.comments;

Description
Member property; provides a place to store any comments you want to maintain about the given cast member or any
other strings you want to associate with the member. Read/write.
This property can also be set in the Property inspector’s Member tab.
Example
This statement sets the comments of the member Backdrop to the string "Still need to license this artwork":
-- Lingo syntax
member("Backdrop").comments = "Still need to license this artwork"
// JavaScript syntax
member("Backdrop").comments = "Still need to license this artwork";

See also
Member

compressed
Usage
member(whichCastmember).texture(whichTexture).compressed

Description
3D texture property; indicates whether the source cast member of the texture is compressed (TRUE) or not (FALSE).
The value of the compressed property changes automatically from TRUE to FALSE when the texture is needed for
rendering. It can be set to FALSE to decompress the texture at an earlier time. It can be set to TRUE to release the
decompressed representation from memory. Cast members used for textures will not be compressed if this value is
TRUE (apart from the standard compression used for bitmap cast members when a Director movie is saved). The
default value for this property is TRUE.
Example
This statement sets the compressed property of the texture Plutomap to TRUE.
-- Lingo syntax
member("scene").texture("Plutomap").compressed = TRUE
// Java Script
member("scene").getProp("texture",1).compressed = true;

See also
texture

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constraint
Usage
-- Lingo syntax
spriteObjRef.constraint
// JavaScript syntax
spriteObjRef.constraint;

Description
Sprite property; determines whether the registration point of a sprite is constrained to the bounding rectangle of
another sprite (1 or TRUE) or not (0 or FALSE, default). Read/write.
The constraint property is useful for constraining a moveable sprite to the bounding rectangle of another sprite to
simulate a track for a slider control or to restrict where on the screen a user can drag an object in a game.
The constraint property affects moveable sprites and the locH and locV properties. The constraint point of a
moveable sprite cannot be moved outside the bounding rectangle of the constraining sprite. (The constraint point
for a bitmap sprite is the registration point. The constraint point for a shape sprite is its top left corner.) When a sprite
has a constraint set, the constraint limits override any locH and locV property settings.
Example
This statement removes a constraint sprite property:
-- Lingo syntax
sprite(5).constraint = 0
// JavaScript syntax
sprite(5).constraint = 0;

This statement constrains sprite (i + 1) to the boundary of sprite 14:
-- Lingo syntax
sprite(i + 1).constraint = 14
// JavaScript syntax
sprite(i + 1).constraint = 14;

This statement checks whether sprite 3 is constrained and activates the handler showConstraint if it is:
-- Lingo syntax
if (sprite(3).constraint <> 0) then
showConstraint
end if
// JavaScript syntax
if (sprite(3).constraint != 0) {
showConstraint();
}

See also
locH, locV, Sprite

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controlDown
Usage
-- Lingo syntax
_key.controlDown
// JavaScript syntax
_key.controlDown;

Description
Key property; determines whether the Control key is being pressed. Read-only.
This property returns TRUE if the Control key is being pressed; otherwise, it returns FALSE.
You can use controlDown together with the key property to determine whether the Control key is being pressed in
combination with another key. This lets you create handlers that are executed when the user presses specified
Control key combinations.
Control or key equivalents for the Director authoring menus take precedence while the movie is playing, unless you
have installed custom Lingo or JavaScript syntax menus or are playing a projector version of the movie.
Example
This on keyDown handler checks whether the pressed key is the Control key, and if it is, the handler activates the on
doControlKey handler. The argument (_key.key) identifies which key was pressed in addition to the Control key.
-- Lingo syntax
on keyDown
if (_key.controlDown) then
doControlKey(_key.key)
end if
end
on doControlKey(theKey)
trace("The " & theKey & " key is down")
end
// JavaScript syntax
function keyDown() {
if (_key.controlDown) {
doControlKey(_key.key);
}
}
function doControlKey(theKey) {
trace("The " & theKey & " key is down");
}

See also
Key, key

controller
Usage
member(whichCastMember).controller

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the controller of member whichCastMember

Description
Digital video cast member property; determines whether a digital video movie cast member shows or hides its
controller. Setting this property to 1 shows the controller; setting it to 0 hides the controller.
The controller member property applies to a QuickTime® digital video only.

• Setting the controller member property for a Video for Windows digital video performs no operation and
generates no error message.
•

Checking the controller member property for a Video for Windows digital video always returns FALSE.

The digital video must be in direct-to-stage playback mode to display the controller.
Example
This statement causes the QuickTime cast member Demo to display its controller.
--Lingo Dot syntax:
member("Demo").controller = 1
--Lingo Verbose syntax:
set the controller of member "Demo" to 1
// JavaScript syntax
member("Demo").controller = 1;

See also
directToStage

copyrightInfo (Movie)
Usage
-- Lingo syntax
_movie.copyrightInfo
// JavaScript syntax
_movie.copyrightInfo;

Description
Movie property; enters a string during authoring in the Movie Properties dialog box. This property is provided to
allow for enhancements in future versions of Shockwave Player. Read-only.
See also
aboutInfo, Movie

copyrightInfo (SWA)
Usage
-- Lingo syntax
memberObjRef.copyrightInfo

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// JavaScript syntax
memberObjRef.copyrightInfo;

Description
Shockwave Audio (SWA) cast member property; displays the copyright text in a SWA file. This property is available
only after the SWA sound begins playing or after the file has been preloaded using the preLoadBuffer command.
This property can be tested and set.
Example
This statement tells Director to display the copyright information for the Shockwave Audio file SWAfile in a field
cast member named Info Display..
-- Lingo syntax
whatState = member("SWAfile").state
if whatState > 1 AND whatState < 9 then
member("Info Display").text = member("SWAfile").copyrightInfo
end if
// JavaScript syntax
var whatState = member("SWAfile").state;
if (whatState > 1 && whatState < 9) {
member("Info Display").text = member("SWAfile").copyrightInfo;
}

count
Usage
list.count
count (list)
count(theObject)
object.count
textExpression.count

Description
Property (Lingo only); returns the number of entries in a linear or property list, the number of properties in a parent
script without counting the properties in an ancestor script, or the chunks of a text expression such as characters,
lines, or words.
The count command works with linear and property lists, objects created with parent scripts, and the globals
property.
To see an example of count() used in a completed movie, see the Text movie in the Learning/Lingo Examples folder
inside the Director application folder.
Example
This statement displays the number 3, the number of entries:
put [10,20,30].count
-- 3

See also
globals

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count (3D)
Usage
member(whichCastmember).light.count
member(whichCastmember).camera.count
member(whichCastmember).modelResource(whichModelResource).bone.count
member(whichCastmember).model.count
member(whichCastmember).group.count
member(whichCastmember).shader.count
member(whichCastmember).texture.count
member(whichCastmember).modelResource.count
member(whichCastmember).motion.count
member(whichCastmember).light.child.count
member(whichCastmember).camera.child.count
member(whichCastmember).model.child.count
member(whichCastmember).group.child.count
sprite(whichSprite).camera{(index)}.backdrop.count
member(whichCastmember).camera(whichCamera).backdrop.count
sprite(whichSprite).camera{(index)}.overlay.count
member(whichCastmember).camera(whichCamera).overlay.count
member(whichCastmember).model(whichModel).modifier.count
member(whichCastmember).model(whichModel).keyframePlayer.playlist.count
member(whichCastmember).model(whichModel).bonesPlayer.playlist.count
member(whichCastmember).modelResource(whichModelResource).face.count
member(whichCastmember).model(whichModel).meshDeform.mesh[index].textureLayer.count
member(whichCastmember).model(whichModel).meshDeform.mesh.count
member(whichCastmember).model(whichModel).meshDeform.mesh[index].face.count

Description
3D property; returns the number of items in the given list that is associated with the given 3D object. Can be used
with any type of object.
The face.count property allows you to get the number of triangles in the mesh for a model resource whose type is
#mesh.
This property can be tested but not set.
Example
These examples determine the number of various types of objects within a 3D cast member called 3D World.
numberOfCameras = member("3D World").camera.count
put member("3D World").light.count
-- 3
numberOfModels = member("3D World").model.count
numberOfTextures = member("3D World").texture.count
put member("3D World").modelResource("mesh2").face.count
-- 4

This statement shows that the first mesh of the model named Ear is composed of 58 faces.
put member("Scene").model("Ear").meshdeform.mesh[1].face.count
-- 58

This statement shows that the model named Ear is composed of three meshes.
put member("Scene").model("Ear").meshdeform.mesh.count
-- 3

This statement shows that the first mesh of the model named Ear has two texture layers.

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put member("Scene").model("Ear").meshdeform.mesh[1].textureLayer.count
-- 2

See also
cameraCount()

cpuHogTicks
Usage
the cpuHogTicks

Description
System property; determines how often Director releases control of the CPU to let the computer process background
events, such as events in other applications, network events, clock updates, and other keyboard events.
The default value is 20 ticks. To give more time to Director before releasing the CPU to background events or to
control how the computer responds to network operations, set cpuHogTicks to a higher value.
To create faster auto-repeating key performance but slower animation, set cpuHogTicks to a lower value. In a movie,
when a user holds down a key to generate a rapid sequence of auto-repeating key presses, Director typically
checks for auto-repeating key presses less frequently than the rate set in the computer’s control panel.
The cpuHogTicks property works only on the Mac.
Example
This statement tells Director to release control of the CPU every 6 ticks, or every 0.10 of a second:
the cpuHogTicks = 6

See also
milliseconds

creaseAngle
Usage
member(whichCastmember).model(whichModel).inker.creaseAngle
member(whichCastmember).model(whichModel).toon.creaseAngle

Description
3D inker and toon modifier property; indicates the sensitivity of the line drawing function of the modifier to the
presence of creases in the model’s geometry. Higher settings result in more lines (detail) drawn at creases.
The creases property of the modifier must be set to TRUE for the creaseAngle property to have an effect.
CreaseAngle has a range of -1.0 to +1.0. The default setting is 0.01.

Example
This statement sets the creaseAngle property of the inker modifier applied to the model named Teapot to 0.10. A
line will be drawn at all creases in the model that exceed this threshold. This setting will only take effect if the inker
modifier’s creases property is set to TRUE.

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-- Lingo syntax
member("shapes").model("Teapot").addModifier(#inker);
member("shapes").model("Teapot").inker.creaseAngle = 0.10
// JavaScript syntax
member("shapes").getProp("model",1).addModifier(symbol("inker"));
member("shapes").getProp("model",1).getPropRef("inker").creaseAngle = 0.10;

See also
creases, lineColor, lineOffset, useLineOffset

creases
Usage
member(whichCastmember).model(whichModel).inker.creases
member(whichCastmember).model(whichModel).toon.creases

Description
3D toon and inker modifier property; determines whether lines are drawn at creases in the surface of the model.
The default setting for this property is TRUE.
Example
This statement sets the creases property of the inker modifier for the model named Teapot to TRUE. A line will be
drawn on all creases in the model that exceed the threshold set by the inker modifier’s creaseAngle property.
-- Lingo syntax
member("shapes").model("Teapot").addModifier(#inker);
member("shapes").model("Teapot").inker.creases = TRUE
// JavaScript syntax
member("shapes").getProp("model",1).addModifier(symbol("inker"));
member("shapes").getProp("model",1).getPropRef("inker").creases = true;

See also
creaseAngle, lineColor, lineOffset, useLineOffset

creationDate
Usage
-- Lingo syntax
memberObjRef.creationDate
// JavaScript syntax
memberObjRef.creationDate;

Description
Member property; records the date that the cast member was first created by using the system date on the computer.
Read-only.
You can use this property to schedule a project; Director does not use it for anything.

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Example
Although you typically inspect the creationDate property using the Property inspector or the Cast window list
view, you can check it in the Message window:
-- Lingo syntax
put(member(1).creationDate)
// JavaScript syntax
put(member(1).creationDate);

See also
Member

crop
Usage
member(whichCastMember).crop
the crop of member whichCastMember

Description
Cast member property; scales a digital video cast member to fit exactly inside the sprite rectangle in which it appears
(FALSE), or it crops but doesn’t scale the cast member to fit inside the sprite rectangle (TRUE).
This property can be tested and set.
Example
This statement instructs Lingo to crop any sprite that refers to the digital video cast member Interview.
-- Lingo Dot syntax:
member("Interview").crop = TRUE
-- Lingo Verbose syntax:
set the crop of member "Interview" to TRUE
// JavaScript syntax
member("Interview").crop = true;

See also
center

cuePointNames
Usage
-- Lingo syntax
memberObjRef.cuePointNames
// JavaScript syntax
memberObjRef.cuePointNames;

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Description
Cast member property; creates list of cue point names, or if a cue point is not named, inserts an empty string ("") as
a placeholder in the list. Cue point names are useful for synchronizing sound, QuickTime, and animation.
This property is supported by SoundEdit cast members, QuickTime digital video cast members, and Xtra extension
cast members that contain cue points. Xtra extensions that generate cue points at run time may not be able to list cue
point names.
Example
This statement obtains the name of the third cue point of a cast member.
-- Lingo syntax
put member("symphony").cuePointNames[3]
// JavaScript syntax
put(member("symphony").cuePointNames[3]);

See also
cuePointTimes, mostRecentCuePoint

cuePointTimes
Usage
-- Lingo syntax
memberObjRef.cuePointTimes
// JavaScript syntax
memberObjRef.cuePointTimes;

Description
Cast member property; lists the times of the cue points, in milliseconds, for a given cast member. Cue point times
are useful for synchronizing sound, QuickTime, and animation.
This property is supported by SoundEdit cast members, QuickTime digital video cast members, and Xtra extension
cast members that support cue points. Xtra extensions that generate cue points at run time may not be able to list
cue point names.
Example
This statement obtains the time of the third cue point for a sound cast member.
-- Lingo syntax
put member("symphony").cuePointTimes[3]
// JavaScript syntax
put(member("symphony").cuePointTimes[3]);

See also
cuePointNames, mostRecentCuePoint

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currentLoopState
Usage
member(whichCastmember).model(whichModel).keyframePlayer.currentLoopState
member(whichCastmember).model(whichModel).bonesPlayer.currentLoopState

Description
3D keyframePlayer and bonesPlayer modifier property; indicates whether the motion being executed by the
model repeats continuously (TRUE) or plays to the end and is replaced by the next motion in the modifier’s playlist
(FALSE).
The default setting for this property is the value of the looped parameter of the play() command that initiated
playback of the motion, or the value of the queue() command that added the motion to the modifier’s playlist.
Changing the currentLoopState property also changes the value of the #looped property of the motion’s entry in
the modifier’s playlist.
Example
This statement causes the motion that is being executed by the model named Monster to repeat continuously.
-- Lingo syntax
member("NewAlien").model("Monster").addModifier(#keyframeplayer)
member("NewAlien").model("Monster").keyframePlayer.currentLoopState = TRUE
// JavaScript syntax
member("NewAlien").getPropRef("model",1).addModifier(symbol("keyframeplayer"));
member("NewAlien").getProp("model",1).getPropRef("keyframePlayer").currentLoopState =
true;

See also
loop (3D), play() (3D), queue() (3D), playlist

currentSpriteNum
Usage
-- Lingo syntax
_player.currentSpriteNum
// JavaScript syntax
_player.currentSpriteNum;

Description
Player property; indicates the channel number of the sprite whose script is currently running. Read-only.
This property is valid in behaviors and cast member scripts. When used in frame scripts or movie scripts, the
currentSpriteNum property’s value is 0.
The currentSpriteNum property is similar to the Sprite object’s spriteNum property.
Note: This property was more useful during transitions from older movies to Director 6, when behaviors were introduced. It allowed some behavior-like functionality without having to completely rewrite script. It is not necessary when
authoring with behaviors and is therefore less useful than in the past.

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Example
The following handler in a cast member or movie script switches the cast member assigned to the sprite involved in
the mouseDown event:
-- Lingo syntax
on mouseDown
sprite(_player.currentSpriteNum).member = member("DownPict")
end
// JavaScript syntax
function mouseDown() {
sprite(_player.currentSpriteNum).member = member("DownPict");
}

See also
Player, spriteNum

currentTime (3D)
Usage
member(whichCastmember).model(whichModel).keyframePlayer.currentTime
member(whichCastmember).model(whichModel).bonesPlayer.currentTime

Description
3D keyframePlayer and bonesPlayer modifier property; indicates the local time of the motion being executed by
the model. The currentTime property is measured in milliseconds, but it only corresponds to real time when the
motion is playing at its original speed.
Playback of a motion by a model is the result of either a play() or queue() command. The scale parameter of the
play() or queue() command is multiplied by the modifier’s playRate property, and the resulting value is multi-

plied by the motion’s original speed to determine how fast the model will execute the motion and how fast the
motion’s local time will run. So if the scale parameter has a value of 2 and the modifier’s playRate property has a
value of 3, the model will execute the motion six times as fast as its original speed and local time will run six times
as fast as real time.
The currentTime property resets to the value of the cropStart parameter of the play() or queue() command at
the beginning of each iteration of a looped motion.
Example
This statement shows the local time of the motion being executed by the model named Alien3.
-- Lingo syntax
member("NewAlien").model("Alien3").addModifier(#keyframeplayer)
put member("NewAlien").model("Alien3").keyframePlayer.play()
put member("NewAlien").model("Alien3").keyframePlayer.currentTime
-- 1393.8599
// JavaScript syntax
member("NewAlien").getPropRef("model",1).addModifier(symbol("keyframeplayer"));
member("NewAlien").getProp("model",1).getPropRef("keyframePlayer").play();
put(member("NewAlien").getProp("model",1).getPropRef("keyframePlayer").currentTime );
// 1393.8599

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See also
play() (3D), queue() (3D), playlist

currentTime (DVD)
Usage
-- Lingo syntax
dvdObjRef.currentTime
// JavaScript syntax
dvdObjRef.currentTime;

Description
DVD property; returns the elapsed time, in milliseconds. Read/write.
Example
This statement returns the elapsed time:
-- Lingo syntax
trace (member(1).currentTime)-- 11500
// JavaScript syntax
trace (member(1).currentTime);// 11500

This statement sets currentTime to a specific point in the current title:
-- Lingo syntax
member(1).currentTime = 22000
// JavaScript syntax
member(1).currentTime = 22000

See also
DVD

currentTime (QuickTime, AVI)
Usage
-- Lingo syntax
spriteObjRef.currentTime
// JavaScript syntax
spriteObjRef.currentTime;

Description
Digital video sprite property; determines the current time of a digital video movie playing in the channel specified
by whichSprite. The movieTime value is measured in ticks.
This property can be tested and set.
To see an example of currentTime used in a completed movie, see the QT and Flash movie in the Learning/Lingo
Examples folder inside the Director application folder.

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Example
This statement displays the current time of the QuickTime movie in channel 9 in the Message window:
-- Lingo syntax
put(sprite(9).currentTime)
// JavaScript syntax
put(sprite(9).currentTime);

This statement sets the current time of the QuickTime movie in channel 9 to the value in the variable Poster:
-- Lingo syntax
sprite(9).currentTime = Poster
// JavaScript syntax
sprite(9).currentTime = Poster;

See also
duration (Member)

currentTime (RealMedia)
Usage
-- Lingo syntax
memberOrSpriteObjRef.currentTime
// JavaScript syntax
memberOrSpriteObjRef.currentTime;

Description
RealMedia sprite or cast member property; allows you to get or set the current time of the RealMedia stream, in
milliseconds. If the RealMedia cast member is not playing, the value of this property is 0, which is the default setting.
This is a playback property, and it is not saved.
If the stream is playing when the currentTime property is set or changed, a seek action takes place, the stream
rebuffers, and then playback resumes at the new time. If the stream is paused (#paused mediaStatus value) when
currentTime is set or changed, the stream redraws the frame at the new time, and it resumes playback if
pausedAtStart is set to FALSE. When the stream is paused or stopped in the RealMedia viewer, mediaStatus is
#paused. When the stream is stopped by the Lingo stop command, mediaStatus is #closed. This property has no
effect if the stream’s mediaStatus value is #closed. When you set integer values, they are clipped to the range from
0 to the duration of the stream.
Setting currentTime is equivalent to invoking the seek command: x.seek(n) is the same as x.currentTime = n.
Changing currentTime or calling seek will require the stream to be rebuffered.
Example
The following examples show that the current time of the sprite 2 and the cast member Real is 15,534 milliseconds
(15.534 seconds) from the beginning of the stream.
-- Lingo syntax
put(sprite(2).currentTime) -- 15534
put(member("Real").currentTime) -- 15534
// JavaScript syntax
put(sprite(2).currentTime) // 15534

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put(member("Real").currentTime) // 15534

The following examples cause playback to jump 20,000 milliseconds (20 seconds) into the stream of sprite 2 and the
cast member Real.
-- Lingo syntax
sprite(2).currentTime = 20000
member("Real").currentTime = 20000
// JavaScript syntax
sprite(2).currentTime = 20000
member("Real").currentTime = 20000

See also
duration (RealMedia, SWA), seek(), mediaStatus (RealMedia, Windows Media)

currentTime (Sprite)
Usage
-- Lingo syntax
spriteObjRef.currentTime
// JavaScript syntax
spriteObjRef.currentTime;

Description
Sprite and sound channel property; returns the current playing time, in milliseconds, for a sound sprite, QuickTime
digital video sprite, or any Xtra extension that supports cue points. For a sound channel, returns the current playing
time of the sound member currently playing in the given sound channel.
This property can be tested, but can only be set for traditional sound cast members (WAV, AIFF, SND). When this
property is set, the range of allowable values is from zero to the duration of the member.
Shockwave Audio (SWA) sounds can appear as sprites in sprite channels, but they play sound in a sound channel.
You should refer to SWA sound sprites by their sprite channel number rather than by a sound channel number.
Example
This statement displays the current time, in seconds, of the sound sprite in sprite channel 10.
-- Lingo syntax
member("time").text = string(sprite(10).currentTime/ 1000)
// JavaScript syntax
member("time").text = (sprite(10).currentTime / 1000).toString();

This statement causes the sound playing in sound channel 2 to skip to the point 2.7 seconds from the beginning of
the sound cast member:
-- Lingo syntax
sound(2).currentTime = 2700
// JavaScript syntax
sound(2).currentTime = 2700;

See also
duration (Member)

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cursor
Usage
-- Lingo syntax
spriteObjRef.cursor
// JavaScript syntax
spriteObjRef.cursor;

Description
Sprite property; determines the cursor used when the pointer is over a sprite. Read/write.
This property stays in effect until you turn it off by setting the cursor to 0. Use the cursor property to change the
cursor when the mouse pointer is over specific regions of the screen and to indicate regions where certain actions
are possible when the user clicks on them.
When you set the cursor property in a given frame, Director keeps track of the sprite rectangle to determine
whether to alter the cursor. This rectangle persists when the movie enters another frame unless you set the cursor
property for that channel to 0.

•

Use the following syntax to specify the number of a cast member to use as a cursor and its optional mask.
-- Lingo syntax
spriteObjRef.cursor = [castMemberObjRef, maskCastMemberObjRef]
// JavaScript syntax
spriteObjRef.cursor = [castMemberObjRef, maskCastMemberObjRef];

•

Use the following syntax to specify default system cursors.
-- Lingo syntax
spriteObjRef.cursor = castMemberObjRef
// JavaScript syntax
spriteObjRef.cursor = castMemberObjRef;

The cursor property can be set to one of the following integer values:
Value

Description

-1, 0

Arrow

1

I-Beam

2

Cross

3

Crossbar

4

Watch (Mac) or Hour glass (Windows)

5

North South East West (NSEW)

6

North South (NS)

200

Blank (hides cursor)

254

Help

256

Pencil

257

Eraser

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Value

Description

258

Select

259

Bucket

260

Hand

261

Rectangle tool

262

Rounded rectangle tool

263

Circle tool

264

Line tool

265

Rich text tool

266

Text field tool

267

Button tool

268

Check box tool

269

Radio button tool

270

Placement tool

271

Registration point tool

272

Lasso

280

Finger

281

Dropper

282

Wait mouse down 1

283

Wait mouse down 2

284

Vertical size

285

Horizontal size

286

Diagonal size

290

Closed hand

291

No-drop hand

292

Copy (closed hand)

293

Inverse arrow

294

Rotate

295

Skew

296

Horizontal double arrow

297

Vertical double arrow

298

Southwest Northeast double arrow

299

Northwest Southeast double arrow

300

Smear/smooth brush

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Value

Description

301

Air brush

302

Zoom in

303

Zoom out

304

Zoom cancel

305

Start shape

306

Add point

307

Close shape

308

Zoom camera

309

Move camera

310

Rotate camera

457

Custom

To use custom cursors, set the cursor property to a list containing the cast member to be used as a cursor or to the
number that specifies a system cursor. In Windows, a cursor must be a cast member, not a resource; if a cursor is not
available because it is a resource, Director displays the standard arrow cursor instead. For best results, don’t use
custom cursors when creating cross-platform movies.
Custom cursor cast members must be no larger than 16 by 16 pixels, and must be 1-bit in depth.
If the sprite is a bitmap that has matte ink applied, the cursor changes only when the cursor is over the matte portion
of the sprite.
When the cursor is over the location of a sprite that has been removed, rollover still occurs. Avoid this problem by
not performing rollovers at these locations or by relocating the sprite up above the menu bar before deleting it.
On the Mac, you can use a numbered cursor resource in the current open movie file as the cursor by setting cursor
to the number of the cursor resource.
Example
This statement changes the cursor that appears over sprite 20 to a watch (Mac) or hourglass (Windows) cursor.
-- Lingo syntax
sprite(20).cursor = 4
// JavaScript syntax
sprite(20).cursor = 4;

See also
Sprite

cursorSize
Usage
-- Lingo syntax
memberObjRef.cursorSize

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// JavaScript syntax
memberObjRef.cursorSize;

Description
Cursor cast member property; specifies the size of the animated color cursor cast member
whichCursorCastMember.
Specify size:

For cursors up to:

16

16 by 16 pixels

32

32 by 32 pixels

Bitmap cast members smaller than the specified size are displayed at full size, and larger ones are scaled proportionally to the specified size.
The default value is 32 for Windows and 16 for the Mac. If you set an invalid value, an error message appears when
the movie runs (but not when you compile).
This property can be tested and set.
Example
This command resizes the animated color cursor stored in cast member 20 to 32 by 32 pixels.
-- Lingo syntax
member(20).cursorSize = 32
// JavaScript syntax
member(20).cursorSize = 32;

curve
Usage
-- Lingo syntax
memberObjRef.curve[curveListIndex]
// JavaScript syntax
memberObjRef.curve[curveListIndex];

Description
This property contains the vertexList of an individual curve (shape) from a vector shape cast member. You can
use the curve property along with the vertex property to get individual vertices of a specific curve in a vector shape.
A vertexList is a list of vertices, and each vertex is a property list containing up to three properties: a #vertex
property with the location of the vertex, a #handle1 property with the location of the first control point for that
vertex, and a #handle2 property with the location of the second control point for that vertex. See vertexList.
Example
This statement displays a sample list of vertices of the third curve of vector shape member SimpleCurves:
-- Lingo syntax
put(member("SimpleCurves").curve[3])
-- [[#vertex: point(113.0000, 40.0000), #handle1: point(32.0000, 10.0000), #handle2: point(32.0000, -10.0000)], [#vertex: point(164.0000, 56.0000)]]

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// JavaScript syntax
put(member("SimpleCurves").curve[3]);
// [[#vertex: point(113.0000, 40.0000), #handle1: point(32.0000, 10.0000),#handle2: point(32.0000, -10.0000)], [#vertex: point(164.0000, 56.0000)]]

This statement moves the first vertex of the first curve in a vector shape down and to the right by 10 pixels:
-- Lingo syntax
member(1).curve[1].vertex[1] = member(1).curve[1].vertex[1] + point(10, 10)
// JavaScript syntax
member(1).curve[1].vertex[1] = member(1).curve[1].vertex[1] + point(10, 10);

The following code moves a sprite to the location of the first vertex of the first curve in a vector shape. The vector
shape’s originMode must be set to #topLeft for this to work.
-- Lingo syntax
vertexLoc = member(1).curve[1].vertex[1]
spriteLoc = mapMemberToStage(sprite(3), vertexLoc)
sprite(7).loc = spriteLoc
// JavaScript
var vertexLoc
var spriteLoc
sprite(7).loc

syntax
= member(1).curve[1].vertex[1];
= mapMemberToStage(sprite(3), vertexLoc);
= spriteLoc;

debug
Usage
member(whichCastmember).model(whichModel).debug

Description
3D model property; indicates whether the bounding sphere and local axes of the model are displayed.
Example
This statement sets the debug property of the model Dog to TRUE.
-- Lingo syntax
member("ParkScene").model("Dog").debug = TRUE
// JavaScript syntax
member("ParkScene").getProp("model", 1).debug = true;

See also
boundingSphere

debugPlaybackEnabled
Usage
-- Lingo syntax
_player.debugPlaybackEnabled
// JavaScript syntax
_player.debugPlaybackEnabled;

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Description
Player property; in Windows, opens a Message window for debugging purposes in Shockwave and projectors. On
the Mac, a log file is generated to allow put statements to output data for debugging purposes. Read/write.
In Windows, this property does not have any effect when used in the Director application. Once the Message window
is closed, it cannot be reopened for a particular Shockwave Player or projector session. If more than one movie with
Shockwave content uses this script in a single browser, only the first will open a Message window, and the Message
window will be tied to the first movie alone.
In Macintosh , to view the message window entries, open the 1msgdump.txt file in the location \Library\Logs\.
To open this Message window, set the debugPlaybackEnabled property to TRUE. To close the window, set the
debugPlaybackEnabled property to FALSE.
Example
This statement opens the Message window in either Shockwave Player or a projector:
-- Lingo syntax
_player.debugPlaybackEnabled = TRUE
// JavaScript syntax
_player.debugPlaybackEnabled = true;

See also
Player, put()

decayMode
Usage
member(whichCastmember).camera(whichCamera).fog.decayMode
sprite(whichSprite).camera{(index)}.fog.decayMode

Description
3D property; indicates the manner in which fog density builds from minimum to maximum density when the
camera’s fog.enabled property is set to TRUE.
The following are the possible values for this property:

•

#linear : the fog density is linearly interpolated between fog.near and fog.far.

•

#exponential: fog.far is the saturation point; fog.near is ignored.

•

#exponential2: fog.near is the saturation point; fog.far is ignored.

The default setting for this property is #exponential.
Example
This statement sets the decayMode property of the fog of the camera Defaultview to #linear. If the fog’s enabled
property is set to TRUE, the density of the fog will steadily increase between the distances set by the fog’s near and
far properties. If the near property is set to 100 and the far property is set to 1000, the fog will begin 100 world units
in front of the camera and gradually increase in density to a distance of 1000 world units in front of the camera.
-- Lingo syntax
member("3d world").camera("Defaultview").fog.decayMode = #linear

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// Java Script
member("3d world").getProp("camera",1).getPropRef("fog").decayMode = symbol("linear");

See also
fog, near (fog), far (fog), enabled (fog)

defaultRect
Usage
-- Lingo syntax
memberObjRef.defaultRect
// JavaScript syntax
memberObjRef.defaultRect;

Description
Cast member property; controls the default size used for all new sprites created from a Flash movie or vector shape
cast member. The defaultRect setting also applies to all existing sprites that have not been stretched on the Stage.
You specify the property values as a Director rectangle; for example, rect(0,0,32,32).
The defaultRect member property is affected by the cast member’s defaultRectMode member property. The
defaultRectMode property is always set to #Flash when a movie is inserted into a cast, which means the original
defaultRect setting is always the size of the movie as it was originally created in Flash. Setting defaultRect after

that implicitly changes the cast member’s defaultRectMode property to #fixed.
This property can be tested and set.
Example
This handler accepts a cast reference and a rectangle as parameters. It then searches the specified cast for Flash cast
members and sets their defaultRect property to the specified rectangle.
-- Lingo syntax
on setDefaultFlashRect(whichCast, whichRect)
repeat with i = 1 to castLib(whichCast).member.count
if member(i, whichCast).type = #flash then
member(i, whichCast).defaultRect = whichRect
end if
end repeat
end
// JavaScript syntax
function setDefaultFlashRect(whichCast, whichRect) {
var i = 1;
while( i < (castLib(whichCast).member.count) + 1)
var tp = member(i, whichCast).type;
if (tp == "flash") {
member(i, whichCast).defaultRect = whichRect;
i++;
}
}
}

See also
defaultRectMode, flashRect

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defaultRectMode
Usage
-- Lingo syntax
memberObjRef.defaultRectMode
// JavaScript syntax
memberObjRef.defaultRectMode;

Description
Cast member property; controls how the default size is set for all new sprites created from Flash movie or vector
shape cast members. You specify the property value as a Director rectangle; for example, rect(0,0,32,32).
The defaultRectMode property does not set the actual size of a Flash movie’s default rectangle; it only determines
how the default rectangle is set. The defaultRectMode member property can have these values:

•

#flash (default)—Sets the default rectangle using the size of the movie as it was originally created in Flash.

•

#fixed—Sets the default rectangle using the fixed size specified by the defaultRect member property.

The defaultRect member property is affected by the cast member’s defaultRectMode member property. The
defaultRectMode property is always set to #flash when a movie is inserted into a cast, which means the original
defaultRect setting is always the size of the movie as it was originally created in Flash. Setting defaultRect after
that implicitly changes the cast member’s defaultRectMode property to #fixed.
This property can be tested and set.
Example
This handler accepts a cast reference and a rectangle as parameters. It then searches the specified cast for Flash cast
members, sets their defaultRectMode property to #fixed, and then sets their defaultRect property to
rect(0,0,320,240).
-- Lingo syntax
on setDefaultRectSize(whichCast)
repeat with i = 1 to castLib(whichCast).member.count
if member(i, whichCast).type = #flash then
member(i, whichCast).defaultRectMode = #fixed
member(i, whichCast).defaultRect = rect(0,0,320,240)
end if
end repeat
end
// JavaScript syntax
function setDefaultRectSize(whichCast) {
var i = 1;
while( i < (castLib(whichCast).member.count) + 1)
var tp = member(i, whichCast).type;
if (tp == "flash") {
member(i, whichCast).defaultRectMode = symbol("fixed");
member(i, whichCast).defaultRect = rect(0,0,320,240);
i++;
}
}
}

See also
flashRect, defaultRect

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density
Usage
member(whichCastmember).shader(whichShader).density
member(whichCastmember).model(whichModel).shader.density
member(whichCastmember).model(whichModel).shaderList{[index]}.density

Description
3D #engraver and #newsprint shader property; adjusts the number of lines or dots used to create the effects of
these specialized shader types. Higher values result in more lines or dots.
For #engraver shaders, this property adjusts the number of lines used to create the image. The range is 0 to 100 and
the default value is 40.
For #newsprint shaders, this property adjusts the number of dots used to create the image. The value can be from
0 to 100 and the default value is 45.
Example
The following statement sets the density property of the shader named EngShader to 10. The lines used by this
#engraver shader to create its stylized image will be coarse and far apart.
-- Lingo syntax
member("scene").shader("EngShader").density = 10
// JavaScript syntax
member("scene").getProp("shader",1).density = 10;

The following statement sets the density property of the shader gbShader to 100. The dots used by this #newsprint
shader to create its stylized image will be very fine and close together.
-- Lingo syntax
member("scene").shader("gbShader").density = 100
// JavaScript syntax
member("scene").getProp("shader", 2).density = 100;

See also
newShader

depth (3D)
Usage
member(whichCastmember).model(whichModel).sds.depth

Description
3D subdivision surfaces (sds) modifier property; specifies the maximum number of levels of resolution that the
model can display when using the sds modifier.
If the sds modifier’s error and tension settings are low, increasing the depth property will have a more
pronounced effect on the model’s geometry.
The sds modifier cannot be used with the inker or toon modifiers, and you should be careful when using the sds
modifier with the lod modifier.

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Example
This statement sets the depth property of the sds modifier for the model named Baby to 3. If the sds modifier’s error
and tension settings are low, this will cause a very pronounced effect on Baby’s geometry.
-- Lingo syntax
member("Scene").model("Baby").addModifier(#sds)
member("Scene").model("Baby").sds.depth = 3
// JavaScript syntax
member("Scene").getProp("model",2).addModifier(symbol("sds"));
member("Scene").getProp("model", 2).getPropRef("sds").depth = 3;

See also
sds (modifier), error, tension

depth (Bitmap)
Usage
imageObject.depth
member(whichCastMember).depth
the depth of member whichCastMember

Description
Image object or bitmap cast member property; displays the color depth of the given image object or bitmap cast
member.
Depth

Number of Colors

1

Black and white

2

4 colors

4, 8

16 or 256 palette-based colors, or gray levels

16

Thousands of colors

32

Millions of colors

This property can be tested but not set.
Example
This statement displays the color depth of the image object stored in the variable newImage. The output appears in
the Message window.
-- Lingo syntax
put(newImage.depth)
// JavaScript syntax
trace(newImage.depth);

This statement displays the color depth of the cast member Shrine in the Message window:
-- Lingo syntax
put(member("Shrine").depth)
// JavaScript syntax

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put(member("Shrine").depth);

depthBufferDepth
Usage
getRendererServices().depthBufferDepth

Description
3D rendererServices property; indicates the precision of the hardware depth buffer of the user’s system. The value
is either 16 or 24, depending on the user’s hardware settings.
Example
This statement shows that the depthBufferDepth value of the user’s video card is 16:
-- Lingo syntax
put getRendererServices().depthBufferDepth
-- 16
// JavaScript syntax
put (getRendererServices().depthBufferDepth);
// 16

See also
getRendererServices(), getHardwareInfo(), colorBufferDepth

deskTopRectList
Usage
-- Lingo syntax
_system.deskTopRectList
// JavaScript syntax
_system.deskTopRectList;

Description
System property; displays the size and position on the desktop of the monitors connected to a computer. Read-only.
This property is useful for checking whether objects such as windows, sprites, and pop-up windows appear entirely
on one screen.
The result is a list of rectangles, where each rectangle is the boundary of a monitor. The coordinates for each monitor
are relative to the upper left corner of monitor 1, which has the value (0,0). The first set of rectangle coordinates is
the size of the first monitor. If a second monitor is present, a second set of coordinates shows where the corners of
the second monitor are relative to the first monitor.
Example
This statement tests the size of the monitors connected to the computer and displays the result in the Message
window:
-- Lingo syntax
put(_system.deskTopRectList)

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// JavaScript syntax
put(_system.deskTopRectList);

This handler tells how many monitors are in the current system:
-- Lingo syntax
on countMonitors
return _system.deskTopRectList
end
// JavaScript syntax
function countMonitors() {
return _system.deskTopRectList;
}

See also
System

diffuse
Usage
member(whichCastmember).shader(whichShader).diffuse
member(whichCastmember).model(whichModel).shader.diffuse
member(whichCastmember).model(whichModel).shaderList{[index]}.diffuse

Description
3D #standard shader property; indicates a color that is blended with the first texture of the shader when the
following conditions are met:

•

the shader’s useDiffuseWithTexture property is set to TRUE, and either

•

the blendFunction property of the shader is set to #add or #multiply, or

•

the blendFunction property of the shader is set to #blend, the blendSource property of the shader is set to

#constant, and the value of the blendConstant property of the shader is less than 100.

The default value is of this property is rgb( 255, 255, 255 ).
Example
This statement sets the diffuse property of the shader named Globe to rgb(255, 0, 0).
-- Lingo syntax
member("MysteryWorld").shader("Globe").diffuse = rgb(255, 0, 0)
// JavaScript syntax
member("MysteryWorld").getProp("shader", 1).diffuse = color(255, 0, 0);
See also
diffuseColor, useDiffuseWithTexture, blendFunction, blendSource, blendConstant

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diffuseColor
Usage
member(whichCastmember).diffuseColor

Description
3D cast member property; indicates a color that is blended with the first texture of the first shader of the cast member
when the following conditions are met:

•

the shader’s useDiffuseWithTexture property is set to TRUE, and either

•

the blendFunction property of the shader is set to #add or #multiply, or

•

the blendFunction property of the shader is set to #blend, the blendSource property of the shader is set to

#constant, and the value of the blendConstant property of the shader is less than 100.

The default value is of the diffuseColor property is rgb( 255, 255, 255 ).
Example
This statement sets the diffuseColor property of the cast member named Room to rgb(255, 0, 0).
-- Lingo syntax
member("Room").diffuseColor = rgb(255, 0, 0)
// JavaScript syntax
member("Room").diffuseColor = color(255, 0, 0);

See also
diffuse, useDiffuseWithTexture, blendFunction, blendSource, blendConstant

diffuseLightMap
Usage
member(whichCastmember).shader(whichShader).diffuseLightMap
member(whichCastmember).model(whichModel).shader.diffuseLightMap
member(whichCastmember).model(whichModel).shaderList{[index]}.diffuseLightMap

Description
3D #standard shader property; specifies the texture to use for diffuse light mapping.
When you set this property, the following properties are automatically set:

•

The second texture layer of the shader is set to the texture you specified.

•

The value of textureModeList[2] is set to #diffuse.

•

The value of blendFunctionList[2] is set to #multiply.

•

The value of blendFunctionList[1] is set to #replace.

Example
This statement sets the texture named Oval as the diffuseLightMap property of the shader used by the model
named GlassBox.
-- Lingo syntax

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member("3DPlanet").model("GlassBox").shader.diffuseLightMap =
member("3DPlanet").texture("Oval")
// JavaScript syntax
member("3DPlanet").getProp("model", 1).shaderList[1].diffuseLightMap =
member("3DPlanet").getprop("texture", 1);

See also
blendFunctionList, textureModeList, glossMap, region, specularLightMap

digitalVideoTimeScale
Usage
-- Lingo syntax
_player.digitalVideoTimeScale
// JavaScript syntax
_player.digitalVideoTimeScale;

Description
Player property; determines the time scale, in units per second, that the system uses to track digital video cast
members. Read/write.
The digitalVideoTimeScale property can be set to any value you choose.
The value of this property determines the fraction of a second that is used to track the video, as in the following
examples:

•

100—The time scale is 1/100 of a second (and the movie is tracked in 100 units per second).

•

500—The time scale is 1/500 of a second (and the movie is tracked in 500 units per second).

•

0—Director uses the time scale of the movie that is currently playing.

Set digitalVideoTimeScale to precisely access tracks by ensuring that the system’s time unit for video is a multiple
of the digital video’s time unit. Set the digitalVideoTimeScale property to a higher value to enable finer control
of video playback.
Example
This statement sets the time scale that the system uses to measure digital video to 600 units per second:
-- Lingo syntax
_player.digitalVideoTimeScale = 600
// JavaScript syntax
_player.digitalVideoTimeScale = 600;

See also
Player

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digitalVideoType
Usage
member(whichCastMember).digitalVideoType
the digitalVideoType of member whichCastMember

Description
Cast member property; indicates the format of the specified digital video. Possible values are #quickTime or
#videoForWindows.
This property can be tested but not set.
Example
The following statement tests whether the cast member Today’s Events is a QuickTime or AVI (Audio-Video Interleaved) digital video and displays the result in the Message window:
-- Lingo syntax
put member("Today's Events").digitalVideoType
// JavaScript syntax
put ( member("Today's Events").digitalVideoType );

See also
QuickTimeVersion()

direction
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.direction

Description
3D emitter property; a vector that indicates the direction in which the particles of a particle system are emitted. A
particle system is a model resource whose type is #particle.
The primary direction of particle emission is the vector set by the emitter’s direction property. However, the
direction of emission of a given particle will deviate from that vector by a random angle between 0 and the value of
the emitter’s angle (3D) property.
Setting direction to vector(0,0,0) causes the particles to be emitted in all directions.
The default value of this property is vector(1,0,0).
Example
In this example, ThermoSystem is a model resource whose type is #particle. This statement sets the direction
property of ThermoSystem’s emitter to vector(1, 0, 0), which causes the particles of ThermoSystem to be
emitted into a conical region whose axis is the X axis of the 3D world.
-- Lingo syntax
member("Fires").modelResource("ThermoSystem").emitter.direction = vector(1,0,0)
// JavaScript syntax
member("Fires").getProp("modelResource", 1).getPropRef("emitter").direction =
vector(1,0,0);

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See also
emitter, angle (3D)

directionalColor
Usage
member(whichCastmember).directionalColor

Description
3D cast member property; indicates the RGB color of the default directional light of the cast member.
The default value of this property is rgb(255, 255, 255).
Example
This statement sets the directionalColor property of the cast member named Room to rgb(0, 255, 0). The
default directional light of the cast member will be green. This property can also be set in the Property inspector.
-- Lingo syntax
member("Room").directionalcolor = rgb(0, 255, 0)
// JavaScript syntax
member("Room").directionalcolor = color(0, 255, 0);

See also
directionalPreset

directionalPreset
Usage
member(whichCastmember).directionalPreset

Description
3D cast member property; indicates the direction from which the default directional light shines, relative to the
camera of the sprite.
Changing the value of this property results in changes to the position and rotation properties of the light’s
transform.
Possible values of directionalPreset include the following:

•

#topLeft

•

#topCenter

•

#topRight

•

#middleLeft

•

#middleCenter

•

#middleRight

•

#bottomLeft

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•

#bottomCenter

•

#bottomRight

•

#None

The default value of this property is #topCenter.
Example
This statement sets the directionalPreset property of the cast member named Room to #middleCenter. This
points the default light of Room so it will shine on the middle center the current view of the camera of the sprite.
This property can also be set in the Property inspector.
-- Lingo syntax
member("Room").directionalpreset = #middleCenter
// JavaScript syntax
member("Room").directionalpreset = symbol("middleCenter");

See also
directionalColor

directToStage
Usage
-- Lingo syntax
memberOrSpriteObjRef.directToStage
// JavaScript syntax
memberOrSpriteObjRef.directToStage;

Description
Cast member and sprite property; determines the layer where a digital video, animated GIF, vector shape, 3D,
Windows Media, or Flash Asset cast member plays.
If this property is TRUE (1), the cast member plays in front of all other layers on the Stage, and ink effects have no
affect.
If this property is FALSE (0), the cast member can appear in any layer of the Stage’s animation planes, and ink effects
affect the appearance of the sprite.

•

Use the syntax member(whichCastMember).directToStage for digital video or animated GIFs.

•

Use the syntax sprite(whichSprite).directToStage for Flash or vector shapes.

•

Use either syntax for 3D cast members or sprites.

Using this property improves the playback performance of the cast member or sprite.
No other cast member can appear in front of a directToStage sprite. Also, ink effects do not affect the appearance
of a directToStage sprite.
When a sprite’s directToStage property is TRUE, Director draws the sprite directly to the screen without first
compositing it in the Director offscreen buffer. The result can be similar to the trails ink effect of the Stage.

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Explicitly refresh a trailed area by turning the directToStage property off and on, using a full-screen transition, or
“wiping” another sprite across this area. (In Windows, if you don’t do this, you can branch to another similar screen,
and the video may not completely disappear.)
To see an example of directToStage used in a completed movie, see the QT and Flash movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement makes the QuickTime movie The Residents always play in the top layer of the Stage:
-- Lingo syntax
member("The Residents").directToStage = 1
// JavaScript syntax
member("The Residents").directToStage = 1;

disableImagingTransformation
Usage
-- Lingo syntax
_player.disableImagingTransformation
// JavaScript syntax
_player.disableImagingTransformation;

Description
Player property; determines whether Director automatically takes Stage scrolling or zooming into account capturing
the image of the Stage. Read/write.
When TRUE, this property prevents Director from automatically taking Stage scrolling or zooming into account
when the image property is used to get the image of the Stage. Zooming and scrolling of the Stage will affect the
appearance of the image captured by using image.
When FALSE, Director will always capture the image of the Stage as if the Stage window was zoomed at 100% and
was not scrolled out from the center of the Stage window. FALSE is the default value.
Example
This statement sets disableImagingTransformation to TRUE:
-- Lingo syntax
_player.disableImagingTransformation = TRUE
// JavaScript syntax
_player.digitalVideoTimeScale = true;

See also
image (Image), Player

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displayFace
Usage
member(whichTextCastmember).displayFace
member(which3DCastmember).modelResource(whichModelResource).displayFace

Description
3D text property; a linear list indicating which face or faces of the 3D text to display. Possible values include #front,
#tunnel, and #back. You can show any combination of faces, and the list can be in any order.
The default value of this property is [#front, #back, #tunnel].
For text cast members, this is a member property. For extruded text in a 3D cast member, this is a model resource
property.
Example
In this example, the cast member named Rugsign is a text cast member. This statement sets the displayFace
property of Rugsign to [#tunnel]. When Rugsign is displayed in 3D mode, its front and back faces will not appear.
-- Lingo syntax
member("Rugsign").displayFace = [#tunnel]
// JavaScript syntax
member("Rugsign").displayFace = list( symbol("tunnel") );

In this example, the model resource of the model named Slogan is extruded text. This statement sets the
displayFace property of Slogan's model resource to [#back, #tunnel]. The front face of Slogan will not be
drawn.
-- Lingo syntax
member("scene").model("Slogan").resource.displayFace = [#back, #tunnel]

See also
extrude3D, displayMode

displayMode
Usage
member(whichTextCastmember).displayMode

Description
Text cast member property; specifies whether the text will be rendered as 2D text or 3D text.
If this property is set to #Mode3D, the text is shown in 3D. You can set the 3D properties (such as displayFace and
bevelDepth) of the text, as well as the usual text properties (such as text and font). The sprite containing this cast
member becomes a 3D sprite.
If this property is set to #ModeNormal, the text is shown in 2D.
The default value of this property is #ModeNormal.

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Example
In this example, the cast member named Logo is a text cast member. This statement causes Logo to be displayed in
3D.
-- Lingo syntax
member("Logo").displayMode = #mode3D
// JavaScript syntax
member("Logo").displayMode = symbol("mode3D");

See also
extrude3D

displayRealLogo
Usage
-- Lingo syntax
memberOrSpriteObjRef.displayRealLogo
// JavaScript syntax
memberOrSpriteObjRef.displayRealLogo;

Description
RealMedia sprite or cast member property; allows you to set or get whether the RealNetworks® logo is displayed
(TRUE) or not (FALSE). When set to TRUE, this property displays the RealNetworks logo in the RealMedia viewer at
the beginning of the stream, when the video is stopped, or when the video is rewound.
The default value of this property is TRUE (1). Integer values other than 1 or 0 are treated as TRUE.
Example
The following examples show that the displayRealLogo property for sprite 2 and the cast member Real is set to
TRUE, which means that the RealNetworks logo is displayed when the movie starts to play and when it is stopped or
rewound.
-- Lingo syntax
put(sprite(2).displayRealLogo) -- 1
put(member("Real").displayRealLogo) -- 1
// JavaScript syntax
trace(sprite(2).displayRealLogo); // 1
put(member("Real").displayRealLogo); // 1

The following examples set the displayRealLogo property for sprite 2 and the cast member Real to FALSE, which
means that the RealNetworks logo is not displayed.
-- Lingo syntax
sprite(2).displayRealLogo = FALSE
member("Real").displayRealLogo = FALSE
// JavaScript syntax
sprite(2).displayRealLogo = 0;
member("Real").displayRealLogo = 0;

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displayTemplate
Usage
-- Lingo syntax
_movie.displayTemplate
// JavaScript syntax
_movie.displayTemplate;

Description
Movie property; provides access to a list of properties that are applied to the window in which a movie is playing
back. Read/write.
The displayTemplate property provides access to the properties of the Window object that are used to specify
default window settings. Therefore, displayTemplate is used on the Movie object to return or set default window
settings in the same way the appearanceOptions and titlebarOptions properties are used on the Window
object.
The displayTemplate property provides access to the following properties.
Property

Description

appearanceOptions

A property list that stores appearance options for a window. The appearance options are mask,
border, metal, dragRegionMask, shadow, and liveresize. For more information, see
appearanceOptions.

dockingEnabled

Determines whether a movie in a window (MIAW) will be dockable when opened during
authoring. If TRUE, the window can be docked. If FALSE, the window cannot be docked. The
default value is FALSE. For more information, see dockingEnabled.

resizable

Determines whether a window is resizable. If TRUE, the window is resizable. If FALSE, the
window is not resizable. The default value is TRUE. For more information, see resizable.

title

Returns or sets the title of the display template. For more information, see title.

titlebarOptions

A property list that stores title bar options for a window. The title bar options are icon,
visible, closebox, minimizebox, maximizebox, and sideTitlebar. For more information, see titlebarOptions.

systemTrayIcon

(Microsoft Windows only) Determines whether a window has an associated icon in the system
tray of a user’s desktop.

systemTrayTooltip

(Microsoft Windows only) Determines the string that appears in the tooltip pop-up of the
system tray icon.

type

Returns or sets the type of a window. If a window’s type is set, all of the properties pertaining to
that window type are set as well. The types of windows are tool, document, and dialog. For
more information, see type.

Example
These statements display the displayTemplate properties and their corresponding values in the Message window.
-- Lingo syntax
trace(_movie.displayTemplate)
// JavaScript syntax
trace(_movie.displayTemplate);

These statements set various displayTemplate properties.
-- Lingo syntax

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_movie.displayTemplate.dockingEnabled = TRUE
_movie.displayTemplate.resizable = FALSE
_movie.displayTemplate.appearanceOptions.mask = member("mask")
_movie.displayTemplate.titlebarOptions.sideTitlebar = TRUE
// JavaScript syntax
_movie.displayTemplate.dockingEnabled = true;
_movie.displayTemplate.resizable = false;
_movie.displayTemplate.appearanceOptions.mask = member("mask");
_movie.displayTemplate.titlebarOptions.sideTitlebar = true;

See also
appearanceOptions, dockingEnabled, Movie, resizable, systemTrayIcon, title (Window),
titlebarOptions, type (Window), Window

distribution
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.distribution

Description
3D emitter property; indicates how the particles of a particle system are distributed across the emitter’s region at their
creation. The possible values of this property are #gaussian or #linear. The default value is #linear.
Example
In this example, ThermoSystem is a model resource whose type is #particle. This statement sets the distribution property of ThermoSystem’s emitter to #linear, which causes the particles of ThermoSystem to be evenly
distributed across their origin region at their birth.
-- Lingo syntax
member("Fires").modelResource("ThermoSystem").emitter.distribution = #linear
// JavaScript syntax
member("Fires").getProp("modelResource", 1).getPropRef("emitter").distribution =
symbol("linear");

See also
emitter, region

dither
Usage
-- Lingo syntax
memberObjRef.dither
// JavaScript syntax
memberObjRef.dither;

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Description
Bitmap cast member property; dithers the cast member when it is displayed at a color depth of 8 bits or less (256
colors) if the display must show a color gradation not in the cast member (TRUE), or tells Director to choose the
nearest color out of those available in the current palette (FALSE).
For both performance and quality reasons, you should set dither to TRUE only when higher display quality is
necessary. Dithering is slower than remapping, and artifacts may be more apparent when animating over a dithered
image.
If the color depth is greater than 8 bits, this property has no effect.
See also
depth (Bitmap)

dockingEnabled
Usage
-- Lingo syntax
_movie.displayTemplate.dockingEnabled
windowObjRef.dockingEnabled
// JavaScript syntax
_movie.displayTemplate.dockingEnabled;
windowObjRef.dockingEnabled;

Description
Movie and Window property; specifies whether a movie in a window (MIAW) will be a dockable window when
opened during authoring. Read/write.
This property cannot be accessed directly from a Movie object; you access this property from the Movie object’s
displayTemplate property.
The default value of this property is FALSE, which specifies that a MIAW will not be dockable when opened during
authoring. If this property is set to TRUE, the value of the Window object’s type property determines how the window
will appear during authoring.

• If dockingEnabled is TRUE and type is set to #document, the MIAW will look and act like a document windows
in Director. The window will appear in the “view port” area and be dockable with the Stage, Score, and Cast windows,
media editors, and message windows. However, the window will not be able to group with any of these windows.
• If dockingEnabled is TRUE and type is set to #tool, the MIAW will look and act like one of tool windows in
Director. The window will be able to group with all tool windows except the Property inspector and the Tool palette.
• If dockingEnabled is TRUE and type is set to #dialog, the type is ignored and the window will be an authoring
window.
This property is ignored in projectors.
Example
These statements set the dockingEnabled property to TRUE.
-- Lingo syntax
_movie.displayTemplate.dockingEnabled = TRUE -- from the Movie object
window("Instructions").dockingEnabled = TRUE -- from the Window object

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// JavaScript syntax
_movie.displayTemplate.dockingEnabled = true; // from the Movie object
window("Instructions").dockingEnabled = true; // from the Window object

See also
appearanceOptions, displayTemplate, Movie, titlebarOptions, type (Window), Window

domain
Usage
-- Lingo syntax
dvdObjRef.domain
// JavaScript syntax
dvdObjRef.domain;

Description
DVD property; returns a symbol that indicates the current domain. Read-only.
Example
This statement returns the current domain:
-- Lingo syntax
trace (member(1).domain)-- #title
// JavaScript syntax
trace (member(1).domain);// #title

See also
DVD

doubleClick
Usage
-- Lingo syntax
_mouse.doubleClick
// JavaScript syntax
_mouse.doubleClick;

Description
Mouse property; tests whether two mouse clicks within the time set for a double-click occurred as a double-click
rather than two single clicks (TRUE), or if they didn’t occur within the time set, treats them as single clicks (FALSE).
Read-only.
Example
This statement branches the playhead to the frame Enter Bid when the user double-clicks the mouse button:
-- Lingo syntax
if (_mouse.doubleClick) then

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_movie.go("Enter Bid")
end if
// JavaScript syntax
if (_mouse.doubleClick) {
_movie.go("Enter Bid");
}

See also
clickLoc, clickOn, Mouse

drag
Usage
member(whichCastmember).modelResource(whichModelResource).drag

Description
3D #particle model resource property; indicates the percentage of each particle’s velocity that is lost in each
simulation step. This property has a range of 0 (no velocity lost) to 100 (all velocity lost and the particle stops
moving). The default value is 0.
Example
In this example, ThermoSystem is a model resource whose type is #particle. This statement sets the drag property
of ThermoSystem to 5, applying a large resistance to the motion of the particles of ThermoSystem and preventing
them from traveling very far.
-- Lingo syntax
member("Fires").modelResource("ThermoSystem").drag = 5
// JavaScript syntax
member("Fires").getProp("modelResource", 1).drag = 5;

See also
wind, gravity

drawRect
Usage
-- Lingo syntax
windowObjRef.drawRect
// JavaScript syntax
windowObjRef.drawRect;

Description
Window property; identifies the rectangular coordinates of the Stage of the movie that appears in a window.
Read/write.
The coordinates are given as a rectangle, with entries in the order left, top, right, and bottom.

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This property is useful for scaling or panning movies, but it does not rescale text and field cast members. Scaling
bitmaps can affect performance.
Example
This statement displays the current coordinates of the movie window called Control Panel:
-- Lingo syntax
put(window("Control Panel").drawRect)
// JavaScript syntax
put(window("Control Panel").drawRect);

The following statement sets the rectangle of the movie to the values of the rectangle named movieRectangle. The
part of the movie within the rectangle is what appears in the window.
-- Lingo syntax
movieRectangle = rect(10, 20, 200, 300)
window("Control Panel").drawRect = movieRectangle
// JavaScript syntax
var movieRectangle = rect(10, 20, 200, 300);
window("Control Panel").drawRect = movieRectangle;

The following lines cause the Stage to fill the main monitor area:
-- Lingo syntax
_movie.stage.drawRect = _system.deskTopRectList[1]
_movie.stage.rect = _system.deskTopRectList[1]
// JavaScript syntax
_movie.stage.drawRect = _system.deskTopRectList[1];
_movie.stage.rect = _system.deskTopRectList[1];

See also
rect(), Window

dropShadow
Usage
-- Lingo syntax
memberObjRef.dropShadow
// JavaScript syntax
memberObjRef.dropShadow;

Description
Cast member property; determines the size of the drop shadow in pixels, for text in a field cast member.
Example
This statement sets the drop shadow of the field cast member Comment to 5 pixels:
--Lingo syntax
member("Comment").dropShadow = 5
// JavaScript syntax
member("Comment").dropShadow = 5;

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duration (3D)
Usage
member(whichCastmember).motion(whichMotion).duration
motionObjectReference.duration

Description
3D property; lets you get the time in milliseconds that it takes the motion specified in the whichMotion parameter
to play to completion. This property is always greater than or equal to 0.
Example
This statement shows the length in milliseconds of the motion Kick.
-- Lingo syntax
put member("GbMember").motion("Kick").duration
-- 5100.0000
// JavaScript syntax
put( member("GbMember").getProp("motion", 1).duration );
// 5100.0000

See also
motion, currentTime (3D), play() (3D), queue() (3D)

duration (DVD)
Usage
-- Lingo syntax
dvdObjRef.duration
// JavaScript syntax
dvdObjRef.duration;

Description
DVD property; returns the total title time, in milliseconds. Read-only.
Example
This statement returns the duration of the current title:
--Lingo syntax
trace (member(1).duration)-- 1329566
// JavaScript syntax
trace (member(1).duration);// 1329566

See also
DVD

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duration (Member)
Usage
-- Lingo syntax
memberObjRef.duration
// JavaScript syntax
memberObjRef.duration;

Description
Cast member property; determines the duration of the specified Shockwave Audio (SWA), transition, Windows
Media, and QuickTime cast members.

•

When whichCastMember is a streaming sound file, this property indicates the duration of the sound. The

duration property returns 0 until streaming begins. Setting preLoadTime to 1 second allows the bit rate to return

the actual duration.

• When whichCastMember is a digital video cast member, this property indicates the digital video’s duration. The
value is in ticks.
• When whichCastMember is a transition cast member, this property indicates the transition’s duration. The value
for the transition is in milliseconds. During playback, this setting has the same effect as the Duration setting in the
Frame Transition dialog box.
This property can be tested for all cast members that support it, but only set for transitions.
To see an example of duration used in a completed movie, see the QT and Flash movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
If the SWA cast member Louie Prima has been preloaded, this statement displays the sound’s duration in the field
cast member Duration Displayer:
-- Lingo syntax
on exitFrame
if member("Louie Prima").state = 2 then
member("Duration Displayer").text = string(member("Louie Prima").duration)
end if
end
// JavaScript syntax
function exitFrame() {
if (member("Louie Prima").state == 2) {
member("Duration Displayer").text = member("Louie Prima").duration.toString()
}
}

duration (RealMedia, SWA)
Usage
-- Lingo syntax
memberOrSpriteObjRef.duration
// JavaScript syntax
memberOrSpriteObjRef.duration;

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Description
RealMedia or Shockwave audio sprite or cast member property; returns the duration of a RealMedia or Shockwave
Audio stream, in milliseconds. The duration of the stream is not known until the cast member starts to play. If the
stream is from a live feed or has not been played, the value of this property is 0. This property can be tested but not
set.
Example
The following examples show that the duration of the RealMedia stream in sprite 2 and the cast member Real is
100,500 milliseconds (100.500 seconds).
-- Lingo syntax
put(sprite(2).duration) -- 100500
put(member("Real").duration) -- 100500
// JavaScript syntax
put(sprite(2).duration); // 100500
put(member("Real").duration); // 100500

See also
play() (RealMedia, SWA, Windows Media), seek(), currentTime (RealMedia)

editable
Usage
-- Lingo syntax
spriteObjRef.editable
// JavaScript syntax
spriteObjRef.editable;

Description
Sprite property; determines whether a specified sprite can be edited on the Stage (TRUE) or not (FALSE). Read/write.
When the cast member property is set, the setting is applied to all sprites that contain the field.
When this property is set, only the specified sprite is affected.
You can also make a field sprite editable by using the Editable option in the Field Cast Member Properties dialog box.
You can make a field sprite editable by using the Editable option in the Score.
For the value set by a script to last beyond the current sprite, the sprite must be a scripted sprite.
Example
This handler first makes the sprite channel a puppet and then makes the field sprite editable:
-- Lingo syntax
on myNotes
_movie.puppetSprite(5, TRUE)
sprite(5).editable = TRUE
end
// JavaScript syntax
function myNotes() {
_movie.puppetSprite(5, true);

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sprite(5).editable = true;
}

This statement checks whether a field sprite is editable and displays a message if it is:
-- Lingo syntax
if (sprite(13).editable = TRUE) then
member("Notice").text = "Please enter your answer below."
end if
// JavaScript syntax
if (sprite(13).editable == true) {
member("Notice").text = "Please enter your answer below.";
}

See also
Sprite

editShortCutsEnabled
Usage
-- Lingo syntax
_movie.editShortCutsEnabled
// JavaScript syntax
_movie.editShortCutsEnabled;

Description
Movie property; determines whether cut, copy, and paste operations and their keyboard shortcuts function in the
current movie. Read/write.
When set to TRUE, these text operations function. When set to FALSE, these operations are not allowed. The default
is TRUE for movies made in Director 8 and later, FALSE for movies made in versions of Director prior to Director 8.
Example
This statement disables cut, copy, and paste operations:
-- Lingo syntax
_movie.editShortCutsEnabled = 0
// JavaScript syntax
_movie.editShortCutsEnabled = 0;

See also
Movie

elapsedTime
Usage
-- Lingo syntax
soundChannelObjRef.elapsedTime
// JavaScript syntax

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soundChannelObjRef.elapsedTime;

Description
Sound Channel property; gives the time, in milliseconds, that the current sound member in a sound channel has
been playing. Read-only.
The elapsed time starts at 0 when the sound begins playing and increases as the sound plays, regardless of any
looping, setting of the currentTime or other manipulation. Use the currentTime to test for the current absolute
time within the sound.
The value of this property is a floating-point number, allowing for measurement of sound playback to fractional
milliseconds.
Example
This idle handler displays the elapsed time for sound channel 4 in a field on the Stage during idles:
-- Lingo syntax
on idle
member("time").text = string(sound(4).elapsedTime)
end idle
// JavaScript syntax
function idle() {
member("time").text = sound(4).elapsedTime.toString();
}

See also
currentTime (Sprite), Sound Channel

emissive
Usage
member(whichCastmember).shader(whichShader).emissive
member(whichCastmember).model(whichModel).shader.emissive
member(whichCastmember).model(whichModel).shaderList{[index]}.emissive

Description
3D #standard shader property; adds light to the shader independently of the lighting in the scene. For example, a
model using a shader whose emissive property is set to rgb(255, 255, 255) will appear to be illuminated by a
white light, even if there are no lights in the scene. The model will not, however, illuminate any other models or
contribute any light to the scene.
The default value for this property is rgb(0, 0, 0).
Example
This statement sets the emissive property of the shader named Globe to rgb(255, 0, 0). Models using this shader
will appear to be illuminated by a red light:
-- Lingo syntax
member("MysteryWorld").shader("Globe").emissive = rgb(255, 0, 0)
// JavaScript syntax
member("MysteryWorld").getProp("shader", 1).emissive = color(255, 0, 0);

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See also
silhouettes

emitter
Usage
--Lingo Usage
member(whichCastmember).modelResource(whichModelResource).emitter.numParticles
member(whichCastmember).modelResource(whichModelResource).emitter.mode
member(whichCastmember).modelResource(whichModelResource).emitter.loop
member(whichCastmember).modelResource(whichModelResource).emitter.direction
member(whichCastmember).modelResource(whichModelResource).emitter.region
member(whichCastmember).modelResource(whichModelResource).emitter.distribution
member(whichCastmember).modelResource(whichModelResource).emitter.angle
member(whichCastmember).modelResource(whichModelResource).emitter.path
member(whichCastmember).modelResource(whichModelResource).emitter.pathStrength
member(whichCastmember).modelResource(whichModelResource).emitter.minSpeed
member(whichCastmember).modelResource(whichModelResource).emitter.maxSpeed
// JavaScript usage
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").numParticles
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").mode
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").loop
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").direction
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").region
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").distribution
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").angle
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").path
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").pathStrength
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").minSpeed
member(whichCastmember).getPropRef("modelresource",whichModelResourceIndex).getPropRef("em
itter").maxSpeed

Description
3D particle system element; controls the initial propulsion of particles from a model resource whose type is
#particle.
The “See also” section of this entry contains a complete list of emitter properties. For more information, see the
individual property entries.
See also
numParticles, loop (emitter), direction, distribution, region, angle (3D), path (3D),
pathStrength, minSpeed, maxSpeed

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emulateMultibuttonMouse
Usage
-- Lingo syntax
_player.emulateMultibuttonMouse
// JavaScript syntax
_player.emulateMultibuttonMouse;

Description
Player property; determines whether a movie interprets a mouse click with the Control key pressed on the Mac the
same as a right mouse click in Windows (TRUE) or not (FALSE, default). Read/write.
Right-clicking has no direct Mac equivalent.
Setting this property to TRUE lets you provide consistent mouse button responses for cross-platform movies.
Example
The following sets the emulateMultibuttonMouse property to TRUE:
-- Lingo syntax
_player.emulateMultibuttonMouse = TRUE
// JavaScript syntax
_player.emulateMultibuttonMouse = true;

See also
Player

enabled
Usage
the enabled of menuItem whichItem of menu whichMenu

Description
Menu item property; determines whether the menu item specified by whichItem is displayed in plain text and is
selectable (TRUE, default) or appears dimmed and is not selectable (FALSE).
The expression whichItem can be either a menu item name or a menu item number. The expression whichMenu can
be either a menu name or a menu number.
The enabled property can be tested and set.
Note: Menus are not available in Shockwave Player.
Example
This handler enables or disables all the items in the specified menu. The argument theMenu specifies the menu; the
argument Setting specifies TRUE or FALSE. For example, the calling statement ableMenu ("Special", FALSE)
disables all the items in the Special menu.
-- Lingo syntax
on ableMenu theMenu, vSetting
set n = the number of menuItems of menu theMenu
repeat with i = 1 to n

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set the enabled of menuItem i of menu theMenu to vSetting
end repeat
end ableMenu
// JavaScript syntax
function ableMenu (theMenu, vSetting){
n = _menuBar.menu[theMenu].item.count;
for( i = 1 ; i <= n ; i++)
_menuBar.menu[theMenu].item[i].enabled = vSetting;
}

See also
name (menu property), number (menus), checkMark, script, number (menu items)

enabled (collision)
Usage
member(whichCastmember).model(whichModel).collision.enabled

Description
3D collision property; allows you to get or set whether (TRUE) or not (FALSE) collisions are detected on models.
Setting this property to FALSE temporarily disables the collision modifier without removing it from the model.
The default setting for this property is TRUE.
Example
This statement activates the collision modifier for the model box:
-- Lingo syntax
member("3d world").model("box").collision.enabled = TRUE
// JavaScript syntax
member("3d world").getProp("model",1).getPropRef("collision").enabled = true;

See also
addModifier, collision (modifier), modifier

enabled (fog)
Usage
member(whichCastmember).camera(whichCamera).fog.enabled
sprite(whichSprite).camera{(index)}.fog.enabled

Description
3D camera property; indicates whether the camera adds fog to the view from the camera. The default setting for this
property is FALSE.
Example
This statement creates fog in the view from the camera named BayView:
member("MyYard").camera("BayView").fog.enabled = TRUE

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See also
fog

enabled (sds)
Usage
member(whichCastmember).model(whichModel).sds.enabled

Description
3D sds modifier property; indicates whether the sds modifier attached to a model is used by the model.
The default setting for this property is TRUE.
An attempt to add the sds modifier to a model that already has the inker or toon modifier attached fails without
an error message. Likewise, an attempt to add the inker or toon modifier to a model that already has the sds
modifier attached also fails without an error message. Be careful when using the sds modifier with the lod modifier.
For more information, see the sds (modifier) entry.
Example
This statement turns on the sds modifier attached to the model Baby:
member("Scene").model("Baby").sds.enabled = TRUE

See also
sds (modifier), modifier, addModifier

enableFlashLingo
Usage
-- Lingo syntax
_movie.enableFlashLingo
// JavaScript syntax
_movie.enableFlashLingo;

Description
Movie property; determines whether a sprite with Flash content can make any direct scripting callbacks when using
the Flash getURL() method. Read/write.
The Flash getURL() method loads a new URL into a blank browser window.
If enableFlashLingo is set to TRUE, a sprite with Flash content can execute any valid script command (subject to
standard Shockwave Player-safe rules) when getURL() is called.
If enableFlashLingo is set to FALSE, a sprite with Flash content is prevented from executing script commands
when getURL() is called. The default value of this property is FALSE.
This property is useful when creating a movie that displays Flash content of unknown origin, such as in a projector
that browses a system folder for SWF files, or a movie with Shockwave content that accepts a URL for a SWF file
from an end user.

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Example
This statement sets the enableFlashLingo property to TRUE:
-- Lingo syntax
_movie.enableFlashLingo = TRUE
// JavaScript syntax
_movie.enableFlashLingo = true;

See also
Movie

endAngle
Usage
member(whichCastmember).modelResource(whichModelResource).endAngle

Description
3D #cylinder or #sphere model resource property; indicates how much of the sphere or cylinder is drawn.
The surface of a sphere is generated by sweeping a 2D half circle arc around the sphere’s Y axis from startAngle to
endAngle. If startAngle is set to 0 and endAngle is set to 360, the result is a complete sphere. To draw a section of
a sphere, set endAngle to a value less than 360.
The surface of a cylinder is generated by sweeping a 2D line around the sphere’s Y axis from startAngle to
endAngle. If startAngle is set to 0 and endAngle is set to 360, the result is a complete cylinder. To draw a section
of a cylinder, set endAngle to a value less than 360.
The default setting for this property is 360.
Example
For this example, assume that the cast member named MyMember contains a model that uses the model resource
named Sphere4, whose endAngle value is 310, leaving an opening of 50°. The handler closeSphere closes that
opening in a way that makes it look like it is sliding shut. The repeat loop changes the endAngle value of the sphere
1° at a time. The updateStage command in the repeat loop forces the Stage to redraw after every 1° increment.
-- Lingo syntax
on closeSphere
MyAngle = member("MyMember").modelresource("Sphere4").endAngle
repeat with r = 1 to 50
MyAngle = MyAngle + 1
member("MyMember").modelresource("Sphere4").endAngle = MyAngle
updateStage
end repeat
end
// JavaScript syntax
function closeSphere(){
var MyAngle = member("MyMember").getProp("modelresource", 1).endAngle;
for( r = 1; r <= 50; r++)
{
MyAngle++;
member("MyMember").getProp("modelresource", 1).endAngle = MyAngle;
_movie.updateStage();
}

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}

See also
state (3D)

endColor
Usage
-- Lingo syntax
memberObjRef.endColor
// JavaScript syntax
memberObjRef.endColor;

Description
Vector shape cast member property; the ending color of a gradient shape’s fill specified as an RGB value.
endColor is only valid when the fillMode is set to #gradient, and the starting color is set with fillColor.

This property can be tested and set.
To see an example of endColor used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.
See also
color(), fillColor, fillMode

endFrame
Usage
-- Lingo syntax
spriteObjRef.endFrame
// JavaScript syntax
spriteObjRef.endFrame;

Description
Sprite property; returns the frame number of the end frame of the sprite span. Read-only.
This property is useful in determining the span in the Score of a particular sprite.
This property is available only in a frame that contains the sprite. It cannot be applied to sprites in different frames
of the movie.
Example
This statement output reports the ending frame of the sprite in channel 5 in the Message window:
-- Lingo syntax
put(sprite(5).endFrame)
// JavaScript syntax
put(sprite(5).endFrame);

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See also
Sprite, startFrame

endTime
Usage
-- Lingo syntax
soundChannelObjRef.endTime
// JavaScript syntax
soundChannelObjRef.endTime;

Description
Sound Channel property; specifies the end time of the currently playing, paused, or queued sound. Read/write.
The end time is the time within the sound member when it will stop playing. It’s a floating-point value, allowing for
measurement and control of sound playback to fractions of milliseconds. The default value is the normal end of the
sound.
This property may be set to a value other than the normal end of the sound only when passed as a parameter with
the queue() or setPlayList() methods.
Example
These statemenets check whether the sound member Jingle is set to play all the way through in sound channel 1:
-- Lingo syntax
if (sound(1).startTime > 0 and sound(1).endTime < member("Jingle").duration) then
_player.alert("Not playing the whole sound.")
end if
// JavaScript syntax
if (sound(1).startTime > 0 && sound(1).endTime < member("Jingle").duration) {
_player.alert("Not playing the whole sound.");
}

See also
queue(), setPlayList(), Sound Channel

environmentPropList
Usage
-- Lingo syntax
_system.environmentPropList
// JavaScript syntax
_system.environmentPropList;

Description
System property; contains a list with information about the environment under which the Director content is
currently running. Read-only.

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This design enables Adobe to add information to the environmentPropList property in the future, without
affecting existing movies.
The information is in the form of property and value pairs for that area.
#shockMachine

Integer TRUE or FALSE value indicating whether the movie is playing in ShockMachine.

#shockMachineVersion

String indicating the installed version number of ShockMachine.

#platform

String containing “Mac,PowerPC”, or “Windows,32”. This is based on the current OS and
hardware that the movie is running under.

#runMode

String containing “Author”, “Projector”, or “Plugin”. This is based on the current application
that the movie is running under.

#colorDepth

Integer representing the bit depth of the monitor the Stage appears on. Possible values
are 1, 2, 4, 8, 16, or 32.

#internetConnected

Symbol indicating whether the computer the movie is playing on has an active Internet
connection. Possible values are #online and #offline.

#uiLanguage

String indicating the language the player is using to display its user interface.

#osLanguage

String indicating the native language of the computer’s operating system.

#osVersion

The value of #osVersion is a string.
On Windows, The #osVersion property is is populated with information obtained with the
GetVersionEx() system call. The values in the string are from the OSVERSIONINFO structure:
"Windows CE" or "Windows NT" or "Windows 2000" or Windows XP" or "Windows 95" or
"Windows 98" or "Windows ME"
dwMajorVersion
dwMinorVersion
dwOSVersionInfoSize
dwPlatformId
szCSDVersion
On Mac, the values in the string are from the Gestalt(gestaltSystemVersion) call:
"Mac OS"
major version
minor version
sub-version

#productBuildVersion

String indicating the internal build number of the playback application.

The properties contain exactly the same information as the properties and functions of the same name.
Example
This statement displays the environment list in the Message window:
-- Lingo syntax
put(_system.environmentPropList)
// JavaScript syntax
put(_system.environmentPropList);

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See also
System

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 modifier’s
tension setting is low, its depth setting is high, and its subdivision setting is #adaptive, this will cause a very
pronounced effect on Baby’s geometry.
-- Lingo syntax
member("Scene").model("Baby").addModifier(#sds)
member("Scene").model("Baby").sds.subdivision = #adaptive
member("Scene").model("Baby").sds.error = 0
// JavaScript syntax
member("Scene").getProp("model",2).addModifier(symbol("sds"));
member("Scene").getProp("model",2).getPropRef("sds").subdivision = symbol("adaptive");
member("Scene").getProp("model",2).getPropRef("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.

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•

#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.
-- Lingo syntax
on enterFrame
if sprite(5).buttonsEnabled = TRUE then
sprite(5).eventPassMode= #passNotButton
else
sprite(5).eventPassMode = #passAlways
end if
end
// JavaScript syntax
function enterFrame() {
var btEn = sprite(5).buttonsEnabled;
if (btEn == 1) {
sprite(5).eventPassMode= symbol("passNotButton");
} else {
sprite(5).eventPassMode = symbol("passAlways");
}
}

exitLock
Usage
-- Lingo syntax
_movie.exitLock
// JavaScript syntax
_movie.exitLock;

Description
Movie property; determines whether a user can quit to the Windows desktop or Mac Finder from projectors (FALSE,
default) or not (TRUE). Read/write.
The user can quit to the desktop by pressing Control+period (Windows) or Command+period (Mac), Control+Q
(Windows) or Command+Q (Mac), or Control+W (Windows) or Command+W (Mac); the Escape key is also
supported in Windows.
Example
This statement sets the exitLock property to TRUE:
-- Lingo syntax
_movie.exitLock = TRUE

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// JavaScript syntax
_movie.exitLock = true;

Assuming that exitLock is set to TRUE, nothing occurs automatically when the Control+period/Q/W, Esc, or
Command+period/Q/W keys are used. This handler checks keyboard input for keys to exit and takes the user to a
custom quit sequence:
-- Lingo syntax
on checkExit
if ((_key.commandDown) and (_key.key = "." or _key.key = "q") and (_movie.exitLock =
TRUE)) then _movie.go("quit sequence")
end checkExit
// JavaScript syntax
function checkExit() {
if ((_key.commandDown) && (_key.key == "." || _key.key == "q") && (_movie.exitLock ==
true)) {
_movie.go("quit sequence");
}
}

See also
Movie

externalParamCount
Usage
-- Lingo syntax
_player.externalParamCount
// JavaScript syntax
_player.externalParamCount;

Description
Player property; returns the number of parameters that an HTML  or  tag is passing to a movie
with Shockwave content. Read-only.
This property is valid only for movies with Shockwave content that are running in a browser. It doesn’t work for
movies during authoring or for projectors.
For more information about the valid external parameters, see externalParamName() and
externalParamValue().
Example
This handler determines whether an  or  tag is passing any external parameters to a movie
with Shockwave content and runs Lingo statements if parameters are being passed:
-- Lingo syntax
if (_player.externalParamCount > 0) then
-- perform some action
end if
// JavaScript syntax
if (_player.externalParamCount > 0) {
// perform some action;
}

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See also
externalParamName(), externalParamValue(), Player

face
Usage
\-- Lingo Usage
member(whichCastmember).modelResource(whichModelResource).face.count
member(whichCastmember).modelResource(whichModelResource).face[index].colors
member(whichCastmember).modelResource(whichModelResource).face[index].normals
member(whichCastmember).modelResource(whichModelResource).face[index].shader
member(whichCastmember).modelResource(whichModelResource).face[index].textureCoordinates
member(whichCastmember).modelResource(whichModelResource).face[index].vertices
member(whichCastmember).model(whichModel).meshdeform.face.count
member(whichCastmember).model(whichModel).meshdeform.mesh[index].face.count
member(whichCastmember).model(whichModel).meshdeform.mesh[meshIndex].face[faceIndex]
member(whichCastmember).model(whichModel).meshdeform.mesh[meshIndex].face[faceIndex].neigh
bor{[neighborIndex]}
// JavaScript Usage
member(whichCastmember).getProp("modelResource",
whichModelResourceIndex).getPropRef("face", index).colors
member(whichCastmember).getProp("modelResource",
whichModelResourceIndex).getPropRef("face", index).normals
member(whichCastmember).getProp("modelResource",
whichModelResourceIndex).getPropRef("face", index).shader
member(whichCastmember).getProp("modelResource",
whichModelResourceIndex).getPropRef("face", index).textureCoordinates
member(whichCastmember).getProp("modelResource",
whichModelResourceIndex).getPropRef("face", index).vertices
member(whichCastmember).getProp("model",
whichModelIndex).getPropRef("meshdeform").getPropRef("mesh", meshIndex).face[faceIndex]
member(whichCastmember).getProp("model",
whichModelIndex).getPropRef("meshdeform").getPropRef("mesh",
meshIndex).face[faceIndex].neighbor{[neighborIndex]}

Description
3D #mesh model resource and meshdeform modifier property. All model resources are meshes composed of
triangles. Each triangle is a face.
You can access the properties of the faces of model resources whose type is #mesh. Changes to any of these properties
do not take effect until you call the build() command.
Note: For detailed information about the following properties, see the individual property entries.

•

count indicates the number of triangles in the mesh.

•

colors indicates which indices in the color list of the model resource to use for each of the vertices of the face.

• normals indicates which indices in the normal list of the model resource to use for each of the vertices of the
face.
•

shadowPercentage identifies the shader used when the face is rendered.

•

textureCoordinates indicates which indices in the texture coordinate list of the model resource to use for each

of the vertices of the face.

•

vertices indicates which indices in the vertex list of the model resource to use to define the face.

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See the entry for meshDeform for descriptions of its face properties.
See also
build(), newMesh, meshDeform (modifier)

face[ ]
Usage
member(whichCastmember).model(whichModel).meshdeform.mesh[meshIndex].face[faceIndex]

Description
3D meshdeform modifier property; indicates which indices in the vertex list of the model resource were used to
define the face.
This property can be tested but not set. You can specify the vertices of a face of the #mesh model resource by setting
its vertexList and vertices properties and calling the build command.
Example
This statement shows that the first face of the first mesh of the model named Floor is defined by the first three vectors
in the vertex list of the model resource used by Floor:
put member("Scene").model("Floor").meshdeform.mesh[1].face[1]
-- [1, 2, 3]

See also
meshDeform (modifier), face, vertexList (mesh deform), vertices

far (fog)
Usage
member(whichCastmember).camera(whichCamera).fog.far
sprite(whichSprite).camera{(index)}.fog.far

Description
3D camera property; indicates the distance from the camera, in world units, where the fog reaches its maximum
density when the camera’s fog.enabled property is set to TRUE.
The default value for this property is 1000.
Example
The following statement sets the far property of the fog of the camera named BayView to 5000. If the fog’s enabled
property is set to TRUE, the fog will be densest 5000 world units in front of the camera.
-- Lingo syntax
member("MyYard").camera("BayView").fog.far = 5000
// JavaScript syntax
member("MyYard").getProp("camera",1).getPropRef("fog").far = 5000;

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Scripting Dictionary

See also
fog, near (fog)

fieldOfView
Usage
-- Lingo syntax
spriteObjRef.fieldOfView
// JavaScript syntax
spriteObjRef.fieldOfView;

Description
QTVR sprite property; gives the specified sprite’s current field of view in degrees.
This property can be tested and set.
Example
This statement sets the fieldOfView property of camera 1 to 90:
-- Lingo syntax
member("3d world").camera[1].fieldOfView = 90
// JavaScript syntax
member("3d world").getProp("camera",1).fieldOfView = 90;

fieldOfView (3D)
Usage
member(whichCastmember).camera(whichCamera).fieldOfView
sprite(whichSprite).camera{(index)}.fieldOfView

Description
3D camera property; indicates the angle formed by two rays: one drawn from the camera to the top of the projection
plane, and the other drawn from the camera to the bottom of the projection plane.
The images of the models in the 3D world are mapped onto the projection plane, which is positioned in front of the
camera like a screen in front of a movie projector. The projection plane is what you see in the 3D sprite. The top and
bottom of the projection plane are defined by the fieldOfView property. Note, however, that the sprite is not resized
as the value of the fieldOfView property changes. Instead, the image of the projection plane is scaled to fit the rect
of the sprite.
The value of this property is meaningful only when the value of the camera’s projection property is set to
#perspective. When the projection property is set to #orthographic, use the camera’s orthoHeight property

to define the top and bottom of the projection plane.
The default setting for this property is 30.0.
Example
This statement sets the fieldOfView property of camera 1 to 90:

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member("3d world").camera[1].fieldOfView = 90

See also
orthoHeight

fileFreeSize
Usage
-- Lingo syntax
_movie.fileFreeSize
// JavaScript syntax
_movie.fileFreeSize;

Description
Movie property; returns the number of unused bytes in the current movie caused by changes to the cast libraries and
cast members within a movie. Read-only.
The Save and Compact and Save As commands rewrite the file to delete this free space.
When the movie has no unused space, fileFreeSize returns 0.
Example
This statement displays the number of unused bytes that are in the current movie:
-- Lingo syntax
put(_movie.fileFreeSize)
// JavaScript syntax
put(_movie.fileFreeSize);

See also
Movie

fileName (Cast)
Usage
-- Lingo syntax
castObjRef.fileName
// JavaScript syntax
castObjRef.fileName;

Description
Cast library property; returns or sets the filename of a cast library. Read-only for internal cast libraries, read/write
for external cast libraries.
For external cast libraries, fileName returns the cast’s full pathname and filename.
For internal cast libraries, fileName returns a value depending on which internal cast library is specified.

•

If the first internal cast library is specified, fileName returns the name of the movie.

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•

If any other internal cast library is specified, fileName returns an empty string.

This property accepts URLs as references. However, to use a cast library from the Internet and minimize download
time, use the downloadNetThing() or preloadNetThing() methods to download the cast’s file to a local disk, and
then set fileName to the file on the disk.
If a movie sets the filename of an external cast, do no use the Duplicate cast members for Faster Loading option in
the Project Options dialog box.
Example
This statement displays the pathname and filename of the Buttons external cast in the Message window:
-- Lingo syntax
trace(castLib("Buttons").fileName)
// JavaScript syntax
trace(castLib("Buttons").fileName);

This statement sets the filename of the Buttons external cast to Content.cst:
-- Lingo syntax
castLib("Buttons").fileName = _movie.path & "Content.cst"
// JavaScript syntax
castLib("Buttons").fileName = _movie.path + "Content.cst";

The movie then uses the external cast file Content.cst as the Buttons cast.
These statements download an external cast from a URL to the Director application folder and then make that file
the external cast named Cast of Thousands:
-- Lingo syntax
downloadNetThing("http://wwwcbDeMille.com/Thousands.cst", _player.applicationPath &
"Thousands.cst")
castLib("Cast of Thousands").fileName = _player.applicationPath & "Thousands.cst"
// JavaScript syntax
downloadNetThing("http://wwwcbDeMille.com/Thousands.cst", _player.applicationPath +
"Thousands.cst");
castLib("Cast of Thousands").fileName = _player.applicationPath + "Thousands.cst";

See also
Cast Library, downloadNetThing, preloadNetThing()

fileName (Member)
Usage
-- Lingo syntax
memberObjRef.fileName
// JavaScript syntax
memberObjRef.fileName;

Description
Member property; refers to the name of the file assigned to a linked cast member. Read/write.

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This property is useful for switching the external linked file assigned to a cast member while a movie plays, similar
to the way you can switch cast members. When the linked file is in a different folder than the movie, you must include
the file’s pathname.
You can also make unlinked media linked by setting the filename of those types of members that support linked
media.
This property also accepts URLs as a reference. However, to use a file from a URL and minimize download time, use
the downloadNetThing() or preloadNetThing() methods to download the file to a local disk first and then set
the fileName property to the file on the local disk.
After the filename is set, Director uses that file the next time the cast member is used.
Example
This statement links the QuickTime movie "ChairAnimation" to cast member 40:
-- Lingo syntax
member(40).fileName = "ChairAnimation"
// JavaScript syntax
member(40).fileName = "ChairAnimation";

These statements download an external file from a URL to the Director application folder and make that file the
media for the sound cast member Norma Desmond Speaks:
-- Lingo syntax
downloadNetThing("http://wwwcbDeMille.com/Talkies.AIF", _player.applicationPath &
"Talkies.AIF")
member("Norma Desmond Speaks").fileName = _player.applicationPath & "Talkies.AIF"
// JavaScript syntax
downloadNetThing("http://wwwcbDeMille.com/Talkies.AIF", _player.applicationPath +
"Talkies.AIF");
member("Norma Desmond Speaks").fileName = _player.applicationPath + "Talkies.AIF";

See also
downloadNetThing, Member, preloadNetThing()

fileName (Window)
Usage
-- Lingo syntax
windowObjRef.fileName
// JavaScript syntax
windowObjRef.fileName;

Description
Window property; refers to the filename of the movie assigned to a window. Read/write.
When the linked file is in a different folder than the movie, you must include the file’s pathname.
To be able to play the movie in a window, you must set the fileName property to the movie’s filename.

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The fileName property accepts URLs as a reference. However, to use a movie file from a URL and minimize the
download time, use the downloadNetThing() or preloadNetThing() methods to download the movie file to a
local disk first and then set fileName property to the file on the local disk.
Example
This statement assigns the file named Control Panel to the window named Tool Box:
-- Lingo syntax
window("Tool Box").fileName = "Control Panel"
// JavaScript syntax
window("Tool Box").fileName = "Control Panel";

This statement displays the filename of the file assigned to the window named Navigator:
-- Lingo syntax
trace(window("Navigator").fileName)
// JavaScript syntax
trace(window("Navigator").fileName);

These statements download a movie file from a URL to the Director application folder and then assign that file to
the window named My Close Up:
-- Lingo syntax
downLoadNetThing("http://www.cbDeMille.com/Finale.DIR", _player.applicationPath &
"Finale.DIR")
window("My Close Up").fileName = _player.applicationPath & "Finale.DIR"
// JavaScript syntax
downLoadNetThing("http://www.cbDeMille.com/Finale.DIR", _player.applicationPath +
"Finale.DIR");
window("My Close Up").fileName = _player.applicationPath + "Finale.DIR";

See also
downloadNetThing, preloadNetThing(), Window

fileSize
Usage
-- Lingo syntax
_movie.fileSize
// JavaScript syntax
_movie.fileSize;

Description
Movie property; returns the number of bytes in the current movie saved on disk. Read-only.
This is the same number returned when selecting File Properties in Windows or Get Info in the Mac Finder.
Example
This statement displays the number of bytes in the current movie:
-- Lingo syntax
put(_movie.fileSize)

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// JavaScript syntax
put(_movie.fileSize);

See also
Movie

fileVersion
Usage
-- Lingo syntax
_movie.fileVersion
// JavaScript syntax
_movie.fileVersion;

Description
Movie property; indicates the version, as a string, of Director in which the movie was last saved. Read-only.
Example
This statement displays the version of Director that last saved the current movie:
-- Lingo syntax
put(_movie.fileVersion)
// JavaScript syntax
put(_movie.fileVersion);

See also
Movie

fillColor
Usage
-- Lingo syntax
memberObjRef.fillColor
// JavaScript syntax
memberObjRef.fillColor;

Description
Vector shape cast member property; the color of the shape’s fill specified as an RGB value.
It’s possible to use fillColor when the fillMode property of the shape is set to #solid or #gradient, but not if it
is set to #none. If the fillMode is #gradient, fillColor specifies the starting color for the gradient. The ending
color is specified with endColor.
This property can be tested and set.
To see an example of fillColor used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.

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Example
This statement sets the fill color of the member Archie to a new RGB value:
-- Lingo syntax
member("Archie").fillColor = color( 24, 15, 153)
// JavaScript syntax
member("Archie").fillColor = color( 24, 15, 153);

See also
endColor, fillMode

fillCycles
Usage
-- Lingo syntax
memberObjRef.fillCycles
// JavaScript syntax
memberObjRef.fillCycles;

Description
Vector shape cast member property; the number of fill cycles in a gradient vector shape’s fill, as specified by an
integer value from 1 to 7.
This property is valid only when the fillMode property of the shape is set to #gradient.
This property can be tested and set.
To see an example of fillCycles used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement sets the fillCycles of member Archie to 3:
-- Lingo syntax
member("Archie").fillCycles = 3
// JavaScript syntax
member("Archie").fillCycles = 3;

See also
endColor, fillColor, fillMode

fillDirection
Usage
-- Lingo syntax
memberObjRef.fillDirection
// JavaScript syntax
memberObjRef.fillDirection;

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Description
Vector shape cast member property; specifies the amount in degrees to rotate the fill of the shape.
This property is only valid when the fillMode property of the shape is set to #gradient.
This property can be tested and set.
To see an example of fillDirection used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
Following behavior changes the fillMode of the vector shape to 'gradient' and genrates a simple animation by continuosusly modifying the 'fillDirection' of the vector shape
-- Lingo syntax
on beginSprite(me)
member("VectorShape").fillMode = #gradient
end
on exitFrame(me)
member("VectorShape").fillDirection = (member("VectorShape").fillDirection + 10 ) mod \
360
end
// JavaScript syntax
function beginSprite(me)
{
member("VectorShape").fillMode = symbol("gradient");
}
function exitFrame(me)
{
member("VectorShape").fillDirection = (member("VectorShape").fillDirection + 10 ) % 360;
}

See also
fillMode

filled
Usage
member(whichCastMember).filled
the filled of member whichCastMember

Description
Shape cast member property; indicates whether the specified cast member is filled with a pattern (TRUE) or not
(FALSE).
Example
The following statements make the shape cast member Target Area a filled shape and assign it the pattern numbered
1, which is a solid color:
-- Lingo syntax
member("Target Area").filled = TRUE
member("Target Area").pattern = 1

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// Java Script
member("Target Area").filled = true;
member("Target Area").pattern = 1;

See also
fillColor, fillMode

fillMode
Usage
-- Lingo syntax
memberObjRef.fillMode
// JavaScript syntax
memberObjRef.fillMode;

Description
Vector shape cast member property; indicates the fill method for the shape, using the following possible values:

•

#none—The shape is transparent

•

#solid—The shape uses a single fill color

•

#gradient—The shape uses a gradient between two colors

This property can be tested and set when the shape is closed; open shapes have no fill.
To see an example of fillMode used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement sets the fillMode of member Archie to gradient:
-- Lingo syntax
member("Archie").fillMode = #gradient
// JavaScript syntax
member("Archie").fillMode = symbol("gradient");

See also
endColor, fillColor

fillOffset
Usage
-- Lingo syntax
memberObjRef.fillOffset
// JavaScript syntax
memberObjRef.fillOffset;

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Description
Vector shape cast member property; specifies the horizontal and vertical amount in pixels (within the defaultRect
space) to offset the fill of the shape.
This property is only valid when the fillMode property of the shape is set to #gradient, but can be both tested and
set.
To see an example of fillOffset used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement changes the fill offset of the vector shape cast member miette to a horizontal offset of 33 pixels and a
vertical offset of 27 pixels:
-- Lingo syntax
member("miette").fillOffset = point(33, 27)
// JavaScript syntax
member("miette").fillOffset = point(33, 27);

See also
defaultRect, fillMode

fillScale
Usage
-- Lingo syntax
memberObjRef.fillScale
// JavaScript syntax
memberObjRef.fillScale;

Description
Vector shape cast member property; specifies the amount to scale the fill of the shape. This property is referred to as
“spread” in the vector shape window.
This property is only valid when the fillMode property of the shape is set to #gradient, but can be both tested and
set.
To see an example of fillScale used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement sets the fillScale of member Archie to 33:
-- Lingo syntax
member("Archie").fillScale = 33.00
// JavaScript syntax
member("Archie").fillScale = 33.00;

See also
fillMode

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filterlist
Usage
-- Lingo syntax
spriteObjRef.filterlist
// JavaScript syntax
spriteObjRef.filterlist;

Description
Sprite property; determines whether any Bitmap filter is applied to a sprite. This is a list so bitmap filters can be
applied to it by appending to the list.
Note: You cannot duplicate a filterlist using the duplicate() method.
Example
The first statement sets the variable named myFilter to the Blur filter. The next line sets the blur filter to the sprite(1).
--Lingo syntax
MyFilter=filter(#BlurFilter)
sprite(1).filterlist.append(MyFilter)
// JavaScript syntax
var MyFilter = filter(symbol("BlurFilter"));
sprite(1).filterlist.append(MyFilter);

See also
Bitmap filters in Using Director.

firstIndent
Usage
-- Lingo syntax
chunkExpression.firstIndent
// JavaScript syntax
chunkExpression.firstIndent;

Description
Text cast member property; contains the number of pixels the first indent in chunkExpression is offset from the
left margin of the chunkExpression.
The value is an integer: less than 0 indicates a hanging indent, 0 is no indention, and greater than 0 is a normal
indention.
This property can be tested and set.
Example
This statement sets the indent of the first line of member Desk to 0 pixels:
--Lingo syntax
member("Desk").firstIndent = 0
// JavaScript syntax
member("Desk").firstIndent = 0;

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See also
leftIndent, rightIndent

fixedLineSpace
Usage
-- Lingo syntax
chunkExpression.fixedLineSpace
// JavaScript syntax
chunkExpression.fixedLineSpace;

Description
Text cast member property; controls the height of each line in the chunkExpression portion of the text cast
member.
The value itself is an integer, indicating height in absolute pixels of each line.
The default value is 0, which results in natural height of lines.
Example
This statement sets the height in pixels of each line of member Desk to 24:
--Lingo syntax
member("Desk").fixedLineSpace = 24
// JavaScript syntax
member("Desk").fixedLineSpace = 24;

fixedRate
Usage
-- Lingo syntax
memberOrSpriteObjRef.fixedRate
// JavaScript syntax
memberOrSpriteObjRef.fixedRate;

Description
Cast member property and sprite property; controls the frame rate of a Flash movie or animated GIF. The
fixedRate property can have integer values. The default value is 15.
This property is ignored if the sprite’s playbackMode property is anything other than #fixed.
This property can be tested and set.
Example
The following handler adjusts the frame rate of a Flash movie sprite. As parameters, the handler accepts a sprite
reference, an indication of whether to speed up or slow down the Flash movie, and the amount to adjust the speed.
-- Lingo syntax
on adjustFixedRate(whichSprite, adjustType, howMuch)

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case adjustType of
#faster:
sprite(whichSprite).fixedRate = sprite(whichSprite).fixedRate + howMuch
#slower:
sprite(whichSprite).fixedRate = sprite(whichSprite).fixedRate - howMuch
end case
end
// JavaScript syntax
function adjustFixedRate(whichSprite, adjustType, howMuch) {
switch(adjustType) {
case "faster":
sprite(whichSprite).fixedRate = sprite(whichSprite).fixedRate + howMuch;
break;
case "slower":
sprite(whichSprite).fixedRate = sprite(whichSprite).fixedRate - howMuch;
break;
}
}

See also
playBackMode

fixStageSize
Usage
-- Lingo syntax
_movie.fixStageSize
// JavaScript syntax
_movie.fixStageSize;

Description
Movie property; determines whether the Stage size remains the same when you load a new movie (TRUE, default), or
not (FALSE), regardless of the Stage size saved with that movie, or the setting for the centerStage. Read/write.
The fixStageSize property cannot change the Stage size for a movie that is currently playing.
Example
The following statement determines whether the fixStageSize property is turned on. If fixStageSize is FALSE,
it sends the playhead to a specified frame.
-- Lingo syntax
if (_movie.fixStageSize = FALSE) then
_movie.go("proper size")
end if
// JavaScript syntax
if (_movie.fixStageSize == false) {
_movie.go("proper size");
}

This statement sets the fixStageSize property to the opposite of its current setting:
-- Lingo syntax
_movie.fixStageSize = not(_movie.fixStageSize)

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// JavaScript syntax
_movie.fixStageSize = !(_movie.fixStageSize);

See also
centerStage, Movie

flashRect
Usage
-- Lingo syntax
memberObjRef.flashRect
// JavaScript syntax
memberObjRef.flashRect;

Description
Cast member property; indicates the size of a Flash movie or vector shape cast member as it was originally created.
The property values are indicated as a Director rectangle: for example, rect(0,0,32,32).
For linked Flash cast members, the FlashRect member property returns a valid value only when the cast member’s
header has finished loading into memory.
This property can be tested but not set.
Example
This sprite script resizes a Flash movie sprite so that it is equal to the original size of its Flash movie cast member:
-- Lingo syntax
property spriteNum
on beginSprite me
sprite(spriteNum).rect = sprite(spriteNum).member.FlashRect
end
// JavaScript syntax
function beginSprite() {
sprite(this.spriteNum).rect = sprite(this.spriteNum).member.FlashRect;
}

See also
defaultRect, defaultRectMode, state (Flash, SWA)

flat
Usage
member(whichCastmember).shader(whichShader).flat
member(whichCastmember).model(whichModel).shader.flat
member(whichCastmember).model(whichModel).shaderList{[index]}.flat

Description
3D #standard shader property; indicates whether the mesh should be rendered with flat shading (TRUE) or
Gouraud shading (FALSE).

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Flat shading uses one color per face of the mesh. The color used for the face is the color of its first vertex. Flat shading
is faster than Gouraud shading.
Gouraud shading assigns a color to each vertex of a face and interpolates the colors across the face in a gradient.
Gouraud shading requires more time and calculation, but creates a smoother surface.
The default value for this property is FALSE.
Example
The following statement sets the flat property of the shader named Wall to TRUE. The mesh of a model that uses
this shader will be rendered with one color per face.
-- Lingo syntax
member("MysteryWorld").shader("Wall").flat = TRUE
// JavaScript syntax
member("MysteryWorld").getProp("shader", 1).flat = true;

See also
mesh (property), colors, vertices, generateNormals()

flipH
Usage
-- Lingo syntax
spriteObjRef.flipH
// JavaScript syntax
spriteObjRef.flipH;

Description
Sprite property; indicates whether a sprite’s image has been flipped horizontally on the Stage (TRUE) or not (FALSE).
Read-only.
The image itself is flipped around its registration point.
This means any rotation or skew remains constant; only the image data itself is flipped.
Example
This statement displays the flipH of sprite 5:
-- Lingo syntax
put(sprite(5).flipH)
// JavaScript syntax
put(sprite(5).flipH);

See also
flipV, rotation, skew, Sprite

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flipV
Usage
-- Lingo syntax
spriteObjRef.flipV
// JavaScript syntax
spriteObjRef.flipV;

Description
Sprite property; indicates whether a sprite’s image has been flipped vertically on the Stage (TRUE) or not (FALSE).
Read-only.
The image itself is flipped around its registration point.
This means any rotation or skew remains constant; only the image data itself is flipped.
Example
This statement displays the flipV of sprite 5:
-- Lingo syntax
put(sprite(5).flipV)
// JavaScript syntax
put(sprite(5).flipV);

See also
flipH, rotation, skew, Sprite

floatPrecision
Usage
the floatPrecision

Description
Movie property; rounds off the display of floating-point numbers to the number of decimal places specified. The
value of floatPrecision must be an integer. The maximum value is 15 significant digits; the default value is 4.
The floatPrecision property determines only the number of digits used to display floating-point numbers; it does
not change the number of digits used to perform calculations.

• If floatPrecision is a number from 1 to 15, floating-point numbers display that number of digits after the
decimal point. Trailing zeros remain.
• If floatPrecision is zero, floating-point numbers are rounded to the nearest integer. No decimal points
appear.
• If floatPrecision is a negative number, floating-point numbers are rounded to the absolute value for the
number of decimal places. Trailing zeros are dropped.
This property can be tested and set.
Example
This statement rounds off the square root of 3.0 to three decimal places:

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the floatPrecision = 3
x = sqrt(3.0)
put x
-- 1.732

This statement rounds off the square root of 3.0 to eight decimal places:
the floatPrecision = 8
put x
-- 1.73205081

fog
Usage
\-- Lingo Usage
member(whichCastmember).camera(whichCamera).fog.color
sprite(whichSprite).camera{(index)}.fog.color
member(whichCastmember).camera(whichCamera).fog.decayMode
sprite(whichSprite).camera{(index)}.fog.decayMode
member(whichCastmember).camera(whichCamera).fog.enabled
sprite(whichSprite).camera{(index)}.fog.enabled
member(whichCastmember).camera(whichCamera).fog.far
sprite(whichSprite).camera{(index)}.fog.far
member(whichCastmember).camera(whichCamera).fog.near
sprite(whichSprite).camera{(index)}.fog.near
// JavaScript Usage
member(whichCastmember).getProp("camera", whichCameraIndex).getPropRef("fog").color
sprite(whichSprite).camera.getPropRef("fog").color
member(whichCastmember).getProp("camera", whichCameraIndex).getPropRef("fog").decayMode
sprite(whichSprite).camera.getPropRef("fog").decayMode
member(whichCastmember).getProp("camera", whichCameraIndex).getPropRef("fog").enabled
sprite(whichSprite).camera.getPropRef("fog").enabled
member(whichCastmember).getProp("camera", whichCameraIndex).getPropRef("fog").far
sprite(whichSprite).camera.getPropRef("fog").far
member(whichCastmember).getProp("camera", whichCameraIndex).getPropRef("fog").near
sprite(whichSprite).camera.getPropRef("fog").near

Description
3D camera property; fog introduces a coloring and blurring of models that increases with distance from the camera.
The effect is similar to real fog, except that it can be any color.
See also
color (fog), decayMode, enabled (fog), far (fog), near (fog)

folder
Usage
-- Lingo syntax
dvdObjRef.folder
// JavaScript syntax

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dvdObjRef.folder;

Description
DVD property. Determines the pathname of the folder from which a DVD is playing. Read/write.
The pathname must be a string.
The folder property can be set either in the Property inspector or through scripting. The current implementation has
the following requirements:
Windows:

• You must provide video_ts at the end of the file path for the targeted local DVD media. For example, C:\video_ts
or C:\myLocalDVDContent\video_ts
Mac:

•

The value of the folder property’s path must begin with /Volumes/

• Adding video_ts to the path entered for the folder property’s value is currently optional. For example, if the DVD
video_ts folder is located on the root of the start-up drive, the value for the folder property could be entered in either
of the following two ways:
•

/Volumes/Mac HD/myLocalDVDContent/video_ts

or

•

/Volumes/Mac HD/myLocalDVDContent

To edit the folder property value in the Property inspector:
1 Select the DVD cast member, and then activate the DVD tab of the Property inspector while in list view mode.
2 Under the Playback Properties section, select the folder property’s editable value field and then enter the file path
for the location of the targeted DVD media.

Use the following examples as a guide for setting the folder property through scripting. These statements set the
pathname of the DVD folder property:
Example
Windows:
-- Lingo syntax
member(2).folder = "C:\myLocalDVDContent\video_ts"
// JavaScript syntax
member(2).folder = "C:\\myLocalDVDContent\\video_ts";

Mac:
-- Lingo syntax
member(2).folder = "/Volumes/Mac HD/myLocalDVDContent"
// JavaScript syntax
member(2).folder = "/Volumes/Mac HD/myLocalDVDContent";

Note: If a video_ts folder cannot be found when the first DVD cast member is created, an error alert will appear that
says "Unable to locate DVD volume." This alert will only appear once per session. At that point, you can still name any
newly created DVD member and then set the folder property to a location that contains a valid video_ts folder.

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Issues with Mac DVD folder pathnames
On Mac computers, the format of the pathname for the folder property should use a forward slash ( / ) as the path’s
delimeter, instead of the standard Mac delimiter colon ( : ). In addition, /volumes/ should be concatenated at the start
of the pathname of the DVD folder. For example, if the DVD folder is located on the root of the boot drive, it would
look like the following:
member (2).folder = "/Volumes/Mac HD/Test_DVD/video_ts"

When the _movie.path command is used for retrieving the path of the projector or movie on a Mac, it will contain
a colon ( : ) instead of the forward slash ( / ). The use of the colon in the DVD folder’s pathname will cause an error.
As a workaround, developers can use a script to replace the colon characters in the pathname with forward slashes.
See also
DVD

font
Usage
-- Lingo syntax
memberObjRef.font
// JavaScript syntax
memberObjRef.font;

Description
Text and field cast member property; determines the font used to display the specified cast member and requires that
the cast member contain characters, if only a space. The parameter whichCastMember can be either a cast member
name or number.
The font member property can be tested and set.
To see an example of font used in a completed movie, see the Text movie in the Learning/Lingo Examples folder
inside the Director application folder.
Example
This statement sets the variable named oldFont to the current font setting for the field cast member Rokujo Speaks:
-- Lingo syntax
oldFont = member("Rokujo Speaks").font
// JavaScript syntax
var oldFont = member("Rokujo Speaks").font;

See also
text, alignment, fontSize, fontStyle, lineHeight

fontSize
Usage
-- Lingo syntax
memberObjRef.fontSize

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// JavaScript syntax
memberObjRef.fontSize;

Description
Field cast member property; determines the size of the font used to display the specified field cast member and
requires that the cast member contain characters, if only a space. The parameter whichCastMember can be either a
cast member name or number.
This property can be tested and set. When tested, it returns the height of the first line in the field. When set, it affects
every line in the field.
To see an example of fontSize used in a completed movie, see the Text movie in the Learning/Lingo Examples
folder inside the Director application folder.
Example
This statement sets the variable named oldSize to the current fontSize of member setting for the field cast
member Rokujo Speaks:
--Lingo syntax
oldSize = member("Rokujo Speaks").fontSize
// JavaScript syntax
var oldSize = member("Rokujo Speaks").fontSize;

This statement sets the third line of the text cast member myMenu to 24 points:
member("myMenu").fontSize = 12
// JavaScript syntax
member("myMenu").fontSize = 12;

See also
text, alignment, font, fontStyle, lineHeight

fontStyle
Usage
-- Lingo syntax
memberObjRef.fontStyle
memberObjRef.char[whichChar].fontStyle
memberObjRef.line[whichLine].fontStyle
memberObjRef.word[whichWord].fontStyle
// JavaScript syntax
memberObjRef.fontStyle;
memberObjRef.getPropRef("char", whichChar).fontStyle
memberObjRef.getPropRef("line", whichLine).fontStyle;
memberObjRef.getPropRef("word", whichWord).fontStyle;

Description
Cast member property; determines the styles applied to the font used to display the specified field cast member,
character, line, word, or other chunk expression and requires that the field cast member contain characters, if only a
space.

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The value of the property is a string of styles delimited by commas. Lingo uses a font that is a combination of the
styles in the string. The available styles are plain, bold, italic, underline, shadow, outline, and extended; on the Mac,
condensed also is available.
Use the style plain to remove all currently applied styles. The parameter whichCastMember can be either a cast
member name or number.
This property can be tested and set.
To see an example of fontStyle used in a completed movie, see the Text movie in the Learning/Lingo Examples
folder inside the Director application folder.
Example
This statement sets the variable named oldStyle to the current fontStyle setting for the field cast member Rokujo
Speaks:
--Lingo syntax
oldStyle = member("Rokujo Speaks").fontStyle
// JavaScript syntax
var oldStyle = member("Rokujo Speaks").fontStyle;

This statement sets the fontStyle member property for the field cast member Poem to bold italic:
--Lingo syntax
member("Poem").fontStyle = "bold, italic"
// JavaScript syntax
member("Poem").fontStyle = "bold, italic";

This statement sets the fontStyle property of the third word of the cast member Son’s Names to italic:
--Lingo syntax
member("Son's Names").word[3].fontStyle = "italic"
// JavaScript syntax
member("Son's Names").getPropRef("word", 3).fontStyle = "italic";

This statement sets the fontStyle property of the text cast member to bold, or bold and italic:
--Lingo syntax
member("text").fontStyle=[#bold]
or
member("text").fontStyle=[#bold, #italic]
// JavaScript syntax
member("text").fontStyle = list(symbol(“bold“));

See also
text, alignment, fontSize, font, lineHeight

foreColor
Usage
-- Lingo syntax
spriteObjRef.foreColor
// JavaScript syntax

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spriteObjRef.foreColor;

Description
Sprite property; returns or sets the foreground color of a sprite. Read/write.
It is not recommended to apply this property to bitmap cast members deeper than 1-bit, as the results are difficult
to predict.
It is recommended that the newer color property be used instead of the foreColor property.
Example
The following statement sets the variable oldColor to the foreground color of sprite 5:
-- Lingo syntax
oldColor = sprite(5).foreColor
// JavaScript syntax
var oldColor = sprite(5).foreColor;

The following statement makes 36 the number for the foreground color of a random sprite from sprites 11 to 13:
-- Lingo syntax
sprite(10 + random(3)).foreColor = 36
// JavaScript syntax
sprite(10 + random(3)).foreColor = 36;

See also
backColor, color(), Sprite

frame
Usage
-- Lingo syntax
_movie.frame
// JavaScript syntax
_movie.frame;

Description
Movie property; returns the number of the current frame of the movie. Read-only.
Example
This statement sends the playhead to the frame before the current frame:
-- Lingo syntax
_movie.go(_movie.frame - 1)
// JavaScript syntax
_movie.go(_movie.frame - 1);

See also
go(), Movie

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frameCount
Usage
-- Lingo syntax
memberObjRef.frameCount
// JavaScript syntax
memberObjRef.frameCount;

Description
Flash cast member property; indicates the number of frames in the Flash movie cast member. The frameCount
member property can have integer values.
This property can be tested but not set.
Example
This sprite script displays, in the Message window, the channel number and the number of frames in a Flash movie:
-- Lingo syntax
property spriteNum
on beginSprite me
put(""The Flash movie in channel"" && spriteNum && has"" &&
/sprite(spriteNum).member.frameCount && ""frames.""
end
// JavaScript syntax
function beginSprite() {
trace("The Flash movie in channel " + (this.spriteNum) + " has " +
sprite(this.spriteNum).member.frameCount + " frames.");
}

frameLabel
Usage
-- Lingo syntax
_movie.frameLabel
// JavaScript syntax
_movie.frameLabel;

Description
Movie property; identifies the label assigned to the current frame. Read/write during a Score recording session only.
When the current frame has no label, the value of the frameLabel property is 0.
Example
The following statement checks the label of the current frame. In this case, the current frameLabel value is Start:
-- Lingo syntax
put(_movie.frameLabel)
// JavaScript syntax
put(_movie.frameLabel);

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See also
labelList, Movie

framePalette
Usage
-- Lingo syntax
_movie.framePalette
// JavaScript syntax
_movie.framePalette;

Description
Movie property; identifies the cast member number of the palette used in the current frame, which is either the
current palette or the palette set in the current frame. Read/write during a Score recording session only.
When you want exact control over colors, use Shockwave Player.
Example
The following statement checks the palette used in the current frame. In this case, the palette is cast member 45.
-- Lingo syntax
put(_movie.framePalette)
// JavaScript syntax
put(_movie.framePalette);

This statement makes palette cast member 45 the palette for the current frame:
-- Lingo syntax
_movie.framePalette = 45
// JavaScript syntax
_movie.framePalette = 45;

See also
Movie

frameRate
Usage
-- Lingo syntax
memberObjRef.frameRate
// JavaScript syntax
memberObjRef.frameRate;

Description
Cast member property; specifies the playback frame rate for the specified digital video, or Flash movie cast member.
The possible values for the frame rate of a digital video member correspond to the radio buttons for selecting digital
video playback options.

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• When the frameRate member property is between 1 and 255, the digital video movie plays every frame at that
frame rate. The frameRate member property cannot be greater than 255.
• When the frameRate member property is set to -1 or 0, the digital video movie plays every frame at its normal
rate. This allows the video to sync to its soundtrack. When the frameRate is set to any value other than -1 or 0, the
digital video soundtrack will not play.
•

When the frameRate member property is set to -2, the digital video movie plays every frame as fast as possible.

For Flash movie cast members, the property indicates the frame rate of the movie created in Flash.
This property can be tested but not set.
Example
This statement sets the frame rate of the QuickTime digital video cast member Rotating Chair to 30 frames per
second:
-- Lingo syntax
member("Rotating Chair").frameRate = 30
// JavaScript syntax
member("Rotating Chair").frameRate = 30;

This statement instructs the QuickTime digital video cast member Rotating Chair to play every frame as fast as
possible:
-- Lingo syntax
member("Rotating Chair").frameRate = -2
// JavaScript syntax
member("Rotating Chair").frameRate = -2;

The following sprite script checks to see if the sprite’s cast member was originally created in Flash with a frame rate
of less than 15 frames per second. If the movie’s frame rate is slower than 15 frames per second, the script sets the
playBackMode property for the sprite so it can be set to another rate. The script then sets the sprite’s fixedRate
property to 15 frames per second.
-- Lingo syntax
property spriteNum
on beginSprite me
if sprite(spriteNum).member.frameRate < 15 then
sprite(spriteNum).playBackMode = #fixed
sprite(spriteNum).fixedRate = 15
end if
end
// JavaScript syntax
function beginSprite () {
var fr = sprite(this.spriteNum).member.frameRate;
if (fr < 15) {
sprite(this.spriteNum).playBackMode = symbol("fixed");
sprite(this.spriteNum).fixedRate = 15;
}
}

See also
fixedRate, playRate, currentTime (QuickTime, AVI), playBackMode

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frameRate (DVD)
Usage
-- Lingo syntax
dvdObjRef.frameRate
// JavaScript syntax
dvdObjRef.frameRate;

Description
DVD property. Returns the frameRate value of the DVD. Read-only.
The frameRate value is returned as one of the following floating-point numbers:
Float

Description

0.0

The frameRate value could not be determined either because it is not in the title
domain or because the title is not a one sequential video title.

25.0

The DVD is authored to play at 25 frames per second.

30.0

The DVD is authored to play at 30 frames per second.

29.97

The DVD is authored to play at 29.97 frames per second.

See also
DVD

frameScript
Usage
-- Lingo syntax
_movie.frameScript
// JavaScript syntax
_movie.frameScript;

Description
Movie property; contains the unique cast member number of the frame script assigned to the current frame.
Read/write during a Score recording session only.
During a Score generation session, you can also assign a frame script to the current frame by setting the
frameScript property.
If there is no frame script assigned to the current frame, this property returns 0.
Example
The following statement displays the number of the script assigned to the current frame. In this case, the script
number is 25.
-- Lingo syntax
put(_movie.frameScript)
// JavaScript syntax
put(_movie.frameScript);

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This statement makes the script cast member Button responses the frame script for the current frame:
-- Lingo syntax
_movie.frameScript = member("Button responses")
// JavaScript syntax
_movie.frameScript = member("Button responses");

See also
Movie

frameSound1
Usage
-- Lingo syntax
_movie.frameSound1
// JavaScript syntax
_movie.frameSound1;

Description
Movie property; determines the number of the cast member assigned to the first sound channel in the current frame.
Read/write.
This property can also be set during a Score recording session.
Example
As part of a Score recording session, this statement assigns the sound cast member Jazz to the first sound channel:
-- Lingo syntax
_movie.frameSound1 = member("Jazz").number
// JavaScript syntax
_movie.frameSound1 = member("Jazz").number;

See also
frameSound2, Movie

frameSound2
Usage
-- Lingo syntax
_movie.frameSound2
// JavaScript syntax
_movie.frameSound2;

Description
Movie property; determines the number of the cast member assigned to the second sound channel in the current
frame. Read/write.
This property can also be set during a Score recording session.

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Example
As part of a Score recording session, this statement assigns the sound cast member Jazz to the second sound channel:
-- Lingo syntax
_movie.frameSound2 = member("Jazz").number
// JavaScript syntax
_movie.frameSound2 = member("Jazz").number;

See also
frameSound1, Movie

frameTempo
Usage
-- Lingo syntax
_movie.frameTempo
// JavaScript syntax
_movie.frameTempo;

Description
Movie property; indicates the tempo assigned to the current frame. Read/write during a Score recording session only.
Example
The following statement checks the tempo used in the current frame. In this case, the tempo is 15 frames per second.
-- Lingo syntax
put(_movie.frameTempo)
// JavaScript syntax
put(_movie.frameTempo);

See also
Movie, puppetTempo()

frameTransition
Usage
-- Lingo syntax
_movie.frameTransition
// JavaScript syntax
_movie.frameTransition;

Description
Movie property; specifies the number of the transition cast member assigned to the current frame. Read/write only
during a Score recording session to specify transitions.

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Example
When used in a Score recording session, this statement makes the cast member Fog the transition for the frame that
Lingo is currently recording
-- Lingo syntax
_movie.frameTransition = member("Fog")
// JavaScript syntax
_movie.frameTransition = member("Fog");

See also
Movie

front
Usage
member(whichCastmember).modelResource(whichModelResource).front

Description
3D #box model resource property; indicates whether the side of the box intersected by its -Z axis is sealed (TRUE) or
open (FALSE).
The default value for this property is TRUE.
Example
This statement sets the front property of the model resource named Crate to FALSE, meaning the front of this box
will be open:
member("3D World").modelResource("Crate").front = FALSE

See also
back, bottom (3D), top (3D), left (3D), right (3D)

frontWindow
Usage
-- Lingo syntax
_player.frontWindow
// JavaScript syntax
_player.frontWindow;

Description
Player property; indicates which movie in a window (MIAW) is currently frontmost on the screen. Read-only.
When the Stage is frontmost, frontWindow is the Stage. When a media editor or floating palette is frontmost,
frontWindow returns VOID (Lingo) or null (JavaScript syntax).

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Example
This statement determines whether the window "Music" is currently the frontmost window and, if it is, brings the
window "Try This" to the front:
-- Lingo syntax
if (_player.frontWindow = "Music") then
window("Try This").moveToFront()
end if
// JavaScript syntax
if (_player.frontWindow == "Music") {
window("Try This").moveToFront();
}

See also
Player

fullScreen
Usage
-- Lingo syntax
dvdObjRef.fullScreen
// JavaScript syntax
dvdObjRef.fullScreen;

Description
DVD property; specifies whether the DVD should play back in full screen mode. Read/write.
Pressing the escape key returns display mode to non-fullscreen and sets the property to false.
Currently unsupported on Mac.
Example
This statement makes the dvd play in full screen mode
-- Lingo syntax
member("DVDMember").fullScreen = TRUE
// Java Script
member("DVDMember").fullScreen = true;

See also
DVD

getBoneID
Usage
memberReference.modelResource.getBoneID("boneName")

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Description
3D model resource property; returns the index number of the bone named boneName in the model resource. This
property returns 0 if no bone by that name can be found.
Example
This statement returns an ID number for the bone ShinL:
put member("ParkScene").modelResource("LittleKid").getBoneId("ShinL")
-- 40

See also
bone

globals
Usage
the globals

Description
System property; this property contains a special property list of all current global variables with a value other than
VOID. Each global variable is a property in the list, with the associated paired value.
You can use the following list operations on globals:

•

count()—Returns the number of entries in the list.

•

getPropAt(n)—Returns the name of the nth entry.

•

getProp(x)—Returns the value of an entry with the specified name.

•

getAProp(x)—Returns the value of an entry with the specified name.

Note: The globals property automatically contains the property #version, which is the version of Director running.
This means there will always be at least one entry in the list, even if no global variables have been declared yet.
This property differs from showGlobals in that the globals can be used in contexts other than the Message
window. To display the globals in the Message window, use showGlobals.
See also
showGlobals(), clearGlobals()

glossMap
Usage
member(whichCastmember).shader(whichShader).glossMap
member(whichCastmember).model(whichModel).shader.glossMap
member(whichCastmember).model(whichModel).shaderList{[index]}.glossMap

Description
3D #standard shader property; specifies the texture to use for gloss mapping.
When you set this property, the following properties are automatically set:

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•

The fourth texture layer of the shader is set to the texture you specified.

•

The value of textureModeList[4] is set to #none.

•

The value of blendFunctionList[4] is set to #multiply.

Example
This statement sets the texture named Oval as the glossMap value for the shader used by the model named GlassBox:
-- Lingo syntax
member("3DPlanet").model("GlassBox").shader.glossMap = member("3DPlanet").texture("Oval")
// Java Script
member("House").getPropRef("model", 1).shaderList[1].glossMap =
member("House").getPropRef("texture",1);

See also
blendFunctionList, textureModeList, region, specularLightMap, diffuseLightMap

gravity
Usage
member(whichCastmember).modelResource(whichModelResource).gravity

Description
3D particle model resource property; when used with a model resource whose type is #particle, allows you to get
or set the gravity property of the resource as a vector.
This property defines the gravity force applied to all particles in each simulation step.
The default value for this property is vector(0,0,0).
Example
In this example, ThermoSystem is a model resource of the type #particle. This statement sets the gravity
property of ThermoSystem to the vector (0, -.1, 0), which pulls the particles of thermoSystem gently down the y axis.
-- Lingo syntax
member("Fires").modelResource("ThermoSystem").gravity = vector(0, -.1, 0)
// JavaScript syntax
member("Fires").getProp("modelResource", 1).gravity = vector(0, -.1, 0);

See also
drag, wind

gradientType
Usage
-- Lingo syntax
memberObjRef.gradientType
// JavaScript syntax
memberObjRef.gradientType;

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Description
Vector shape cast member property; specifies the actual gradient used in the cast member’s fill.
Possible values are #linear or #radial. The gradientType is only valid when the fillMode is set to #gradient.
This property can be tested and set.
Example
This handler toggles between linear and radial gradients in cast member "backdrop":
-- Lingo syntax
on mouseUp me
if member("backdrop").gradientType = #radial then
member("backdrop").gradientType = #linear
else
member("backdrop").gradientType = #radial
end if
end
// JavaScript syntax
function mouseUp() {
var gt = member("backdrop").gradientType;
if (gt == "radial") {
member("backdrop").gradientType = symbol("linear");
} else {
member("backdrop").gradientType = symbol("radial");
}
}

See also
fillMode

group
Usage
member(whichCastmember).group(whichGroup)
member(whichCastmember).group[index]

Description
3D element; a node in the 3D world that has a name, transform, parent, and children, but no other properties.
Every 3D cast member has a default group named World that cannot be deleted. The parent hierarchy of all models,
lights, cameras, and groups that exist in the 3D world terminates in group("world").
Example
The first line of this example shows the second group from the cast member 3Dobjects. The second line shows the
group RBCollection01 from the cast member 3Dobjects.
-- Lingo syntax
put member("3Dobjects").group("RBCollection01")
put member("3Dobjects").group[2]
// Javascript
put(member("3Dobjects").getPropRef("group",2));

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See also
newGroup, deleteGroup, child (3D), parent

height
Usage
-- Lingo syntax
imageObjRef.height
memberObjRef.height
spriteObjRef.height
// JavaScript syntax
imageObjRef.height;
memberObjRef.height;
spriteObjRef.height;

Description
Image, Member, and Sprite property; for vector shape, Flash, animated GIF, RealMedia, Windows Media, bitmap,
and shape cast members, determines the height, in pixels, of the cast member displayed on the Stage. Read-only for
cast members and image objects, read/write for sprites.
Example
This statement assigns the height of cast member Headline to the variable vHeight:
-- Lingo syntax
vHeight = member("Headline").height
// JavaScript syntax
var vHeight = member("Headline").height;

This statement sets the height of sprite 10 to 26 pixels:
-- Lingo syntax
sprite(10).height = 26
// JavaScript syntax
sprite(10).height = 26;

See also
Member, Sprite, width

height (3D)
Usage
member(whichCastmember).modelResource(whichModelResource).height
member(whichCastmember).texture(whichTexture).height

Description
3D #box model resource, #cylinder model resource, and texture property; indicates the height of the object.
The height of a #box or #cylinder model resource is measured in world units and can be tested and set. The default
value for this property is 50.

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The height of a texture is measured in pixels and can be tested but not set. The height of the texture is rounded from
the height of the source of the texture to the nearest power of 2.
Example
This statement sets the height of the model resource named Tower to 225.0 world units:
member("3D World").modelResource("Tower").height = 225.0

This statement shows that the height of the texture named Marsmap is 512 pixels.
put member("scene").texture("Marsmap").height
-- 512

See also
length (3D), width (3D)

heightVertices
Usage
member(whichCastmember).modelResource(whichModelResource).\heightVertices

Description
3D #box model resource property; indicates the number of mesh vertices along the height of the box. Increasing this
value increases the number of faces, and therefore the fineness, of the mesh.
The height of a box is measured along its Y axis.
Set the renderStyle property of a model’s shader to #wire to see the faces of the mesh of the model’s resource. Set
the renderStyle property to #point to see just the vertices of the mesh.
The value of this property must be greater than or equal to 2. The default value is 4.
Example
The following statement sets the heightVertices property of the model resource named Tower to 10. Nine
polygons will be used to define the geometry of the model resource along its Z axis; therefore, there will be ten
vertices.
member("3D World").modelResource("Tower").heightVertices = 10

See also
height (3D)

highlightPercentage
Usage
member(whichCastmember).model(whichModel).toon.highlightPercentage
member(whichCastmember).model(whichModel).shader.highlightPercentage
member(whichCastmember).shader(whichShader).highlightPercentage

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Description
3D toon modifier and #painter shader property; indicates the percentage of available colors that are used in the
area of the model’s surface where light creates highlights.
The range of this property is 0 to 100, and the default value is 50.
The number of colors used by the toon modifier and #painter shader for a model is determined by the colorSteps
property of the model’s toon modifier or #painter shader.
Example
This example sets the highlightPercentage property of the toon modifier in the model Sphere.
-- Lingo syntax
member("3Dobjects").model("Sphere01").toon.highlightPercentage = 25
// Javascript
member("3Dobjects").getPropRef("model",2).toon.highlightPercentage = 25;

See also
highlightStrength, brightness

highlightStrength
Usage
member(whichCastmember).model(whichModel).toon.highlightStrength
member(whichCastmember).model(whichModel).shader.highlightStrength
member(whichCastmember).shader(whichShader).highlightStrength

Description
3D toon modifier and #painter shader property; indicates the brightness of the area of the model’s surface where
light creates highlights.
The default value of this property is 1.0.
Example
This example sets the highlightStrength property of the toon modifier in the model Sphere.
-- Lingo syntax
member("3Dobjects").model("Sphere01").toon.highlightStrength = 0.25
// Javascript
member("3Dobjects").getPropRef("model",2).toon.highlightStrength = 0.25;

See also
highlightPercentage, brightness

hilite
Usage
-- Lingo syntax
memberObjRef.hilite

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// JavaScript syntax
memberObjRef.hilite;

Description
Member property; determines whether a check box or radio button created with the button tool is selected (TRUE)
or not (FALSE, default). Read/write.
Example
This statement checks whether the button named Sound on is selected and, if it is, turns sound channel 1 all the way
up:
-- Lingo syntax
if (member("Sound On").hilite = TRUE) then
sound(1).volume = 255
end if
// JavaScript syntax
if (member("Sound On").hilite == true) {
sound(1).volume = 255;
}

This statement selects the button cast member powerSwitch by setting the hilite member property for the cast
member to TRUE:
-- Lingo syntax
member("powerSwitch").hilite = TRUE
// JavaScript syntax
member("powerSwitch").hilite = true;

See also
Member

hither
Usage
member(whichCastmember).camera(whichCamera).hither
sprite(whichSprite).camera{(index)}.hither

Description
3D camera property; indicates the distance in world units from the camera beyond which models are drawn. Objects
closer to the camera than hither are not drawn.
The value of this property must be greater than or equal to 1.0 and has a default value of 5.0.
Example
The following statement sets the hither property of camera 1 to 1000. Models closer than 1000 world units from
the camera will not be visible.
member("SolarSystem").camera[1].hither = 1000

See also
yon

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hotSpot
Usage
-- Lingo syntax
memberObjRef.hotSpot
// JavaScript syntax
memberObjRef.hotSpot;

Description
Cursor cast member property; specifies the horizontal and vertical point location of the pixel that represents the
hotspot within the animated color cursor cast member whichCursorCastMember. Director uses this point to track
the cursor’s position on the screen (for example, when it returns the values for the Lingo functions mouseH and
mouseV) and to determine where a rollover (signaled by the Lingo message mouseEnter) occurs.
The upper left corner of a cursor is point(0,0), which is the default hotSpot value. Trying to set a point outside the
bounds of the cursor produces an error. For example, setting the hotspot of a 16-by-16-pixel cursor to point(16,16)
produces an error (because the starting point is 0,0, not 1,1).
This property can be tested and set.
Example
This handler sets the hotspot of a 32-by-32-pixel cursor (whose cast member number is stored in the variable
cursorNum) to the middle of the cursor:
-- Lingo syntax
on startMovie
member(cursorNum).hotSpot = point(16,16)
end
// JavaScript syntax
function startMovie() {
member(cursorNum).hotSpot = point(16,16);
}

hotSpotEnterCallback
Usage
-- Lingo syntax
spriteObjRef.hotSpotEnterCallback
// JavaScript syntax
spriteObjRef.hotSpotEnterCallback;

Description
QuickTime VR sprite property; contains the name of the handler that runs when the cursor enters a QuickTime VR
hot spot that is visible on the Stage. The QuickTime VR sprite receives the message first. The message has two
arguments: the me parameter and the ID of the hot spot that the cursor entered.
To clear the callback, set this property to 0.
To avoid a performance penalty, set a callback property only when necessary.
This property can be tested and set.

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Scripting Dictionary

Example
This example shows the name of the handler that runs when the cursor enters a QuickTime VR hot spot that is visible
on the Stage.
-- Lingo syntax
put sprite("multinode").hotSpotEnterCallback
// Javascript
put(sprite("multinode").hotSpotEnterCallback);

See also
hotSpotExitCallback, nodeEnterCallback, nodeExitCallback, triggerCallback

hotSpotExitCallback
Usage
-- Lingo syntax
spriteObjRef.hotSpotExitCallback
// JavaScript syntax
spriteObjRef.hotSpotExitCallback;

Description
QuickTime VR sprite property; contains the name of the handler that runs when the cursor leaves a QuickTime VR
hot spot that is visible on the Stage. The QuickTime VR sprite receives the message first. The message has two
arguments: the me parameter and the ID of the hot spot that the cursor entered.
To clear the callback, set this property to 0.
To avoid a performance penalty, set a callback property only when necessary.
This property can be tested and set.
Example
This example shows the name of the handler that runs when the cursor leaves a QuickTime VR hot spot that is visible
on the Stage.
-- Lingo syntax
put sprite("multinode").hotSpotExitCallback
// Javascript
put(sprite("multinode").hotSpotExitCallback);

See also
hotSpotEnterCallback, nodeEnterCallback, nodeExitCallback, triggerCallback

HTML
Usage
-- Lingo syntax
memberObjRef.HTML

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// JavaScript syntax
memberObjRef.HTML;

Description
Cast member property; accesses text and tags that control the layout of the text within an HTML-formatted text cast
member.
This property can be tested and set.
Example
This statement displays in the message window the HTML formatting information embedded in the text cast
member Home Page:
--Lingo syntax
put(member("Home Page").HTML)
// JavaScript syntax
trace(member("Home Page").HTML);

See also
importFileInto(), RTF

hyperlink
Usage
-- Lingo syntax
chunkExpression.hyperlink
// JavaScript syntax
chunkExpression.hyperlink;

Description
Text cast member property; returns the hyperlink string for the specified chunk expression in the text cast member.
This property can be both tested and set.
When retrieving this property, the link containing the first character of chunkExpression is used.
Hyperlinks may not overlap. Setting a hyperlink over an existing link, even partially over it), replaces the initial link
with the new one.
Setting a hyperlink to an empty string removes it.
Example
The following handler creates a hyperlink in the first word of text cast member "MacroLink". The text is linked to
Adobe’s website.
--Lingo syntax
on startMovie
member("MacroLink").word[1].hyperlink = "http://www.adobe.com"
end
// JavaScript syntax
function startMovie() {
member("MacroLink").getPropRef("word", 1).hyperlink = "http://www.adobe.com";

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}

See also
hyperlinkRange, hyperlinkState

hyperlinkRange
Usage
-- Lingo syntax
chunkExpression.hyperlinkRange
// JavaScript syntax
chunkExpression.hyperlinkRange;

Description
Text cast member property; returns the range of the hyperlink that contains the first character of the chunk
expression.
This property can be tested but not set.
Like hyperLink and hyperLinkState, the returned range of the link contains the first character of
chunkExpression.
Example
This example displays the range of the hyperlink that contains the first character of the chunk expression.
-- Lingo syntax
put member("MyText").hyperlinkRange
// Javascript
put(member("MyText").hyperlinkRange);

See also
hyperlink, hyperlinkState

hyperlinks
Usage
-- Lingo syntax
chunkExpression.hyperlinks
// JavaScript syntax
chunkExpression.hyperlinks;

Description
Text cast member property; returns a linear list containing all the hyperlink ranges for the specified chunk of a text
cast member. Each range is given as a linear list with two elements, one for the starting character of the link and one
for the ending character.
Example
This statement returns all the links for the text cast member Glossary to the message window:

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--Lingo syntax
put(member("Glossary").hyperlinks) -- [[3, 8], [10, 16], [41, 54]]
// JavaScript syntax
trace(member("Glossary").hyperlinks); // [[3, 8], [10, 16], [41, 54]]

hyperlinkState
Usage
-- Lingo syntax
chuckExpression.hyperlinkState
// JavaScript syntax
chuckExpression.hyperlinkState;

Description
Text cast member property; contains the current state of the hyperlink. Possible values for the state are: #normal,
#active, and #visited.
This property can be tested and set.
Like hyperLink and hyperLinkRange, the returned range of the link contains the first character of
chunkExpression.

Example
The following handler checks to see if the hyperlink clicked is a web address. If it is, the state of the hyperlink text
state is set to #visited, and the movie branches to the web address.
--Lingo syntax
property spriteNum
on hyperlinkClicked me, data, range
if data starts "http://" then
currentMember = sprite(spriteNum).member
currentMember.word[4].hyperlinkState = #visited
gotoNetPage(data)
end if
end
// JavaScript syntax
function hyperlinkClicked(data, range) {
var st = data.slice(0,7);
var ht = "http://";
if (st == ht) {
currentMember = sprite(spriteNum).member;
currentMember.getPropRef("word", 4).hyperlinkState = symbol("visited");
gotoNetPage(data);
}
}

See also
hyperlink, hyperlinkRange

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idleHandlerPeriod
Usage
-- Lingo syntax
_movie.idleHandlerPeriod
// JavaScript syntax
_movie.idleHandlerPeriod;

Description
Movie property; determines the maximum number of ticks that passes until the movie sends an idle message.
Read/write.
The default value is 1, which tells the movie to send idle handler messages no more than 60 times per second.
When the playhead enters a frame, Director starts a timer, repaints the appropriate sprites on the Stage, and issues
an enterFrame event. Then, if the amount of time set for the tempo has elapsed, Director generates an exitFrame
event and goes to the next specified frame; if the amount of time set for this frame hasn’t elapsed, Director waits until
the time runs out and periodically generates an idle message. The amount of time between idle events is determined by idleHandlerPeriod.
Possible settings for idleHandlerPeriod are:

•

0—As many idle events as possible

•

1—Up to 60 per second

•

2—Up to 30 per second

•

3—Up to 20 per second

•

n—Up to 60/n per second

The number of idle events per frame also depends on the frame rate of the movie and other activity, including
whether scripts are executing. If the tempo is 60 frames per second (fps) and the idleHandlerPeriod value is 1, one
idle event per frame occurs. If the tempo is 20 fps, three idle events per frame occur. Idle time results when
Director doesn’t have a current task to perform and cannot generate any events.
In contrast, if the idleHandlerPeriod property is set to 0 and the tempo is very low, thousands of idle events can
be generated.
The default value for this property is 1.
Example
The following statement causes the movie to send an idle message a maximum of once per second:
-- Lingo syntax
_movie.idleHandlerPeriod = 60
// JavaScript syntax
_movie.idleHandlerPeriod = 60;

See also
on idle, idleLoadMode, idleLoadPeriod, idleLoadTag, idleReadChunkSize, Movie

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idleLoadMode
Usage
-- Lingo syntax
_movie.idleLoadMode
// JavaScript syntax
_movie.idleLoadMode;

Description
Movie property; determines when the preLoad() and preLoadMember() methods try to load cast members during
idle periods. Read/write.
Idle periods can be one of the following values:

•

0—Does not perform idle loading

•

1—Performs idle loading when there is free time between frames

•

2—Performs idle loading during idle events

•

3—Performs idle loading as frequently as possible

The idleLoadMode property performs no function and works only in conjunction with the preLoad() and
preLoadMember() methods.
Cast members that were loaded using idle loading remain compressed until the movie uses them. When the movie
plays back, it may have noticeable pauses while it decompresses the cast members.
Example
This statement causes the movie to try as frequently as possible to load cast members designated for preloading by
the preLoad and preLoadMember commands:
-- Lingo syntax
_movie.idleLoadMode = 3
// JavaScript syntax
_movie.idleLoadMode = 3;

See also
on idle, Movie, preLoad() (Movie), preLoadMember()

idleLoadPeriod
Usage
-- Lingo syntax
_movie.idleLoadPeriod
// JavaScript syntax
_movie.idleLoadPeriod;

Description
Movie property; determines the number of ticks that Director waits before trying to load cast members waiting to
be loaded. Read/write.

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The default value for idleLoadPeriod is 0, which instructs Director to service the load queue as frequently as
possible.
Example
This statement instructs Director to try loading every 1/2 second (30 ticks) any cast members waiting to be loaded:
-- Lingo syntax
_movie.idleLoadPeriod = 30
// JavaScript syntax
_movie.idleLoadPeriod = 30;

See also
on idle, Movie

idleLoadTag
Usage
-- Lingo syntax
_movie.idleLoadTag
// JavaScript syntax
_movie.idleLoadTag;

Description
Movie property; identifies or tags with a number the cast members that have been queued for loading when the
computer is idle. Read/write.
The idleLoadTag property is a convenience that identifies the cast members in a group that you want to preload,
and can be any number that you choose.
Example
This statement makes the number 10 the idle load tag:
-- Lingo syntax
_movie.idleLoadTag = 10
// JavaScript syntax
_movie.idleLoadTag = 10;

See also
on idle, Movie

idleReadChunkSize
Usage
-- Lingo syntax
_movie.idleReadChunkSize
// JavaScript syntax
_movie.idleReadChunkSize;

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Description
Movie property; determines the maximum number of bytes that Director can load when it attempts to load cast
members from the load queue. Read/write.
The default value of idleReadChunkSize is 32K.
Example
This statement specifies that 500K is the maximum number of bytes that Director can load in one attempt at loading
cast members in the load queue:
-- Lingo syntax
_movie.idleReadChunkSize = (500 * 1024)
// JavaScript syntax
_movie.idleReadChunkSize = (500 * 1024);

See also
on idle, Movie

image (Image)
Usage
-- Lingo syntax
imageObjRef.image
// JavaScript syntax
imageObjRef.image;

Description
Image property. Refers to the image object of a bitmap or text cast member, of the Stage, or of a window. Read/write
for a cast member’s image, read-only for an image of the Stage or a window.
Setting a cast member’s image property immediately changes the contents of the member. However, when getting
the image of a member or window, Director creates a reference to the image of the specified member or window. If
you make changes to the windows, the contents of the cast member or window change immediately.
If you plan to make a lot of changes to an item’s image property, it is faster to copy the item’s image property into a
new image object using the duplicate() method, apply your changes to the new image object, and then set the
original item’s image to the new image object. For nonbitmap members, it is always faster to use the duplicate()
method.
Example
This statement puts the image of cast member originalFlower into cast member newFlower:
-- Lingo syntax
member("newFlower").image = member("originalFlower").image
// JavaScript syntax
member("newFlower").image = member("originalFlower").image;

These statements place a reference to the image of the stage into the variable myImage and then put that image into
cast member flower:
-- Lingo syntax

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myImage = _movie.stage.image
member("flower").image = myImage
// JavaScript syntax
var myImage = _movie.stage.image;
member("flower").image = myImage;

See also
copyPixels(), draw(), duplicate() (Image), fill(), image(), setPixel()

image (RealMedia)
Usage
-- Lingo syntax
memberOrSpriteObjRef.image
// JavaScript syntax
memberOrSpriteObjRef.image;

Description
RealMedia sprite or cast member property; returns a Lingo image object containing the current frame of the
RealMedia video stream. You can use this property to map RealVideo® onto a 3D model (see the example below).
Example
This statement copies the current frame of the RealMedia cast member Real to the bitmap cast member Still:
-- Lingo syntax
member("Still").image = member("Real").image
// JavaScript syntax
member("Still").image = member("Real").image;

image (Window)
Usage
-- Lingo syntax
windowObjRef.image
// JavaScript syntax
windowObjRef.image;

Description
Window property; refers to the image object of a window. Read-only.
When you get the image of a window, Director creates a reference to the image of the specified window. If you make
changes to the image, the contents of the window change immediately.
If you plan to make a lot of changes to the image property, it is faster to copy the image property into a new image
object using the Member object’s duplicate() method, apply your changes to the new image object, and then set
the original item’s image to the new image object. For nonbitmap members, it is always faster to use the
duplicate() method.

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Example
These statements place a reference to the image of the Stage into the variable myImage, and then put that image into
the window named Flower:
-- Lingo syntax
myImage = _movie.stage.image
window("Flower").image = myImage
// JavaScript syntax
var myImage = _movie.stage.image;
window("Flower").image = myImage;

See also
duplicate() (Member), Window

imageCompression
Usage
-- Lingo syntax
_movie.imageCompression
memberObjRef.imageCompression
// JavaScript syntax
_movie.imageCompression;
memberObjRef.imageCompression;

Description
Movie and bitmap cast member property; indicates the type of compression that Director applies to internal (nonlinked) bitmap cast members when saving a movie in Shockwave Player format. Read/write.
Valid values for imageCompression include the following:
Value

Meaning

#standard

Use the Director standard internal compression format.

#movieSetting

Use the compression settings of the movie, as stored in the _movie.imageCompression property. This is the default value for image formats not restricted to standard compression.

#jpeg

Use JPEG compression. See imageQuality.

You normally set this property in the Director Publish Settings dialog box.
Example
This statement displays in the Message window the imageCompression that applies to the currently playing movie:
-- Lingo syntax
put(_movie.imageCompression)
// JavaScript syntax
put(_movie.imageCompression);

See also
imageQuality, Movie

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imageEnabled
Usage
-- Lingo syntax
memberOrSpriteObjRef.imageEnabled
// JavaScript syntax
memberOrSpriteObjRef.imageEnabled;

Description
Cast member property and sprite property; controls whether a Flash movie or vector shape’s graphics are visible
(TRUE, default) or invisible (FALSE).
This property can be tested and set.
Example
This beginSprite script sets up a linked Flash movie sprite to hide its graphics when it first appears on the Stage
and begins to stream into memory and saves its sprite number in a global variable called gStreamingSprite for use
in a frame script later in the Score:
-- Lingo syntax
global gStreamingSprite
on beginSprite me
gStreamingSprite = me.spriteNum
sprite(gStreamingSprite).imageEnabled = FALSE
end
// JavaScript syntax
function beginSprite() {
_global.gStreamingSprite = this.spriteNum;
sprite(_global.gStreamingSprite).imageEnabled = 0;
}

In a later frame of the movie, this frame script checks to see if the Flash movie sprite specified by the global variable
gStreamingSprite has finished streaming into memory. If it has not, the script keeps the playhead looping in the
current frame until 100% of the movie has streamed into memory. It then sets the imageEnabled property to TRUE
so that the graphics appear and lets the playhead continue to the next frame in the Score.
-- Lingo syntax
global gStreamingSprite
on exitFrame me
if sprite(gStreamingSprite).member.percentStreamed < 100 then
_movie.go(_movie.frame)
else
sprite(gStreamingSprite).imageEnabled = TRUE
_movie.updatestage()
end if
end
// JavaScript syntax
function exitFrame() {
var stmSp = sprite(_global.gStreamingSprite).member.percentStreamed;
if (stmSp < 100) {
_movie.go(_movie.frame);
} else {
sprite(_global.gStreamingSprite).imageEnabled = 1;

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_movie.updatestage();
}
}

imageQuality
Usage
-- Lingo syntax
_movie.imageQuality
memberObjRef.imageQuality
// JavaScript syntax
_movie.imageQuality;
memberObjRef.imageQuality;

Description
Movie and bitmap cast member property; indicates the level of compression to use when a movie’s
imageCompression property is set to #jpeg. Read/write during authoring only.
The range of acceptable values is 0–100. Zero yields the lowest image quality and highest compression; 100 yields the
highest image quality and lowest compression.
You can set this property only during authoring and it has no effect until the movie is saved in Shockwave Player
format.
Example
This statement displays in the Message window the imageQuality that applies to the currently playing movie:
-- Lingo syntax
put(_movie.imageQuality)
// JavaScript syntax
put(_movie.imageQuality);

See also
imageCompression, Movie

immovable
Usage
member(whichCastmember).model(whichModel).collision.immovable

Description
3D #collision modifier property; indicates whether a model can be moved as a result of collisions during animations. Specifying TRUE makes the model immovable; specifying FALSE allows the model to be moved. This property
is useful as a way of improving performance during animation, because models that do not move do not need to be
checked for collisions by Lingo.
This property has a default value of FALSE.

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Example
This statement sets the immovable property of the collision modifier attached to the second model of the cast
member named 3Dobjects to TRUE.
-- Lingo syntax
member("3Dobjects").model[2].collision.immovable = TRUE
// Javascript
member("3Dobjects").getPropRef("model",2).collision.immovable = 1;

See also
collision (modifier)

ink
Usage
-- Lingo syntax
spriteObjRef.ink
// JavaScript syntax
spriteObjRef.ink;

Description
Sprite property; determines the ink effect applied to a sprite. Read/write.
Valid values of ink are as follows:
0—Copy

32—Blend

1—Transparent

33—Add pin

2—Reverse

34—Add

3—Ghost

35—Subtract pin

4—Not copy

36—Background transparent

5—Not transparent

37—Lightest

6—Not reverse

38—Subtract

7—Not ghost

39—Darkest

8—Matte

40—Lighten

9—Mask

41—Darken

In the case of 36 (background transparent), you select a sprite in the Score and select a transparency color from the
background color box in the Tools window. You can also do this by setting the backColor property.
If you set this property within a script while the playhead is not moving, be sure to use the Movie object’s
updateStage() method to redraw the Stage. If you change several sprite properties—or several sprites—use only
one updateStage() method at the end of all the changes.
Example
This statement changes the variable currentInk to the value for the ink effect of sprite (3):

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-- Lingo syntax
currentInk = sprite(3).ink
// JavaScript syntax
var currentInk = sprite(3).ink;

This statement gives sprite (i + 1) a matte ink effect by setting the ink effect of the sprite property to 8, which
specifies matte ink:
-- Lingo syntax
sprite(i + 1).ink = 8
// JavaScript syntax
sprite(i + 1).ink = 8;

See also
backColor, Sprite, updateStage()

inker (modifier)
Syntax
member(whichCastmember).modelResource(whichModelResource).inker.inkerModifierProperty
modelResourceObjectReference.inker.inkerModifierProperty

Description
3D modifier; once you have added the #inker modifier to a model resource (using addModifier) you can get and
set #inker modifier properties.
The #inker modifier adds silhouettes, creases, and boundary edges to an existing model; the #inker properties
allow you to control the definition and emphasis of these properties.
When the #inker modifier is used in conjunction with the #toon modifier, the rendered effect is cumulative and
varies depending on which modifier was first applied. The list of modifiers returned by the modifier property will
list #inker or #toon (whichever was added first), but not both. The #inker modifier can not be used in conjunction
with the #sds modifier.
The #inker modifier has the following properties:

•

lineColor allows you to get or set the color of lines drawn by the inker.

• silhouettes allows you to get or set whether lines are drawn to define the edges along the border of a model,
outlining its shape.
•

creases allows you to get or set whether lines are drawn in creases.

•

creaseAngle allows you to get or set the sensitivity of crease angle detection for the inker.

•

boundary allows you to get or set whether lines are drawn around the boundary of the surface.

•

lineOffset allows you to get or set where lines are drawn relative to the surface being shaded and the camera.

•

useLineOffset allows you to get or set whether lineOffset is on or off.

Note: For more detailed information about the following properties see the individual property entries.

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Example
This statement adds the inker modifier to the second model of the cast member named 3Dobjects. Once you have
added the #inker modifier to a model resource (using addModifier) you can get and set #inker modifier
properties.
-- Lingo syntax
member("3Dobjects").model[2].addModifier(#inker)
// JavaScript syntax
member("3Dobjects").getPropRef("model",2).addModifier(symbol("inker"));

See also
addModifier, modifiers, toon (modifier), shadowPercentage

inlineImeEnabled
Usage
-- Lingo syntax
_player.inlineImeEnabled
// JavaScript syntax
_player.inlineImeEnabled;

Description
In Director 11, inlineImeEnabled property is alwaysTRUE irrespective of whether it is set to TRUE or FALSE using
scripting. This property is retained only for backward compatibility.
Example
This statement sets the inlineImeEnabled property of the player to TRUE.
-- Lingo syntax
_player.inlineImeEnabled=TRUE
// JavaScript syntax
_player.inlineImeEnabled=1;

See also
Player

interval
Usage
-- Lingo syntax
memberObjRef.interval
// JavaScript syntax
memberObjRef.interval;

Description
Cursor cast member property; specifies the interval, in milliseconds (ms), between each frame of the animated color
cursor cast member whichCursorCastMember. The default interval is 100 ms.

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The cursor interval is independent of the frame rate set for the movie using the tempo channel or the puppetTempo
Lingo command.
This property can be tested and set.
Example
In this sprite script, when the animated color cursor stored in the cast member named Butterfly enters the sprite, the
interval is set to 50 ms to speed up the animation. When the cursor leaves the sprite, the interval is reset to 100 ms
to slow down the animation.
-- Lingo syntax
on mouseEnter
member("Butterfly").interval = 50
end
on mouseLeave
member("Butterfly").interval = 100
end
// JavaScript syntax
function mouseEnter() {
member("Butterfly").interval = 50;
}
function mouseLeave() {
member("Butterfly").interval = 100;
}

invertMask
Usage
-- Lingo syntax
memberObjRef.invertMask
// JavaScript syntax
memberObjRef.invertMask;

Description
QuickTime cast member property; determines whether Director draws QuickTime movies in the white pixels of the
movie’s mask (TRUE) or in the black pixels (FALSE, default).
This property can be tested and set.
Example
This handler reverses the current setting of the invertMask property of a QuickTime movie named Starburst:
-- Lingo syntax
on toggleMask
member("Starburst").invertMask = not(member("Starburst").invertMask)
end
// JavaScript syntax
function toggleMask() {
member("Starburst").invertMask = !(member("Starburst").invertMask);
}

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See also
mask

isVRMovie
Usage
-- Lingo syntax
memberOrSpriteObjRef.isVRMovie
// JavaScript syntax
memberOrSpriteObjRef.isVRMovie;

Description
QuickTime cast member and sprite property; indicates whether a cast member or sprite is a QuickTime VR movie
that has not yet been downloaded (TRUE), or whether the cast member or sprite isn’t a QuickTime VR movie
(FALSE).
Testing for this property in anything other than an asset whose type is #quickTimeMedia produces an error message.
This property can be tested but not set.
Example
The following handler checks to see if the member of a sprite is a QuickTime movie. If it is, the handler further
checks to see if it is a QTVR movie. An alert is posted in any case.
-- Lingo syntax
on checkForVR(theSprite)
if sprite(theSprite).member.type = #quickTimeMedia then
if sprite(theSprite).isVRMovie then
_player.alert("This is a QTVR asset.")
else
_player.alert("This is not a QTVR asset.")
end if
else
_player.alert("This is not a QuickTime asset.")
end if
end
// JavaScript syntax
function checkForVR(theSprite) {
var memType = sprite(theSprite).member.type;
if (memType == "quickTimeMedia") {
var isType = sprite(theSprite).isVRMovie;
if (isType == 1) {
_player.alert("This is a QTVR asset.");
} else {
_player.alert("This is not a QTVR asset.");
} else {
_player.alert("This is not a QuickTime asset.");
}
}
}

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itemDelimiter
Usage
the itemDelimiter

Description
Player property; indicates the special character used to separate items.
You can use the itemDelimiter to parse filenames by setting itemDelimiter to a backslash (\) in Windows or a
colon (:) on the Mac. Restore the itemDelimiter character to a comma (,) for normal operation.
This function can be tested and set.
Example
The following handler finds the last component in a Mac pathname. The handler first records the current delimiter
and then changes the delimiter to a colon (:). When a colon is the delimiter, Lingo can use the last item of to
determine the last item in the chunk that makes up a Mac pathname. Before exiting, the delimiter is reset to its
original value.
on getLastComponent pathName
save = the itemDelimiter
the itemDelimiter = ":"
f = the last item of pathName
the itemDelimiter = save
return f
end

See also
Player

kerning
Usage
-- Lingo syntax
memberObjRef.kerning
// JavaScript syntax
memberObjRef.kerning;

Description
Text cast member property; this property specifies whether the text is automatically kerned when the contents of the
text cast member are changed.
When set to TRUE, kerning is automatic; when set to FALSE, kerning is not done.
This property defaults to TRUE.
Example
This statement sets the kerning property of the Text cast member to TRUE.
-- Lingo syntax
member("MyText").kerning=TRUE
// JavaScript syntax

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member("MyText").kerning=1;

See also
kerningThreshold

kerningThreshold
Usage
-- Lingo syntax
memberObjRef.kerningThreshold
// JavaScript syntax
memberObjRef.kerningThreshold;

Description
Text cast member property; this setting controls the size at which automatic kerning takes place in a text cast
member. This has an effect only when the kerning property of the text cast member is set to TRUE.
The setting itself is an integer indicating the font point size at which kerning takes place.
This property defaults to 14 points.
Example
This statement sets the fontsize of kerningThreshold property of the Text cast member to 14.
-- Lingo syntax
member("MyText").kerningThreshold=14
// JavaScript syntax
member("MyText").kerningThreshold=14;

See also
kerning

key
Usage
-- Lingo syntax
_key.key
// JavaScript syntax
_key.key;

Description
Key property; returns the value of the last key that was pressed. Read-only.
The returned value is the American National Standards Institute (ANSI) value that is assigned to the key, not the
numerical value.
You can use key in handlers that perform certain actions when the user presses specific keys as shortcuts and other
forms of interactivity. When used in a primary event handler, the actions you specify are the first to be executed.

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Note: The value of key isn’t updated if the user presses a key while Lingo or JavaScript syntax is in a loop.
Use the sample movie Keyboard Lingo to test which characters correspond to different keys on different keyboards.
Example
The following statements cause the movie to return to the main menu marker when the user presses the q key.
Because the keyDownScript property is set to checkKey, the on prepareMovie handler makes the on checkKey
handler the first event handler executed when a key is pressed. The on checkKey handler checks whether the q key
is pressed and if it is, navigates to the main menu marker.
-- Lingo syntax
on prepareMovie
keyDownScript = "checkKey"
end
on checkKey
if (_key.key = "q") then _movie.go("Main Menu")
end if
end
// JavaScript syntax
function prepareMovie() {
keyDownScript = checkKey();
}
function checkKey() {
if (_key.key == "q") {
_movie.go("Main Menu");
}
}

This on keyDown handler checks whether the last key pressed is the z key and if it is, calls the on addNumbers
handler:
-- Lingo syntax
on keyDown
if (_key.key = "z") then addNumbers
end
// JavaScript syntax
function keyDown() {
if (_key.key == "z") {
addNumbers();
}
}

See also
commandDown, Key

keyboardFocusSprite
Usage
-- Lingo syntax
_movie.keyboardFocusSprite
// JavaScript syntax

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_movie.keyboardFocusSprite;

Description
Movie property; lets the user set the focus for keyboard input (without controlling the cursor’s insertion point) on a
particular text sprite currently on the screen. Read/write.
This is the equivalent to using the Tab key when the autoTab property of the cast member is selected.
Setting keyboardFocusSprite to -1 returns keyboard focus control to the Score, and setting it to 0 disables
keyboard entry into any editable sprite.
Example
This statement disables keyboard entry into any editable sprite.
-- Lingo syntax
_movie.keyboardFocusSprite=0
// JavaScript syntax
_movie.keyboardFocusSprite=0;

See also
Movie

keyCode
Usage
-- Lingo syntax
_key.keyCode
// JavaScript syntax
_key.keyCode;

Description
Key property; returns the numerical code for the last key pressed. Read-only.
The returned value is the key’s numerical value, not the American National Standards Institute (ANSI) value.
You can use keyCode to detect when the user has pressed an arrow or function key, which cannot be specified by the
key property.
Use the sample movie Keyboard Lingo to test which characters correspond to different keys on different keyboards.
Example
This handler uses the Message window to display the appropriate key code each time a key is pressed:
-- Lingo syntax
on enterFrame
keyDownScript = put(_key.keyCode)
end
// JavaScript syntax
function enterFrame() {
keyDownScript = put(_key.keyCode);
}

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This statement checks whether the up arrow (whose key code is 126) was pressed and if it was, goes to the previous
marker:
-- Lingo syntax
if (_key.keyCode = 126) then
_movie.goPrevious()
end if
// JavaScript syntax
if (_key.keyCode == 126) {
_movie.goPrevious();
}

This handler checks whether one of the arrow keys was pressed and if one was, responds accordingly:
-- Lingo syntax
on keyDown
case (_key.keyCode) of
123: TurnLeft
126: GoForward
125: BackUp
124: TurnRight
end case
end keyDown
// JavaScript syntax
function keyDown() {
switch (_key.keyCode) {
case 123: TurnLeft();
break;
case 126: GoForward();
break;
case 125: BackUp();
break;
case 124: TurnRight();
break;
}
}

See also
Key, key

keyDownScript
Usage
the keyDownScript

Description
System property; specifies the Lingo that is executed when a key is pressed. The Lingo is written as a string,
surrounded by quotation marks, and can be a simple statement or a calling script for a handler.
When a key is pressed and the keyDownScript property is defined, Lingo executes the instructions specified for the
keyDownScript property first. Unless the instructions include the pass command so that the keyDown message can
be passed on to other objects in the movie, no other on keyDown handlers are executed.

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Setting the keyDownScript property performs the same function as using the when keyDown then command that
appeared in earlier versions of Director.
When the instructions you specify for the keyDownScript property are no longer appropriate, turn them off by
using the statement set the keyDownScript to EMPTY.
Example
This statement specifies the script that is executed when a key is pressed.
-- Lingo syntax
the keyDownScript = "go to the frame"
// JavaScript syntax
_system.keyDownScript = "_movie.go(_movie.frame)";

See also
on keyDown, keyUpScript, mouseDownScript, mouseUpScript

keyframePlayer (modifier)
Syntax
member(whichCastmember).model(whichModel).keyframePlayer.keyframePlayerModifierProperty

Description
3D modifier; manages the use of motions by models. The motions managed by the keyframePlayer modifier
animate the entire model at once, unlike Bones player motions, which animate segments of the model called bones.
Motions and the models that use them must be created in a 3D modeling program, exported as W3D files, and then
imported into a movie. Motions cannot be applied to model primitives created within Director.
Adding the keyframePlayer modifier to a model by using the addModifier command allows access to the
following keyframePlayer modifier properties:

•

playing indicates whether a model is executing a motion.

•

playList is a linear list of property lists containing the playback parameters of the motions that are queued for

a model.

•

currentTime indicates the local time, in milliseconds, of the currently playing or paused motion.

• playRate is a number that is multiplied by the scale parameter of the play() or queue() command to
determine the playback speed of the motion.
•

playlist.count returns the number of motions currently queued in the playlist.

•

rootLock indicates whether the translational component of the motion is used or ignored.

•

currentLoopState indicates whether the motion plays once or repeats continuously.

•

blendTime indicates the length of the transition created by the modifier between motions when the modifier’s

autoblend property is set to TRUE.

• autoBlend indicates whether the modifier creates a linear transition to the currently playing motion from the
motion that preceded it.
•

blendFactor indicates the degree of blending between motions when the modifier’s autoBlend property is set

to FALSE.

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•

lockTranslation indicates whether the model can be displaced from the specified planes.

•

positionReset indicates whether the model returns to its starting position after the end of a motion or each

iteration of a loop.

•

rotationReset indicates the rotational element of a transition from one motion to the next, or the looping of

a single motion.
Note: For more detailed information about these properties, see the individual property entries.
The keyframePlayer modifier uses the following commands:

•

pause halts the motion currently being executed by the model.

•

play() initiates or unpauses the execution of a motion.

•

playNext() initiates playback of the next motion in the playlist.

•

queue() adds a motion to the end of the playlist.

The keyframePlayer modifier generates the following events, which are used by handlers declared in the
registerForEvent() and registerScript() commands. The call to the declared handler includes three
arguments: the event type (either #animationStarted or #animationEnded), the name of the motion, and the
current time of the motion. For detailed information about notification events, see the entry for
registerForEvent().
#animationStarted is sent when a motion begins playing. If blending is used between motions, the event is sent

when the transition begins.
#animationEnded is sent when a motion ends. If blending is used between motions, the event is sent when the

transition ends.
See also
addModifier, modifiers, bonesPlayer (modifier), motion

keyUpScript
Usage
the keyUpScript

Description
System property; specifies the Lingo that is executed when a key is released. The Lingo is written as a string,
surrounded by quotation marks, and can be a simple statement or a calling script for a handler.
When a key is released and the keyUpScript property is defined, Lingo executes the instructions specified for the
keyUpScript property first. Unless the instructions include the pass command so that the keyUp message can be
passed on to other objects in the movie, no other on keyUp handlers are executed.
When the instructions you’ve specified for the keyUpScript property are no longer appropriate, turn them off by
using the statement set the keyUpScript to empty.
Example
This statement specifies the script that is executed when a key is pressed.
-- Lingo syntax
the keyUpScript = "go to the frame +1 "

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// JavaScript syntax
_system.keyUpScript = "_movie.go(_movie.frame+1)";

See also
on keyUp

labelList
Usage
the labelList

Description
System property; lists the frame labels in the current movie as a Return-delimited string (not a list) containing one
label per line. Labels are listed according to their order in the Score. (Because the entries are Return-delimited, the
end of the string is an empty line after the last Return. Be sure to remove this empty line if necessary.)
Example
This statement lists the frame labels in the current movie as a Return-delimited string (not a list) containing one label
per line.
put the labelList

See also
frameLabel, label(), marker()

lastChannel
Usage
-- Lingo syntax
_movie.lastChannel
// JavaScript syntax
_movie.lastChannel;

Description
Movie property; the number of the last channel in the movie, as entered in the Movie Properties dialog box. Readonly.
To see an example of lastChannel used in a completed movie, see the QT and Flash movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement displays the number of the last channel of the movie in the Message window:
-- Lingo syntax
put(_movie.lastChannel)
// JavaScript syntax
put(_movie.lastChannel);

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See also
Movie

lastClick
Usage
-- Lingo syntax
_player.lastClick
// JavaScript syntax
_player.lastClick;

Description
Player property; returns the time in ticks (1 tick = 1/60 of a second) since the mouse button was last pressed. Readonly.
Example
This statement checks whether 10 seconds have passed since the last mouse click and, if so, sends the playhead to the
marker No Click:
-- Lingo syntax
if (_player.lastClick > (10 * 60)) then
_movie.go("No Click")
end if
// JavaScript syntax
if (_player.lastClick > (10 * 60)) {
_movie.go("No Click");
}

See also
lastEvent, lastKey, lastRoll, Player

lastError
Usage
-- Lingo syntax
memberOrSpriteObjRef.lastError
// JavaScript syntax
memberOrSpriteObjRef.lastError;

Description
RealMedia sprite or cast member property; allows you to get the last error symbol returned by RealPlayer® as a Lingo
symbol. The error symbols returned by RealPlayer are strings of simple English and provide a starting point for the
troubleshooting process. This property is dynamic during playback and can be tested but not set.
The value #PNR_OK indicates that everything is functioning properly.

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Example
The following examples show that the last error returned by RealPlayer for the sprite 2 and the cast member Real was
#PNR_OUTOFMEMORY:
-- Lingo syntax
put(sprite(2).lastError) -- #PNR_OUTOFMEMORY
put(member("Real").lastError) -- #PNR_OUTOFMEMORY
// JavaScript syntax
trace(sprite(2).lastError); // #PNR_OUTOFMEMORY
put(member("Real").lastError); // #PNR_OUTOFMEMORY

lastEvent
Usage
-- Lingo syntax
_player.lastEvent
// JavaScript syntax
_player.lastEvent;

Description
Player property; returns the time in ticks (1 tick = 1/60 of a second) since the last mouse click, rollover, or key press
occurred. Read-only.
Example
This statement checks whether 10 seconds have passed since the last mouse click, rollover, or key press and, if so,
sends the playhead to the marker Help:
-- Lingo syntax
if (_player.lastEvent > (10 * 60)) then
_movie.go("Help")
end if
// JavaScript syntax
if (_player.lastEvent > (10 * 60)) {
_movie.go("Help");
}

See also
lastClick, lastKey, lastRoll, Player

lastFrame
Usage
-- Lingo syntax
_movie.lastFrame
// JavaScript syntax
_movie.lastFrame;

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Description
Movie property; displays the number of the last frame in the movie. Read-only.
Example
This statement displays the number of the last frame of the movie in the Message window:
-- Lingo syntax
put(_movie.lastFrame)
// JavaScript syntax
put(_movie.lastFrame);

See also
Movie

lastKey
Usage
-- Lingo syntax
_player.lastKey
// JavaScript syntax
_player.lastKey;

Description
Player property; gives the time in ticks (1 tick = 1/60 of a second) since the last key was pressed. Read-only.
Example
This statement checks whether 10 seconds have passed since the last key was pressed and, if so, sends the playhead
to the marker No Key:
-- Lingo syntax
if (_player.lastKey > (10 * 60)) then
_movie.go("No Key")
end if
// JavaScript syntax
if (_player.lastKey > (10 * 60)) {
_movie.go("No Key");
}

See also
lastClick, lastEvent, lastRoll, Player

lastRoll
Usage
-- Lingo syntax
_player.lastRoll
// JavaScript syntax
_player.lastRoll;

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Description
Player property; gives the time in ticks (1 tick = 1/60 of a second) since the mouse was last moved. Read-only.
Example
This statement checks whether 45 seconds have passed since the mouse was last moved and, if so, sends the playhead
to the marker Attract Loop:
-- Lingo syntax
if (_player.lastRoll > (45 * 60)) then
_movie.go("Attract Loop")
end if
// JavaScript syntax
if (_player.lastRoll > (45 * 60)) {
_movie.go("Attract Loop");
}

See also
lastClick, lastEvent, lastKey, Player

left
Usage
-- Lingo syntax
spriteObjRef.left
// JavaScript syntax
spriteObjRef.left;

Description
Sprite property; identifies the left horizontal coordinate of the bounding rectangle of a sprite. Read/write.
Sprite coordinates are measured in pixels, starting with (0,0) at the upper left corner of the Stage.
Example
The following statement determines whether the sprite’s left edge is to the left of the Stage’s left edge. If the sprite’s
left edge is to the Stage’s left edge, the script runs the handler offLeftEdge:
-- Lingo syntax
if (sprite(3).left < 0) then
offLeftEdge()
end if
// JavaScript syntax
if (sprite(3).left < 0) {
offLeftEdge();
}

This statement measures the left horizontal coordinate of the sprite numbered (i + 1) and assigns the value to the
variable named vLowest:
-- Lingo syntax
vLowest = sprite(i + 1).left
// JavaScript syntax
var vLowest = sprite(i + 1).left

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See also
bottom, height, locH, locV, right, Sprite, top, width

left (3D)
Usage
member(whichCastmember).modelResource(whichModelResource).left

Description
3D #box model resource property; indicates whether the side of the box intersected by its -X axis is sealed (TRUE) or
open (FALSE).
The default value for this property is TRUE.
Example
This statement sets the left property of the model resource named Crate to FALSE, meaning the left side of this box
will be open:
member("3D World").modelResource("crate").left = FALSE

See also
back, front, bottom (3D), top (3D), right (3D)

leftIndent
Usage
chunkExpression.leftIndent

Description
Text cast member property; contains the number of pixels the left margin of chunkExpression is offset from the
left side of the text cast member.
The value is an integer greater than or equal to 0.
This property can be tested and set.
Example
This statement left indents the text cast member "myText" by ten pixels.
-- Lingo syntax
member("myText").leftIndent=10
// JavaScript syntax
member("myText").leftIndent=10;

See also
firstIndent, rightIndent

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length (3D)
Usage
member(whichCastmember).modelResource(whichModelResource).length
vectorReference.length

Description
3D #box model resource, #plane model resource, and vector property; indicates the length in world units of the box
or plane.
The length of a box is measured along its Z axis. The default length of a box is 50.
The length of a plane is measured along its Y axis. The default length of a plane is 1.
The length of a vector is its distance in world units from vector(0, 0, 0). This is the same as the magnitude of
the vector.
Example
This statement sets the variable myBoxLength to the length of the model resource named GiftBox.
myBoxLength = member("3D World").modelResource("GiftBox").length

See also
height (3D), width (3D), magnitude

lengthVertices
Usage
member(whichCastmember).modelResource(whichModelResource).lengthVertices

Description
3D #box and #plane model resource property; indicates the number of mesh vertices along the length of the box
or plane. Increasing this value increases the number of faces, and therefore the fineness, of the mesh.
The length of a box is measured along its Z axis. The length of a plane is measured along its Y axis.
Set the renderStyle property of a model’s shader to #wire to see the faces of the mesh of the model’s resource. Set
the renderStyle property to #point to see just the vertices of the mesh.
The value of this property must be greater than or equal to 2. The default value is 4.
Example
The following statement sets the lengthVertices property of the model resource named Tower to 10. Nine
triangles will be used to define the geometry of the model resource along its Y axis; therefore, there will be ten
vertices.
member("3D World").modelResource("Tower").lengthVertices = 10

See also
length (3D)

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level
Usage
member(whichCastmember).model(whichModel).lod.level

Description
3D lod modifier property; indicates the amount of detail removed by the modifier when its auto property is set to
FALSE.The range of this property is 0.0 to 100.00.
When the modifier’s auto property is set to TRUE, the value of the level property is dynamically updated, but
cannot be set.
The #lod modifier can only be added to models created outside of Director in 3D modeling programs. The value of
the type property of the model resources used by these models is #fromFile. The modifier cannot be added to
primitives created within Director.
Example
The following statement sets the level property of the lod modifier of the model Spaceship to 50. If the lod
modifier’s auto property is set to FALSE, Spaceship will be drawn at a medium level of detail. If the lod modifier’s
auto property is set to TRUE, this code will have no effect.
member("3D World").model("Spaceship").lod.level = 50

See also
lod (modifier), auto, bias

lifetime
Usage
member(whichCastmember).modelResource(modelResource).lifetime

Description
3D #particle model resource property; for all particles in a particle system, this property indicates the number of
milliseconds from the creation of a particle to the end of its existence.
The default value of this property is 10,000.
Example
This example sets the lifetime property of a particle to 100 milliseconds in the cast member named 3Dobjects.
-- Lingo syntax
member("3Dobjects").modelResource("Particle01").lifetime = 100.0
// JavaScript syntax
member("3Dobjects").getPropRef("modelResource",10).lifetime = 100.0;

See also
emitter

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light
Usage
member(whichCastmember).light(whichLight)
member(whichCastmember).light[index]
member(whichCastmember).light(whichLight).whichLightProperty
member(whichCastmember).light[index].whichLightProperty

Description
3D element; an object at a vector position from which light emanates.
Example
This example shows the first light in the cast member named 3Dobjects.
-- Lingo syntax
putmember("3Dobjects").light(1)
// JavaScript syntax
put( member("3Dobjects").getPropRef("light",1));

See also
newLight, deleteLight

lineColor
Usage
member(whichCastmember).model(whichModel).inker.lineColor
member(whichCastmember).model(whichModel).toon.lineColor

Description
3D toon and inker modifier property; indicates the color of the lines drawn on the model by the modifier. For this
property to have an effect, either the modifier’s creases, silhouettes, or boundary property must be set to TRUE.
The default value for this property is rgb(0, 0, 0).
Example
This statement sets the color of all lines drawn by the toon modifier on the second model to rgb(255, 0, 0), which is
red:
-- Lingo syntax
member("3Dobjects").model[2].toon.lineColor = rgb(255, 0, 0)
// JavaScript syntax
member("3Dobjects").getPropRef("model",2).toon.lineColor =color(100,0,0);

See also
creases, silhouettes, boundary, lineOffset

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lineCount
Usage
-- Lingo syntax
memberObjRef.lineCount
// JavaScript syntax
memberObjRef.lineCount;

Description
Cast member property; indicates the number of lines that appear in the field cast member on the Stage according to
the way the string wraps, not the number of carriage returns in the string.
Example
This statement determines how many lines the field cast member Today’s News has when it appears on the Stage and
assigns the value to the variable numberOfLines:
--Lingo syntax
numberOfLines = member("Today’s News").lineCount
// JavaScript syntax
var numberOfLines = member("Today’s News").lineCount;

lineDirection
Usage
member(whichCastMember).lineDirection

Description
Shape member property; this property contains a 0 or 1 indicating the slope of the line drawn.
If the line is inclined from left to right, the property is set to 1; and if it is declined from left to right, the property is
set to 0.
This property can be tested and set.
Example
This example toggles the slope of the line in cast member "theLine", producing a see-saw effect:
-- Lingo syntax
member("theLine").lineDirection = not member("theLine").lineDirection
// JavaScript syntax
member("theLine").lineDirection = ! (member("theLine").lineDirection);

lineHeight
Usage
member(whichCastMember).lineHeight
the lineHeight of member whichCastMember

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Description
Cast member property; determines the line spacing used to display the specified field cast member. The parameter
whichCastMember can be either a cast member name or number.
Setting the lineHeight member property temporarily overrides the system’s setting until the movie closes. To use
the desired line spacing throughout a movie, set the lineHeight member property in an on prepareMovie handler.
This property can be tested and set.
Example
This statement sets the line height in cast member "myText".
-- Lingo syntax
member("myText").lineHeight=20
// JavaScript syntax
member("myText").lineHeight=20;

See also
text, alignment, font, fontSize, fontStyle

lineOffset
Usage
member(whichCastmember).model(whichModel).toon.lineOffset
member(whichCastmember).model(whichModel).inker.lineOffset

Description
3D toon and inker modifier property; indicates the apparent distance from the model’s surface at which lines are
drawn by the modifier. For this property to have an effect, the modifier’s useLineOffset property must be set to
TRUE, and one or more of its creases, silhouettes, or boundary properties must also be set to TRUE.
This range of this property is -100.00 to +100.00. Its default setting is -2.0.
Example
The following statement sets the lineOffset property of the toon modifier for the model named Teapot to 10. The
lines drawn by the toon modifier on the surface of the model will stand out more than they would at the default
setting of -2.
member("shapes").model("Teapot").toon.lineOffset = 10

See also
creases, silhouettes, boundary, useLineOffset, lineColor

lineSize
Usage
member(whichCastMember).lineSize
the lineSize of member whichCastMember
sprite whichSprite.lineSize
the lineSize of sprite whichSprite

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Description
Shape cast member property; determines the thickness, in pixels, of the border of the specified shape cast member
displayed on the Stage. For nonrectangular shapes, the border is the edge of the shape, not its bounding rectangle.
The lineSize setting of the sprite takes precedence over the lineSize setting of the member. If Lingo changes the
member’s lineSize setting while a sprite is on the Stage, the sprite’s lineSize setting remains in effect until the
sprite is finished.
For the value set by Lingo to last beyond the current sprite, the sprite must be a scripted sprite.
This property can be tested and set.
Example
This statement sets the thickness of the shape cast member myShape to 5 pixels.
--Lingo syntax
member("myShape").lineSize=5
// JavaScript syntax
member("myShape").lineSize=5;

linked
Usage
-- Lingo syntax
memberObjRef.linked
// JavaScript syntax
memberObjRef.linked;

Description
Member property; controls whether a script, Flash movie, or animated GIF file is stored in an external file (TRUE,
default), or inside the Director cast library (FALSE). Read/write for script, Flash, and animated GIF members, readonly for all other member types.
When the data is stored externally in a linked file, the cast member’s pathName property must point to the location
where the movie file can be found.
Example
This statement converts Flash cast member "homeBodies" from a linked member to an internally stored member.
-- Lingo syntax
member("homeBodies").linked = 0
// JavaScript syntax
member("homeBodies").linked = 0;

See also
Member

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loaded
Usage
-- Lingo syntax
memberObjRef.loaded
// JavaScript syntax
memberObjRef.loaded;

Description
Member property; specifies whether a specified cast member is loaded into memory (TRUE) or not (FALSE). Readonly.
Different cast member types have slightly different behaviors for loading:

•

Shape and script cast members are always loaded into memory.

•

Movie cast members are never unloaded.

• Digital video cast members can be preloaded and unloaded independent of whether they are being used. (A
digital video cast member plays faster from memory than from disk.)
Example
This statement checks whether cast member Demo Movie is loaded in memory and if it isn’t, goes to an alternative
movie:
-- Lingo syntax
if member("Demo Movie").loaded = FALSE then
_movie.go(1, "Waiting.dir")
end if
// JavaScript syntax
if (member("Demo Movie").loaded == false) {
_movie.go(1, "Waiting.dir")
}

See also
Member

loc (backdrop and overlay)
Usage
sprite(whichSprite).camera{(index)}.backdrop[index].loc
member(whichCastmember).camera(whichCamera).backdrop[index].loc
sprite(whichSprite).camera{(index)}.overlay[index].loc
member(whichCastmember).camera(whichCamera).overlay[index].loc

Description
3D backdrop and overlay property; indicates the 2D location of the backdrop or overlay, as measured from the upper
left corner of the sprite.
This property is initially set as a parameter of the addBackdrop, addOverlay, insertBackdrop, or insertOverlay
command which creates the backdrop or overlay.

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Example
This statement positions the first backdrop of the camera of sprite 2:
sprite(2).camera.backdrop[1].loc = point(120, 120)

See also
bevelDepth, overlay, regPoint (3D)

locH
Usage
-- Lingo syntax
spriteObjRef.locH
// JavaScript syntax
spriteObjRef.locH;

Description
Sprite property; indicates the horizontal position of a sprite’s registration point. Read/write.
Sprite coordinates are relative to the upper left corner of the Stage.
To make the value last beyond the current sprite, make the sprite a scripted sprite.
Example
This statement puts sprite 15 at the same horizontal location as the mouse click:
-- Lingo syntax
sprite(15).locH = _mouse.mouseH
// JavaScript syntax
sprite(15).locH = _mouse.mouseH;

See also
bottom, height, left, locV, point(), right, Sprite, top, updateStage()

lockTranslation
Usage
member(whichCastmember).model(whichModel).bonesPlayer.lockTranslation
member(whichCastmember).model(whichModel).keyframePlayer.lockTranslation

Description
3D #bonesPlayer and #keyframePlayer modifier property; prevents displacement from the specified plane(s)
except by the absolute translation of the motion data. Any additional translation introduced either manually or
through cumulative error is removed. The possible values of #none, #x, #y, #z, #xy, #yz, #xz, and #all control
which of the three translational components are controlled for each frame. When a lock on an axis is turned on, the
current displacement along that axis is stored and used thereafter as the fixed displacement to which the animation
is relative. This displacement can be reset by deactivating that axis lock, moving the object, and reactivating that axis
lock.

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In other words, it defines the axis of translation to ignore when playing back a motion. To keep a model locked to a
ground plane with the top pointing along the z-axis, set lockTranslation to #z. The default value for this property
is #none.
Example
This statement sets the lockTranslation property of the model named Walker to #z.
member("ParkScene").model("Walker").bonesPlayer.lockTranslation = #z

See also
immovable

locV
Usage
-- Lingo syntax
spriteObjRef.locV
// JavaScript syntax
spriteObjRef.locV;

Description
Sprite property; indicates the vertical position of a sprite’s registration point. Read/write.
Sprite coordinates are relative to the upper left corner of the Stage.
To make the value last beyond the current sprite, make the sprite a scripted sprite.
Example
This statement puts sprite 15 at the same vertical location as the mouse click:
-- Lingo syntax
sprite(15).locV = _mouse.mouseV
// JavaScript syntax
sprite(15).locV = _mouse.mouseV;

See also
bottom, height, left, locH, point(), right, Sprite, top, updateStage()

locZ
Usage
-- Lingo syntax
spriteObjRef.locZ
// JavaScript syntax
spriteObjRef.locZ;

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Description
Sprite property; specifies the dynamic Z-order of a sprite, to control layering without having to manipulate sprite
channels and properties. Read/write.
This property can have an integer value from negative 2 billion to positive 2 billion. Larger numbers cause the sprite
to appear in front of sprites with smaller numbers. If two sprites have the same locZ value, the channel number then
takes precedence for deciding the final display order of those two sprites. This means sprites in lower numbered
channels appear behind sprites in higher numbered channels even when the locZ values are equal.
By default, each sprite has a locZ value equal to its own channel number.
Layer-dependent operations such as hit detection and mouse events obey sprites’ locZ values, so changing a sprite’s
locZ value can make the sprite partially or completely obscured by other sprites and the user may be unable to click

on the sprite.
Other Director functions do not follow the locZ ordering of sprites. Generated events still begin with channel 1 and
increase consecutively from there, regardless of the sprite’s Z-order.
Example
This handler uses a global variable called gHighestSprite which has been initialized in the startMovie handler to
the number of sprites used. When the sprite is clicked, its locZ is set to gHighestSprite + 1, which moves the sprite
to the foreground on the stage. Then gHighestSprite is incremented by 1 to prepare for the next mouseUp call.
-- Lingo syntax
on mouseUp me
global gHighestSprite
sprite(me.spriteNum).locZ = gHighestSprite + 1
gHighestSprite = gHighestSprite + 1
end
// JavaScript syntax
function mouseUp() {
_global.gHighestSprite;
sprite(this.spriteNum).locZ = _global.gHighestSprite + 1
_global.gHighestSprite = _global.gHighestSprite + 1
}

See also
locH, locV, Sprite

lod (modifier)
Usage
member(whichCastmember).model(whichModel).lod.lodModifierProperty

Description
3D modifier; dynamically removes detail from models as they move away from the camera.

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This modifier can only be added to models created outside of Director in 3D modeling programs. The value of the
type property of the model resources used by these models is #fromFile. All such models use detail reduction
whether or not the lod modifier is attached. Attaching the modifier allows you to control the properties of detail
reduction. The modifier cannot be added to primitives created within Director.
The lod modifier data is generated by 3D modeling programs for all models. Setting the userData property
"sw3d_no_lod = true" allows you to specify that the lod modifier data and memory be released when streaming

is complete.
Be careful when using the sds and lod modifiers together, because they perform opposite functions (the sds
modifier adds geometric detail and the lod modifier removes geometric detail). Before adding the sds modifier, it
is recommended that you disable the lod.auto modifier property and set the lod.level modifier property to
maximum resolution, as follows:
member("myMember").model("myModel").lod.auto = 0
member("myMember").model("myModel").lod.level = 100
member("myMember").model("myModel").addmodifier(#sds)

The lod modifier has the following properties:

• auto allows the modifier to set the level of detail reduction as the distance between the model and the camera
changes. The value of the modifier’s level property is updated, but setting the level property will have no effect
when the auto property is set to TRUE.
• bias indicates how aggressively the modifier removes detail from the model when the modifier’s auto property
is set to TRUE. The range for this property is from 0.0 (removes all polygons) to 100.0 (removes no polygons). The
default setting for this property is 100.0.
• level indicates the amount of detail reduction there will be when the modifier’s auto property is set to FALSE.
The range of this property is 0.0 to 100.00.
Note: For more detailed information about these properties, see the individual property entries.
Example
This example dynamically removes the model Sphere01 from the cast member named 3Dobjects.
--Lingo
member("3Dobjects").model("Sphere01").lod.auto=1
member("3Dobjects").model("Sphere01").lod.bias=0
// Javascript
member("3Dobjects").getPropRef("model",2).lod.auto=1;
member("3Dobjects").getPropRef("model",2).lod.bias=0;

See also
sds (modifier), auto, bias, level, addModifier

loop (3D)
Usage
member(whichCastmember).loop

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Description
3D cast member property; indicates whether motions applied to the first model in the cast member repeat continuously (TRUE) or play once and stop (FALSE).
The default setting for this property is TRUE.
Example
This statement sets the loop property of the cast member named Walkers to TRUE. Motions being executed by the
first model in Walker will repeat continuously.
member("Walkers").loop = TRUE

See also
motion, play() (3D), queue() (3D), animationEnabled

loop (emitter)
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.loop

Description
3D property; when used with a model resource whose type is #particle, this property allows you to both get and
set what happens to particles at the end of their lifetime. A loop value of TRUE causes particles to be reborn at the end
of their lifetime at the emitter location defined by the emitter’s region property. A value of FALSE causes the particles
to die at the end of their lifetime. The default setting for this property is TRUE.
Example
In this example, ThermoSystem is a model resource of the type #particle. This statement sets the emitter.loop
property of ThermoSystem to 1, which causes the particles of ThermoSystem to be continuously emitted.
member("Fires").modelResource("ThermoSystem").emitter.loop = 1

See also
emitter

loop (Member)
Usage
-- Lingo syntax
memberObjRef.loop
// JavaScript syntax
memberObjRef.loop;

Description
Cast member property; determines whether the specified digital video, sound, or Flash movie cast member is set to
loop (TRUE) or not (FALSE).

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Example
This statement sets the QuickTime movie cast member Demo to loop:
-- Lingo syntax
member("Demo").loop = 1
// JavaScript syntax
member("Demo").loop = 1;

loop (Flash)
Usage
sprite(whichFlashSprite).loop
the loop of sprite whichFlashSprite
member (whichFlashMember).loop
the loop of member whichFlashMember

Description
Flash sprite and member property; controls whether a Flash movie plays in a a continuous loop (TRUE) or plays once
and then stops (FALSE).
The property can be both tested and set.
Example
This frame script checks the streamed status of a linked Flash cast member called flashObj using the percentStreamed property. While flashObj is downloading, the movie loops in the current frame. When flashObj finishes
downloading, the movie advances to the next frame and the loop property of the Flash movie in channel 1 is set to
FALSE so that it will continue playing through to the end and then stop (imagine that this sprite has been looping
while flashObj was downloading).
-- Lingo syntax
on exitFrame me
if member("flashObj").percentStreamed = 100 then
member(1).loop = FALSE
go the frame + 1
else
go to the frame
end if
end
// JavaScript syntax
function exitFrame(me) {
if(member("flashObj").percentStreamed == 100)
{
member(1).loop = 0;
_movie.go(_movie.frame+1);
}
else
{
_movie.go(_movie.frame);
}
}

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loop (Windows Media)
Usage
-- Lingo syntax
windowsMediaObjRef.loop
// JavaScript syntax
windowsMediaObjRef.loop;

Description
Windows Media property. Determines whether a movie loops (TRUE, default) or not (FALSE) after completion.
Read/write.
Example
This statement specifies that the cast member Classical should loop after completion:
-- Lingo syntax
member("Classical").loop = TRUE
// JavaScript syntax
member("Classical").loop = true;

See also
Windows Media

loopBounds
Usage
-- Lingo syntax
spriteObjRef.loopBounds
// JavaScript syntax
spriteObjRef.loopBounds;

Description
QuickTime sprite property; sets the internal loop points for a QuickTime cast member or sprite. The loop points are
specified as a Director list: [startTime, endTime].
The startTime and endTime parameters must meet these requirements:

•

Both parameters must be integers that specify times in Director ticks.

•

The values must range from 0 to the duration of the QuickTime cast member.

•

The starting time must be less than the ending time.

If any of these requirements is not met, the QuickTime movie loops through its entire duration.
The loopBounds property has no effect if the movie’s loop property is set to FALSE. If the loop property is set to
TRUE while the movie is playing, the movie continues to play. Director uses these rules to decide how to loop the
movie:

•

If the ending time specified by loopBounds is reached, the movie loops back to the starting time.

•

If the end of the movie is reached, the movie loops back to the start of the movie.

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If the loop property is turned off while the movie is playing, the movie continues to play. Director stops when it
reaches the end of the movie.
This property can be tested and set. The default setting is [0,0].
Example
This sprite script sets the starting and ending times for looping within a QuickTime sprite. The times are set by specifying seconds, which are then converted to ticks by multiplying by 60.
-- Lingo syntax
on beginSprite me
sprite(me.spriteNum).loopBounds = [(16 * 60),(32 * 60)]
end
// JavaScript syntax
function beginSprite() {
sprite(me.spriteNum).loopBounds = list((16 * 60),(32 * 60));
}

loopCount
Usage
-- Lingo syntax
soundChannelObjRef.loopCount
// JavaScript syntax
soundChannelObjRef.loopCount;

Description
Sound Channel property; specifies the total number of times the current sound in a sound channel is set to loop.
Read-only.
The default value of this property is 1 for sounds that are simply queued with no internal loop.
You can loop a portion of a sound by passing the parameters loopStartTime, loopEndTime, and loopCount with
a queue() or setPlayList() method. These are the only methods for setting this property.
If loopCount is set to 0, the loop will repeat forever. If the sound cast member’s loop property is set to TRUE,
loopCount will return 0.
Example
This handler queues and plays two sounds in sound channel 2. The first sound, cast member introMusic, loops five
times between 8 seconds and 8.9 seconds. The second sound, cast member creditsMusic, loops three times. However,
no #loopStartTime and #loopEndTime are specified, so these values default to the #startTime and #endTime,
respectively.
-- Lingo syntax
on playMusic
sound(2).queue([#member:member("introMusic"), #startTime:3000, #loopCount:5,
#loopStartTime:8000, #loopEndTime:8900])
sound(2).queue([#member:member("creditsMusic"), #startTime:3000, #endTime:3000,
#loopCount:3])
sound(2).play()
end playMusic

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// JavaScript syntax
function playMusic() {
sound(2).queue(propList("member",member("introMusic"), "startTime",3000,"loopCount",5,
"loopStartTime",8000, "loopEndTime",8900));
sound(2).queue(propList("member",member("creditsMusic"),
"startTime",3000,"endTime",3000, "loopCount",3]);
sound(2).play();
}

See also
loopEndTime, loopStartTime, queue(), setPlayList(), Sound Channel

loopEndTime
Usage
-- Lingo syntax
soundChannelObjRef.loopEndTime
// JavaScript syntax
soundChannelObjRef.loopEndTime;

Description
Sound Channel property; specifies the end time, in milliseconds, of the loop set in the current sound playing in a
sound channel. Read-only.
The value of this property is a floating-point number, allowing you to measure and control sound playback to
fractions of a millisecond.
This property can only be set when passed as a property in a queue() or setPlaylist() command.
Example
This handler plays sound cast member introMusic in sound channel 2. Playback loops five times between the 8
seconds point and the 8.9 second point in the sound.
-- Lingo syntax
on playMusic
sound(2).play([#member:member("introMusic"), #startTime:3000, #loopCount:5 \
#loopStartTime:8000, #loopEndTime:8900])
end playMusic
// JavaScript syntax
function playMusic() {
sound(2).play(propList("member",member("introMusic"), "startTime",3000,"loopCount",5,
"loopStartTime",8000, "loopEndTime",8900));
}

See also
queue(), setPlayList(), Sound Channel

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loopsRemaining
Usage
-- Lingo syntax
soundChannelObjRef.loopsRemaining
// JavaScript syntax
soundChannelObjRef.loopsRemaining;

Description
Sound Channel property; specifies the number of times left to play a loop in the current sound playing in a sound
channel. Read-only.
If the sound had no loop specified when it was queued, this property is 0. If this property is tested immediately after
a sound starts playing, it returns one less than the number of loops defined with the #loopCount property in the
queue() or setPlayList() methods.
Exceptions
This example shows the loops remaining in the sound channel 2.
-- Lingo syntax
put sound(2).loopsRemaining
// JavaScript syntax
put(sound(2).loopsRemaining);

See also
loopCount, queue(), setPlayList(), Sound Channel

loopStartTime
Usage
-- Lingo syntax
soundChannelObjRef.loopStartTime
// JavaScript syntax
soundChannelObjRef.loopStartTime;

Description
Sound Channel property; specifies the start time, in milliseconds, of the loop for the current sound being played by
a sound channel. Read-only.
Its value is a floating-point number, allowing you to measure and control sound playback to fractions of a millisecond. The default is the startTime of the sound if no loop has been defined.
This property can only be set when passed as a property in a queue() or setPlaylist() methods.
Example
This handler plays sound cast member introMusic in sound channel 2. Playback loops five times between two points
8 seconds and 8.9 seconds into the sound.
-- Lingo syntax
on playMusic

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sound(2).play([#member:member("introMusic"), #startTime:3000, #loopCount:5
\#loopStartTime:8000, #loopEndTime:8900])
end playMusic
// JavaScript syntax
function playMusic() {
sound(2).play(propList("member",member("introMusic"), "startTime",3000,"loopCount",5,
"loopStartTime",8000, "loopEndTime",8900));
}

See also
queue(), setPlayList(), Sound Channel, startTime

magnitude
Usage
whichVector.magnitude

Description
3D property; returns the magnitude of a vector. The value is a floating-point number. The magnitude is the length
of a vector and is always greater than or equal to0.0. (vector (0, 0, 0) equals 0.)
Example
This statement shows that the magnitude of MyVec1 is 100.
-- Lingo syntax
MyVec1 = vector(100, 0, 0)
put MyVec1.magnitude
// JavaScript syntax
MyVec1 = vector(100, 0, 0);
put(MyVec1.magnitude);

See also
length (3D), identity()

margin
Usage
-- Lingo syntax
memberObjRef.margin
// JavaScript syntax
memberObjRef.margin;

Description
Field cast member property; determines the size, in pixels, of the margin inside the field box.
Example
The following statement sets the margin inside the box for the field cast member Today’s News to 15 pixels:
--Lingo syntax

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member("Today’s News").margin = 15
// JavaScript syntax
member("Today’s News").margin = 15;

markerList
Usage
-- Lingo syntax
_movie.markerList
// JavaScript syntax
_movie.markerList;

Description
Movie property; contains a script property list of the markers in the Score. Read-only.
The list is of the format:
frameNumber: "markerName"

Example
This statement displays the list of markers in the Message window:
-- Lingo syntax
put(_movie.markerList)
// JavaScript syntax
put(_movie.markerList);

See also
Movie

mask
Usage
-- Lingo syntax
memberObjRef.mask
// JavaScript syntax
memberObjRef.mask;

Description
Cast member property; specifies a black-and-white (1-bit) cast member to be used as a mask for media rendered
direct to Stage with media appearing in the areas where the mask’s pixels are black. The mask property lets you
benefit from the performance advantages of a direct-to-Stage digital video while playing a QuickTime movie in a
nonrectangular area. The mask property has no effect on non–direct-to-Stage cast members.
Director always aligns the registration point of the mask cast member with the upper left of the QuickTime movie
sprite. Be sure to reset the registration point of a bitmap to the upper left corner, as it defaults to the center. The registration point of the QuickTime member cannot be reset from the upper left corner. The mask cast member can’t be
moved and is not affected by the center and crop properties of its associated cast member.

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For best results, set a QuickTime cast member’s mask property before any of its sprites appear on the Stage in the on
beginSprite event handler. Setting or changing the mask property while the cast member is on the Stage can have
unpredictable results (for example, the mask may appear as a freeze frame of the digital video at the moment the
mask property took effect).
Masking is an advanced feature; you may need to experiment to achieve your goal.
This property can be tested and set. To remove a mask, set the mask property to 0.
Example
This frame script sets a mask for a QuickTime sprite before Director begins to draw the frame:
-- Lingo syntax
on prepareFrame
member("Peeping Tom").mask = member("Keyhole")
end
// JavaScript syntax
function prepareFrame() {
member("Peeping Tom").mask = member("Keyhole");
}

See also
invertMask

maxInteger
Usage
the maxInteger

Description
System property; returns the largest whole number that is supported by the system. On most personal computers,
this is 2,147,483,647 (2 to the thirty-first power, minus 1).
This property can be useful for initializing boundary variables before a loop or for limit testing.
To use numbers larger than the range of addressable integers, use floating-point numbers instead. They aren’t
processed as quickly as integers, but they support a greater range of values.
Example
This statement generates a table, in the Message window, of the maximum decimal value that can be represented by
a certain number of binary digits:
on showMaxValues
b = 31
v = the maxInteger
repeat while v > 0
put b && "-" && v
b = b-1
v = v/2
end repeat
end

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maxSpeed
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.maxSpeed

Description
3D property; when used with a model resource whose type is #particle, allows you to get and set the maximum
speed at which particles are emitted. Each particle’s initial velocity is randomly selected between the emitter’s
minSpeed and maxSpeed properties.
The value is a floating-point number and must be greater than 0.0.
Example
This example sets the max speed of the particle to 15 in the cast member named 3Dobjects.
-- Lingo syntax
member("3Dobjects").modelResource("Particle01").emitter.maxSpeed=15
// JavaScript syntax
member("3Dobjects").getPropRef("modelResource",10).emitter.maxSpeed=15;

See also
minSpeed, emitter

media
Usage
-- Lingo syntax
memberObjRef.media
// JavaScript syntax
memberObjRef.media;

Description
Member property; identifies the specified cast member as a set of numbers. Read/write.
Because setting this property can use large amounts of memory, it is best used during authoring only.
You can use the media property to copy the content of one cast member into another cast member by setting the
second member’s media value to the media value for the first member.
For a film loop cast member, the media property specifies a selection of frames and channels in the Score.
To swap media in a projector, it is more efficient to set the member sprite property.
Example
This statement copies the content of the cast member Sunrise into the cast member Dawn by setting the media
member property value for Dawn to the media member property value for Sunrise:
-- Lingo syntax
member("Dawn").media = member("Sunrise").media
// JavaScript syntax
member("Dawn").media = member("Sunrise").media;

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See also
Member

mediaReady
Usage
-- Lingo syntax
memberObjRef.mediaReady
// JavaScript syntax
memberObjRef.mediaReady;

Description
Member property; determines whether the contents of a cast member, a movie or cast library file, or a linked cast
member is downloaded from the Internet and is available on the local disk (TRUE) or not (FALSE). Read-only.
This property is useful only when streaming a movie or cast library file. Movie streaming is activated by setting the
Movie:Playback properties in the Modify menu to Play While Downloading Movie (default setting).
For a demonstration of the mediaReady property, see the sample movie Streaming Shockwave in Director Help.
Example
This statement changes cast members when the desired cast member is downloaded and available locally:
-- Lingo syntax
if member("background").mediaReady = TRUE then sprite(2).member =
member("background").number
end if
// JavaScript syntax
if (member("background").mediaReady == true) {
sprite(2).member = member("background").number;
}

See also
Member

mediaStatus (DVD)
Usage
-- Lingo syntax
dvdObjRef.mediaStatus
// JavaScript syntax
dvdObjRef.mediaStatus;

Description
DVD property; returns a symbol that indicates the current state of the DVD player. Read-only.
Possible symbols include the following:

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Symbol

Description

#stopped

The DVD is stopped.

#playing

The DVD is playing.

#paused

The DVD is paused.

#scanning

The DVD is scanning.

#uninitialized

The DVD is not initialized.

#volumeInvalid

The DVD specified is not valid.

#volumeUknown

The DVD does not exist or there is no disc in the drive.

#systemSoftwareMissing

The DVD decoders are not installed.

#systemSoftwareBusy

The system software required to play the DVD is in use by another application.

See also
DVD

mediaStatus (RealMedia, Windows Media)
Usage
-- Lingo syntax
memberOrSpriteObjRef.mediaStatus
// JavaScript syntax
memberOrSpriteObjRef.mediaStatus;

Description
RealMedia and Windows Media cast member and sprite property; allows you to get a symbol representing the state
of the RealMedia or Windows Media stream. Read-only.
The value of this property can change during playback.
Valid values for this property are as follows:

• #closed indicates that the RealMedia or Windows Media cast member is not active. The mediaStatus value
remains #closed until playback is initiated.
•

#connecting indicates that a connection to the RealMedia or Windows Media stream is being established.

• #opened indicates that a connection to the RealMedia or Windows Media stream has been established and is
open. This is a transitory state that is very quickly followed by #buffering.
• #buffering indicates that the RealMedia or Windows Media stream is being downloaded into the playback
buffer. When buffering is complete (percentBuffered equals 100), the stream begins to play if the pausedAtStart
property is FALSE. For more information, see percentBuffered.
•

#playing indicates that the RealMedia or Windows Media stream is currently playing.

•

#seeking indicates that play was interrupted by the seek command.

• #paused indicates that play has been interrupted, possibly by the user clicking the Stop button in the RealMedia
or Windows Media viewer, or by a script invoking the pause() method.

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• #error indicates that the stream could not be connected, buffered, or played for some reason. The lastError
property reports the actual error.
Depending on the cast member’s state (RealMedia) value, a different mediaStatus property value is returned.
Each mediaStatus value corresponds to only one state value.
Example
The following examples show that the RealMedia element in sprite 1 and the cast member Real is playing.
-- Lingo syntax
put(sprite(1).mediaStatus)
put(member("RealDemo").mediaStatus)
// JavaScript syntax
put(sprite(1).mediaStatus);
put(member("RealDemo").mediaStatus);

See also
state (RealMedia), percentBuffered, lastError

mediaXtraList
Usage
-- Lingo syntax
_player.mediaXtraList
// JavaScript syntax
_player.mediaXtraList;

Description
Player property; returns a linear list of all media Xtra extensions available to the Director player. Read-only.
Example
This statement displays in the Message window all media Xtra extensions that are available to the Director Player.
-- Lingo syntax
put(_player.mediaXtraList)
// JavaScript syntax
put(_player.mediaXtraList);

See also
Media Types, Player, scriptingXtraList, toolXtraList, transitionXtraList, xtraList (Player)

member
Usage
member(whichCastmember).texture(whichTexture).member
member(whichCastmember).model(whichModel).shader.texture.member
member(whichCastmember).model(whichModel).shaderList[shaderListIndex].textureList[textureL
istIndex].member

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Description
3D texture property; if the texture’s type is #fromCastMember, this property indicates the cast member that is used
as the source for a texture.
This property can be tested and set.
If the texture’s type is #importedFromFile, this property value is void and cannot be set. If the texture’s type is
#fromImageObject, this property value is void, but it can be set.

Example
This Lingo adds a new texture. The second statement shows that the cast member used to create the texture named
gbTexture was member 16 of cast 1.
member("scene").newTexture("gbTexture", #fromCastmember, member(16, 1))
put member("scene").texture("gbTexture").member
-- (member 16 of castLib 1)

member (Cast)
Usage
-- Lingo syntax
castObjRef.member[memberNameOrNum]
// JavaScript syntax
castObjRef.member[memberNameOrNum]

Description
Cast library property; provides indexed or named access to the members of a cast library. Read-only.
The memberNameOrNum argument can be a string that specifies the cast member by name or an integer that specifies
the cast member by number.
Example
The following example provides access to the second cast member in the cast library named Internal.
-- Lingo syntax
myMember = castLib("Internal").member[2]
// JavaScript syntax
var myMember = castLib("Internal").member[2];

See also
Cast Library

member (Movie)
Usage
-- Lingo syntax
_movie.member[memberNameOrNum]
// JavaScript syntax
_movie.member[memberNameOrNum];

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Description
Movie property; provides indexed or named access to the members of a movie’s cast library. Read-only.
The memberNameOrNum argument can be a string that specifies the cast member by name or an integer that specifies
the cast member by number.
Example
The following statement accesses a cast member using both named and numbered access, and sets the result to the
variable myMember.
-- Lingo syntax
myMember = _movie.member[2] -- using numbered access
myMember = _movie.member["Athlete"] -- using named access
// JavaScript syntax
var myMember = _movie.member[2]; // using numbered access;
var myMember = _movie.member["Athlete"]; // using named access;

See also
Movie

member (Sound Channel)
Usage
-- Lingo syntax
soundChannelObjRef.member
// JavaScript syntax
soundChannelObjRef.member;

Description
Sound Channel property; specifies the sound cast member currently playing in a sound channel. Read-only.
This property returns VOID (Lingo) or null (JavaScript syntax) if no sound is being played.
Example
This statement displays the name of the member of the sound playing in sound channel 2 in the Message window:
-- Lingo syntax
put(sound(2).member)
// JavaScript syntax
put(sound(2).member);

See also
Sound Channel

member (Sprite)
Usage
-- Lingo syntax
spriteObjRef.member

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// JavaScript syntax
spriteObjRef.member;

Description
Sprite property; specifies a sprite’s cast member and cast library. Read/write.
The member Sprite property differs from the spriteNum Sprite property, which specifies only the sprite’s number to
identify its location in the cast library but doesn’t specify the cast library itself. The member property also differs from
the Mouse object’s mouseMember property, which does not specify a sprite’s cast library.
When assigning a sprite’s member property, use one of the following formats:

•

Specify the full cast member and cast library description (spriteObjRef.member = member(intMemberNum

{, castLibraryNameOrNum})).

•

Specify the cast member name (spriteObjRef.member = member("stringMemberName").

• Specify the unique integer that includes all cast libraries and corresponds to the mouseMember property
(spriteObjRef.member = 132) .
If you use only the cast member name, Director finds the first cast member that has that name in all current cast
libraries. If the name is duplicated in two cast libraries, only the first name is used.
To specify a cast member by number when there are multiple casts, use the memberNum Sprite property, which
changes the member’s position in its cast library without affecting the sprite’s cast library
(spriteObjRef.memberNum = 10).
The cast member assigned to a sprite channel is only one of that sprite’s properties; other properties vary by the type
of media element in that channel in the Score. For example, if you replace a bitmap with an unfilled shape by setting
the member Sprite property, the shape sprite’s lineSize property doesn’t automatically change, and you probably
won’t see the shape.
Similar sprite property mismatches can occur if you change the member of a field sprite to a video. It’s generally more
useful and predictable to replace cast members with similar cast members. For example, replace bitmap sprites with
bitmap cast members.
Example
This statement assigns cast member 3 of cast number 4 to sprite 15:
-- Lingo syntax
sprite(15).member = member(3, 4)
// JavaScript syntax
sprite(15).member = member(3, 4);

The following handler uses the mouseMember function with the sprite.member property to find if the mouse is
over a particular sprite:
-- Lingo syntax
on exitFrame
mm = _mouse.mouseMember
target = sprite(1).member
if (target = mm) then
put("Above the hotspot.")
_movie.go(_movie.frame)
end if
end

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// JavaScript syntax
function exitFrame() {
var mm = _mouse.mouseMember;
var target = sprite(1).member;
if (target == mm) {
put("Above the hotspot.");
_movie.go(_movie.frame);
}
}

See also
lineSize, mouseMember, Sprite, spriteNum

memorySize
Usage
the memorySize

Description
System property; returns the total amount of memory allocated to the program, whether in use or free memory. This
property is useful for checking minimum memory requirements. The value is given in bytes.
In Windows, the value is the total physical memory available; on the Mac, the value is the entire partition assigned
to the application.
Example
This statement checks whether the computer allocates more than 500K of memory and, if it does, displays an alert.
-- Lingo syntax
if the memorySize > 500 * 1024 then alert "There is enough memory to run this movie."
// JavaScript syntax
if ( _system.memorySize > 500 * 1024)
{
_player.alert( "There is enough memory to run this movie.");
}

See also
freeBlock(), freeBytes(), ramNeeded(), size

meshDeform (modifier)
Usage
member(whichCastmember).model(whichModel).meshDeform.propertyName

Description
3D modifier; allows control over the various aspects of the referenced model’s mesh structure. Once you have added
the #meshDeform modifier (using the addModifier command) to a model you have access to the following
properties of the #meshDeform modifier:

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Note: For more detailed information about the following properties see the individual property entries referenced in the
see also section of this entry.

•

face.count returns the total number of faces in the referenced model.

•

mesh.count returns the number of meshes in the referenced model.

•

mesh[index] allows access to the properties of the specified mesh.

Example
The following statement displays the number of faces in the model named gbFace:
put member("3D World").model("gbFace").meshDeform.face.count
-- 432

The following statement displays the number of meshes in the model named gbFace:
put member("3D World").model("gbFace").meshDeform.mesh.count
-- 2

The following statement displays the number of faces in the second mesh of the model named gbFace:
put member("3D World").model("gbFace").meshDeform.mesh[2].face.count
-- 204

See also
mesh (property), addModifier

milliseconds
Usage
-- Lingo syntax
_system.milliseconds
// JavaScript syntax
_system.milliseconds;

Description
System property; returns the current time in milliseconds (1/1000 of a second). Read-only.
Counting begins from the time the computer is started.
Example
This statement converts milliseconds to seconds and minutes by dividing the number of milliseconds by 1000 and
dividing that result by 60, and then sets the variable currentMinutes to the result:
-- Lingo syntax
currentSeconds = _system.milliseconds/1000
currentMinutes = currentSeconds/60
// JavaScript syntax
var currentSeconds = _system.milliseconds/1000;
var currentMinutes = currentSeconds/60;

The resolution accuracy of the count is machine and operating system dependent.
This handler counts the milliseconds and posts an alert if you’ve been working too long:

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-- Lingo syntax
on idle
if (_system.milliseconds > (1000 * 60 * 60 * 4)) then
_player.alert("Take a break")
end if
end
// JavaScript syntax
function idle() {
if (_system.milliseconds > (1000 * 60 * 60 * 4)) {
_player.alert("Take a break");
}
}

See also
System

minSpeed
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.minSpeed

Description
3D property; when used with a model resource whose type is #particle, allows you to get and set the minimum
speed at which particles are emitted. Each particle’s initial velocity is randomly selected between the emitter’s
minSpeed and maxSpeed properties.
The value is a floating-point number and must be greater than 0.0.
Example
This example sets the min speed of the particle to 4 in the cast member named 3Dobjects.
-- Lingo syntax
member("3Dobjects").modelResource("Particle01").emitter.minSpeed=4
// JavaScript syntax
member("3Dobjects").getPropRef("modelResource",10).emitter.minSpeed=4;

See also
maxSpeed, emitter

missingFonts
Usage
member(textCastMember).missingFonts

Description
Text cast member property; this property contains a list of the names of the fonts that are referenced in the text, but
not currently available on the system.

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This allows the developer to determine during run time if a particular font is available or not.
This property can be tested but not set.
Example
This example shows a list of the names of the fonts that are referenced in the text, but not currently available on the
system.
-- Lingo syntax
put member(4).missingFonts
// JavaScript syntax
put(member(4).missingFonts);

See also
substituteFont

mode (emitter)
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.mode

Description
3D property; when used with a model resource whose type is #particle, allows you to both get and set the mode
property of the resource’s particle emitter.
This property can have the value #burst or #stream (default). A mode value of #burst causes all particles to be
emitted at the same time, while a value of #stream causes a group of particles to be emitted at each frame. The
number of particles emitted in each frame is determined using the following equation:
particlesPerFrame = resourceObject.emitter.numParticles (resourceObject.lifetime x
millisecondsPerRenderedFrame)

Example
In this example, ThermoSystem is a model resource of the type #particle. This statement sets the emitter.mode
property of ThermoSystem to #burst, which causes the particles of ThermoSystem to appear in bursts. To create a
single burst of particles, set emitter.mode = #burst and emitter.loop = 0.
member("Fires").modelResource("ThermoSystem").emitter.mode = #burst

See also
emitter

mode (collision)
Usage
member(whichCastmember).model(whichModel).collision.mode

Description
3D collision modifier property; indicates the geometry to be used in the collision detection algorithm. Using simpler
geometry such as the bounding sphere leads to better performance. The possible values for this property are:

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• #mesh uses the actual mesh geometry of the model’s resource. This gives one-triangle precision and is usually
slower than #box or #sphere.
• #box uses the bounding box of the model. This is useful for objects that can fit more tightly in a box than in a
sphere, such as a wall.
•

#sphere is the fastest mode, because it uses the bounding sphere of the model. This is the default value for this

property.
Example
These statements add the collision modifier to the model named your Model and set the mode property to #mesh:
member("3d").model("yourModel").addModifier(#collision)
member("3d").model("yourModel").collision.mode = #mesh

model
Usage
member(whichCastmember).model(whichModel)
member(whichCastmember).model[index]
member(whichCastmember).model.count
member(whichCastmember).model(whichModel).propertyName
member(whichCastmember).model[index].propertyName

Description
3D command; returns the model found within the referenced cast member that has the name specified by
whichModel, or is found at the index position specified by index. If no model exists for the specified parameter, the
command returns void. As model.count, the command returns the number of models found within the referenced
cast member. This command also allows access to the specified model’s properties.
Model name comparisons are not case-sensitive. The index position of a particular model may change when objects
at lower index positions are deleted.
If no model is found that uses the specified name or no model is found at the specified index position then this
command returns void.
Example
This statement stores a reference to the model named Player Avatar in the variable thismodel:
thismodel = member("3DWorld").model("Player Avatar")

This statement stores a reference to the eighth model of the cast member named 3DWorld in the variable thismodel.
thismodel = member("3DWorld").model[8]

This statement shows that there are four models in the member of sprite 1..
put sprite(1).member.model.count
-- 4

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modelA
Usage
collisionData.modelA

Description
3D collisionData property; indicates one of the models involved in a collision, the other model being modelB.
The collisionData object is sent as an argument with the #collideWith and #collideAny events to the handler
specified in the registerForEvent, registerScript, and setCollisionCallback commands.
The #collideWith and #collideAny events are sent when a collision occurs between models to which collision
modifiers have been added. The resolve property of the models’ modifiers must be set to TRUE.
This property can be tested but not set.
Example
This example has three parts. The first part is the first line of code, which registers the #putDetails handler for the
#collideAny event. The second part is the #putDetails handler. When two models in the cast member named
MyScene collide, the #putDetails handler is called and the collisionData argument is sent to it. This handler
displays the modelA and modelB properties of the collisionData object in the message window. The third part of
the example shows the results from the message window. These show that the model named GreenBall was modelA
and the model named YellowBall was modelB in the collision.
member("MyScene").registerForEvent(#collideAny, #putDetails, 0)
on putDetails me, collisionData
put collisionData.modelA
put collisionData.modelB
end
-- model("GreenBall")
-- model("YellowBall")

See also
registerScript(), registerForEvent(), sendEvent, modelB, setCollisionCallback()

modelB
Usage
collisionData.modelB

Description
3D collisionData property; indicates one of the models involved in a collision, the other model being modelA.
The collisionData object is sent as an argument with the #collideWith and #collideAny events to the handler
specified in the registerForEvent, registerScript, and setCollisionCallback commands.
The #collideWith and #collideAny events are sent when a collision occurs between models to which collision
modifiers have been added. The resolve property of the models’ modifiers must be set to TRUE.
This property can be tested but not set.

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Example
This example has three parts. The first part is the first line of code, which registers the #putDetails handler for the
#collideAny event. The second part is the #putDetails handler. When two models in the cast member named
MyScene collide, the #putDetails handler is called and the collisionData argument is sent to it. This handler
displays the modelA and modelB properties of the collisionData object in the message window. The third part of
the example shows the results from the message window. These show that the model named GreenBall was modelA
and the model named YellowBall was modelB in the collision.
member("MyScene").registerForEvent(#collideAny, #putDetails, 0)
on putDetails me, collisionData
put collisionData.modelA
put collisionData.modelB
end
-- model("GreenBall")
-- model("YellowBall")

See also
registerScript(), registerForEvent(), sendEvent, modelA, collisionNormal,
setCollisionCallback()

modelResource
Usage
member(whichCastmember).modelResource(whichModelResource)
member(whichCastmember).modelResource[index]
member(whichCastmember).modelResource.count
member(whichCastmember).modelResource(whichModelResource).propertyName
member(whichCastmember).modelResource[index].propertyName

Description
3D command; returns the model resource found within the referenced cast member that has the name specified by
whichModelResource, or is found at the index position specified by the index parameter. If no model resource
exists for the specified parameter, the command returns void. As modelResource.count, the command returns the
number of model resources found within the referenced cast member. This command also allows access to the
specified model resource’s properties.
Model resource name string comparisons are not case-sensitive. The index position of a particular model resource
may change when objects at lower index positions are deleted.
Example
This statement shows first model resource of the cast member named 3Dobjects.
-- Lingo syntax
putmember("3Dobjects").modelResource[1]
// JavaScript syntax
put( member("3Dobjects").getPropRef("modelResource",1));

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modified
Usage
-- Lingo syntax
memberObjRef.modified
// JavaScript syntax
memberObjRef.modified;

Description
Member property; indicates whether a cast member has been modified since it was read from a movie file. Readonly.

•

When the modified property is TRUE (1), the cast member has been modified since it was read from the movie

file.

• When the modified property is FALSE (0), the cast member has not been modified since it was read from the
movie file.
Example
This statement tests whether the cast member Introduction has been modified since it was read from the movie file:
-- Lingo syntax
if (member("Introduction").modified) then
_player.alert("Introduction has been modified")
else
_player.alert("Introduction has not been modified")
end if
// JavaScript syntax
if (member("Introduction").modified) {
_player.alert("Introduction has been modified");
}
else {
_player.alert("Introduction has not been modified");
}

See also
Member

modifiedBy
Usage
-- Lingo syntax
memberObjRef.modifiedBy
// JavaScript syntax
memberObjRef.modifiedBy;

Description
Member property; records the name of the user who last edited the cast member. Read-only.
The name is taken from the user name information provided during Director installation. You can change this information in the Director General Preferences dialog box.

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This property is useful for tracking and coordinating Director projects with more than one author, and may also be
viewed in the Property inspector’s Member tab.
Example
This statement displays the name of the person who last modified cast member 1:
-- Lingo syntax
put(member(1).modifiedBy)
// JavaScript syntax
put(member(1).modifiedBy);

See also
Member

modifiedDate
Usage
-- Lingo syntax
memberObjRef.modifiedDate
// JavaScript syntax
memberObjRef.modifiedDate;

Description
Member property; indicates the date and time that the cast member was last changed, using the system time on the
authoring computer. Read-only.
This property is useful for tracking and coordinating Director projects. It can also be viewed in the Property
inspector’s Member tab and the Cast window list view.
Example
This statement displays the date of the last change to cast member 1:
-- Lingo syntax
put(member(1).modifiedDate)
// JavaScript syntax
put(member(1).modifiedDate);

See also
Member

modifier
Usage
member(whichCastmember).model(whichModel).modifier
member(whichCastmember).model(whichModel).modifier.count

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Description
3D model property; returns a list of modifiers that are attached to the specified model. As modifier.count, the
command returns the number of modifiers attached to the model.
If both the toon and inker modifiers are applied to a model, only the first one that was added to the model is
returned.
This property can be tested but not set. Use the addModifier and removeModifier commands to add and remove
modifiers from models.
Example
This statement shows which modifiers are attached to the model named Sphere01 of the cast member named
3Dobjects.
-- Lingo syntax
put member("3Dobjects").model("Sphere01").modifier
// JavaScript syntax
put( member("3Dobjects").getPropRef("model",2).modifier);

See also
modifier[], modifiers, addModifier, removeModifier

modifier[]
Usage
member(whichCastmember).model(whichModel).modifier[index]

Description
3D model property; returns the type of the modifier found at the position specified by index within the model’s
attached modifier list. The value returned is a symbol.
If no modifier is found at the specified position then this property’s value is void.
To obtain information about a model’s attached modifier list use the modifier property.
Direct access into an attached modifier’s properties is not supported through the use of this command.
Example
put member("3d world").model("box").modifier[1]
-- #lod

See also
modifier, modifiers, addModifier, removeModifier

modifiers
Usage
getRendererServices().modifiers

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Description
Global 3D property; returns a list of modifiers available to models within 3D cast members.
Example
This statement returns the list of all currently available modifiers:
-- Lingo syntax
put getRendererServices().modifiers
// JavaScript syntax
put(getRendererServices().modifiers);

See also
getRendererServices(), addModifier

mostRecentCuePoint
Usage
-- Lingo syntax
spriteObjRef.mostRecentCuePoint
// JavaScript syntax
spriteObjRef.mostRecentCuePoint;

Description
Sound channel and sprite property; for sound sprites, QuickTime digital video, and Xtra extensions that support cue
points, indicates the number that identifies the most recent cue point passed in the sprite or sound. The value is the
cue point’s ordinal number. If no cue points have been passed, the value is 0.
Shockwave Audio (SWA) sounds can appear as sprites in sprite channels, but they play sound in a sound channel. It
is recommended that you refer to SWA sound sprites by their sprite channel number rather than their sound channel
number.
Example
This statement tells the Message window to display the number for the most recent cue point passed in the sprite in
sprite channel 1:
-- Lingo syntax
put sprite(1).mostRecentCuePoint
// JavaScript syntax
put(sprite(1).mostRecentCuePoint);

This statement returns the ordinal number of the most recently passed cue point in the currently playing sound in
sound channel 2:
-- Lingo syntax
put sound(2).mostRecentCuePoint
// JavaScript syntax
put(sound(2).mostRecentCuePoint);

See also
cuePointNames, isPastCuePoint(), cuePointTimes, on cuePassed

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motion
Usage
member(whichCastmember).motion(whichMotion)
member(whichCastmember).motion[index]
member(whichCastmember).motion.count

Description
3D command; returns the motion found within the referenced cast member that has the name specified by
whichMotion, or is found at the index position specified by the index. As motion.count, this property returns the
total number of motions found within the cast member.
Object name string comparisons are not case-sensitive. The index position of a particular motion may change when
objects at lower index positions are deleted.
If no motion is found that uses the specified name or no motion is found at the specified index position then this
command returns void.
Example
This statement displays the first motion found within the referenced cast member.
-- Lingo syntax
put member("3Dobjects").motion[1]
// JavaScript syntax
put(member("3Dobjects").getPropRef("motion",1));

See also
duration (3D), map (3D)

motionQuality
Usage
-- Lingo syntax
spriteObjRef.motionQuality
// JavaScript syntax
spriteObjRef.motionQuality;

Description
QuickTime VR sprite property; the codec quality used when the user clicks and drags the QuickTime VR sprite. The
property’s value can be #minQuality, #maxQuality, or #normalQuality.
This property can be tested and set.
Example
This statement sets the motionQuality of sprite 1 to #minQuality.
-- Lingo syntax
sprite(1).motionQuality = #minQuality
// JavaScript syntax
sprite(1).motionQuality = symbol("minQuality");

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mouseChar
Usage
-- Lingo syntax
_mouse.mouseChar
// JavaScript syntax
_mouse.mouseChar;

Description
Mouse property; for field sprites, contains the number of the character that is under the pointer when the property
is called. Read-only.
The count is from the beginning of the field. If the mouse pointer is not over a field or is in the gutter of a field, the
result is -1.
The value of mouseChar can change in a handler or loop. If a handler or loop uses this property multiple times, it’s
usually a good idea to call the property once and assign its value to a local variable.
Example
This statement determines whether the pointer is over a field sprite and changes the content of the field cast member
Instructions to "Please point to a character." when it is not:
-- Lingo syntax
if (_mouse.mouseChar = -1) then
member("Instructions").text = "Please point to a character."
end if
// JavaScript syntax
if (_mouse.mouseChar == -1) {
member("Instructions").text = "Please point to a character.";
}

This statement assigns the character under the pointer in the specified field to the variable currentChar:
-- Lingo syntax
currentChar = member(_mouse.mouseMember).char[_mouse.mouseChar]
// JavaScript syntax
var currentChar = member(_mouse.mouseMember).getProp("char",_mouse.mouseChar);

See also
Mouse, mouseItem, mouseLine

mouseDown
Usage
-- Lingo syntax
_mouse.mouseDown
// JavaScript syntax
_mouse.mouseDown;

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Description
Mouse property; indicates whether the mouse button is currently being pressed (TRUE) or not (FALSE). Read-only.
Example
The following mouseEnter handler that is attached to a sprite calls one handler if the mouse is not down when the
mouse enters the sprite, and calls a different handler if the mouse is not down when the mouse enters the sprite.
-- Lingo syntax
on mouseEnter
if (_mouse.mouseDown) then
runMouseDownScript
else
runMouseUpScript
end if
end
// JavaScript syntax
function mouseEnter() {
if (_mouse.mouseDown) {
runMouseDownScript();
}
else {
runMouseUpScript();
}
}

See also
Mouse, on mouseDown (event handler), mouseH, mouseUp, on mouseUp (event handler), mouseV

mouseDownScript
Usage
the mouseDownScript

Description
System property; specifies the Lingo that is executed when the mouse button is pressed. The Lingo is written as a
string, surrounded by quotation marks and can be a simple statement or a calling script for a handler. The default
value is EMPTY, which means that the mouseDownScript property has no Lingo assigned to it.
When the mouse button is pressed and the mouseDownScript property is defined, Lingo executes the instructions
specified for the mouseDownScript property first. No other on mouseDown handlers are executed, unless the
instructions include the pass command so that the mouseDown message can be passed to other objects in the movie.
Setting the mouseDownScript property performs the same function as the when keyDown then command in earlier
versions of Director.
To turn off the instructions you’ve specified for the mouseDownScript property, use the statement set the
mouseDownScript to empty.

This property can be tested and set.
Example
This statement specifies the script that is executed when the user clicks the mouse button.

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-- Lingo syntax
the mouseDownScript = "go to the frame"
// JavaScript syntax
_system.mouseDownScript = "_movie.go(_movie.frame)";

See also
stopEvent(), mouseUpScript, on mouseDown (event handler), on mouseUp (event handler)

mouseH
Usage
-- Lingo syntax
_mouse.mouseH
// JavaScript syntax
_mouse.mouseH;

Description
Mouse property; indicates the horizontal position of the mouse pointer. Read-only.
The value of mouseH is the number of pixels the cursor is positioned from the left edge of the Stage.
The mouseH property is useful for moving sprites to the horizontal position of the mouse pointer and checking
whether the pointer is within a region of the Stage. Using the mouseH and mouseV properties together, you can
determine the cursor’s exact location.
Example
This handler moves sprite 10 to the mouse pointer location and updates the Stage when the user clicks the mouse
button:
-- Lingo syntax
on mouseDown
sprite(10).locH = _mouse.mouseH
sprite(10).locV = _mouse.mouseV
end
// JavaScript syntax
function mouseDown() {
sprite(10).locH = _mouse.mouseH;
sprite(10).locV = _mouse.mouseV;
}

This statement tests whether the pointer is more than 10 pixels to the right or left of a starting point and, if it is, sets
the variable Far to TRUE:
-- Lingo syntax
startH = 7
if (abs(_mouse.mouseH - startH) > 10) then
Far = TRUE
end if
// JavaScript syntax
var startH = 7;
if (Math.abs(_mouse.mouseH - startH) > 10) {
var Far = true;

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}

See also
locH, locV, Mouse, mouseLoc, mouseV

mouseItem
Usage
-- Lingo syntax
_mouse.mouseItem
// JavaScript syntax
_mouse.mouseItem;

Description
Mouse property; contains the number of the item under the pointer when the property is called and the pointer is
over a field sprite. Read-only.
An item is any sequence of characters delimited by the current delimiter as set by the itemDelimiter property.
Counting starts at the beginning of the field. If the mouse pointer is not over a field, the result is -1.
The value of the mouseItem property can change in a handler or loop. If a handler or loop relies on the initial value
of mouseItem when the handler or loop begins, call this property once and assign its value to a local variable.
Example
This statement determines whether the pointer is over a field sprite and changes the content of the field cast member
Instructions to "Please point to an item." when it is not:
-- Lingo syntax
if (mouse.mouseItem = -1) then
member("Instructions").text = "Please point to an item."
end if
// JavaScript syntax
if (_mouse.mouseItem == -1) {
member("Instructions").text = "Please point to an item.";
}

This statement assigns the item under the pointer in the specified field to the variable currentItem:
-- Lingo syntax
currentItem = member(_mouse.mouseMember).item[_mouse.mouseItem]
// JavaScript syntax
var currentItem = member(_mouse.mouseMember).getProp("item",_mouse.mouseItem);

See also
itemDelimiter, Mouse, mouseChar, mouseLine, mouseWord

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mouseLevel
Usage
-- Lingo syntax
spriteObjRef.mouseLevel
// JavaScript syntax
spriteObjRef.mouseLevel;

Description
QuickTime sprite property; controls how Director passes mouse clicks on a QuickTime sprite to QuickTime. The
ability to pass mouse clicks within the sprite’s bounding rectangle can be useful for interactive media such as
QuickTime VR. The mouseLevel sprite property can have these values:

• #controller—Passes clicks only on the movie controller to QuickTime. Director responds only to mouse clicks
that occur outside the controller. This is the standard behavior for QuickTime sprites other than QuickTime VR.
• #all—Passes all mouse clicks within the sprite’s bounding rectangle to QuickTime. No clicks pass to other Lingo
handlers.
•

#none—Does not pass any mouse clicks to QuickTime. Director responds to all mouse clicks.

• #shared—Passes all mouse clicks within a QuickTime VR sprite’s bounding rectangle to QuickTime and then
passes these events to Lingo handlers. This is the default value for QuickTime VR.
This property can be tested and set.
Example
This frame script checks to see if the name of the QuickTime sprite in channel 5 contains the string "QTVR." If it
does, this script sets mouseLevel to #all; otherwise, it sets mouseLevel to #none.
on prepareFrame
if sprite(5).member.name contains "QTVR" then
sprite(5).mouseLevel = #all
else
sprite(5).mouseLevel = #none
end if
end
// JavaScript syntax
function prepareFrame() {
var nm = sprite(5).member.name;
var nmStr = nm.indexOf("QTVR");
if (nmStr != -1) {
sprite(5).mouseLevel = symbol("all");
} else {
sprite(5).mouseLevel = symbol("none");
}
}

mouseLine
Usage
-- Lingo syntax
_mouse.mouseLine

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// JavaScript syntax
_mouse.mouseLine;

Description
Mouse property; contains the number of the line under the pointer when the property is called and the pointer is
over a field sprite. Read-only.
Counting starts at the beginning of the field; a line is defined by Return delimiter, not by the wrapping at the edge of
the field. When the mouse pointer is not over a field sprite, the result is -1.
The value of the mouseLine property can change in a handler or loop. If a handler or loop uses this property multiple
times, it’s usually a good idea to call the property once and assign its value to a local variable.
Example
This statement determines whether the pointer is over a field sprite and changes the content of the field cast member
Instructions to "Please point to a line." when it is not:
-- Lingo syntax
if (_mouse.mouseLine = -1) then
member("Instructions").text = "Please point to a line."
end if
// JavaScript syntax
if (_mouse.mouseLine == -1) {
member("Instructions").text = "Please point to a line.";
}

This statement assigns the contents of the line under the pointer in the specified field to the variable currentLine:
-- Lingo syntax
currentLine = member(_mouse.mouseMember).line[_mouse.mouseLine]
// JavaScript syntax
var currentLine = member(_mouse.mouseMember).getProp("line",_mouse.mouseLine);

See also
Mouse, mouseChar, mouseItem, mouseWord

mouseLoc
Usage
-- Lingo syntax
_mouse.mouseLoc
// JavaScript syntax
_mouse.mouseLoc;

Description
Mouse property; returns the current position of the mouse as a point(). Read-only.
The point location is given as two coordinates, with the horizontal location first, then the vertical location.
Example
The following statement displays the current position of the mouse.

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-- Lingo syntax
trace(_mouse.mouseLoc)
// JavaScript syntax
trace(_mouse.mouseLoc);

See also
Mouse, mouseH, mouseV

mouseMember
Usage
-- Lingo syntax
_mouse.mouseMember
// JavaScript syntax
_mouse.mouseMember;

Description
Mouse property; returns the cast member assigned to the sprite that is under the pointer when the property is called.
Read-only.
When the pointer is not over a sprite, this property returns the result VOID (Lingo) or null (JavaScript syntax).
You can use this property to make a movie perform specific actions when the pointer rolls over a sprite and the sprite
uses a certain cast member.
The value of the mouseMember property can change frequently. To use this property multiple times in a handler with
a consistent value, assign the mouseMember value to a local variable when the handler starts and use the variable.
Example
The following statement checks whether the cast member Off Limits is the cast member assigned to the sprite under
the pointer and displays an alert if it is. This example shows how you can specify an action based on the cast member
assigned to the sprite.
-- Lingo syntax
if (_mouse.mouseMember = member("Off Limits")) then
_player.alert("Stay away from there!")
end if
// JavaScript syntax
if (_mouse.mouseMember == member("Off Limits")) {
_player.alert("Stay away from there!");
}

This statement assigns the cast member of the sprite under the pointer to the variable lastMember:
-- Lingo syntax
lastMember = _mouse.mouseMember
// JavaScript syntax
var lastMember = _mouse.mouseMember;

See also
castLibNum, Mouse

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mouseOverButton
Usage
-- Lingo syntax
spriteObjRef.mouseOverButton
// JavaScript syntax
spriteObjRef.mouseOverButton;

Description
Flash sprite property; indicates whether the mouse pointer is over a button in a Flash movie sprite specified by the
whichFlashSprite parameter (TRUE), or whether the mouse pointer is outside the bounds of the sprite or the
mouse pointer is within the bounds of the sprite but over a nonbutton object, such as the background (FALSE).
This property can be tested but not set.
Example
This frame script checks to see if the mouse pointer is over a navigation button in the Flash movie in sprite 3. If the
mouse pointer is over the button, the script updates a text field with an appropriate message; otherwise, the script
clears the message.
-- Lingo syntax
on enterFrame
case sprite(3).mouseOverButton of
TRUE:
member("Message Line").text = "Click here to go to the next page."
FALSE:
member("Message Line").text = " "
end case
_movie.updatestage()
end
// JavaScript syntax
function enterFrame() {
switch(sprite(3).mouseOverButton)
{
case 1:
member("Message Line").text = "Click here to go to the next page.";
break;
case 0:
member("Message Line").text = " ";
break;
}
_movie.updatestage();
}

mouseUp
Usage
-- Lingo syntax
_mouse.mouseUp
// JavaScript syntax
_mouse.mouseUp;

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Description
Mouse property; indicates whether the mouse button is released (TRUE) or is being pressed (FALSE). Read-only.
Example
This handler causes the movie to run as long as the user presses the mouse button. The playhead stops when the user
releases the mouse button.
-- Lingo syntax
on exitFrame me
if (_mouse.mouseUp) then
_movie.go(_movie.frame)
end if
end
// JavaScript syntax
function exitFrame() {
if (_mouse.mouseUp) {
_movie.go(_movie.frame);
}
}

This statement instructs Lingo to exit the repeat loop or handler it is in when the user releases the mouse button:
-- Lingo syntax
if (_mouse.mouseUp) then exit
// JavaScript syntax
if (_mouse.mouseUp) {
return;
}

See also
Mouse, mouseDown, mouseH, mouseV

mouseUpScript
Usage
the mouseUpScript

Description
System property; determines the Lingo that is executed when the mouse button is released. The Lingo is written as
a string, surrounded by quotation marks, and can be a simple statement or a calling script for a handler.
When the mouse button is released and the mouseUpScript property is defined, Lingo executes the instructions
specified for the mouseUpScript property first. Unless the instructions include the pass command so that the
mouseUp message can be passed on to other objects in the movie, no other on mouseUp handlers are executed.
When the instructions you’ve specified for the mouseUpScript property are no longer appropriate, turn them off by
using the statement set the mouseUpScript to empty.
Setting the mouseUpScript property accomplishes the same thing as using the when mouseUp then command that
appeared in earlier versions of Director.
This property can be tested and set. The default value is EMPTY.

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Example
When this statement is in effect and the movie is paused, the movie always continues whenever the user releases the
mouse button:
the mouseUpScript = "go to the frame +1"

With this statement, when the user releases the mouse button after clicking anywhere on the Stage, the movie beeps:
the mouseUpScript = "if the clickOn = 0 then beep"

This statement sets mouseUpScript to the custom handler myCustomHandler. A Lingo custom handler must be
enclosed in quotation marks when used with the mouseUpScript property.
the mouseUpScript = "myCustomHandler"

See also
stopEvent(), mouseDownScript, on mouseDown (event handler), on mouseUp (event handler)

mouseV
Usage
-- Lingo syntax
_mouse.mouseV
// JavaScript syntax
_mouse.mouseV;

Description
Mouse property; indicates the vertical position of the mouse cursor, in pixels, from the top of the Stage. Read-only.
The value of this property increases as the cursor moves down and decreases as the cursor moves up.
The mouseV property is useful for moving sprites to the vertical position of the mouse cursor and checking whether
the cursor is within a region of the Stage. Using the mouseH and mouseV properties together, you can identify the
cursor’s exact location.
Example
This handler moves sprite 1 to the mouse pointer location and updates the Stage when the user clicks the mouse
button:
-- Lingo syntax
on mouseDown
sprite(1).locH = _mouse.mouseH
sprite(1).locV = _mouse.mouseV
end
// JavaScript syntax
function mouseDown() {
sprite(1).locH = _mouse.mouseH;
sprite(1).locV = _mouse.mouseV;
}

This statement tests whether the pointer is more than 10 pixels above or below a starting point and, if it is, sets the
variable vFar to TRUE:
-- Lingo syntax
startV = 7

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if (abs(_mouse.mouseV - startV) > 10) then
vFar = TRUE
end if
// JavaScript syntax
var startV = 7
if (Math.abs(_mouse.mouseV - startV) > 10) {
var vFar = true;
}

See also
locH, locV, Mouse, mouseH, mouseLoc

mouseWord
Usage
-- Lingo syntax
_mouse.mouseWord
// JavaScript syntax
_mouse.mouseWord;

Description
Mouse property; contains the number of the word under the pointer when the property is called and when the
pointer is over a field sprite. Read-only.
Counting starts from the beginning of the field. When the mouse is not over a field, the result is -1.
The value of the mouseWord property can change in a handler or loop. If a handler or loop uses this property multiple
times, it’s usually a good idea to call the function once and assign its value to a local variable.
Example
This statement determines whether the pointer is over a field sprite and changes the content of the field cast member
Instructions to "Please point to a word." when it is not:
-- Lingo syntax
if (_mouse.mouseWord = -1) then
member("Instructions").text = "Please point to a word."
else
member("Instructions").text = "Thank you."
end if
// JavaScript syntax
if (_mouse.mouseWord == -1) {
member("Instructions").text = "Please point to a word.";
}
else {
member("Instructions").text = "Thank you.";
}

This statement assigns the number of the word under the pointer in the specified field to the variable currentWord:
-- Lingo syntax
currentWord = member(_mouse.mouseMember).word[_mouse.mouseWord]
// JavaScript syntax

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var currentWord = member(_mouse.mouseMember).getProp("word",_mouse.mouseWord);

See also
Mouse, mouseChar, mouseItem

moveableSprite
Usage
sprite(whichSprite).moveableSprite
the moveableSprite of sprite whichSprite

Description
Sprite property; indicates whether a sprite can be moved by the user (TRUE) or not (FALSE).
You can make a sprite moveable by using the Moveable option in the Score. However, to control whether a sprite is
moveable and to turn this condition on and off as needed, use Lingo. For example, to let users drag sprites one at a
time and then make the sprites unmoveable after they are positioned, turn the moveableSprite sprite property on
and off at the appropriate times.
Note: For more customized control such as snapping back to the origin or animating while dragging, create a behavior
to manage the additional functionality.
This property can be tested and set.
Example
This handler makes sprites in channel 5 moveable:
on spriteMove
sprite(5).moveableSprite = TRUE
end

This statement checks whether a sprite is moveable and, if it is not, displays a message:
if sprite(13).moveableSprite = FALSE thenmember("Notice").text = "You can’t drag this item
by using the mouse."

See also
mouseLoc

movie
Usage
-- Lingo syntax
windowObjRef.movie
// JavaScript syntax
windowObjRef.movie;

Description
Window property; returns a reference to the movie object that is playing in a specified window. Read-only.

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Example
This statement displays in the Message window the movie object that is playing in the window named Empires:
-- Lingo syntax
trace(window("Empires").movie)
// JavaScript syntax
trace(window("Empires").movie);

See also
Window

multiSound
Usage
the multiSound

Description
System property; specifies whether the system supports more than one sound channel and requires a Windows
computer to have a multichannel sound card (TRUE) or not (FALSE).
Example
This statement plays the sound file Music in sound channel 2 if the computer supports more than one sound channel:
if the multiSound then sound playFile 2, "Music.wav"

name
Usage
-- Lingo syntax
castObjRef.name
memberObjRef.name
_movie.name
windowObjRef.name
// JavaScript syntax
castObjRef.name;
memberObjRef.name;
_movie.name;
windowObjRef.name;

Description
Cast, Member, Movie, and Window property; returns or sets the name of an object. Read/write for Cast, Member,
and Window objects, read-only for Movie objects.
Example
This statement changes the name of the cast member 1 to Newname.
-- Lingo syntax
member(1).name="Newname"
// JavaScript syntax

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member(1).name="Newname";

See also
Cast Library, Member, Movie, Window

name (3D)
Usage
member(whichCastmember).texture(whichTexture).name
member(whichCastmember).shader(whichShader).name
member(whichCastmember).motion(whichMotion).name
member(whichCastmember).modelResource(whichModelResource).name
member(whichCastmember).model(whichModel).name
member(whichCastmember).light(whichLight).name
member(whichCastmember).camera(whichCamera).name
member(whichCastmember).group(whichGroup).name
node.name

Description
3D property; when used with an object reference, allows you to get the name of the referenced object. You can only
get the name; the name can’t be changed.
All names must be unique. If created through Lingo, the name returned is the name given in the constructor
function. If created through a 3D-authoring program the name returned may be the name of the model.
Example
This statement sets the name of the fifth camera in the cast member TableScene to BirdCam:
member("TableScene").camera[5].name = "BirdCam"

name (menu property)
Usage
the name of menu(whichMenu)
the name of menu whichMenu

Description
Menu property; returns a string containing the name of the specified menu number.
This property can be tested but not set. Use the installMenu command to set up a custom menu bar.
Note: Menus are not available in Shockwave Player.
Example
This statement assigns the name of menu number 1 to the variable firstMenu:
firstMenu = menu(1).name

The following handler returns a list of menu names, one per line:
on menuList
theList = []
repeat with i = 1 to the number of menus

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theList[i] = the name of menu i
end repeat
return theList
end menuList

See also
number (menus), name (menu item property)

name (menu item property)
Syntax
the name of menuItem(whichItem) of menu(whichMenu)
the name of menuItem whichItem of menu whichMenu

Description
Menu property; determines the text that appears in the menu item specified by whichItem in the menu specified by
whichMenu. The whichItem argument is either a menu item name or a menu item number; whichMenu is either a
menu name or a menu number.
This property can be tested and set.
Note: Menus are not available in Shockwave Player.
Example
This statement sets the variable itemName to the name of the eighth item in the Edit menu:
set itemName = the name of menuItem(8) of menu("Edit")

This statement causes a specific filename to follow the word Open in the File menu:
the name of menuItem("Open") of menu("fileMenu") = "Open" && fileName

See also
name (menu property), number (menu items)

name (Sprite)
Usage
-- Lingo syntax
spriteObjRef.name
// JavaScript syntax
spriteObjRef.name;

Description
Sprite property; identifies the name of a sprite. Read/write during a Score recording session only.
Unlike sprite display properties such as backColor and blend, a sprite name cannot be a scripted sprite. This means
that the name can only be set during a Score recording session—between calls to the Movie object’s
beginRecording() and endRecording() methods. You can only set the name if beginRecording() is called on
or before a frame in the Score that contains the sprite.

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Note: Starting a Score recording session using beginRecording() resets the properties of all scripted sprites and sprite
channels.
If you use script to create a new sprite during a Score recording session and you use updateFrame() to apply the
sprite data to the session, you cannot set the sprite’s name until you go back to the frame in which the sprite was
created. Use a method such as go() to go back to a specific frame.
Example
This statement sets the name of sprite 5 to Background Sound:
-- Lingo syntax
sprite(5).name = "Background Sound"
// JavaScript syntax
sprite(5).name = "Background Sound";

See also
beginRecording(), endRecording(), go(), Sprite, updateFrame()

name (Sprite Channel)
Usage
-- Lingo syntax
spriteChannelObjRef.name
// JavaScript syntax
spriteChannelObjRef.name;

Description
Sprite Channel property; identifies the name of a sprite channel. Read/write during a Score recording session only.
Set the name of a sprite channel during a Score recording session—between calls to the Movie object’s
beginRecording() and endRecording() methods.
Note: Starting a Score recording session using beginRecording() resets the properties of all scripted sprites and sprite
channels.
Unlike a Sprite object’s name property, which can only be set on or after a frame in which a sprite appears in the Score,
a Sprite Channel object’s name property can be set on an empty channel. This means that you do not need to call
updateFrame() before setting the name of the sprite channel.
A change to a sprite channel’s name using script is not reflected in the Score window.
Example
This statement sets the name of sprite channel 6 to Kite String during a Score recording session:
-- Lingo syntax
on mouseDown
_movie.beginRecording()
channel(6).name = "Kite string"
_movie.endRecording()
end
// JavaScript syntax
function mouseDown() {

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_movie.beginRecording();
channel(6).name = "Kite string";
_movie.endRecording();
}

See also
beginRecording(), endRecording(), Sprite Channel

name (timeout)
Usage
timeoutObject.name

Description
This timeout property is the name of the timeout object as defined when the object is created. The new() command
is used to create timeout objects.
Example
This timeout handler opens an alert with the name of the timeout that sent the event:
on handleTimeout timeoutObject
alert "Timeout:" && timeoutObject.name
end

See also
forget() (Timeout), new(), period, persistent, target, time (timeout object), timeout(),
timeoutHandler, timeoutList

name (XML)
Usage
XMLnode.name

Description
XML property; returns the name of the specified XML node.
Example
Beginning with this XML:



 element 2
element 3


This Lingo returns the name of the second tag that is nested within the tag :
put gParserObject.child[1].child[2].name
-- "e2"

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See also
attributeName

near (fog)
Usage
member(whichCastmember).camera(whichCamera).fog.near
cameraReference.fog.near
member(whichCastmember).camera(whichCamera).fog.far
cameraReference.fog.far

Description
3D properties; this property allows you to get or set the distance from the front of the camera to the point where the
fogging starts if fog.enabled is TRUE.
The default value for this property is 0.0.
Example
This following statement sets the near property of the fog of the camera Defaultview to 100.
-- Lingo syntax
member("3dobjects").camera("defaultview").fog.near = 100.0
// JavaScript syntax
member("3dobjects").getPropRef("camera",1).fog.near = 100.00;

See also
fog, far (fog), enabled (fog), decayMode

nearFiltering
Usage
member(whichCastmember).texture(whichTexture).nearFiltering
member(whichCastmember).shader(whichShader).texture(whichTexture).nearFiltering
member(whichCastmember).model(whichModel).shader.texture(whichTexture).nearFiltering
member(whichCastmember).model(whichModel).shaderList[shaderListIndex].texture(whichTexture
).nearFiltering

Description
3D texture property; allows you to get or set whether bilinear filtering is used when rendering a projected texture
map that covers more screen space than the original texture source. Bilinear filtering smooths any errors across the
texture and thus improves the texture’s appearance. Bilinear filtering smooths errors in two dimensions. Trilinear
filtering smooths errors in three dimensions. Filtering improves appearance at the expense of performance, with
bilinear being less performance-costly than trilinear.
When the property’s value is TRUE, bilinear filtering is used. When the value is FALSE, bilinear filtering is not used.
The default is TRUE.
Example
This statement turns off bilinear filtering for the first texture in the cast member 3Dobjects.

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-- Lingo syntax
member("3dobjects").texture[1].nearFiltering = FALSE
// JavaScript syntax
member("3dobjects").getPropRef("texture",1).nearFiltering = 0;

netPresent
Usage
-- Lingo syntax
_player.netPresent
// JavaScript syntax
_player.netPresent;

Description
Player property; determines whether the Xtra extensions needed to access the Internet are available but does not
report whether an Internet connection is currently active. Read-only.
If the Net Support Xtra extensions are not available, netPresent will function properly, but netPresent() will
cause a script error.
Example
This statement sends an alert if the Xtra extensions are not available:
-- Lingo syntax
if (not(_player.netPresent)) then
_player.alert("Sorry, the Network Support Xtras could not be found.")
end if
// JavaScript syntax
if (!(_player.netPresent)) {
_player.alert("Sorry, the Network Support Xtras could not be found.");
}

See also
Player

netThrottleTicks
Usage
-- Lingo syntax
_player.netThrottleTicks
// JavaScript syntax
_player.netThrottleTicks;

Description
Player property; in the Mac authoring environment, allows you to control the frequency of servicing to a network
operation. Read/write.

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The default value is 15. The higher the value is set, the smoother the movie playback and animation is, but less time
is spent servicing any network activity. A low setting allows more time to be spent on network operations, but will
adversely affect playback and animation performance.
This property only affects the authoring environment and projectors on the Mac. It is ignored on Windows or
Shockwave Player on the Mac.
Example
This statement shows the value of netthrottleticks in the player.
-- Lingo syntax
put _player.netThrottleTicks
// JavaScript syntax
put( _player.netThrottleTicks);

See also
Player

node
Usage
-- Lingo syntax
spriteObjRef.node
// JavaScript syntax
spriteObjRef.node;

Description
QuickTime VR sprite property; the current node ID displayed by the sprite.
This property can be tested and set.
Example
This statement shows the current node ID displayed by the sprite.
-- Lingo syntax
put sprite(3).node
// JavaScript syntax
put( sprite(3).node);

nodeEnterCallback
Usage
-- Lingo syntax
spriteObjRef.nodeEnterCallback
// JavaScript syntax
spriteObjRef.nodeEnterCallback;

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Description
QuickTime VR sprite property; contains the name of the handler that runs after the QuickTime VR movie switches
to a new active node on the Stage. The message has two arguments: the me parameter and the ID of the node that
is being displayed.
The QuickTime VR sprite receives the message first.
To clear the callback, set this property to 0.
To avoid a performance penalty, set a callback property only when necessary.
This property can be tested and set.
Example
This statement shows the name of the handler that runs after the QuickTime VR movie switches to a new active node
on the Stage.
-- Lingo syntax
put sprite(3).nodeEnterCallback
// JavaScript syntax
put( sprite(3).nodeEnterCallback);

nodeExitCallback
Usage
-- Lingo syntax
spriteObjRef.nodeExitCallback
// JavaScript syntax
spriteObjRef.nodeExitCallback;

Description
QuickTime VR sprite property; contains the name of the handler that runs when the QuickTime VR movie is about
to switch to a new active node on the Stage. The message has three arguments: the me parameter, the ID of the node
that the movie is about to leave, and the ID of the node that the movie is about to switch to.
The value that the handler returns determines whether the movie goes on to the next node. If the handler returns
#continue, the QuickTime VR sprite continues with a normal node transition. If the handler returns #cancel, the
transition doesn’t occur and the movie stays in the original node.
Set this property to 0 to clear the callback.
The QuickTime VR sprite receives the message first.
To avoid a performance penalty, set a callback property only when necessary.
This property can be tested and set.
Example
This statement shows the name of the handler that runs when the QuickTime VR movie is about to switch to a new
active node on the Stage.
-- Lingo syntax
put sprite(3).nodeExitCallback

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// JavaScript syntax
put( sprite(3).nodeExitCallback);

nodeType
Usage
-- Lingo syntax
spriteObjRef.nodeType
// JavaScript syntax
spriteObjRef.nodeType;

Description
QuickTime VR sprite property; gives the type of node that is currently on the Stage for the specified sprite. Possible
values are #object, #panorama, or #unknown. (#unknown is the value for a sprite that isn’t a QuickTime VR sprite.)
This property can be tested but not set.
Example
This statement shows the type of node that is currently on the Stage for the specified sprite.
-- Lingo syntax
put sprite(3).nodeType
// JavaScript syntax
put( sprite(3).nodeType);

normalList
Usage
member(whichCastmember).modelResource(whichModelResource).normalList
model.meshDeform.mesh[index].normalList

Description
3D property; when used with a model resource whose type is #mesh, this property allows you to get or set the
normalList property of the model resource.
The normalList property is a linear list of vectors from which you may specify vertex normals when building the
faces of your mesh.
This property must be set to a list of exactly the number of vectors specified in the newMesh() call.
Alternately, the normalList property may be generated for you by the generateNormals() method of mesh model
resources.
In the context of the meshDeform modifier, the normalList property is similarly a linear list of vectors from which
you may specify vertex normals when deforming your mesh.
For more information on face normals and vertex normals, see the normals entry.

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Example
This statement shows the normalList property of the model resource named pyramid of the cast member named
3Dobjects.
-- Lingo syntax
put member("3Dobjects").modelResource("pyramid").normalList[2]
// JavaScript syntax
put(member("3Dobjects").getPropRef("modelResource",10).normalList[2]);

See also
face, meshDeform (modifier)

normals
Usage
member(whichCastmember).modelResource(whichModelResource).face[index].normals

Usage
3D face property; for model resources whose type is #mesh (created using the newMesh command) this property
allows you to get and set the list of normal vectors used by the face specified by the index parameter.
Set this property to a linear list of integers corresponding to the index position of each vertex’s normal in the model
resource’s normalList property.
This property must be set to the same length as the face[index].verticies list, or it can be an empty list [ ].
Do not set any value for this property if you are going to generate normal vectors using the generateNormals()
command.
If you make changes to this property, or a use the generateNormals() command, you need to call the build()
command in order to rebuild the mesh.
Example
This statement shows the normals property of the fifth face of the model resource named pyramid of the cast
member named 3Dobjects.
-- Lingo syntax
put member("3Dobjects").modelResource("pyramid").face[5].normals
// JavaScript syntax
put(member("3Dobjects").getPropRef("modelResource",10).face[5].normals);

See also
face, normalList, vertices

number (Cast)
Usage
-- Lingo syntax
castObjRef.number

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// JavaScript syntax
castObjRef.number;

Description
Cast library property; returns the number of a specified cast library. Read-only.
Example
This repeat loop uses the Message window to display the number of cast members that are in each of the movie’s
casts:
-- Lingo syntax
repeat with n = 1 to _movie.castLib.count
put(castLib(n).name && "contains" && castLib(n).member.count && "cast members.")
end repeat
// JavaScript syntax
for (var n=1; n<=_movie.castLib.count; n++) {
put(castLib(n).name + " contains " + castLib(n).member.count + " cast members.")
}

See also
Cast Library

number (characters)
Usage
the number of chars in chunkExpression

Description
Chunk expression; returns a count of the characters in a chunk expression.
Chunk expressions are any character (including spaces and control characters such as tabs and carriage returns),
word, item, or line in any container of characters. Containers include field cast members and variables that hold
strings, and specified characters, words, items, lines, and ranges in containers.
Note: The count() function provides a more efficient alternative for determining the number of characters in a chunk
expression.
Example
This statement displays the number of characters in the string "Adobe, the Multimedia Company" in the Message
window:
put the number of chars in "Adobe, the Multimedia Company"

The result is 29.
This statement sets the variable charCounter to the number of characters in the word i located in the string Names:
charCounter = the number of chars in member("Names").word[i]

You can accomplish the same thing with text cast members using the syntax:
charCounter = member("Names").word[i].char.count

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See also
length(), char...of, count(), number (items), number (lines), number (words)

number (items)
Usage
the number of items in chunkExpression

Description
Chunk expression; returns a count of the items in a chunk expression. An item chunk is any sequence of characters
delimited by commas.
Chunk expressions are any character, word, item, or line in any container of characters. Containers include fields
(field cast members) and variables that hold strings, and specified characters, words, items, lines, and ranges in
containers.
Note: The count() function provides a more efficient alternative for determining the number of items in a
chunk expression.
Example
This statement displays the number of items in the string "Adobe, the Multimedia Company" in the Message
window:
put the number of items in "Adobe, the Multimedia Company"

The result is 2.
This statement sets the variable itemCounter to the number of items in the field Names:
itemCounter = the number of items in member("Names").text

You can accomplish the same thing with text cast members using the syntax:
itemCounter = member("Names").item.count

See also
item...of, count(), number (characters), number (lines), number (words)

number (lines)
Usage
the number of lines in chunkExpression

Description
Chunk expression; returns a count of the lines in a chunk expression. (Lines refers to lines delimited by carriage
returns, not lines formed by line wrapping.)
Chunk expressions are any character, word, item, or line in any container of characters. Containers include field cast
members and variables that hold strings, and specified characters, words, items, lines, and ranges in containers.
Note: The count() function provides a more efficient alternative for determining the number of lines in a
chunk expression.

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Example
This statement displays the number of lines in the string "Adobe, the Multimedia Company" in the Message window:
put the number of lines in "Adobe, the Multimedia Company"

The result is 1.
This statement sets the variable lineCounter to the number of lines in the field Names:
lineCounter = the number of lines in member("Names").text

You can accomplish the same thing with text cast members with the syntax:
lineCounter = member("Names").line.count

See also
line...of, count(), number (characters), number (items), number (words)

number (Member)
Usage
-- Lingo syntax
memberObjRef.number
// JavaScript syntax
memberObjRef.number;

Description
Member property; indicates the cast library number of a specified cast member. Read-only.
The value of this property is a unique identifier for the cast member that is a single integer describing its location in
and position in the cast library.
Example
This statement assigns the cast number of the cast member Power Switch to the variable whichCastMember:
-- Lingo syntax
whichCastMember = member("Power Switch").number
// JavaScript syntax
var whichCastMember = member("Power Switch").number;

This statement assigns the cast member Red Balloon to sprite 1:
-- Lingo syntax
sprite(1).member = member("Red Balloon").number
// JavaScript syntax
sprite(1).member = member("Red Balloon").number;

This verifies that a cast member actually exists before trying to switch the cast member in the sprite:
-- Lingo syntax
property spriteNum
on mouseUp me
if (member("Mike’s face").number > 0) then
sprite(spriteNum).member = "Mike’s face"

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end if
end
// JavaScript syntax
function mouseUp() {
if (member("Mike’s face").number > 0) {
sprite(this.spriteNum).member = "Mike’s face"
}
}

See also
castLib(), Member

number (menus)
Usage
the number of menus

Description
Menu property; indicates the number of menus installed in the current movie.
This menu property can be tested but not set. Use the installMenu command to set up a custom menu bar.
Note: Menus are not available in Shockwave Player.
Example
This statement determines whether any custom menus are installed in the movie and, if no menus are already
installed, installs the menu Menubar:
if the number of menus = 0 then installMenu "Menubar"

This statement displays in the Message window the number of menus that are in the current movie:
put the number of menus

See also
installMenu, number (menu items)

number (menu items)
Usage
the number of menuItems of menu whichMenu

Description
Menu property; indicates the number of menu items in the custom menu specified by whichMenu. The whichMenu
parameter can be a menu name or menu number.
This menu property can be tested but not set. Use the installMenu command to set up a custom menu bar.
Note: Menus are not available in Shockwave Player.

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Example
This statement sets the variable fileItems to the number of menu items in the custom File menu:
fileItems = the number of menuItems of menu "File"

This statement sets the variable itemCount to the number of menu items in the custom menu whose menu number
is equal to the variable i:
itemCount = the number of menuItems of menu i

See also
installMenu, number (menus)

number (Sprite Channel)
Usage
-- Lingo syntax
spriteChannelObjRef.number
// JavaScript syntax
spriteChannelObjRef.number;

Description
Sprite Channel property; returns the number of a sprite channel. Read-only.
Example
This statement displays in the Message window the number of a named sprite channel:
-- Lingo syntax
put(channel("Kite String").number)
// JavaScript syntax
put(channel("Kite String").number);

See also
Sprite

number (system)
Usage
the number of castLibs

Description
System property; returns the number of casts that are in the current movie.
This property can be tested but not set.
Example
This repeat loop uses the Message window to display the number of cast members that are in each of the movie’s
casts:
repeat with n = 1 to the number of castLibs

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put castLib(n).name && "contains" && the number of members of castLib(n) && "cast
members."
end repeat

number (words)
Usage
the number of words in chunkExpression

Description
Chunk expression; returns the number of words in the chunk expression specified by chunkExpression.
Chunk expressions are any character, word, item, or line in any container of characters. Containers include field cast
members and variables that hold strings, and specified characters, words, items, lines, and ranges in containers.
To accomplish this functionality with text cast members, see count.
Note: The count() function provides a more efficient alternative for determining the number of words in a
chunk expression.
Example
This statement displays in the Message window the number of words in the string "Adobe, the multimedia
company":
put the number of words in "Adobe, the multimedia company"

The result is 4.
This handler reverses the order of words in the string specified by the argument wordList:
on reverse wordList
theList = EMPTY
repeat with i = 1 to the number of words in wordList
put word i of wordList & " " before theList
end repeat
delete theList.char[thelist.char.count]
return theList
end

See also
count(), number (characters), number (items), number (lines), word...of

number of members
Usage
the number of members of castLib whichCast

Description
Cast member property; indicates the number of the last cast member in the specified cast.
This property can be tested but not set.

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Example
The following statement displays in the Message window the type of each cast member in the cast Central Casting.
The number of members of castLib property is used to determine how many times the loop repeats.
repeat with i = 1 to the number of members of castLib("Central Casting")
put "Cast member" && i && "is a" && member(i, "Central Casting").type
end repeat

number of xtras
Usage
the number of xtras

Description
System property; returns the number of scripting Xtra extensions available to the movie. The Xtra extensions may
be either those opened by the openxlib command or those present in the Configuration\Xtras folder.
This property can be tested but not set.
Example
This statement displays in the Message window the number of scripting Xtra extensions that are available to the
movie:
put the number of xtras

numChannels
Usage
-- Lingo syntax
memberObjRef.numChannels
// JavaScript syntax
memberObjRef.numChannels;

Description
Shockwave Audio (SWA) cast member property; returns the number of channels within the specified SWA
streaming cast member. The value can be either 1 for monaural or 2 for stereo.
This property is available only after the SWA streaming cast member begins playing or after the file has been
preloaded using the preLoadBuffer command.
This property can be tested but not set.
Example
This example assigns the number of sound channels of the SWA streaming cast member Duke Ellington to the field
cast member Channel Display:
-- Lingo syntax
myVariable = member("Duke Ellington").numChannels
if myVariable = 1 then
member("Channel Display").text = "Mono"
else

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member("Channel Display").text = "Stereo"
end if
// JavaScript syntax
var myVariable = member("Duke Ellington").numChannels;
if (myVariable == 1) {
member("Channel Display").text = "Mono";
} else {
member("Channel Display").text = "Stereo";
}

numParticles
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.numParticles
modelResourceObjectReference.emitter.numParticles

Description
3D property; when used with a model resource whose type is #particle, allows you to get or set the numParticles
property of the resource’s particle emitter. The value must be greater than 0 and no more than 100000. The
default setting is 1000.
Example
This statement sets the number of particles to 50000 in the cast member named 3Dobjects.
-- Lingo syntax
member("3Dobjects").modelResource("Particle01").emitter.numParticles = 50000
// JavaScript syntax
member("3Dobjects").getPropRef("modelResource",10).emitter.numParticles = 50000;

See also
emitter

numSegments
Usage
member(whichCastmember).modelResource(whichModelResource).numSegments

Description
3D property; when used with a model resource whose type is #cylinder, allows you to get or set the numSegments
property of the model resource.
The numSegments property determines the number of segments running from the top cap of the cylinder to the
bottom cap. This property must be greater than or equal to the default value of 2.
The smoothness of the cylinder’s surface depends upon the value specified for this property. The greater the property
value the smoother the cylinder’s surface will appear.
Example
This statement sets the numSegments property of the model resource named Cylinder01 to 10.

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-- Lingo syntax
member("3Dobjects").modelResource("Cylinder01").numSegments = 10
// JavaScript syntax
member("3Dobjects").getPropRef("modelResource",11).numSegments = 10;

obeyScoreRotation
Usage
member(flashMember).obeyScoreRotation

Description
Flash cast member property; set to TRUE or FALSE to determine if a Flash movie sprite uses the rotation information
from the Score, or the older rotation property of Flash assets.
This property is automatically set to FALSE for all movies created in Director prior to version 7 in order to preserve
old functionality of using the member rotation property for all sprites containing that Flash member.
New assets created in version 7 or later will have this property automatically set to TRUE.
If set to TRUE, the rotation property of the member is ignored and the Score rotation settings are obeyed instead.
Example
The following script sets the obeyScoreRotation property of cast member "FlashObj" to 1 (TRUE), then rotates the
sprite which contains the cast member 180°.
-- Lingo syntax
member("FlashObj").obeyScoreRotation = 1
sprite(1).rotation = sprite(1).rotation + 180
// JavaScript syntax
member("FlashObj").obeyScoreRotation = 1;
sprite(1).rotation = sprite(1).rotation + 180;

See also
rotation

optionDown
Usage
-- Lingo syntax
_key.optionDown
// JavaScript syntax
_key.optionDown;

Description
Key property; determines whether the user is pressing the Alt key (Windows) or the Option key (Mac). Read-only.
This property returns TRUE if the user is pressing the Alt or Option key; otherwise, it returns FALSE.

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In Windows, optionDown does not work in projectors if Alt is pressed without another nonmodifier key. Avoid
using optionDown if you intend to distribute a movie as a Windows projector and need to detect only the modifier
key press; use controlDown or shiftDown instead.
On the Mac, pressing the Option key changes the key value, so use keyCode instead.
Example
This handler checks whether the user is pressing the Alt or the Option key and, if so, calls the handler named
doOptionKey :
-- Lingo syntax
on keyDown
if (_key.optionDown) then
doOptionKey(_key.key)
end if
end
// JavaScript syntax
function keyDown() {
if (_key.optionDown) {
doOptionKey(_key.key);
}
}

See also
controlDown, Key, key, keyCode, shiftDown

organizationName
Usage
-- Lingo syntax
_player.organizationName
// JavaScript syntax
_player.organizationName;

Description
Player property; contains the company name entered during installation of Director. Read-only.
This property is available in the authoring environment only. It can be used in a movie in a window tool that is
personalized to show the user’s information.
Example
The following handler would be located in a movie script of a movie in a window (MIAW). It places the user’s name
and serial number into a display field when the window is opened:
-- Lingo syntax
on prepareMovie
displayString = _player.userName & RETURN & _player.organizationName & RETURN &
_player.serialNumber
member("User Info").text = displayString
end
// JavaScript syntax
function prepareMovie() {

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var displayString = _player.userName + "\n" + _player.organizationName+ "\n" +
_player.serialNumber;
member("User Info").text = displayString;
}

See also
Player

originalFont
Usage
-- Lingo syntax
memberObjRef.originalFont
// JavaScript syntax
memberObjRef.originalFont;

Description
Font cast member property; returns the exact name of the original font that was imported when the given cast
member was created.
Example
This statement displays the name of the font that was imported when cast member 11 was created:
-- Lingo syntax
put(member(11).originalFont)
// JavaScript syntax
put(member(11).originalFont);

See also
recordFont, bitmapSizes, characterSet

originH
Usage
-- Lingo syntax
memberOrSpriteObjRef.originH
// JavaScript syntax
memberOrSpriteObjRef.originH;

Description
Cast member and sprite property; controls the horizontal coordinate of a Flash movie or vector shape’s origin point,
in pixels. The value can be a floating-point value.
The origin point is the coordinate in a Flash movie or vector shape around which scaling and rotation occurs. The
origin point can be set with floating-point precision using the separate originH and originV properties, or it can
be set with integer precision using the single originPoint property.
You can set the originH property only if the originMode property is set to #point.

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This property can be tested and set. The default value is 0.
Note: This property must be set to the default value if the scaleMode property is set to #autoSize, or the sprite does not
display correctly.
Example
This sprite script uses the originMode property to set up a Flash movie sprite so it’s origin point can be set to a
specific point. It then sets the horizontal and vertical origin points.
-- Lingo syntax
property spriteNum
on beginSprite me
sprite(spriteNum).originMode = #point
sprite(spriteNum).originH = 100
sprite(spriteNum).originV = 80
end
// JavaScript syntax
function beginSprite() {
sprite(this.spriteNum).originMode = symbol("point");
sprite(this.spriteNum).originH = 100;
sprite(this.spriteNum).originV = 80;
}

See also
originV, originMode, originPoint, scaleMode

originMode
Usage
-- Lingo syntax
memberOrSpriteObjRef.originMode
// JavaScript syntax
memberOrSpriteObjRef.originMode;

Description
Cast member property and sprite property; sets the origin point around which scaling and rotation occurs, as
follows:

•

#center (default)—The origin point is at the center of the Flash movie.

•

#topleft—The origin point is at the top left of the Flash movie.

•

#point—The origin point is at a point specified by the originPoint, originH, and originV properties.

This property can be tested and set.
Note: This property must be set to the default value if the scaleMode property is set to #autoSize, or the sprite will not
display correctly.
Example
This sprite script uses the originMode property to set up a Flash movie sprite so its origin point can be set to a
specific point. It then sets the horizontal and vertical origin points.

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-- Lingo syntax
property spriteNum
on beginSprite me
sprite(spriteNum).originMode = #point
sprite(spriteNum).originH = 100
sprite(spriteNum).originV = 80
end
// JavaScript syntax
function beginSprite() {
sprite(this.spriteNum).originMode = symbol("point");
sprite(this.spriteNum).originH = 100;
sprite(this.spriteNum).originV = 80;
}

See also
originH, originV, originPoint, scaleMode

originPoint
Usage
-- Lingo syntax
memberOrSpriteObjRef.originPoint
// JavaScript syntax
memberOrSpriteObjRef.originPoint;

Description
Cast member and sprite property; controls the origin point around which scaling and rotation occurs of a Flash
movie or vector shape.
The originPoint property is specified as a Director point value: for example, point(100,200). Setting a Flash movie
or vector shape’s origin point with the originPoint property is the same as setting the originH and originV
properties separately. For example, setting the originPoint property to point(50,75) is the same as setting the
originH property to 50 and the originV property to 75.
Director point values specified for the originPoint property are restricted to integers, whereas originH and
originV can be specified with floating-point numbers. When you test the originPoint property, the point values
are truncated to integers. As a rule of thumb, use the originH and originV properties for precision; use the
originPoint property for speed and convenience.
You can set the originPoint property only if the originMode property is set to #point.
This property can be tested and set. The default value is 0.
Note: This property must be set to the default value if the scaleMode property is set to #autoSize, or the sprite will not
display correctly.
Example
This sprite script uses the originMode property to set up a Flash movie sprite so its origin point can be set to a
specific point. It then sets the origin points.
-- Lingo syntax
property spriteNum

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on beginSprite me
sprite(spriteNum).scaleMode = #showAll
sprite(spriteNum).originMode = #point
sprite(spriteNum).originPoint = point(100, 80)
end
// JavaScript syntax
function beginSprite() {
sprite(this.spriteNum).scaleMode = symbol("showAll");
sprite(this.spriteNum).originMode = symbol("point");
sprite(this.spriteNum).originPoint = point(100, 80);
}

See also
originH, originV, scaleMode

originV
Usage
-- Lingo syntax
memberOrSpriteObjRef.originv
// JavaScript syntax
memberOrSpriteObjRef.originV;

Description
Cast member and sprite property; controls the vertical coordinate of a Flash movie or vector shape’s origin point
around which scaling and rotation occurs, in pixels. The value can be a floating-point value.
The origin point can be set with floating-point precision using the separate originH and originV properties, or it
can be set with integer precision using the single originPoint property.
You can set the originV property only if the originMode property is set to #point.
This property can be tested and set. The default value is 0.
Note: This property must be set to the default value if the scaleMode property is set to #autoSize, or the sprite does not
display correctly.
Example
This sprite script uses the originMode property to set up a Flash movie sprite so its origin point can be set to a
specific point. It then sets the horizontal and vertical origin points.
-- Lingo syntax
property spriteNum
on beginSprite me
sprite(spriteNum).scaleMode = #showAll
sprite(spriteNum).originMode = #point
sprite(spriteNum).originH = 100
sprite(spriteNum).originV = 80
end
// JavaScript syntax
function beginSprite() {

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sprite(this.spriteNum).scaleMode = symbol("showAll");
sprite(this.spriteNum).originMode = symbol("point");
sprite(this.spriteNum).originH = 100;
sprite(this.spriteNum).originV = 80;
}

See also
originH, originPoint, scaleMode

orthoHeight
Usage
member(whichCastmember).camera(whichCamera).orthoHeight
member(whichCastmember).camera[cameraindex].orthoHeight
sprite(whichSprite).camera.orthoHeight

Description
3D property; when camera.projection is set to #orthographic, the value camera.orthoHeight gives the
number of perpendicular world units that fit vertically in the sprite. World units are the measuring units for the
particular 3D world. They are internally consistent but arbitrarily chosen, and they can vary from one 3D world to
another.
You do not need to specify the camera index (whichCamera) to access the first camera of the sprite.
The default value of this property is 200.0
Example
The following statement sets the orthoHeight of the camera of sprite 1 to 200. This means 200 world units will fit
vertically within the sprite.
-- Lingo syntax
sprite(1).camera.orthoheight = 200.0
// JavaScript syntax
sprite(1).camera.orthoheight = 200.0;

See also
projection

overlay
Usage
member(whichCastmember).camera(whichCamera).overlay[overlayIndex].propertyName
member(whichCastmember).camera(whichCamera).overlay.count

Description
3D camera property; allows both get and set access to the properties of overlays contained in the camera’s list of
overlays to be displayed. When used as overlay.count this property returns the total number of overlays contained
in the camera’s list of overlays to be displayed.

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Overlays are textures displayed in front of all models appearing in a given camera’s view frustum. The overlays are
drawn in the order that they appear in the camera’s overlay list, the first item in the list appears behind all other
overlays and the last item in the list in front of all other overlays.
Each overlay in the camera’s list of overlays list has the following properties:

•

loc allows you to get or set the specific position of the overlay’s regPoint, relative to the camera rect’s upper left

corner.

•

source allows you to get or set the texture to use as the source image for the overlay.

• scale allows you to get or set the scale value used by the overlay. The scale determines the magnification of the
overlay; this property defaults to a value of 1.0.
•

rotation allows you to get or set the rotation, in degrees, of the overlay.

•

regPoint allows you to get or set the registration point of the overlay relative to the texture’s upper left corner.

• blend allows you to get or set the blending of the overlay to an integer between 0 and 100, indicating how transparent (0) or opaque (100) the overlay is.
Example
This statement displays the scale property of the first overlay in the sprite camera’s overlay.
-- Lingo syntax
put sprite(2).camera.overlay[1].scale

See also
addOverlay, removeOverlay, bevelDepth

pageHeight
Usage
-- Lingo syntax
memberObjRef.pageHeight
// JavaScript syntax
memberObjRef.pageHeight;

Description
Field cast member property; returns the height, in pixels, of the area of the field cast member that is visible on the
Stage.
This property can be tested but not set.
Example
This statement returns the height of the visible portion of the field cast member Today’s News:
--Lingo syntax
trace(member("Today's News").pageHeight)
// JavaScript syntax
trace(member("Today's News").pageHeight);

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palette
Usage
-- Lingo syntax
memberObjRef.palette
// JavaScript syntax
memberObjRef.palette;

Description
Cast member property; for bitmap cast members only, determines which palette is associated with the cast member
specified by whichCastMember.
This property can be tested and set.
Example
This statement displays the palette assigned to the cast member Leaves in the Message window:
-- Lingo syntax
put(member("Leaves").palette)
// JavaScript syntax
put(member("Leaves").palette);

paletteMapping
Usage
-- Lingo syntax
_movie.paletteMapping
// JavaScript syntax
_movie.paletteMapping;

Description
Movie property; determines whether the movie remaps (TRUE) or does not remap (FALSE, default) palettes for cast
members whose palettes are different from the current movie palette. Read/write.
The effect of this property is similar to that of the Remap Palettes When Needed check box in the Movie Properties
dialog box.
To display different bitmaps with different palettes simultaneously, set paletteMapping to TRUE. Director looks at
each onscreen cast member’s reference palette (the palette assigned in its Cast Member Properties dialog box) and,
if it is different from the current palette, finds the closest match for each pixel in the new palette.
The colors of the nonmatching bitmap will be close to the original colors.
Remapping consumes processor time, and it’s usually better to adjust the bitmap’s palette in advance.
Remapping can also produce undesirable results. If the palette changes in the middle of a sprite span, the bitmap
immediately remaps to the new palette and appears in the wrong colors. However, if anything refreshes the screen—
a transition or a sprite moving across the Stage—then the affected rectangle on the screen appears in remapped
colors.

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Example
This statement tells the movie to remap the movie’s palette whenever necessary:
-- Lingo syntax
_movie.paletteMapping = TRUE
// JavaScript syntax
_movie.paletteMapping = true;

See also
Movie

paletteRef
Usage
member(whichCastMember). paletteRef
the paletteRef

Description
Bitmap cast member property; determines the palette associated with a bitmap cast member. Built-in Director
palettes are indicated by symbols (#systemMac, #rainbow, and so on). Palettes that are cast members are treated as
cast member references. This behavior differs from that of the palette member property, which returns a positive
number for cast palettes and negative numbers for built-in Director palettes.
This property can be tested and set.
Example
This statement assigns the Mac system palette to the bitmap cast member Shell:
member("Shell").paletteRef = #systemMac

pan
Usage
-- Lingo syntax
soundChannelObjRef.pan
// JavaScript syntax
soundChannelObjRef.pan;

Description
Sound Channel property; indicates the left/right balance of the sound playing in a sound channel. Read/write.
The range of values is from -100 to 100. -100 indicates only the left channel is heard. 100 indicate only the right
channel is being heard. A value of 0 indicates even left/right balance, causing the sound source to appear to be
centered. For mono sounds, pan affects which speaker (left or right) the sound plays through.
You can change the pan of a sound object at any time, but if the sound channel is currently performing a fade, the
new pan setting doesn’t take effect until the fade is complete.

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To see an example of pan used in a completed movie, see the Sound Control movie in the Learning/Lingo Examples
folder inside the Director application folder.
Example
These statements pan the sound in sound channel 2 from the left channel to the right channel:
-- Lingo syntax
repeat with x = -100 to 100
sound(2).pan = x
end repeat
// JavaScript syntax
for (var x = -100; x <= 100; x++) {
sound(2).pan = x;
}

See also
Sound Channel

pan (QTVR property)
Usage
-- Lingo syntax
spriteObjRef.pan
// JavaScript syntax
spriteObjRef.pan;

Description
QuickTime VR sprite property; the current pan of the QuickTime VR movie. The value is in degrees.
This property can be tested and set.

paragraph
Usage
chunkExpression.paragraph[whichParagraph]
chunkExpression.paragraph[firstParagraph..lastParagraph]

Description
Text cast member property; this chunk expression allows access to different paragraphs within a text cast member.
The paragraph is delimited by a carriage return.
put member("AnimText").paragraph[3]

Example
This statement returns the second paragraph from the Text cast member myText.
-- Lingo syntax
put member("myText").paragraph[2]

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See also
line...of

parent
Usage
member(whichCastmember).model(whichModel).parent
member(whichCastmember).camera(whichCamera).parent
member(whichCastmember).light(whichLight).parent
member(whichCastmember).group(whichGroup).parent

Description
3D property; when used with a model, camera, light or group reference, this property allows you to get or set the
parent node of the referenced object. The parent node can be any other model, camera, light or group object.
An object’s transform property defines its scale, position and orientation relative to its parent object.
Setting an object’s parent property to VOID is the same as removing the object from the world using the
removeFromWorld() command.
Setting an object’s parent property to the World group object (group("World")) is the same as adding an object to
the world using the addToWorld() command.
You can also alter the value of this property by using the addChild command.
Example
The following statement sets the parent property of the model named Tire. Its parent is set to the model named Car.
-- Lingo syntax
member("3Dobjects").model("Tire").parent = member("3Dobjects").model("Car")
// JavaScript syntax
member("3Dobjects").getPropRef("model",2).parent =
member("3Dobjects").getPropRef("model",3);

See also
child (3D), addChild

password
Usage
-- Lingo syntax
memberOrSpriteObjRef.password
// JavaScript syntax
memberOrSpriteObjRef.password;

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Description
RealMedia sprite and cast member property; allows you to set the password required to access a protected RealMedia
stream. For security reasons, you cannot use this property to retrieve a password previously specified for this
property. If a password has been set previously, the value of this property is the string "********". If no password
has been set, the value of this property is an empty string.
Example
The following examples show that the password has been set for the RealMedia stream in the cast member Real or
sprite 2.
-- Lingo syntax
put(sprite(2).password) -- "********"
put(member("Real").password) -- "********"
// JavaScript syntax
put(sprite(2).password); // "********"
put(member("Real").password); // "********"

The following examples show that the password has never been set for the RealMedia stream in the cast member
Real or sprite 2.
-- Lingo syntax
put(sprite(2).password) -- ""
put(member("Real").password) -- ""
// JavaScript syntax
put(sprite(2).password); // ""
put(member("Real").password); // ""

The following examples set the password for the RealMedia stream in sprite 2 and the cast member Real to "abracadabra".
-- Lingo syntax
sprite(2).password = "abracadabra"
member("Real").password = "abracadabra"
// JavaScript syntax
sprite(2).password = "abracadabra";
member("Real").password = "abracadabra";

See also
userName (RealMedia)

path (Movie)
Usage
-- Lingo syntax
_movie.path
// JavaScript syntax
_movie.path;

Description
Movie property; indicates the pathname of the folder in which the current movie is located. Read-only.
For pathnames that work on both Windows and Mac computers, use the @ pathname operator.

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To see an example of path used in a completed movie, see the Read and Write Text movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement displays the pathname for the folder containing the current movie:
-- Lingo syntax
trace(_movie.path)
// JavaScript syntax
trace(_movie.path);

This statement plays the sound file Crash.aif stored in the Sounds subfolder of the current movie’s folder:
-- Lingo syntax
sound(1).playFile(_movie.path & "Sounds\Crash.aif")
// JavaScript syntax
sound(1).playFile(_movie.path + "Sounds\\Crash.aif");

See also
Movie

path (3D)
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.path

Description
3D property; when used with a model resource whose type is #particle, allows you to get or set the path property
of the resource’s particle emitter.
This property is a list of vectors that define the path particles follow over their lifetime. The default value of this
property is an empty list [].
Example
In this example, ThermoSystem is a model resource of the type #particle. This statement specifies that the particles
of ThermoSystem will follow the path outlined by the list of vectors.
member("Fires").modelResource("ThermoSystem").emitter.path = [vector(0,0,0),
vector(15,0,0), vector(30,30,-10)]

See also
pathStrength, emitter

pathName (Flash member)
Usage
member(whichFlashMember).pathName
the pathName of member whichFlashMember

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Description
Cast member property; controls the location of an external file that stores the assets of a Flash movie cast member
are stored. You can link a Flash movie to any path on a local or network drive or to a URL.
Setting the path of an unlinked cast member converts it to a linked cast member.
This property can be tested and set. The pathName property of an unlinked member is an empty string.
This property is the same as the fileName property for other member types, and you can use fileName instead of
pathName.
Example
The following statement changes cast member’s pathName property to the location of a Flash movie on the World
Wide Web.
-- Lingo syntax
member("FlashObj").pathName = "http://www.someURL.com/myFlash.swf"
// JavaScript syntax
member("FlashObj").pathName = "http://www.someURL.com/myFlash.swf";

See also
fileName (Member), linked

pathStrength
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.pathStrength

Description
3D property; when used with a model resource whose type is #particle, determines how closely the particles follow
the path specified by the path property of the emitter. Its range starts at 0.0 (no strength - so the particles won't be
attracted to the path) and continues to infinity. Its default value is 0.1. Setting pathStrength to 0.0 is useful for
turning the path off temporarily.
As the value of pathStrength gets larger, the entire particle system will get more and more stiff. Large
pathStrength values will tend to make the particles bounce around very quickly, unless some dampening force is

also used, such as the particle drag property.
This property can be tested and set.
Example
In this example, ThermoSystem is a model resource of the type #particle. This statement sets the pathStrength
property of ThermoSystem to 0.97. If a path is outlined by ThermoSystem’s emitter.path property, the particles
follow that path very closely.
member("Fires").modelResource("ThermoSystem").emitter.pathStrength = 0.97

See also
path (3D), emitter

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pattern
Usage
member(whichCastMember).pattern
the pattern of member whichCastMember

Description
Cast member property; determines the pattern associated with the specified shape. Possible values are the numbers
that correspond to the swatches in the Tools window’s patterns palette. If the shape cast member is unfilled, the
pattern is applied to the cast member’s outer edge.
This property can be useful in movies with Shockwave content to change images by changing the tiling applied to a
shape, allowing you to save memory required by larger bitmaps.
This property can be tested and set.
Example
The following statements make the shape cast member myShape a filled shape and assign it pattern 1, which is a solid
color.
-- Lingo syntax
member("myShape").filled = TRUE
member("myShape").pattern = 1
// JavaScript syntax
member("myShape").filled = 1;
member("myShape").pattern = 1;

pausedAtStart (Flash, Digital video)
Usage
member(whichFlashOrDigitalVideoMember).pausedAtStart
the pausedAtStart of member whichFlashOrDigitalVideoMember

Description
Cast member property; controls whether the digital video or Flash movie plays when it appears on the Stage. If this
property is TRUE, the digital video or Flash movie does not play when it appears. If this property is FALSE, it plays
immediately when it appears.
For a digital video cast member, the property specifies whether the Paused at Start check box in the Digital Video
Cast Member Properties dialog box is selected or not.
This property can be tested and set.
Example
This statement turns on the Paused at Start check box in the Digital Video Cast Member Info dialog box for the
QuickTime movie Rotating Chair:
member("Rotating Chair").pausedAtStart = TRUE

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pausedAtStart (RealMedia, Windows Media)
Usage
-- Lingo syntax
memberOrSpriteObjRef.pausedAtStart
// JavaScript syntax
memberOrSpriteObjRef.pausedAtStart;

Description
RealMedia and Windows Media sprite or cast member property; allows you to get or set whether a RealMedia or
Windows Media stream on the Stage automatically begins to play when buffering is complete (FALSE or 0) or
remains paused (TRUE or 1). Read/write.
This property can be set to an expression that evaluates to TRUE or FALSE. Integer values other than 1 or 0 are treated
as TRUE. The default setting for this property is FALSE. You can set this property to TRUE by selecting Paused in the
graphical view of the Property inspector.
If this property is set to FALSE, the user must click the Play button in the RealMedia or Windows Media viewer
(or a button you have created for this purpose in your movie), or you must call the play() method to play the sprite
when buffering is complete.
This property only affects score-based playback and does not affect playback in the RealMedia or Windows Media
viewer.
Example
The following examples show that the pausedAtStart property of sprite 2 and the cast member Real is set to FALSE,
which means that the RealMedia stream will automatically begin to play once buffering is complete.
-- Lingo syntax
put(sprite(2).pausedAtStart) -- 0
put(member("Real").pausedAtStart) -- 0
// JavaScript syntax
put(sprite(2).pausedAtStart); // 0
put(member("Real").pausedAtStart); // 0

The following examples set the pausedAtStart property for sprite 2 and the cast member Real to TRUE, which
means the RealMedia stream will not begin to play unless the play command is called.
-- Lingo syntax
sprite(2).pausedAtStart = TRUE
member("Real").pausedAtStart = TRUE
// JavaScript syntax
sprite(2).pausedAtStart = 1;
member("Real").pausedAtStart = 1;

The following example uses the pausedAtStart property to buffer a RealMedia sprite off the Stage, and then play
it on the Stage once the buffering is complete. In this example, the RealMedia member has its pausedAtStart
property set to TRUE. An instance of this member is positioned off the Stage, in sprite channel 1. The following frame
script should be placed in the sprite span:
-- Lingo syntax
on exitFrame me
if sprite(1).state > 3 then -- check to see if buffering is complete
sprite(1).locH = 162

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sprite(1).locV = 118
sprite(1).play() -- position and play the sprite
end if
end
// JavaScript syntax
function exitFrame() {
var st = sprite(1).state;
if (st > 3) { // check to see if buffering is complete
sprite(1).locH = 162;
sprite(1).locV = 118;
sprite(1).play(); // position and play the sprite
}
}

The RealMedia sprite will buffer off the Stage and then appear on the Stage and play immediately when the buffering
is complete.

percentBuffered
Usage
-- Lingo syntax
memberOrSpriteObjRef.percentBuffered
// JavaScript syntax
memberOrSpriteObjRef.percentBuffered;

Description
RealMedia sprite or cast member property; returns the percentage of the buffer that has been filled with the
RealMedia stream that is loading from a local file or the server. When this property reaches 100, the buffer is full,
and the RealMedia stream begins to play if the pausedAtStart property is not set to TRUE. This property is dynamic
during playback and cannot be set.
The buffer is a type of memory cache that contains the portion of the movie that is about to play, usually just a few
seconds. The stream enters the buffer as it streams to RealPlayer and leaves the buffer as RealPlayer plays the clip.
The buffer allows viewers to view content without downloading the entire file, and prevents network congestion or
lapses in bandwidth availability from disrupting the playback stream.
The buffering process is initiated by the play command, and once the buffer is full (100%), the portion of the stream
that is in the buffer begins to play. Because the initial buffering process takes a few seconds, there is a delay between
the time when the play command is called and when the stream actually begins to play. You can work around this
using the pausedAtStart command, starting to play the stream off the Stage during the buffering process, and then
displaying the stream on the Stage as it actually begins to play. (For more information, see the example in the “pausedAtStart (RealMedia, Windows Media)” on page 927 entry.)
Example
The following examples show that 56% of the RealMedia stream in sprite 2 and the cast member Real has been
buffered.
-- Lingo syntax
put(sprite(2).percentBuffered) -- 56
put(member("Real").percentBuffered) -- 56
// JavaScript syntax

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put(sprite(2).percentBuffered); // 56
put(member("Real").percentBuffered); // 56

See also
mediaStatus (RealMedia, Windows Media), pausedAtStart (RealMedia, Windows Media), state
(RealMedia)

percentPlayed
Usage
member(whichCastMember).percentPlayed
the percentPlayed of member whichCastMember

Description
Shockwave Audio (SWA) cast member property; returns the percentage of the specified SWA file that has actually
played.
This property can be tested only after the SWA sound starts playing or has been preloaded by means of the
preLoadBuffer command. This property cannot be set.
Example
This handler displays the percentage of the SWA streaming cast member Frank Sinatra that has played and puts the
value in the field cast member Percent Played:
on exitFrame
whatState = member("Frank Sinatra").state
if whatState > 1 AND whatState < 9 then
member("Percent Played").text = string(member("Frank Sinatra").percentPlayed)
end if
end

See also
percentStreamed (Member)

percentStreamed (3D)
Usage
member(whichCastMember).percentStreamed

Description
3D property; allows you to get the percentage of a 3D cast member that has been streamed. This property refers to
either the initial file import or to the last file load requested. The value returned is an integer and has a range from
0 to 100. There is no default value for this property.
Example
This statement shows that the cast member PartyScene has finished loading.
put member("PartyScene").percentStreamed
-- 100

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percentStreamed (Member)
Usage
-- Lingo syntax
memberOrSpriteObjRef.percentStreamed
// JavaScript syntax
memberOrSpriteObjRef.percentStreamed;

Description
Shockwave Audio (SWA) and Flash cast member property, and QuickTime sprite property.
For SWA streaming sounds, gets the percent of a SWA file already streamed from an HTTP or FTP server. For SWA,
this property differs from the percentPlayed property in that it includes the amount of the file that has been
buffered but not yet played. This property can be tested only after the SWA sound starts playing or has been
preloaded by means of the preLoadBuffer command.
For Flash movie cast members, this property gets the percent of a Flash movie that has streamed into memory.
For QuickTime sprites, this property gets the percent of the QuickTime file that has played.
This property can have a value from 0 to 100%. For a file on a local disk, the value is 100. For files being streamed
from the Internet, the percentStreamed value increases as more bytes are received. This property cannot be set.
Example
This example displays the percentage of the SWA streaming cast member Ray Charles that has streamed and puts
the value in a field:
-- Lingo syntax
on exitFrame
whatState = member("Ray Charles").state
if whatState > 1 AND whatState < 9 then
member("Percent Streamed Displayer").text = string(member("Ray
Charles").percentStreamed)
end if
end
// JavaScript syntax
function exitFrame() {
var whatState = member("Ray Charles").state;
var pcStm = new String(member("Ray Charles").percentStreamed);
if (whatState > 1 && whatState < 9) {
member("Percent Streamed Displayer").text = pcStm;
}
}

This frame script keeps the playhead looping in the current frame so long as less than 60 percent of a Flash movie
called Splash Screen has streamed into memory:
-- Lingo syntax
on exitFrame
if member("Splash Screen").percentStreamed < 60 then
_movie.go(_movie.frame)
end if
end
// JavaScript syntax
function exitFrame() {

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var ssStrm = member("Splash Screen").percentStreamed;
if (ssStrm < 60) {
_movie.go(_movie.frame);
}
}

See also
percentPlayed

period
Usage
timeoutObject.period

Description
Object property; the number of milliseconds between timeout events sent by the timeoutObject to the timeout
handler.
This property can be tested and set.
Example
This timeout handler decreases the timeout’s period by one second each time it’s invoked, until a minimum period
of 2 seconds (2000 milliseconds) is reached:
on handleTimeout timeoutObject
if timeoutObject.period > 2000 then
timeoutObject.period = timeoutObject.period - 1000
end if
end handleTimeout

See also
name (timeout), persistent, target, time (timeout object), timeout(), timeoutHandler,
timeoutList

persistent
Usage
timeoutObject.persistent

Description
Object property; determines whether the given timeoutObject is removed from the timeoutList when the
current movie stops playing. If TRUE, timeoutObject remains active. If FALSE, the timeout object is deleted when
the movie stops playing. The default value is FALSE.
Setting this property to TRUE allows a timeout object to continue generating timeout events in other movies. This is
useful when one movie branches to another with the go to movie command.
Example
The following statement creates a timeout object and making it as persistent.
-- Lingo syntax

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gTO = timeout().new("test",50000,"sampleTimeout",0)
gTO.persistent = TRUE
// JavaScript syntax
_global.gTO = new timeout("test",50000,"sampleTimeout",0)
_global.gTO.persistent = 1;

See also
name (timeout), period, target, time (timeout object), timeout(), timeoutHandler,
timeoutList

picture (Member)
Usage
-- Lingo syntax
memberObjRef.picture
// JavaScript syntax
memberObjRef.picture;

Description
Cast member property; determines which image is associated with a bitmap, text, or PICT cast member. To update
changes to a cast member’s registration point or update changes to an image after relinking it using the fileName
property, use the following statement:
member(whichCastMember).picture = member(whichCastMember).picture

where you replace whichCastMember with the name or number of the affected cast member.
Because changes to cast members are stored in RAM, this property is best used during authoring. Avoid setting it in
projectors.
The property can be tested and set.
Example
This statement sets the variable named pictHolder to the image in the cast member named Sunset:
-- Lingo syntax
pictHolder = member("Sunset").picture
// JavaScript syntax
var pictHolder = member("Sunset").picture;

See also
type (sprite)

picture (Window)
Usage
-- Lingo syntax
windowObjRef.picture

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// JavaScript syntax
windowObjRef.picture;

Description
Window property; provides a way to get a picture of the current contents of a window—either the Stage window or
a movie in a window (MIAW). Read-only.
You can apply the resulting bitmap data to an existing bitmap or use it to create a new one.
If no picture exists, this property returns VOID (Lingo) or null (JavaScript syntax).
Example
This statement grabs the current content of the Stage and places it into a bitmap cast member:
-- Lingo syntax
member("Stage image").picture = _movie.stage.picture
// JavaScript syntax
member("Stage image").picture = _movie.stage.picture;

See also
Window

platform
Usage
the platform

Description
System property; indicates the platform type for which the projector was created.
This property can be tested but not set.
Possible values are the following:
Possible value

Corresponding platform

Mac,PowerPC

PowerPC Mac

Windows,32

Windows 95 or Windows NT

For forward compatibility and to allow for addition of values, it is better to test the platform by using contains.
Example
This statement returns the platform which the movie has been created.
-- Lingo syntax
if the platform contains "Windows,32" then
alert ("This movie has been created using Windows")
end if

See also
runMode

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playBackMode
Usage
-- Lingo syntax
memberOrSpriteObjRef.playBackMode
// JavaScript syntax
memberOrSpriteObjRef.playBackMode;

Description
Cast member and sprite property; controls the tempo of a Flash movie or animated GIF cast member with the
following values:

•

#normal (default)—Plays the Flash movie or GIF file as close to the original tempo as possible.

•

#lockStep—Plays the Flash movie or GIF file frame for frame with the Director movie.

•

#fixed—Plays the Flash movie or GIF file at the rate specified by the fixedRate property.

This property can be tested and set.
Example
This sprite script sets the frame rate of a Flash movie sprite to match the frame rate of the Director movie:
-- Lingo syntax
property spriteNum
on beginSprite(me)
sprite(spriteNum).playBackMode = #lockStep
end
// JavaScript syntax
function beginSprite() {
sprite(this.spriteNum).playBackMode = symbol("lockStep");
}

See also
fixedRate

playing
Usage
-- Lingo syntax
spriteObjRef.playing
// JavaScript syntax
spriteObjRef.playing;

Description
Flash sprite property; indicates whether a Flash movie is playing (TRUE) or stopped (FALSE).
This property can be tested but not set.
Example
This frame script checks to see if the Flash movie sprite in channel 5 is playing and, if it is not, starts the movie:

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-- Lingo syntax
on enterFrame
if not sprite(5).playing then
sprite(5).play()
end if
end
// JavaScript syntax
function enterFrame() {
var plg = sprite(5).playing;
if (plg == 0) {
sprite(5).play();
}
}

playing (3D)
Usage
member(whichCastmember).model(whichModel).keyframePlayer.playing
member(whichCastmember).model(whichModel).bonesPlayer.playing

Description
3D #keyframePlayer and #bonesPlayer modifier property; indicates whether the modifier’s animation playback
engine is running (TRUE) or if it’s paused (FALSE).
This property can be tested but not set.
Example
This statement shows that the #keyframePlayer animation playback engine for the model named Alien3 is
currently running.
put member("newaliens").model("Alien3").keyframePlayer.playing
-- 1

See also
play() (3D), pause() (3D), playlist, queue() (3D)

playlist
Usage
member(whichCastmember).model(whichModel).keyframePlayer.playlist
member(whichCastmember).model(whichModel).bonesPlayer.playlist

Description
3D #keyframePlayer and #bonesPlayer modifier property; returns a linear list of property lists, each representing
a motion queued for playback by the modifier.
Each property list will have the following properties:

•

#name is the name of the motion to be played.

•

#loop indicates whether the motion’s playback should be looped.

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•

#startTime is the time, in milliseconds at which playback of the animation should begin.

• #endTime is the time, in milliseconds at which playback of the animation ends or when the motion should be
looped. A negative value indicates that the motion should be played to the end.
• #scale is rate of play for the motion that is to be multiplied by the modifier’s playRate property to determine
the actual speed of the motion’s playback.
The playlist property can be tested but not set. Use the queue(), play(), playNext(), and removeLast()
commands to manipulate it.
Example
The following statement displays the currently queued motions for the model Stroller in the Message window.
-- Lingo syntax
put member("3Dobjects").model("Stroller").bonesPlayer.playList
// JavaScript syntax
put(member("3Dobjects").getPropRef("model",2).bonesPlayer.playList);

See also
play() (3D), playNext() (3D), removeLast(), queue() (3D)

playRate (3D)
Usage
member(whichCastmember).model(whichModel).bonesPlayer.playRate
member(whichCastmember).model(whichModel).keyframePlayer.playRate

Description
3D #keyframePlayer and #bonesPlayer modifier property; scale multiplier for the local time of motions being
played. This property only partially determines the speed at which motions are executed by the model.
The playback of a motion by a model is the result of either a play() or queue() command. The scale parameter
of the play() or queue() command is multiplied by the modifier’s playRate property, and the resulting value is
the speed at which the particular motion will be played back.
Example
This statement sets the playRate property of the keyframePlayer modifier for the model named GreenAlien to 3:
member("newAliens").model("GreenAlien").keyframePlayer.playRate = 3

See also
play() (3D), queue() (3D), playlist, currentTime (3D)

playRate (DVD)
Usage
-- Lingo syntax
dvdObjRef.playRate
// JavaScript syntax
dvdObjRef.playRate;

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Description
DVD property; specifies the rate at which a DVD plays forward or backward from the current location. Read/write.
A negative value plays the DVD backward, and a positive value plays the DVD forward.
See also
DVD

playRate
Usage
-- Lingo syntax
spriteObjRef.playRate
// JavaScript syntax
spriteObjRef.playRate;

Description
Digital video sprite property; controls the rate at which a digital video in a specific channel plays. The movie rate is
a value specifying the playback of the digital video. A value of 1 specifies normal forward play, -1 specifies reverse,
and 0 specifies stop. Higher and lower values are possible. For example, a value of 0.5 causes the digital video to play
slower than normal. However, frames may be dropped when the playRate sprite property exceeds 1. The severity
of frame dropping depends on factors such as the performance of the computer the movie is playing on and whether
the digital video sprite is stretched.
This property can be tested and set.
Example
This statement sets the rate for a digital video in sprite channel 9 to normal playback speed:
-- Lingo syntax
sprite(9).playRate = 1
// JavaScript syntax
sprite(9).playRate = 1;

This statement causes the digital video in sprite channel 9 to play in reverse:
-- Lingo syntax
sprite(9).playRate = -1
// JavaScript syntax
sprite(9).playRate = -1;

See also
duration (Member), currentTime (QuickTime, AVI)

playRate (Windows Media)
Usage
-- Lingo syntax
windowsMediaObjRef.playRate

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// JavaScript syntax
windowsMediaObjRef.playRate;

Description
Windows Media property. Determines the playback rate of a Windows Media cast member. Read only.
Example
This statement displays in the Message window the playback rate of cast member 10:
-- Lingo syntax
trace(member(10).playRate)
// JavaScript syntax
trace(member(10).playRate);

See also
Windows Media

pointAtOrientation
Usage
member(whichCastmember).model(whichModel).pointAtOrientation
member(whichCastmember).group(whichGroup).pointAtOrientation
member(whichCastmember).light(whichLight).pointAtOrientation
member(whichCastmember).camera(whichCamera).pointAtOrientation

Description
3D model, light, group and camera property; allows you to get or set how the referenced object responds to the
pointAt command. This property is a linear list of two object-relative vectors, the first vector in the list defines
which direction is considered the object’s front direction, the second defines which direction is considered the
object’s up direction.
The object’s front and up directions do not need to be perpendicular to each other, but they should not be parallel
to each other.
Example
This statement displays the object-relative front direction and up direction vectors of the model named bip01:
put member("scene").model("bip01").pointAtOrientation
-- [vector(0.0000, 0.0000, 1.0000), vector(0.0000, 1.0000, 0.0000)]

See also
pointAt

pointOfContact
Usage
collisionData.pointOfContact

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Description
3D collisionData property; returns a vector describing the point of contact in a collision between two models.
The collisionData object is sent as an argument with the #collideWith and #collideAny events to the handler
specified in the registerForEvent, registerScript, and setCollisionCallback commands.
The #collideWith and #collideAny events are sent when a collision occurs between models to which collision
modifiers have been added. The resolve property of the models’ modifiers must be set to TRUE.
This property can be tested but not set.
Example
This example has two parts. The first part is the first line of code, which registers the #explode handler for the
#collideAny event. The second part is the #explode handler. When two models in the cast member MyScene
collide, the #explode handler is called and the collisionData argument is sent to it. The first nine lines of the
#explode handler create the model resource named SparkSource and set its properties. This model resource is a
single burst of particles. The tenth line of the handler creates a model named SparksModel using the model resource
named SparkSource. The last line of the handler sets the position of SparksModel to the position where the collision
occurred. The overall effect is a burst of sparks caused by a collision.
member("MyScene").registerForEvent(#collideAny, #explode, 0)
on explode me, collisionData
nmr = member("MyScene").newModelResource("SparkSource",#particle)
nmr.emitter.mode = #burst
nmr.emitter.loop = 0
nmr.emitter.minSpeed = 30
nmr.emitter.maxSpeed = 50
nmr.emitter.direction = vector(0, 0, 1)
nmr.colorRange.start = rgb(0, 0, 255)
nmr.colorRange.end = rgb(255, 0, 0)
nmr.lifetime = 5000
nm = member("MyScene").newModel("SparksModel", nmr)
nm.transform.position = collisionData.pointOfContact
end

See also
modelA, modelB

position (transform)
Usage
member(whichCastmember).node(whichNode).transform.position
member(whichCastmember).node(whichNode).getWorldTransform().position
transform.position

Description
3D property; allows you to get or set the positional component of a transform. A transform defines a scale, position
and rotation within a given frame of reference. The default value of this property is vector(0,0,0).

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A node can be a camera, group, light or model object. Setting the position of a node’s transform defines that object’s
position within the transform’s frame of reference. Setting the position property of an object’s world relative
transform using getWorldTransform().position defines the object’s position relative to the world origin. Setting
the position property of an object’s parent relative transform using transform.position defines the object’s
position relative to its parent node.
The worldPosition property of a model, light, camera or group object is a shortcut to the
getWorldTransform().position version of this property for that object.
Example
The following statement displays the parent-relative position of the model named Sphere01.
-- Lingo syntax
put(member("3Dobjects").model("Sphere01").transform.position)
// JavaScript syntax
put(member("3Dobjects").getPropRef("model",2).transform.position);

See also
transform (property), getWorldTransform(), rotation (transform), scale (transform)

positionReset
Usage
member(whichCastmember).model(whichModel).bonesPlayer.positionReset
member(whichCastmember).model(whichModel).keyframePlayer.positionReset

Description
3D keyframePlayer and bonesPlayer modifier property; indicates whether the model returns to its starting
position after the end of a motion (TRUE) or not (FALSE).
The default value for this property is TRUE.
Example
This statement prevents the model Monster from returning to its original position when it finishes the execution of
a motion:
member("NewAlien").model("Monster").keyframePlayer.positionReset = FALSE

See also
currentLoopState

posterFrame
Usage
-- Lingo syntax
memberObjRef.posterFrame
// JavaScript syntax
memberObjRef.posterFrame;

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Description
Flash cast member property; controls which frame of a Flash movie cast member is used for its thumbnail image.
This property specifies an integer corresponding to a frame number in the Flash movie.
This property can be tested and set. The default value is 1.
Example
This handler accepts a reference to a Flash movie cast member and a frame number as parameters, and it then sets
the thumbnail of the specified movie to the specified frame number:
-- Lingo syntax
on resetThumbnail(whichFlashMovie, whichFrame)
member(whichFlashMovie).posterFrame = whichFrame
end
// JavaScript syntax
function resetThumbnail(whichFlashMovie, whichFrame) {
member(whichFlashMovie).posterFrame = whichFrame;
}

preferred3dRenderer
Usage
-- Lingo syntax
_movie.preferred3dRenderer
// JavaScript syntax
_movie.preferred3dRenderer;

Description
Movie property; allows you to get or set the default renderer used to draw 3D sprites within a particular movie if that
renderer is available on the client machine. Read/write.
If the specified renderer is not available on the client machine, the movie selects the most suitable available renderer.
The possible values for this property are as follows:

•

#openGL specifies the openGL drivers for a hardware acceleration that work with both Mac and Windows

platforms.

• #directX9 specifies the DirectX® 9 drivers for hardware acceleration that work only with Windows platforms.
#auto sets the renderer to DirectX 9 on Windows. In Mac® -Intel®, only #OpenGL renderer is available. DirectX 9
has been added to the Preferred 3D rendered menu in the movie tab of the Property Inspector. There is no change
in the existing functionality when you use DirectX 9. You may however, experience enhanced performance.
•

#directX7_0 specifies the DirectX 7 drivers for hardware acceleration that work only with Windows platforms.

•

#directX5_2 specifies the DirectX 5.2 drivers for hardware acceleration that work only with Windows

platforms.

•

#software specifies the Director built-in software renderer that works with both Mac and Windows platforms.

•

#auto specifies that the most suitable renderer should be chosen. This is the default value for this property.

The value set for this property is used as the default for the Renderer Services object’s renderer property.

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This property differs from the getRendererServices() object’s renderer property in that the
preferred3dRenderer specifies the preferred renderer to use, whereas the getRendererServices() object’s
renderer property indicates what renderer is actually being used by the movie.
Shockwave Player users have the option of specifying the renderer of their choice using the 3D Renderer context
menu in Shockwave Player. If the user selects the “Obey content settings” option, the renderer specified by the
renderer or preferred3DRenderer property is used to draw the movie (if available on the user’s system),
otherwise, the renderer selected by the user is used.
Example
This statement allows the movie to pick the best 3D renderer available on the user’s system:
-- Lingo syntax
_movie.preferred3dRenderer = #auto
// JavaScript syntax
_movie.preferred3dRenderer = "auto";

See also
getRendererServices(), Movie, renderer

preLoad (3D)
Usage
member(whichCastmember).preload
memberReference.preload

Description
3D property; allows you to get or set whether data is preloaded before playing (TRUE), or is streamed while playing
(FALSE). This property can be used only with linked files. The default value is FALSE.
In Director, setting the preLoad property to TRUE causes the cast member to load completely before playback starts.
In Shockwave Player, setting the preLoad property to TRUE causes the cast member to begin streaming when the
movie starts playing. Before perfoming any Lingo operations on a 3D cast member that is streaming, be sure to check
that the cast member’s state property has a value greater than or equal to 2.
Example
This statement sets the preload property of the cast member PartyScene to FALSE, which allows externally linked
media to stream into PartyScene during playback:
member("PartyScene").preload = FALSE
member("3D world").preload

See also
state (3D)

preLoad (Member)
Usage
-- Lingo syntax

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memberObjRef.preLoad
// JavaScript syntax
memberObjRef.preLoad;

Description
Cast member property; determines whether the digital video cast member specified by whichCastMember can be
preloaded into memory (TRUE) or not (FALSE, default). The TRUE status has the same effect as selecting Enable
Preload in the Digital Video Cast Member Properties dialog box.
For Flash movie cast members, this property controls whether a Flash movie must load entirely into RAM before the
first frame of a sprite is displayed (TRUE), or whether the movie can stream into memory as it plays (FALSE, default).
This property works only for linked Flash movies whose assets are stored in an external file; it has no effect on
members whose assets are stored in the cast. The streamMode and bufferSize properties determine how the cast
member is streamed into memory.
This property can be tested and set.
Example
This statement reports in the Message window whether the QuickTime movie Rotating Chair can be preloaded into
memory:
-- Lingo syntax
put(member("Rotating Chair").preload)
// JavaScript syntax
put(member("Rotating Chair").preload);

See also
bufferSize, streamMode

preLoadEventAbort
Usage
-- Lingo syntax
_movie.preLoadEventAbort
// JavaScript syntax
_movie.preLoadEventAbort;

Description
Movie property; specifies whether pressing keys or clicking the mouse can stop the preloading of cast members
(TRUE) or not (FALSE, default). Read/write.
Setting this property affects the current movie.
Example
This statement lets the user stop the preloading of cast members by pressing keys or clicking the mouse button:
-- Lingo syntax
_movie.preLoadEventAbort = TRUE
// JavaScript syntax
_movie.preLoadEventAbort = true;

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See also
Movie

preLoadMode
Usage
-- Lingo syntax
castObjRef.preLoadMode
// JavaScript syntax
castObjRef.preLoadMode;

Description
Cast library property; determines the preload mode of a specified cast library. Read/write.
Valid values of preLoadMode are:

•

0. Load the cast library when needed. This is the default value.

•

1. Load the cast library before frame 1.

•

2. Load the cast library after frame 1.

Setting this property has the same effect as setting Load Cast in the Cast Properties dialog box.
Example
The following statement tells Director to load the members of the cast named Buttons before the movie enters frame
1:
-- Lingo syntax
castLib("Buttons").preLoadMode = 1
// JavaScript syntax
castLib("Buttons").preLoadMode = 1;

See also
Cast Library

preLoadRAM
Usage
the preLoadRAM

Description
System property; specifies the amount of RAM that can be used for preloading a digital video. This property can be
set and tested.
This property is useful for managing memory, limiting digital video cast members to a certain amount of memory,
so that other types of cast members can still be preloaded. When preLoadRAM is FALSE, all available memory can be
used for preloading digital video cast members.

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However, it’s not possible to reliably predict how much RAM a digital video will require once it is preloaded, because
memory requirements are affected by the content of the movie, how much compression was performed, the number
of keyframes, changing imagery, and so on.
It is usually safe to preload the first couple of seconds of a video and then continue streaming from that point on.
If you know the data rate of your movie, you can estimate the setting for preLoadRAM. For example, if your movie
has a data rate of 300K per second, set preLoadRAM to 600K if you want to preload the first 2 seconds of the video
file. This is only an estimate, but it works in most situations.
Example
This statement sets preLoadRAM to 600K, to preload the first 2 seconds of a movie with a data rate of 300K per
second.
--Lingo
set the preLoadRAM = 600
// Javascript
_system.preLoadRAM = 600;

See also
loop (keyword), next

preLoadTime
Usage
-- Lingo syntax
memberObjRef.preLoadTime
// JavaScript syntax
memberObjRef.preLoadTime;

Description
Cast member and sound channel property; for cast members, specifies the amount of the Shockwave Audio (SWA)
streaming cast member to download, in seconds, before playback begins or when a preLoadBuffer command is
used. The default value is 5 seconds.
This property can be set only when the SWA streaming cast member is stopped.
For sound channels, the value is for the given sound in the queue or the currently playing sound if none is specified.
Example
The following handler sets the preload download time for the SWA streaming cast member Louis Armstrong to 6
seconds. The actual preload occurs when a preLoadBuffer or play command is issued.
-- Lingo syntax
on mouseDown
member("Louis Armstrong").stop()
member("Louis Armstrong").preLoadTime = 6
end
// JavaScript syntax
function mouseDown() {
member("Louis Armstrong").stop();
member("Louis Armstrong").preLoadTime = 6;

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}

This statement returns the preLoadTime of the currently playing sound in sound channel 1:
-- Lingo syntax
put sound(1).preLoadTime
// JavaScript syntax
trace(sound(1).preLoadTime);

See also
preLoadBuffer()

primitives
Usage
getRendererServices().primitives

Description
3D function; returns a list of the primitive types that can be used to create new model resources.
Example
This statement display the available primitive types:
--Lingo
put getRendererServices().primitives
// Javascript
put( getRendererServices().primitives);

See also
getRendererServices(), newModelResource

productName
Usage
-- Lingo syntax
_player.productName
// JavaScript syntax
_player.productName;

Description
Player property; returns the name of the Director application. Read-only.
Example
This statement displays in the Message window the name of the Director application.
-- Lingo syntax
trace(_player.productName)
// JavaScript syntax

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trace(_player.productName);

See also
Player

productVersion
Usage
-- Lingo syntax
_player.productVersion
// JavaScript syntax
_player.productVersion;

Description
Player property; returns the version number of the Director application. Read-only.
Example
This statement displays in the Message window the version of the Director application.
-- Lingo syntax
trace(_player.productVersion)
// JavaScript syntax
trace(_player.productVersion);

See also
Player

projection
Usage
sprite(whichSprite).camera.projection
camera(whichCamera).projection
member(whichCastmember).camera(whichCamera).projection

Description
3D property; allows you to get or set the projection style of the camera. Possible values are #perspective (the
default) and #orthographic.
When projection is #perspective, objects closer to the camera appear larger than objects farther from the camera,
and the projectionAngle or fieldOfView properties specify the vertical projection angle (which determines how
much of the world you see). The horizontal projection angle is determined by the aspect ratio of the camera's rect
property.
When projection is #orthographic, the apparent size of objects does not depend on distance from the camera, and
the orthoHeight property specifies how many world units fit vertically into the sprite (which determines how much
of the world you see). The orthographic projection width is determined by the aspect ratio of the camera's rect
property.

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Example
This statement sets the projection property of the camera of sprite 5 to #orthographic:
sprite(5).camera.projection = #orthographic

See also
fieldOfView (3D), orthoHeight, fieldOfView (3D)

purgePriority
Usage
-- Lingo syntax
memberObjRef.purgePriority
// JavaScript syntax
memberObjRef.purgePriority;

Description
Member property; specifies the purge priority of a cast member. Read/write.
A cast member’s purge priorities determine the priority that Director follows to choose which cast members to delete
from memory when memory is full. The higher the purge priority, the more likely that the cast member will be
deleted. The following purgePriority settings are available:

•

0—Never

•

1—Last

•

2—Next

•

3—Normal (default)

The Normal setting lets Director purge cast members from memory at random. The Next, Last, and Never settings
allow some control over purging, but Last or Never may cause your movie to run out of memory if several cast
members are set to these values.
Setting purgePriority for cast members is useful for managing memory when the size of the movie’s cast library
exceeds the available memory. As a general rule, you can minimize pauses while the movie loads cast members and
reduce the number of times Director reloads a cast member by assigning a low purge priority to cast members that
are used frequently in the course of the movie.
Example
This statement sets the purge priority of cast member Background to 3, which makes it one of the first cast members
to be purged when memory is needed:
-- Lingo syntax
member("Background").purgePriority = 3
// JavaScript syntax
member("Background").purgePriority = 3;

See also
Member

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quad
Usage
-- Lingo syntax
spriteObjRef.quad
// JavaScript syntax
spriteObjRef.quad;

Description
Sprite property; contains a list of four points, which are floating point values that describe the corner points of a
sprite on the Stage. Read/write.
The points of the quad are organized in the following order: upper left, upper right, lower right, and lower left.
The points themselves can be manipulated to create perspective and other image distortions.
After you manipulate the quad of a sprite, you can reset it to the Score values by turning off the scripted sprite with
puppetSprite(intSpriteNum, FALSE). When the quad of a sprite is disabled, you cannot rotate or skew the sprite.
Example
This statement displays a typical list describing a sprite:
-- Lingo syntax
put(sprite(1).quad)
// JavaScript syntax
put(sprite(1).quad);

When modifying the quad sprite property, you must reset the list of points after changing any of the values. This is
because when you set a variable to the value of a property, you are placing a copy of the list, not the list itself, in the
variable. To effect a change, use syntax like this (applies to Lingo only):
-- Lingo syntax
currQuadList = sprite(5).quad
currQuadList[1] = currQuadList[1] + point(50, 50)
sprite(5).quad = currQuadList

See also
point(), puppetSprite(), Sprite

quality
Usage
-- Lingo syntax
memberOrSpriteObjRef.quality
// JavaScript syntax
memberOrSpriteObjRef.quality;

Description
Flash cast member and sprite property; controls whether Director uses anti-aliasing to render a Flash movie sprite,
producing high-quality rendering but possibly slower movie playback. The quality property can have these values:

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• #autoHigh—Director starts by rendering the sprite with anti-aliasing. If the actual frame rate falls below the
movie’s specified frame rate, Director turns off anti-aliasing. This setting gives precedence to playback speed over
visual quality.
• #autoLow—Director starts by rendering the movie without anti-aliasing. If the Flash player determines that the
computer processor can handle it, anti-aliasing is turned on. This setting gives precedence to visual quality whenever
possible.
•

#high (default)—The movie always plays with anti-aliasing.

•

#low—The movie always plays without anti-aliasing.

The quality property can be tested and set.
Example
The following sprite script checks the color depth of the computer on which the movie is playing. If the color depth
is set to 8 bits or less (256 colors), the script sets the quality of the sprite in channel 5 to #low.
-- Lingo syntax
on beginSprite me
if _system.colorDepth <= 8 then
sprite(1).quality = #low
end if
end
// JavaScript syntax
function beginSprite() {
var clrDp = _system.colorDepth;
if (clrDp <= 8) {
sprite(1).quality = symbol("low");
}
}

quality (3D)
Usage
member(whichCastmember).texture(whichTexture).quality
member(whichCastmember).shader(whichShader).texture(whichTexture).quality
member(whichCastmember).model(whichModel).shader.texture(whichTexture).quality
member( whichCastmember ).model( whichModel ).shader.texturelist[TextureListIndex].quality
member(whichCastmember).model(whichModel).shaderList[shaderListIndex].
texture(whichTexture).quality
member( whichCastmember ).model( whichModel ).shaderList[ shaderListIndex ]. texturelist[
TextureListIndex ].quality

Description
3D texture property; lets you get or set the image quality of a texture by controlling the level of mipmapping applied
to the texture. Mipmapping is a process by which additional versions of the texture image are created in several sizes
that are smaller than the original image. The 3D Xtra extension then uses whichever version of the image is most
appropriate to the current size of the model on the screen and changes the version of the image that is being used
when needed. Trilinear mipmapping is higher in quality and uses more memory than bilinear mipmapping.
Mipmapping is not the same as filtering, although both improve texture appearance. Filtering spreads errors out
across the texture’s area so that errors are less concentrated. Mipmapping resamples the image to make it the appropriate size.

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This property can have the following values:

•

#low is the same as off, and mipmapping is not used for the texture.

•

#medium enables a low-quality (bilinear) mipmapping for the texture.

•

#high enables a high-quality (trilinear) mipmapping for the texture.

The default is #low.
Example
This statement sets the quality property of the texture Marsmap to #medium:
member("scene").texture("Marsmap").quality = #medium

See also
nearFiltering

radius
Usage
modelResourceObjectReference.radius
member(whichCastmember).modelResource(whichModelResource).radius

Description
3D model property; when used with model resource of type #sphere or #cylinder, allows you to get or set the
radius of the model.
The radius property determines the sweep radius used to generate the model resource. This property’s value must
always be set to greater than 0.0, and has a default value of 25.0.
Example
This statement shows the radius of the model resource Cylinder01.
--Lingo
put member("3Dobjects").modelResource("Cylinder01").radius
// Javascript
put(member("3Dobjects").getPropRef("modelResource",11).radius);

randomSeed
Usage
the randomSeed

Description
System property; specifies the seed value used for generating random numbers accessed through the random()
function.
Using the same seed produces the same sequence of random numbers. This property can be useful for debugging
during development. Using the ticks property is an easy way to produce a unique random seed since the ticks
value is highly unlikely to be duplicated on subsequent uses.

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This property can be tested and set.
Example
This statement displays the random seed number in the Message window.
--Lingo
put the randomSeed
// Javascript
put(_system.randomSeed);

See also
random(), milliseconds

recordFont
Usage
recordFont(whichCastMember, font {[,face]} {,[bitmapSizes]} {,characterSubset} {,
userFontName})

Description
Command; embeds a TrueType or Type 1 font as a cast member. Once embedded, these fonts are available to the
author just like other fonts installed in the system.
You must create an empty font cast member with the new() command before using recordFont.

•

font—Name of original font to be recorded.

• face—List of symbols indicating the face of the original font; possible values are #plain, #bold, #italic. If
you do not provide a value for this argument, #plain is used.
• bitmapSizes—List of integers specifying the sizes for which bitmaps are to be recorded. This argument can be
empty. If you omit this argument, no bitmaps are generated. These bitmaps typically look better at smaller point sizes
(below 14 points) but take up more memory.
• characterSubset—String of characters to be encoded. Only the specified characters will be available in the
font. If this argument is, all characters are encoded. If only certain characters are encoded but an unencoded
character is used, that character is displayed as an empty box.
•

userFontName—A string to use as the name of the newly recorded font cast member.

The command creates a Shock Font in whichCastMember using the font named in the font argument. The value
returned from the command reports whether the operation was successful. Zero indicates success.
Example
This statement creates a simple Shock Font using only the two arguments for the cast member and the font to record:
myNewFontMember = new(#font)
recordFont(myNewFontMember, "Lunar Lander")

This statement specifies the bitmap sizes to be generated and the characters for which the font data should be created:
myNewFontMember = new(#font)
recordfont(mynewmember,"lunar lander",[],[14, 18, 45], "Lunar Lander Game High Score First
Last Name")

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Note: Since recordFont resynthesizes the font data rather than using it directly, there are no legal restrictions on Shock
Font distribution.
See also
new()

rect (camera)
Usage
sprite(whichSprite).camera(whichCamera).rect

Description
3D camera property; allows you to get or set the rectangle that controls the size and position of the camera. This
rectangle is analogous to the rectangle you see through the eyepiece of a real camera.
The default value for the rect property for all cameras rect(0,0,1,1) which makes them invisible until you change the
setting. However, when sprite.camera(1) is rendered, its rect is reset to rect(0, 0,
sprite(whichSprite).width, sprite(whichSprite).height) so that the camera fills the screen. All camera
rect coordinates are given relative to the top left corner of the sprite.
If whichCamera is greater than 1, the rect is not scaled when the sprite is scaled, so it will be necessary to manage
that with script if desired.
When whichCamera is greater than 1, the rect.top and rect.left properties must be greater than or equal to the
rect.top and rect.left settings for sprite.camera(1).
Example
This statement displays the coordinates of bitmap cast member 1.
-- Lingo syntax
put(member(1).rect)
// JavaScript syntax
put(member(1).rect);

See also
cameraPosition, cameraRotation

rect (Image)
Usage
-- Lingo syntax
imageObjRef.rect
// JavaScript syntax
imageObjRef.rect;

Description
Image property. Returns a rectangle describing the size of a given image. Read-only.

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The returned rectangle coordinates are given relative to the top left corner of the image. Therefore, the left and top
values of the rectangle are 0, and the right and bottom values are the width and height of the cast member.
Example
This statement returns the rectangle of the 300 x 400 pixel member Sunrise in the message window:
-- Lingo syntax
member("Sunrise").image.rect -- rect(0, 0, 300, 400)
// JavaScript syntax
member("Sunrise").image.rect; // rect(0, 0, 300, 400)

This Lingo looks at the first 50 cast members and displays the rectangle and name of each cast member that is a
bitmap:
-- Lingo syntax
on showAllRects
repeat with x = 1 to 50
if member(x).type = #bitmap then
put member(x).image.rect && "-" && member(x).name
end if
end repeat
end
// JavaScript syntax
function showAllRects() {
var x = 1;
while(x < 51) {
var tp = member(x).type;
if (tp == "bitmap") {
trace(member(x).image.rect + " - " + member(x).name);
i++;
}
}
}

See also
height, image(), width

rect (Member)
Usage
-- Lingo syntax
memberObjRef.rect
// JavaScript syntax
memberObjRef.rect;

Description
Member property; specifies the left, top, right, and bottom coordinates, returned as a rectangle, for the rectangle of
any graphic cast member, such as a bitmap, shape, movie, or digital video. Read-only for all cast members, read/write
for field cast members only.
For a bitmap, the rect property is measured from the upper left corner of the bitmap, instead of from the upper left
corner of the easel in the Paint window.

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For an Xtra extension cast member, the rect property is a rectangle whose upper left corner is at (0,0).
Example
This statement displays the coordinates of bitmap cast member 20:
-- Lingo syntax
put(member(20).rect)
// JavaScript syntax
put(member(20).rect);

This statement sets the coordinates of bitmap cast member Banner:
-- Lingo syntax
member("Banner").rect = rect(100, 150, 300, 400)
// JavaScript syntax
member("Banner").rect = rect(100, 150, 300, 400);

See also
Member

rect (Sprite)
Usage
-- Lingo syntax
spriteObjRef.rect
// JavaScript syntax
spriteObjRef.rect;

Description
Sprite property; specifies the left, top, right, and bottom coordinates, as a rectangle, for the rectangle of any graphic
sprite such as a bitmap, shape, movie, or digital video. Read/write.
Example
This statement displays the coordinates of bitmap sprite 20:
-- Lingo syntax
put(sprite(20).rect)
// JavaScript syntax
put(sprite(20).rect);

See also
rect(), Sprite

rect (Window)
Usage
-- Lingo syntax
windowObjRef.rect

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// JavaScript syntax
windowObjRef.rect;

Description
Window property; specifies the left, top, right, and bottom coordinates, as a rectangle, of a window. Read/write.
If the size of the rectangle specified is less than that of the Stage where the movie was created, the movie is cropped
in the window, not resized.
To pan or scale the movie playing in the window, set the drawRect or sourceRect property of the window.
Example
This statement displays the coordinates of the window named Control_panel:
-- Lingo syntax
put(window("Control_panel").rect)
// JavaScript syntax
put(window("Control_panel").rect);

See also
drawRect, sourceRect, Window

ref
Usage
chunkExpression.ref

Description
Text chunk expression property; this provides a convenient way to refer to a chunk expression within a text cast
member.
Example
Without references, you would need statements like these:
member(whichTextMember).line[whichLine].word[firstWord..lastWord].font = "Palatino"
member(whichTextMember).line[whichLine].word[firstWord..lastWord].fontSize = 36
member(whichTextMember).line[whichLine].word[firstWord..lastWord].fontStyle = [#bold]

But with a ref property, you can refer to the same chunk as follows:
myRef = member(whichTextMember).line[whichLine].word[firstWord..lastWord].ref

The variable myRef is now shorthand for the entire chunk expression. This allows something like the following:
put myRef.font
-- "Palatino"

Or you can set a property of the chunk as follows:
myRef.fontSize = 18
myRef.fontStyle = [#italic]

You can get access to the string referred to by the reference using the text property of the reference:
put myRef.text

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This would result in the actual string data, not information about the string.

reflectionMap
Usage
member(whichCastmember).shader(whichShader).reflectionMap

Description
3D shader property; allows you to get and set the texture used to create reflections on the surface of a model. This
texture is applied to the third texture layer of the shader. This property is ignored if the toon modifier is applied to
the model resource.
This helper property provides a simple interface for setting up a common use of reflection mapping. The same effect
can be achieved by setting the following properties:
shader.textureModeList[3] =
shader.blendFunctionList[3]
shader.blendSourceList[3] =
shader.blendConstantList[3]

#reflection
= #blend
#constant
= 50.0

When tested, this property returns the texture associated with the model’s third texture layer. The default is void.
Example
This statement sets the model named Sphere01 to appear to reflect the default texture of its surface.
-- Lingo syntax
member("3Dobjects").model("Sphere01").shader.reflectionMap=member("3Dobjects").texture[1]
// JavaScript syntax
member("3Dobjects").getPropRef("model",2).shader.reflectionMap=member("3Dobjects").getProp
Ref("texture",1);

See also
textureModeList, blendFunctionList, blendConstantList

reflectivity
Usage
member(whichCastmember).reflectivity

Description
3D shader property; allows you to get or set the shininess of the referenced member’s default shader. The value is a
floating point value representing the percentage of light to be reflected off the surface of a model using the default
shader, from 0.0 to 100.00. The default value is 0.0.
Example
This statement sets the shininess of the default shader in the cast member named Scene to 50%.
-- Lingo syntax
member("Scene").reflectivity = 50
// JavaScript syntax

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member("Scene").reflectivity = 50;

region
Usage
member(whichCastmember).modelResource(whichModelResource).emitter.region
modelResourceObjectReference.emitter.region

Description
3D emitter property; when used with a model resource whose type is #particle, allows you to both get and set the
region property of the resource’s particle emitter.
The region property defines the location from which particles are emitted. If its value is a single vector, then that
vector is used to define a point in the 3D world from which particles will be emitted.
If its value is a list of two vectors, then those vectors are used to define the end points of a line segment from which
particles will be emitted.
If its value is a list of four vectors, then those vectors are used to define the vertices of a quadrilateral from which the
particles will be emitted.
The default value for this property is [vector(0,0,0)].
Example
In this example, ThermoSystem is a model resource of the type #particle. This statement specifies the four corners
of a rectangle from which the particles of ThermoSystem originate.
member("Fires").modelResource("ThermoSystem").emitter.region = [vector(20,90,100),
vector(30,90,100), vector(30,100,100), vector(20,100,100)]

See also
emitter

regPoint
Usage
-- Lingo syntax
memberObjRef.regPoint
// JavaScript syntax
memberObjRef.regPoint;

Description
Member property; specifies the registration point of a cast member. Read/write.
The registration point is listed as the horizontal and vertical coordinates of a point in the form point(horizontal,
vertical). Nonvisual members such as sounds do not have a useful regPoint property.

You can use the regPoint property to animate individual graphics in a film loop, changing the film loop’s position
in relation to other objects on the Stage.
You can also use regPoint to adjust the position of a mask being used on a sprite.

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When a Flash movie cast member is first inserted into the cast library, its registration point is its center and its
centerRegPoint property is set to TRUE. If you subsequently use the regPoint property to reposition the registration point, the centerRegPoint property is automatically set to FALSE.
Example
This statement displays the registration point of the bitmap cast member Desk in the Message window:
-- Lingo syntax
put(member("Desk").regPoint)
// JavaScript syntax
put(member("Desk").regPoint);

This statement changes the registration point of the bitmap cast member Desk to the values in the list:
-- Lingo syntax
member("Desk").regPoint = point(300, 400)
// JavaScript syntax
member("Desk").regPoint = point(300, 400);

See also
Member, Sprite

regPoint (3D)
Usage
sprite(whichSprite).camera.backdrop[backdropIndex].regPoint
member(whichCastmember).camera(whichCamera).backdrop
[backdropIndex].regPoint

Description
3D backdrop and overlay property; allows you to get or set the registration point of the backdrop or overlay. The
registration point represents the x, y, and z coordinates of the center of the backdrop or overlay in 3D space. The
default value for this property is point(0,0).
Example
The following statement changes the registration point of the first backdrop of the camera of sprite 13. The
backdrop’s registration point will be the point (50, 0), measured from the upper left corner of the backdrop.
sprite(13).camera.backdrop[1].regPoint = point(50, 0)

See also
loc (backdrop and overlay)

regPointVertex
Usage
-- Lingo syntax
memberObjRef.regPointVertex

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// JavaScript syntax
memberObjRef.regPointVertex;

Description
Cast member property; indicates whether a vertex of vectorCastMember is used as the registration point for that
cast member. If the value is zero, the registration point is determined normally, using the centerRegPoint and
regPoint properties. If the value is nonzero, it indicates the position in the vertextList of the vertex being used
as the registration point. The centerRegPoint is set to FALSE and the regPoint is set to the location of that vertex.
Example
This statement makes the registration point for the vector shape cast member Squiggle correspond to the location of
the third vertex:
-- Lingo syntax
member("squiggle").regPointVertex=3
// JavaScript syntax
member("squiggle").regPointVertex=3;

See also
centerRegPoint, regPoint

renderer
Usage
getRendererServices().renderer

Description
3D property; allows you to get or set the current renderer in use by a movie. The range of values for this property is
determined by the list of available renderers returned by the Renderer Services object’s rendererDeviceList
property.
Shockwave Player users have the option of specifying the renderer of their choice using the 3D Renderer context
menu in Shockwave Player. If the user selects the “Obey content settings” option, the renderer specified by the
renderer or preferred3DRenderer properties is used to draw the movie (if available on the users system),
otherwise the renderer selected by the user is used.
The default value for this property is determined by the preferred3DRenderer property.
This property returns the same value as returned by the movie property the active3dRenderer.
Example
This statement shows that the renderer currently being used by the user’s system.
-- Lingo syntax
put getRendererServices().renderer
// JavaScript syntax
put( getRendererServices().renderer);

See also
getRendererServices(), preferred3dRenderer, rendererDeviceList, active3dRenderer

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rendererDeviceList
Usage
getRendererServices().rendererDeviceList

Description
3D renderer property; returns a list of symbols identifying the renderers that are available for use on the client
machine. The contents of this list determine the range of values that can be specified for the renderer and
preferred3DRenderer properties. This property can be tested but not set.
This property is a list that can contain the following possible values:

•

#openGL specifies the openGL drivers for a hardware acceleration which work with both Mac and Windows

platforms.

• #directX9 specifies the DirectX 9 drivers for hardware acceleration that work only with Windows platforms.
#auto sets the renderer to DirectX 9. In Mac-Intel, only #OpenGL renderer is available.
•

#directX7_0 specifies the DirectX 7 drivers for hardware acceleration which work with Windows platforms

only.

•

#directX5_2 specifies the DirectX 5.2 drivers for hardware acceleration which work with Windows platforms

only.

•

#software specifies the Director built-in software renderer which works with both Mac and Windows

platforms.
Example
This statement shows the renderers available on the current system.
-- Lingo syntax
put getRendererServices().rendererDeviceList
// JavaScript syntax
put( getRendererServices().rendererDeviceList);

See also
getRendererServices(), renderer, preferred3dRenderer, active3dRenderer

renderFormat
Usage
member(whichCastmember).texture(whichTexture).renderFormat
member(whichCastmember).texture[index].renderFormat
member(whichCastmember).shader(whichShader).texture.renderFormat
member(whichCastmember).model(whichModel).shader.texture.renderFormat
member(whichCastmember).model(whichModel).shader.textureList[index].renderFormat
member(whichCastmember).model(whichModel).shaderList[index].texture(whichTexture).renderFo
rmat
member(whichCastmember).model(whichModel).shaderList[index].textureList[index].renderForma
t

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Description
3D property; allows you to get or set the textureRenderFormat for a specific texture by specifying one of the
following values:
#default uses the value returned by getRendererServices().textureRenderFormat.
#rgba8888
#rgba8880
#rgba5650
#rgba5550
#rgba5551
#rgba4444

See textureRenderFormat for information on these values.
Setting this property for an individual texture overrides the global setting set using textureRenderFormat.
The renderFormat property determines the pixel format the renderer uses when rendering the specified texture.
Each pixel format has a number of digits, with each digit indicating the color depth being used for red, green, blue,
and alpha. The value you choose determines the accuracy of the color fidelity (including the precision of the optional
alpha channel) and thus the amount of memory used on the video card. You can choose a value that improves color
fidelity or a value that allows you to fit more textures into memory on the video card. You can fit roughly twice as
many 16-bit textures as 32-bit textures in the same space.
Example
The following statement sets the renderFormat property of the texture TexPic to #rgba4444. The red, blue, green,
and alpha components of the texture will each be drawn using 4 bits of information.
-- Lingo syntax
member("3Dobjects").texture[1].renderFormat = #rgba4444
put(member("3Dobjects").texture[1].renderFormat )

See also
textureRenderFormat, getHardwareInfo()

renderStyle
Usage
member(whichCastmember).shader(whichShader).renderStyle

Description
3D standard shader property; allows you to get or set the renderStyle for a shader, as determined by the geometry
of the underlying model resource. This property has the following values:
#fill specifies that the shader is drawn to completely fill the surface area of the model resource.
#wire specifies that the shader is drawn only on the edges of the faces of the model resource.
#point specifies that the shader is drawn only on the vertices of the model resource.
All shaders have access to the #standard shader properties; in addition to these standard shader properties shaders
of the types #engraver, #newsprint, and #painter have properties unique to their type. For more information,
see newShader.

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Example
This statement causes the first shader to be rendered only where it lies on top of a vertex of the underlying model
resource.
-- Lingo syntax
member("3Dobjects").shader[1].renderStyle = #point
// JavaScript syntax
member("3Dobjects").getPropRef("shader",1).renderStyle = symbol("point");

resizable
Usage
-- Lingo syntax
windowObjRef.resizable
// JavaScript syntax
windowObjRef.resizable;

Description
Window property; specifies whether the window is resizable (TRUE, default) or not (FALSE).
Read/write.
Example
These statements maximize the window named Empire if the window is resizable.
-- Lingo syntax
if (window("Empire").resizable = TRUE) then
window("Empire").maximize()
end if
// JavaScript syntax
if (window("Empire").resizable == true) {
window("Empire").maximize();
}

See also
Window

resolution (3D)
Usage
member(whichCastmember).modelResource(whichModelResource).resolution

Description
3D property; allows you to get or set the resolution property of a model resource whose type is either #sphere or
#cylinder.
Resolution controls the number of polygons used to generate the geometry of the model resource. A larger value
generates more polygons and thus results in a smoother surface. The default value of this property is 20.

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Example
This statement sets the resolution of the model resource named sphere01 to 10.0:
member("3D World").modelResource("sphere01").resolution = 10.0

resolution (DVD)
Usage
-- Lingo syntax
dvdObjRef.resolution
// JavaScript syntax
dvdObjRef.resolution;

Description
DVD property. Returns a property list that contains the x-axis (width) and y-axis (height) source resolution. Readonly.
Example
This statement returns a sample property list of resolutions:
-- Lingo syntax
trace(member(1).resolution) -- [#width: 720, #height: 480]
// JavaScript syntax
trace(member(1).resolution); // ["width": 720, "height": 480]

See also
DVD

resolve
Usage
member(whichCastmember).model(whichModel).collision.resolve

Description
3D collision property; allows you to get or set whether collisions are resolved when two models collide. If this
property is set to TRUE for both models involved in a collision, both models come to a stop at the point of collision.
If only one of the models has the resolve property set to TRUE, that model comes to a stop, and the model with the
property not set, or set to FALSE, continues to move. The default value for this property is TRUE.
Example
The following statement sets the resolve property of the collision modifier applied to the model named Box to
TRUE. When the model named Box collides with another model that has the #collision modifier attached, it will stop
moving.
member("3d world").model("Box").collision.resolve = TRUE

See also
collisionData, collisionNormal, modelA, modelB, pointOfContact

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resource
Usage
member(whichCastmember).model(whichModel).resource

Description
3D property; allows you to get or set the resource property that defines the geometry of the referenced model
resource. This property also allows access to the referenced model’s resource object and its associated properties.
Example
This statement displays the radius property of the model resource used by the second model.
-- Lingo syntax
put member("3Dobjects").model[2].resource.radius
// JavaScript syntax
put(member("3Dobjects").getPropRef("model",2).resource.radius);

right
Usage
-- Lingo syntax
spriteObjRef.right
// JavaScript syntax
spriteObjRef.right;

Description
Sprite property; indicates the distance, in pixels, of a sprite’s right edge from the left edge of the Stage. Read/write.
Sprite coordinates are expressed relative to the upper left corner of the Stage.
Example
This statement returns the distance of a sprite’s right edge:
-- Lingo syntax
put(sprite(6).right)
// JavaScript syntax
put(sprite(6).right);

See also
bottom, height, left, locH, locV, Sprite, top, width

right (3D)
Usage
member(whichCastmember).modelResource
(whichModelResource).right
modelResourceObjectReference.right

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Description
3D property; allows you to get or set the right property of a model resource whose type is #box.
The right property determines whether the right of the box is sealed (TRUE) or open (FALSE). The default value is
TRUE.

Example
This statement sets the right property of the model resource Crate to TRUE, meaning the right side of this box will be
closed:
member("3D World").modelResource("crate").right = TRUE

See also
bottom (3D), left (3D), top (3D)

rightIndent
Usage
chunkExpression.rightIndent

Description
This statement right indents the text cast member "myText" by ten pixels.
-- Lingo syntax
member("myText").rightIndent=10
// JavaScript syntax
member("myText").rightIndent=10;

See also
firstIndent, leftIndent

rightMouseDown
Usage
-- Lingo syntax
_mouse.rightMouseDown
// JavaScript syntax
_mouse.rightMouseDown;

Description
Mouse property; indicates whether the right mouse button (Windows) or the Control+Mouse button (Mac) are
being pressed (TRUE) or not (FALSE). Read-only.
On the Mac, rightMouseDown is TRUE only if the emulateMultiButtonMouse property is TRUE.
Example
This statement checks whether the right mouse button in Windows is being pressed and plays the sound Oops in
sound channel 2 if it is:

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-- Lingo syntax
if (_mouse.rightMouseDown) then
sound(2).play(member("Oops"))
end if
// JavaScript syntax
if (_mouse.rightMouseDown) {
sound(2).play(member("Oops"));
}

See also
emulateMultibuttonMouse, Mouse

rightMouseUp
Usage
-- Lingo syntax
_mouse.rightMouseUp
// JavaScript syntax
_mouse.rightMouseUp;

Description
Mouse property; indicates whether the right mouse button (Windows) or the mouse button and Control key (Mac)
are currently not being pressed (TRUE) or are currently being pressed (FALSE). Read-only.
On the Mac, rightMouseUp is TRUE only if the emulateMultiButtonMouse property is TRUE.
Example
This statement checks whether the right mouse button in Windows is released and plays the sound Click Me if it is:
-- Lingo syntax
if (_mouse.rightMouseUp) then
sound(2).play(member("Click Me"))
end if
// JavaScript syntax
if (_mouse.rightMouseUp) {
sound(2).play(member("Click Me"));
}

See also
emulateMultibuttonMouse, Mouse

romanLingo
Usage
the romanLingo

Description
System property; specifies whether Lingo uses a single-byte (TRUE) or double-byte interpreter (FALSE).

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The Lingo interpreter is faster with single-byte character sets. Some versions of Mac system software—Japanese, for
example—use a double-byte character set. U.S. system software uses a single-byte character set. Normally,
romanLingo is set when Director is first started and is determined by the local version of the system software.
If you are using a non-Roman script system but don’t use any double-byte characters in your script, set this property
to TRUE for faster execution of your Lingo scripts.
Example
This statement sets romanLingo to TRUE, which causes Lingo to use a single-byte character set:
-- Lingo
set the romanLingo to TRUE

See also
inlineImeEnabled

rootLock
Usage
member(whichCastmember).model(whichModel).keyframePlayer.rootLock
member(whichCastmember).model(whichModel).bonesPlayer.rootLock

Description
3D #keyframePlayer and #bonesPlayer modifier property; indicates whether the translational components of a
motion are used (FALSE) or ignored (TRUE).
The default value of this property is FALSE.
Example
This statement forces the model named Alien3, which is the first model, to remain at its starting position while
executing its motions, resulting in a character that will walk in place:
-- Lingo
member("newalien").model("Alien3").keyframePlayer.rootLock = 1
// Javascript
member(“newalien”).getPropRef(“model”,1).keyframePlayer.rootLock=1

rootNode
Usage
member(whichCastmember).camera(whichCamera).rootNode
sprite(whichSprite).camera.rootNode

Description
3D property; allows you to get or set which objects are visible within a sprite. When a camera is first created, it shows
all nodes within the world. The rootNode property allows you to modify this by creating a different default view that
limits what’s shown to a particular node and its children.

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For example, light C is a child of model A., if you set the rootNode property to
camera("defaultView").rootNode=model(A), the sprite will show only model A as illuminated by light C. The
default is group("world"), meaning that all nodes are used.
Example
The following statement sets the rootNode of the camera of sprite 5 to the model Pluto. Only Pluto and its children
will be visible in sprite 5.
-- Lingo
sprite(5).camera.rootNode = member("Scene").model("Pluto")
// Javascript
sprite(5).getPropRef(“camera”,1).rootNode=member(“Scene”).getPropRef(“model”,1);

rotation
Usage
-- Lingo syntax
spriteObjRef.rotation
// JavaScript syntax
spriteObjRef.rotation;

Description
Sprite property; controls the rotation of a QuickTime movie, animated GIF, Flash movie, or bitmap sprite within a
sprite’s bounding rectangle, without rotating that rectangle or the sprite’s controller (in the case of QuickTime).
Read/write.
In effect, the sprite’s bounding rectangle acts as a window through which you can see the Flash or QuickTime
movie. The bounding rectangles of bitmaps and animated GIFs change to accommodate the rotating image.
Score rotation works for a Flash movie only if obeyScoreRotation is set to TRUE.
A Flash movie rotates around its origin point as specified by its originMode property. A QuickTime movie rotates
around the center of the bounding rectangle of the sprite. A bitmap rotates around the registration point of the
image.
For QuickTime media, if the sprite’s crop property is set to TRUE, rotating the sprite frequently moves part of the
image out of the viewable area; when the sprite’s crop property is set to FALSE, the image is scaled to fit within the
bounding rectangle (which may cause image distortion).
You specify the rotation in degrees as a floating-point number.
The Score can retain information for rotating an image from +21,474,836.47 to -21,474,836.48 , allowing 59,652 full
rotations in either direction.
When the rotation limit is reached (slightly past the 59,652th rotation), the rotation resets to +116.47 or -116.48 —
not 0.00 . This is because +21,474,836.47 is equal to +116.47 , and -21,474,836.48 is equal to -116.48 (or +243.12 ).
To avoid this reset condition, when you use script to perform continuous rotation, constrain the angles to ±360 .
The default value of this property is 0.

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Example
This behavior causes a sprite to rotate continuously by 2° every time the playhead advances, limiting the angle to
360°:
-- Lingo syntax
property spriteNum
on prepareFrame me
sprite(spriteNum).rotation = integer(sprite(spriteNum).rotation + 2) mod 360
end
// JavaScript syntax
function prepareFrame() {
sprite(this.spriteNum).rotation = parseInt(sprite(this.spriteNum).rotation + 2) % 360;
}

The following frame script keeps the playhead looping in the current frame while it rotates a QuickTime sprite in
channel 5 a full 360° in 16° increments. When the sprite has been rotated 360°, the playhead continues to the next
frame.
-- Lingo syntax
on rotateMovie(whichSprite)
repeat with i = 1 to 36
sprite(whichSprite).rotation = i * 10
_movie.updateStage()
end repeat
end
// JavaScript syntax
function rotateMovie(whichSprite) {
for (var i = 1; i <= 36; i++) {
sprite(whichSprite).rotation = i * 10;
_movie.updateStage();
}
}

See also
obeyScoreRotation, originMode, Sprite

rotation (backdrop and overlay)
Usage
sprite(whichSprite).camera.backdrop[backdropIndex].rotation
member(whichCastmember).camera(whichCamera).backdrop
[backdropIndex].rotation
sprite(whichSprite).camera.overlay[overlayIndex].rotation
member(whichCastmember).camera[cameraIndex].overlay
[overlayIndex].rotation

Description
3D property; allows you to get or set the rotation of the backdrop or overlay toward the default camera. The default
value of this property is 0.0.
Example
This statement rotates a backdrop 60° around its registration point:

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sprite(4).camera.backdrop[1].rotation = 60.0

See also
bevelDepth, transform (property)

rotation (engraver shader)
Usage
member(whichCastmember).shader(whichShader).rotation
member(whichCastmember).model(whichModel).shader.rotation
member(whichCastmember).model(whichModel).shaderList[index].rotation

Description
3D shader engraver property; allows you to get or set an angle in degrees (as a floating-point number) that describes
a 2D rotational offset for engraved lines. The default value for this property is 0.0.
Example
This statement rotates the lines used to draw the engraver shader for the model gbCyl3 by 1°:
member("scene").model("gbCyl3").shader.rotation = \
member("scene").model("gbCyl3").shader.rotation + 1

See also
transform (property)

rotation (transform)
Usage
member(whichCastmember).node(whichNode).transform.rotation
member(whichCastmember).node(whichNode).getWorldTransform().rotation
transform.rotation

Description
3D property; allows you to get or set the rotational component of a transform. A transform defines a scale, position
and rotation within a given frame of reference. The default value of this property is vector(0,0,0).
A node can be a camera, group, light or model object. Setting the rotation of a node’s transform defines that object’s
rotation within the transform’s frame of reference. Setting the rotation property of an object’s world relative
transform using getWorldTransform().rotation defines the object’s rotation relative to the world origin. Setting
the rotation property of an object’s parent relative transform using transform.rotation defines the object’s
rotation relative to its parent node.
If you wish to modify the orientation of a transform it is recommended that you use the rotate and prerotate
methods instead of setting this property.
Example
This statement sets the parent-relative rotation of the first camera in the member to vector(0,0,0):
member("Space").camera[1].transform.rotation = vector(0, 0, 0)

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This example displays the parent-relative rotation of the model named Moon, then it adjusts the model’s orientation
using the rotate command, and finally it displays the resulting world-relative rotation of the model:
put member("SolarSys").model("Moon").transform.rotation
-- vector( 0.0000, 0.0000, 45.0000)
member("SolarSys").model("Moon").rotate(15,15,15)
put member("SolarSys").model("Moon").getWorldTransform().rotation
--vector( 51.3810, 16.5191, 65.8771 )

See also
getWorldTransform(), preRotate, rotate, transform (property), position (transform), scale
(transform)

rotationReset
Usage
member(whichCastmember).model(whichModel).bonesPlayer.rotationReset
member(whichCastmember).model(whichModel).keyframePlayer.rotationReset

Description
3D keyframePlayer and bonesPlayer modifier property; indicates the axes around which rotational changes are
maintained from the end of one motion to the beginning of the next, or from the end of one iteration of a looped
motion to the beginning of the next iteration.
Possible values of this property include #none, #x, #y, #z, #xy, #yz, #xz, and #all. The default value is #all.
Example
This statement sets the rotationReset property of the model named Monster to the z-axis. The model maintains
rotation around its z-axis when the currently playing motion or loop ends.
member("NewAlien").model("Monster").bonesPlayer.rotationReset = #z

See also
positionReset, bonesPlayer (modifier)

RTF
Usage
-- Lingo syntax
memberObjRef.RTF
// JavaScript syntax
memberObjRef.RTF;

Description
Cast member property; allows access to the text and tags that control the layout of the text within a text cast member
containing text in rich text format.
This property can be tested and set.

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Example
This statement displays in the Message window the RTF formatting information embedded in the text cast member
Resume:
--Lingo syntax
put(member("Resume").RTF)
// JavaScript syntax
trace(member("Resume").RTF);

See also
HTML, importFileInto()

safePlayer
Usage
-- Lingo syntax
_player.safePlayer
// JavaScript syntax
_player.safePlayer;

Description
Player property; controls whether or not safety features in Director are turned on. Read/write.
In a movie with Shockwave content, this property can be tested but not set. It is always TRUE in Shockwave Player.
In the authoring environment and in projectors, the default value is FALSE. This property may be returned, but it
may only be set to TRUE. Once it has been set to TRUE, it cannot be set back to FALSE without restarting Director or
the projector.
When safePlayer is TRUE, the following safety features are in effect:

•

Only safe Xtra extensions may be used.

•

The safePlayer property cannot be reset.

• Pasting content from the Clipboard by using the pasteClipBoardInto() method generates a warning dialog
box that allows the user to cancel the operation.
•

Saving a movie or cast by using script is disabled.

•

Printing by using the printFrom() method is disabled.

•

Opening an application by using the open() method is disabled.

• The ability to stop an application or the user’s computer by using the restart() or shutDown() methods is
disabled.
•

Opening a file that is outside the DSWMedia folder is disabled.

•

Discovering a local filename is disabled.

• Using getNetText() or postNetText(), or otherwise accessing a URL that does not have the same domain as
the movie, generates a security dialog box.
Example
The following statement checks for the value set for the safePlayer property in the authoring environment.

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-- Lingo
put( _player.safePlayer)
--0
// Javascript
trace(_player.safePlayer)
// 0

See also
Player

sampleCount
Usage
-- Lingo syntax
soundChannelObjRef.sampleCount
// JavaScript syntax
soundChannelObjRef.sampleCount;

Description
Sound Channel property; specifies the number of sound samples in the currently playing sound in a sound channel.
Read-only.
This is the total number of samples, and depends on the sampleRate and duration of the sound. It does not depend
on the channelCount of the sound.
A 1-second, 44.1 KHz sound contains 44,100 samples.
Example
This statement displays the name and sampleCount of the cast member currently playing in sound channel 1 in the
Message window:
-- Lingo syntax
put("Sound cast member" && sound(1).member.name && "contains" && sound(1).sampleCount &&
"samples.")
// JavaScript syntax
put("Sound cast member " + sound(1).member.name + " contains " +sound(1).sampleCount + "
samples.");

See also
sampleRate, Sound Channel

sampleRate
Usage
-- Lingo syntax
soundChannelObjRef.sampleRate
// JavaScript syntax
soundChannelObjRef.sampleRate;

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Description
Sound Channel property; returns, in samples per second, the sample rate of the sound cast member or in the case of
SWA sound, the original file that has been Shockwave Audio–encoded. Read-only.
This property is available only after the SWA sound begins playing or after the file has been preloaded using the
preLoadBuffer() method. When a sound channel is given, the result is the sample rate of the currently playing
sound cast member in the given sound channel.
Typical values of this property are 8000, 11025, 16000, 22050, and 44100.
When multiple sounds are queued in a sound channel, Director plays them all with the channelCount, sampleRate,
and sampleSize of the first sound queued, resampling the rest for smooth playback. Director resets these properties
only after the channel’s sound queue is exhausted or a stop() method is issued. The next sound to be queued or
played then determines the new settings.
Example
This statement assigns the original sample rate of the file used in SWA streaming cast member Paul Robeson to the
field cast member Sound Quality:
-- Lingo syntax
member("Sound Quality").text = string(member("Paul Robeson").sampleRate)
// JavaScript syntax
member("Sound Quality").text = member("Paul Robeson").sampleRate.toString();

This statement displays the sample rate of the sound playing in sound channel 1 in the Message window:
-- Lingo syntax
trace(sound(1).sampleRate)
// JavaScript syntax
trace(sound(1).sampleRate);

See also
channelCount, sampleSize, preLoadBuffer(), Sound Channel, stop() (Sound Channel)

sampleSize
Usage
-- Lingo syntax
memberObjRef.sampleSize
// JavaScript syntax
memberObjRef.sampleSize;

Description
Cast member property; determines the sample size of the specified cast member. The result is usually a size of 8 or
16 bits. If a sound channel is given, the value if for the sound member currently playing in the given sound channel.
This property can be tested but not set.
Example
This statement checks the sample size of the sound cast member Voice Over and assigns the value to the variable
soundSize:

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-- Lingo syntax
soundSize = member("Voice Over").sampleSize
// JavaScript syntax
var soundSize = member("Voice Over").sampleSize;

This statement displays the sample size of the sound playing in sound channel 1 in the Message window:
-- Lingo syntax
put(sound(1).sampleSize)
// JavaScript syntax
put(sound(1).sampleSize);

savew3d
Usage
--Lingo Syntax
member(whichcastmember).savew3d(Absolute path (optional argument))
// JavaScript syntax
member(whichcastmember).savew3d(Absolute path (optional argument));

Description
Saves the 3D world from a projector.
The behavior of this method is as follows:

• If the absolute path is provided, this method saves the 3D scene at that instant to the file whose path name is
specified (provided the path is correct). This will happen in both Authoring and Projector mode.
•

If the absolute path is not provided that is, the call is membername.savew3d(), the behavior is as follows:

• If the w3d member is externally linked and savew3d is called in projector mode, then the 3D scene at that
instant is saved to the externally linked w3d file overwriting the file.
•

If the w3d member is internal and savew3d is called in projector mode, then this method call is ignored.

In authoring mode, savew3d method has the same behavior as the saveWorld method. The member is marked for
writing and 3D save happens after you save the Director file.
Example
This statement saves the changes made to the member (“3dworld”) to a separate file named savedworld.w3d.
-- Lingo syntax
member(“3dworld”).savew3d(the moviepath & “savedworld.w3d“)
// JavaScript syntax
member(“3dworld”).savew3d(the moviepath & “savedworld.w3d“);

saveWorld
Usage
--Lingo Syntax
member(whichcastmember).saveWorld()

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// JavaScript syntax
member(whichcastmember).saveWorld();

Description
Saves the existing 3D world to the 3D member after you save the movie.
Example
This statement saves the changes made to the member (“3dworld”) to a separate file named savedworld.w3d.
-- Lingo syntax
member(“3dworld“).saveWorld()
// JavaScript syntax
member(“3dworld“).saveWorld();

scale (3D)
Usage
member(whichCastmember).camera(whichCamera).backdrop[backdropIndex].scale
member(whichCastmember).camera(whichCamera).overlay[overlayIndex].scale

Description
3D property; allows you to get or set the scale value used by a specific overlay or backdrop in the referenced camera’s
list of overlays or backdrops to display. The width and height of the backdrop or overlay are multiplied by the scale
value.The default value for this property is 1.0.
Example
This statement doubles the size of a backdrop:
-- Lingo
sprite(25).camera.backdrop[1].scale = 2.0
// Javascript
sprite(25).getPropRef(“camera”,1).getProp(“backDrop”,1).scale=2.0;

See also
bevelDepth, overlay

scale (backdrop and overlay)
Usage
member(whichCastmember).camera(whichCamera).backdrop[backdropIndex].scale
member(whichCastmember).camera(whichCamera).overlay[overlayIndex].scale

Description
3D property; allows you to get or set the scale value used by a specific overlay or backdrop in the referenced camera’s
list of overlays or backdrops to display. The width and height of the backdrop or overlay are multiplied by the scale
value.The default value for this property is 1.0.

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Example
This statement doubles the size of a backdrop:
sprite(25).camera.backdrop[1].scale = 2.0

See also
bevelDepth, overlay

scale (Member)
Usage
-- Lingo syntax
memberOrSpriteObjRef.scale
// JavaScript syntax
memberOrSpriteObjRef.scale;

Description
Cast member property and sprite property; controls the scaling of a QuickTime, vector shape, or Flash movie sprite.
For QuickTime, this property does not scale the sprite’s bounding rectangle or the sprite’s controller. Instead, it scales
the image around the image’s center point within the bounding rectangle. The scaling is specified as a Director list
containing two percentages stored as float-point values:
[xPercent, yPercent]

The xPercent parameter specifies the amount of horizontal scaling; the yPercent parameter specifies vertical
scaling.
When the sprite’s crop property is set to TRUE, the scale property can be used to simulate zooming within the
sprite’s bounding rectangle. When the sprite’s crop property is set to FALSE, the scale property is ignored.
This property can be tested and set. The default value is [1.0000,1.0000].
For Flash movie or vector shape cast members, the scale is a floating-point value. The movie is scaled from its origin
point, as specified by its originMode property.
Note: This property must be set to the default value if the scaleMode property is set to #autoSize; otherwise the sprite
does not display correctly.
Example
This handler accepts a reference to a Flash movie sprite as a parameter, reduces the movie’s scale to 0% (so it disappears), and then scales it up again in 5% increments until it is full size (100%) again:
-- Lingo syntax
on scaleMovie whichSprite
sprite(whichSprite).scale = 0
_movie.updatestage()
repeat with i = 1 to 20
sprite(whichSprite).scale = i * 5
_movie.updatestage()
end repeat
end
// JavaScript syntax
function scaleMovie(whichSprite) {

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sprite(whichSprite).scale = 0;
_movie.updateStage();
var i = 1;
while (i < 21) {
sprite(whichSprite).scale = i * 5;
_movie.updateStage();
i++;
}
}

See also
scaleMode, originMode

scale (transform)
Usage
member(whichCastmember).node(whichNode).transform.scale
member(whichCastmember).node(whichNode).getWorldTransform().scale
transform.scale

Description
3D property; allows you to get or set the scaling component of a transform. A transform defines a scale, position and
rotation within a given frame of reference. The scale property allows you to get and set the degree of scaling of the
transform along each of the three axes. The default value of this property is vector(1.0,1.0,1.0).
A node can be a camera, group, light or model object. This command does not have any visual effect on lights or
cameras as they do not contain geometry. Setting the scale property of a node’s transform defines that object’s
scaling along the X, Y and Z axes within the transform’s frame of reference. Getting the scale property of an object’s
world relative transform using getWorldTransform().scale returns the object’s scaling relative to the world
origin. Setting the scale property of an object’s parent relative transform using transform.scale defines the
object’s scaling relative to its parent node.
Example
This statement sets the scale property of the transform of the model named Moon to vector(2,5,3):
member("Scene").model("Moon").transform.scale = vector(2,5,3)

See also
transform (property), getWorldTransform(), position (transform), rotation (transform), scale
(command)

scaleMode
Usage
-- Lingo syntax
memberOrSpriteObjRef.scaleMode
// JavaScript syntax
memberOrSpriteObjRef.scaleMode;

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Description
Cast member property and sprite property; controls the way a Flash movie or vector shape is scaled within a sprite’s
bounding rectangle. When you scale a Flash movie sprite by setting its scale and viewScale properties, the sprite
itself is not scaled; only the view of the movie within the sprite is scaled. The scaleMode property can have these
values:

• #showAll (default for Director movies prior to version 7)—Maintains the aspect ratio of the original Flash
movie cast member. If necessary, fill in any gap in the horizontal or vertical dimension using the background color.
• #noBorder—Maintains the aspect ratio of the original Flash movie cast member. If necessary, crop the
horizontal or vertical dimension.
• #exactFit—Does not maintain the aspect ratio of the original Flash movie cast member. Stretch the Flash
movie to fit the exact dimensions of the sprite.
• #noScale—preserves the original size of the Flash media, regardless of how the sprite is sized on the Stage. If
the sprite is made smaller than the original Flash movie, the movie displayed in the sprite is cropped to fit the bounds
of the sprite.
• #autoSize (default)—This specifies that the sprite rectangle is automatically sized and positioned to account
for rotation, skew, flipH, and flipV. This means that when a Flash sprite is rotated, it will not crop as in earlier
versions of Director. The #autoSize setting only functions properly when scale, viewScale, originPoint, and
viewPoint are at their default values.
This property can be tested and set.
Example
The following sprite script checks the Stage color of the Director movie and, if the Stage color is indexed to position
0 in the current palette, the script sets the scaleMode property of a Flash movie sprite to #showAll. Otherwise, it
sets the scaleMode property to #noBorder.
-- Lingo syntax
property spriteNum
on beginsprite me
if _movie.stage.bgColor = 0 then
sprite(spriteNum).scaleMode = #showAll
else
sprite(spriteNum).scaleMode = #noBorder
end if
end
// JavaScript syntax
function beginsprite() {
var stgClr = _movie.stage.bgColor;
if (stgClr == 0) {
sprite(this.spriteNum).scaleMode = symbol("showAll");
} else {
sprite(this.spriteNum).scaleMode = symbol("noBorder");
}
}

See also
scale (Member)

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score
Usage
-- Lingo syntax
_movie.score
// JavaScript syntax
_movie.score;

Description
Movie property; determines which Score is associated with the current movie. Read/write.
This property can be useful for storing the current contents of the Score before wiping out and generating a new one
or for assigning the current Score contents to a film loop.
Example
This statement assigns the film loop cast member Waterfall to the Score of the current movie:
-- Lingo syntax
_movie.score = member("Waterfall").media
// JavaScript syntax
_movie.score = member("Waterfall").media;

See also
Movie

scoreColor
Usage
sprite(whichSprite).scoreColor
the scoreColor of sprite whichSprite

Description
Sprite property; indicates the Score color assigned to the sprite specified by whichSprite. The possible values correspond to color chips 0 to 5 in the current palette.
This property can be tested and set. Setting this property is useful only during authoring and Score recording.
Example
This statement displays in the Message window the value for the Score color assigned to sprite 7:
put sprite(7).scorecolor

scoreSelection
Usage
-- Lingo syntax
_movie.scoreSelection
// JavaScript syntax

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_movie.scoreSelection;

Description
Movie property; determines which channels are selected in the Score window. Read/write.
The information is formatted as a linear list of linear lists. Each contiguous selection is in a list format consisting of
the starting channel number, ending channel number, starting frame number, and ending frame number. Specify
sprite channels by their channel numbers; use the following numbers to specify the other channels.
To specify:

Use:

Frame script channel

0

Sound channel 1

-1

Sound channel 2

-2

Transition channel

-3

Palette channel

-4

Tempo channel

-5

You can select discontinuous channels or frames.
Example
This statement selects sprite channels 15 through 25 in frames 100 through 200:
-- Lingo syntax
_movie.scoreSelection = [[15, 25, 100, 200]]
// JavaScript syntax
_movie.scoreSelection = list(list(15, 25, 100, 200));

This statement selects sprite channels 15 through 25 and 40 through 50 in frames 100 through 200:
-- Lingo syntax
_movie.scoreSelection = [[15, 25, 100, 200], [40, 50, 100, 200]]
// JavaScript syntax
_movie.scoreSelection = list(list(15, 25, 100, 200), list(40, 50, 100, 200));

This statement selects the frame script in frames 100 through 200:
-- Lingo syntax
_movie.scoreSelection = [[0, 0, 100, 200]]
// JavaScript syntax
_movie.scoreSelection = list(list(0, 0, 100, 200));

See also
Movie

script
Usage
-- Lingo syntax
_movie.script[scriptNameOrNum]

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// JavaScript syntax
_movie.script[scriptNameOrNum];

Description
Movie property; provides indexed or named access to the script cast members of a movie. Read-only.
The scriptNameOrNum argument can be either a string that specifies the name of the script cast member or an
integer that specifies the number of the script cast member.

• If scriptNameOrNum is a string, the script property provides access to the script cast member, regardless of
which cast library contains that member.
• If scriptNameOrNum is an integer, the script property provides access only to the script cast member found
within the first cast library of the referenced movie; you cannot use indexed access to specify a cast library other than
the first one.
Example
The following statement accesses a named script.
-- Lingo syntax
bugScript = _movie.script["Warrior Ant"]
// JavaScript syntax
var bugScript = _movie.script["Warrior Ant"];

See also
Movie

scripted
Usage
-- Lingo syntax
spriteChannelObjRef.scripted
// JavaScript syntax
spriteChannelObjRef.scripted;

Description
Sprite Channel property; specifies whether a sprite channel is under script control (TRUE) or under Score control
(FALSE). Read-only.
Example
These statements create a scripted sprite from cast member kite in sprite channel 5 if that channel is not already
under script control.
-- Lingo syntax
if (channel(5).scripted = FALSE) then
channel(5).makeScriptedSprite(member("kite"))
end if
// JavaScript syntax
if (channel(5).scripted == false) {
channel(5).makeScriptedSprite(member("kite"));
}

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See also
Sprite Channel

scriptingXtraList
Usage
-- Lingo syntax
_player.scriptingXtraList
// JavaScript syntax
_player.scriptingXtraList;

Description
Player property; returns a linear list of all scripting Xtra extensions available to the Director player. Read-only.
The Xtra extensions are those that are present in the Configuration\Xtras folder.
Example
This statement displays in the Message window all available scripting Xtra extensions:
-- Lingo syntax
trace(_player.scriptingXtraList)
// JavaScript syntax
trace(_player.scriptingXtraList);

See also
mediaXtraList, Player, Scripting Objects, toolXtraList, transitionXtraList, xtraList
(Player)

scriptInstanceList
Usage
sprite(whichSprite).scriptInstanceList
the scriptInstanceList of sprite whichSprite

Description
Sprite property; creates a list of script references attached to a sprite. This property is available only during run time.
The list is empty when the movie is not running. Modifications to the list are not saved in the Score. This property
is useful for the following tasks:

•

Attaching a behavior to a sprite for use during run time

•

Determining if behaviors are attached to a sprite; determining what the behaviors are

•

Finding a behavior script reference to use with the sendSprite command

This property can be tested and set. (It can be set only if the sprite already exists and has at least one instance of a
behavior already attached to it.)
Example
This handler displays the list of script references attached to a sprite:

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-- Lingo
on showScriptRefs spriteNum
put sprite(spriteNum).scriptInstanceList
end
// Javascript
function showScriptRefs(spriteNum)
{
trace(sprite(spriteNum).scriptInstanceList);
}

These statements attach the script Big Noise to sprite 5:
x = script("Big Noise").new()
sprite(5).scriptInstanceList.add(x)

See also
scriptNum, sendSprite()

scriptList
Usage
sprite(whichSprite).scriptList
the scriptList of sprite whichSprite

Description
Sprite property; returns the list of behaviors attached to the given sprite and their properties. This property may only
be set by using setScriptList(). It may not be set during a score recording session.
Example
This statement displays the list of scripts attached to sprite 1 in the Message window:
put sprite(1).scriptList
-- [[(member 2 of castLib 1), "[#myRotateAngle: 10.0000, #myClockwise: 1, #myInitialAngle:
0.0000]"], [(member 3 of castLib 1), "[#myAnglePerFrame: 10.0000, #myTurnFrames: 10,
#myHShiftPerFrame: 10, #myShiftFrames: 10, #myTotalFrames: 60, #mySurfaceHeight: 0]"]]

See also
setScriptList(), value()

scriptNum
Usage
sprite(whichSprite). scriptNum
scriptNum of sprite whichSprite

Description
Sprite property; indicates the number of the script attached to the sprite specified by whichSprite. If the sprite has
multiple scripts attached, scriptNum sprite property returns the number of the first script. (To see a complete list
of the scripts attached to a sprite, see the behaviors listed for that sprite in the Behavior Inspector.)
This property can be tested and set during Score recording.

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Example
This statement displays the number of the script attached to sprite 4:
-- Lingo
put sprite(4).scriptNum
// Javascript
trace(sprite(4).scriptNum);

See also
scriptInstanceList

scriptsEnabled
Usage
-- Lingo syntax
memberObjRef.scriptsEnabled
// JavaScript syntax
memberObjRef.scriptsEnabled;

Description
Director movie cast member property; determines whether scripts in a linked movie are enabled (TRUE or 1) or
disabled (FALSE or 0).
This property is available for linked Director movie cast members only.
This property can be tested and set.
Example
This statement turns off scripts in the linked movie Jazz Chronicle:
-- Lingo syntax
member("Jazz Chronicle").scriptsEnabled = FALSE
// JavaScript syntax
member("Jazz Chronicle").scriptsEnabled = 0;

scriptText
Usage
-- Lingo syntax
memberObjRef.scriptText
// JavaScript syntax
memberObjRef.scriptText;

Description
Member property; indicates the content of the script, if any, assigned to a cast member.
Read/write.

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The text of a script is removed when a movie is converted to a projector, protected, or compressed for Shockwave
Player. Such movies then lose their values for the scriptText property. Therefore, the movie’s scriptText property
values cannot be retrieved when the movie is played back by a projector. However, Director can set new values for
the scriptTex property inside the projector. These newly assigned scripts are automatically compiled so that they
execute quickly.
Example
This statement makes the contents of field cast member 20 the script of cast member 30:
-- Lingo syntax
member(20).text = member(30).scriptText
// JavaScript syntax
member(20).text = member(30).scriptText;

See also
Member

scriptType
Usage
member whichScript.scriptType
the scriptType of member whichScript

Description
Cast member property; indicates the specified script’s type. Possible values are #movie, #score, and #parent.
Example
This statement makes the script member Main Script a movie script:
-- Lingo
member("Main Script").scriptType = #movie
// Javascript
member(“Main Script”).scriptType = Symbol(“movie”);

scrollTop
Usage
-- Lingo syntax
memberObjRef.scrollTop
// JavaScript syntax
memberObjRef.scrollTop;

Description
Cast member property; determines the distance, in pixels, from the top of a field cast member to the top of the field
that is currently visible in the scrolling box. By changing the value for scrollTop member property while the movie
plays, you can change the section of the field that appears in the scrolling field.
This is a way to make custom scrolling behaviors for text and field members.

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For example, the following Lingo moves the field cast member Credits up or down within a field’s box, depending
on the value in the variable sliderVal:
global sliderVal
on prepareFrame
newVal = sliderVal * 100
member("Credits").scrolltop = newVal
end

The global variable sliderVal could measure how far the user drags a slider. The statement set newVal =
sliderVal * 100 multiplies sliderVal to give a value that is greater than the distance the user drags the slider. If
sliderVal is positive, the text moves up; if sliderVal is negative, the text moves down.
Example
This repeat loop makes the field Credits scroll by continuously increasing the value of scrollTop:
--Lingo syntax
on wa
member("Credits").scrollTop = 1
repeat with count = 1 to 150
member("Credits").scrollTop = member("Credits").scrollTop + 1
_movie.updateStage()
end repeat
end
// JavaScript syntax
function wa() {
member("Credits").scrollTop = 1;
for (var count = 1; count <= 150; count++) {
member("Credits").scrollTop = member("Credits").scrollTop + 1;
_movie.updateStage();
}
}

sds (modifier)
Usage
member(whichCastmember).model(whichModel).sds.whichProperty

Description
3D modifier; adds geometric detail to models and synthesizes additional details to smooth out curves as the model
moves closer to the camera. After you have added the sds modifier to a model using addModifier(), you can set
the properties of the sds modifier.
The sds modifier directly affects the model resource. Be careful when using the sds and lod modifiers together,
because they perform opposite functions (the sds modifier adds geometric detail and the lod modifier removes
geometric detail). Before adding the sds modifier, it is recommended that you set the lod.auto modifier property
to FALSE and set the lod.level modifier property to the desired resolution, as follows:
member("myMember").model("myModel").lod.auto = 0
member("myMember").model("myModel").lod.level = 100
member("myMember").model("myModel").addmodifier(#sds)

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The sds modifier cannot be used with models that already use either the inker or toon modifiers.
After you have added the sds modifier to a model resource you can get or set the following properties:
enabled indicates whether subdivision surfaces functionality is enabled (TRUE) or disabled (FALSE). The default

setting for this property is TRUE.
depth specifies the maximum number of levels of resolution that the model can display when using the sds
modifier.
error indicates the level of error tolerance for the subdivision surfaces functionality. This property applies only

when the sds.subdivision property is set to #adaptive.
subdivision indicates the mode of operation of the subdivision surfaces modifier. Possible values are as follows:

•

#uniform specifies that the mesh is uniformly scaled up in detail, with each face subdivided the same number

of times.

• #adaptive specifies that additional detail is added only when there are major face orientation changes and only
to those areas of the mesh that are currently visible.
Note: For more detailed information about these properties, see the individual property entries.
Example
The statement displays the sds.depth property value for the model named Terrain:
-- Lingo
put member("3D").model("Terrain").sds.depth
-- 2
// Javascript
trace(member(“3D”).getPropRef(“model”,1).sds.depth
// 2
See also
lod (modifier), toon (modifier), inker (modifier), depth (3D), enabled (sds), error,
subdivision, addModifier

searchCurrentFolder
Usage
-- Lingo syntax
_player.searchCurrentFolder
// JavaScript syntax
_player.searchCurrentFolder;

Description
Player property; determines whether Director searches the current folder when searching filenames. Read/write.

• When the searchCurrentFolder property is TRUE (1), Director searches the current folder when resolving
filenames.
• When the searchCurrentFolder property is FALSE (0), Director does not search the current folder when
resolving filenames.
This property is TRUE by default.

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Note: _player.searchCurrentFolder is available only in Author and Projector runModes and is not available in the Plugin
runMode.
Example
This statement displays the status of the searchCurrentFolder property in the Message window. The result is 1,
which is the numeric equivalent of TRUE:
-- Lingo syntax
put(_player.searchCurrentFolder)
// JavaScript syntax
put(_player.searchCurrentFolder);

See also
Player

searchPathList
Usage
-- Lingo syntax
_player.searchPathList
// JavaScript syntax
_player.searchPathList;

Description
Player property; a list of paths that Director searches when trying to find linked media such as digital video, GIFs,
bitmaps, or sound files. Read/write.
Each item in the list of paths is a fully qualified pathname as it appears on the current platform at runtime.
The value of searchPathList is a linear list that you can manipulate the same as any other list by using commands
such as add(), addAt(), append(), deleteAt(), and setAt(). The default value is an empty list.
URLs should not be used as file references in the search paths.
Adding a large number of paths to searchPaths slows searching. Try to minimize the number of paths in the list.
Note: This property will function on all subsequent movies after being set. Because the current movie’s assets have
already been loaded, changing the setting will not affect any of these assets.
Example
This statement displays the paths that Director searches when resolving filenames:
-- Lingo syntax
trace(_player.searchPathList)
// JavaScript syntax
trace(_player.searchPathList);

The following statement assigns two folders to searchPaths in Windows:
-- Lingo syntax
_player.searchPathList = ["C:\Director\Projects\", "D:\CDROM\Sources\"]
// JavaScript syntax

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_player.searchPathList = list("C:\\Director\\Projects\\","D:\\CDROM\\Sources\\");

The following statement assigns two folders to searchPaths on a Mac:
-- Lingo syntax
_player.searchPathList = ["Hard Drive:Director:Projects:", "CDROM:Sources:"]
// JavaScript syntax
_player.searchPathList = list("Hard Drive:Director:Projects:","CDROM:Sources:");

See also
Player, searchCurrentFolder

selectedButton
Usage
-- Lingo syntax
dvdObjRef.selectedButton
// JavaScript syntax
dvdObjRef.selectedButton;

Description
DVD property; returns the index of the button that currently has focus. Read-only.
Example
The statement displays the button which is selected in the DVD object.
-- Lingo
put sprite(1).selectedButton
--1
// Javascript
trace(sprite(1).selectedButton)
//1

See also
DVD

selectedText
Usage
-- Lingo syntax
memberObjRef.selectedText
// JavaScript syntax
memberObjRef.selectedText;

Description
Text cast member property; returns the currently selected chunk of text as a single object reference. This allows
access to font characteristics as well as to the string information of the actual characters.

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Example
The following handler displays the currently selected text being placed in a local variable object. Then that object
is used to reference various characteristics of the text, which are detailed in the Message window.
--Lingo syntax
property spriteNum
on mouseUp(me)
mySelectionObject = sprite(spriteNum).member.selectedText
put(mySelectionObject.text)
put(mySelectionObject.font)
put(mySelectionObject.fontSize)
put(mySelectionObject.fontStyle)
end
// JavaScript syntax
function mouseUp() {
var mySelectionObject = sprite(this.spriteNum).member.selectedText;
trace(mySelectionObject.text);
trace(mySelectionObject.font);
trace(mySelectionObject.fontSize);
trace(mySelectionObject.fontStyle);
}

selection
Usage
-- Lingo syntax
castObjRef.selection
// JavaScript syntax
castObjRef.selection;

Description
Cast library property; returns the cast members that are selected in a given Cast window. Read/write.
Example
This statement selects cast members 1 through 10 in castLib 1:
-- Lingo syntax
castLib(1).selection = [[1, 10]]
// JavaScript syntax
castLib(1).selection = list( list(1, 10) );

This statement selects cast members 1 through 10, and 30 through 40, in castLib 1:
-- Lingo syntax
castLib(1).selection = [[1, 10], [30, 40]]
// JavaScript syntax
castLib(1).selection = list( list(1, 10), list(30, 40) );

See also
Cast Library

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selection (text cast member property)
Usage
member(whichTextMember).selection

Description
Text cast member property; returns a list of the first and last character selected in the text cast member.
This property can be tested and set.
Example
The following statement sets the selection displayed by the sprite of text member myAnswer so that characters 6
through 10 are highlighted:
member("myAnswer").selection = [6, 10]

See also
color(), selStart, selEnd

selEnd
Usage
-- Lingo syntax
_movie.selEnd
// JavaScript syntax
_movie.selEnd;

Description
This is a movie property that specifies the last character of a selection. It is used with selStart to identify a selection
in the current editable field, beginning with the first character. The maxiumum value for selEnd is the number of
characters in the currently editable field. This property applies to field member sprites, but not to text member
sprites. If you assign a higher selStart value than selEnd, the value of selEnd is reset to that for selStart.
This property can be tested and set. The default value is 0.
Example
These statements select "cde" from the field "abcdefg":
-- Lingo syntax
_movie.selStart = 2
_movie.selEnd = 5
// JavaScript syntax
_movie.selStart = 2;
_movie.selEnd = 5;

This statement makes a selection 20 characters long:
-- Lingo syntax
_movie.selEnd = _movie.selStart + 20
// JavaScript syntax

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_movie.selEnd = _movie.selStart + 20;

See also
editable, hilite (command), selection() (function), selStart, text

selStart
Usage
-- Lingo syntax
_movie.selStart
// JavaScript syntax
_movie.selStart;

Description
This is a movie property specifying the preceding position of a starting character in a selection. It is used with selEnd
to identify a selection in the current editable field. A value of 0 indicates a position before the first character. The
maximum value for selStart is the number of characters in the currently editable field. This property applies to field
member sprites, but not to text member sprites. If you assign a higher selStart value than selEnd, the value of selEnd
is reset to that for selStart.
This property can be tested and set. The default value is 0.
Example
These statements select "cde" from the field "abcdefg":
-- Lingo syntax
_movie.selStart = 2
_movie.selEnd = 5
// JavaScript syntax
_movie.selStart = 2;
_movie.selEnd = 5;

This statement makes a selection 20 characters long:
-- Lingo syntax
_movie.selEnd = _movie.selStart + 20
// JavaScript syntax
_movie.selEnd = _movie.selStart + 20;

See also
selection() (function), selEnd, text

serialNumber
Usage
-- Lingo syntax
_player.serialNumber
// JavaScript syntax
_player.serialNumber;

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Description
Movie property; a string containing the serial number entered when Director was installed. Read-only.
This property is available in the authoring environment only. It could be used in a movie in a window (MIAW) tool
that is personalized to show the user’s information.
Example
This handler would be located in a movie script of a MIAW. It places the user’s name and the serial number into a
display field when the window is opened:
-- Lingo syntax
on prepareMovie
displayString = _player.userName & RETURN & _player.organizationName & RETURN &
_player.serialNumber
member("User Info").text = displayString
end
// JavaScript syntax
function prepareMovie() {
var displayString = _player.userName + "\n" + _player.organizationName + "\n" +
_player.serialNumber;
member("User Info").text = displayString;
}

See also
Player

shader
Usage
member(whichCastmember).shader(whichShader)
member(whichCastmember).shader[index]
member(whichCastmember).model(whichModel).shader
member(whichCastmember).modelResource(whichModelResource).face[index].shader

Description
3D element, model property, and face property; the object used to define the appearance of the surface of the model.
The shader is the “skin” which is wrapped around the model resource used by the model.
The shader itself is not an image. The visible component of a shader is created with up to eight layers of texture.
These eight texture layers are either created from bitmap cast members or image objects within Director or imported
with models from 3D modeling programs. For more information, see texture.
Every model has a linear list of shaders called the shaderlist. The number of entries in this list equals the number
of meshes in the model resource used by the model. Each mesh can be shaded by only one shader.
The 3D cast member has a default shader named DefaultShader, which cannot be deleted. This shader is used
when no shader has been assigned to a model and when a shader being used by a model is deleted.
The syntax member(whichCastmember).model(whichModel).shader gives access to the first shader in the
model’s shaderlist and is equivalent to member(whichCastmember).model(whichModel).shaderList[1].
Create and delete shaders with the newShader() and deleteShader() commands.

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Shaders are stored in the shader palette of the 3D cast member. They can be referenced by name (whichShader) or
palette index (shaderIndex). A shader can be used by any number of models. Changes to a shader will appear in all
models which use that shader.
There are four types of shaders:
#standard shaders present their textures realistically.
#painter, #engraver, and #newsprint shaders stylize their textures for painting, engraving, and newsprint effects.
They have special properties in addition to the #standard shader properties.

For more information about shader properties, see the Using Director topics in the Director Help Panel.
The shaders used by individual faces of #mesh primitives can be set with the syntax
member(whichCastmember).modelResource(whichModelResource).face[index].shader. Changes to this

property require a call to the build() command.
Example
This statement sets the shader property of the model named Wall to the shader named WallSurface:
member("Room").model("Wall").shader = member("Room").shader("WallSurface")

See also
shaderList, newShader, deleteShader, face, texture

shaderList
Usage
member(whichCastmember).model(whichModel).shaderList
member(whichCastmember).model(whichModel).shaderList[index]

Description
3D model property; a linear list of shadowPercentage applied to the model. The number of entries in this list equals
the number of meshes in the model resource used by the model. Each mesh can be shaded by only one shader.
Set the shader at the specified index position in the shaderlist with this syntax:
member(whichCastmember).model(whichModel).shaderList[index] = shaderReference

With 3D text, each character is a separate mesh. Set the value of index to the number of the character whose shader
you want to set.
Set all index positions in the shaderList to the same shader with this syntax (note the absence of an index for the
shaderList): member(whichCastmember).model(whichModel).shaderList = shaderReference
Set a property of a shader in the shaderlist with this syntax:
member(whichCastmember).model(whichModel).shaderList[index].\
whichProperty = propValue

Set a property of all of the shaders of a model to the same value with this syntax (note the absence of an index for the
shaderList):
member(whichCastmember).model(whichModel).shaderList.whichProperty = propValue

Example
This statement sets the second shader in the shaderList of the model named Bumper to the shader named Chrome:

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member("Car").model("Bumper").shaderList[2] = member("Car").shader("Chrome")

This statement sets the all the shaders in the shaderList of the model named Bumper to the shader named Chrome:
member("Car").model("Bumper").shaderList = member("Car").shader("Chrome")

See also
shadowPercentage

shadowPercentage
Usage
member(whichCastmember).model(whichModel).toon.shadowPercentage
member(whichCastmember).model(whichModel).shader.shadowPercentage
member(whichCastmember).shader(whichShader).shadowPercentage

Description
3D toon modifier and painter shader property; indicates the percentage of available colors that are used in the area
of the model’s surface where light does not create highlights.
The range of this property is 0 to 100, and the default value is 50.
The number of colors used by the toon modifier and painter shader for a model is determined by the colorSteps
property of the model’s toon modifier or painter shader.
Example
The following statement sets the shadowPercentage property of the toon modifier for the model named Teapot to
50. Half of the colors available to the toon modifier for this model will be used for the shadow area of the model’s
surface.
-- Lingo
member("shapes").model("Teapot").toon.shadowPercentage = 50
// Javascript
member(“shapes”).getPropRef(“model”,1).getProp(“toon”).shadowPercentage=50;

See also
colorSteps, shadowStrength

shadowStrength
Usage
member(whichCastmember).model(whichModel).toon.shadowStrength
member(whichCastmember).model(whichModel).shader.shadowStrength
member(whichCastmember).shader(whichShader).shadowStrength

Description
3D toon modifier and #painter shader property; indicates the brightness of the area of the model’s surface where
light does not create highlights.
The default value of this property is 1.0.

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Example
The following statement sets the shadowStrength property of the toon modifier for the model named Sphere to 0.1.
The area of the model’s surface that is not highlighted will be very dark.
member("Shapes").model("Sphere").toon.shadowStrength = 0.1

shapeType
Usage
member(whichCastMember).shapeType
the shapeType of member whichCastMember

Description
Shape cast member property; indicates the specified shape’s type. Possible types are #rect, #roundRect, #oval, and
#line. You can use this property to specify a shape cast member’s type after creating the shape cast member using
Lingo.
Example
These statements create a new shape cast member numbered 100 and then define it as an oval:
-- Lingo
new(#shape, member 100)
member(100).shapeType = #oval
// Javascript
var t = _movie.newMember(symbol(“shape”));
t.shapeType=symbol(“oval”);

shiftDown
Syntax
-- Lingo syntax
_key.shiftDown
// JavaScript syntax
_key.shiftDown;

Description
Key property; indicates whether the user is pressing the Shift key. Read-only.
This property returns TRUE if the user is pressing the Shift key; otherwise, it returns FALSE.
This property must be tested in conjunction with another key.
Example
This statement checks whether the Shift key is being pressed and calls the handler doCapitalA if it is:
-- Lingo syntax
if (_key.shiftDown) then
doCapitalA(_key.key)
end if

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// JavaScript syntax
if (_key.shiftDown) {
doCapitalA(_key.key);
}

See also
controlDown, Key, key, keyCode, optionDown

shininess
Usage
member(whichCastmember).shader(whichShader).shininess
member(whichCastmember).model(whichModel).shader.shininess
member(whichCastmember).model(whichModel).shaderList[shaderListIndex].shininess

Description
3D standard shader property; allows you to get or set the shininess of a surface. Shininess is defined as the percentage
of shader surface devoted to highlights. The value is an integer between 0 and 100, with a default of 30.
All shaders have access to the #standard shader properties; in addition to these standard shader properties shaders
of the types #engraver, #newsprint, and #painter have properties unique to their type. For more information,
see newShader.
Example
The following statement sets the shininess property of the first shader in the shader list of the model gbCyl3 to 60.
Sixty percent of the surface of the shader will be dedicated to highlights.
-- Lingo
member("Scene").model("gbCyl3").shader.shininess = 60
// Javascript
member(“Scene”).getPropRef(“model”,1).getProp(“shader”).shininess=60;

silhouettes
Usage
member(whichCastmember).model(whichModel).inker.silhouettes
member(whichCastmember).model(whichModel).toon.silhouettes

Description
3D toon and inker modifier property; indicates the presence (TRUE) or absence (FALSE) of lines drawn by the
modifier at the visible edges of the model.
Silhouette lines are drawn around the model’s 2D image on the camera’s projection plane. Their relationship to the
model’s mesh is not fixed, unlike crease or boundary lines, which are drawn on features of the mesh.
Silhouette lines are similar to the lines that outline images in a child’s coloring book.
The default value for this property is TRUE.

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Example
The following statement sets the silhouettes property of the inker modifier for the model named Sphere to
FALSE. Lines will not be drawn around the profile of the model.
-- Lingo
member("Shapes").model("Sphere").inker.silhouettes = FALSE
// Javascript
member(“Shapes”).getPropRef(“model”,1).inker.silhouetess = false;

size
Usage
-- Lingo syntax
memberObjRef.size
// JavaScript syntax
memberObjRef.size;

Description
Member property; returns the size in memory, in bytes, of a specific cast member. Read-only.
Divide bytes by 1024 to convert to kilobytes.
Example
This line outputs the size of the cast member Shrine in a field named How Big:
-- Lingo syntax
member("How Big").text = string(member("shrine").size)
// JavaScript syntax
member("How Big").text = member("shrine").size.toString();

See also
Member

sizeRange
Usage
member(whichCastmember).modelResource
(whichModelResource).sizeRange.start
modelResourceObjectReference.sizeRange.start
member(whichCastmember).modelResource
(whichModelResource).sizeRange.end
modelResourceObjectReference.sizeRange.end

Description
3D property; when used with a model resource whose type is #particle, this property allows you to get or set the
start and end property of the model resource’s sizeRange. Particles are measured in world units.
The size of particles in the system is interpolated linearly between sizeRange.start and sizeRange.end over the
lifetime of each particle.

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This property must be an integer greater than 0, and has a default value of 1.
Example
In this example, mrFount is a model resource of the type #particle. This statement sets the sizeRange properties
of mrFount. The first line sets the start value to 4, and the second line sets the end value to 1. The effect of this
statement is that the particles of mrFount are size 4 when they first appear, and gradually shrink to a size of 1 during
their lifetime.
-- Lingo
member("fountain").modelResource("mrFount").sizeRange.start = 4
member("fountain").modelResource("mrFount").sizeRange.end = 1
// Javascript
member(“fountain”).getPropRef(“modelResource”,1).getProp(“sizeRange”).start=4;
member(“fountain”).getPropRef(“modelResource”,1).getProp(“sizeRange”).end=4;

sizeState
Usage
-- Lingo syntax
windowObjRef.sizeState
// JavaScript syntax
windowObjRef.sizeState;

Description
Window property; returns the size state of a window. Read-only.
The returned size state will be one of the following values:
Size state

Description

#minimized

Specifies that the window is currently minimized.

#maximized

Specifies that the window is currently maximized.

#normal

Specifies that the window is currently neither minimized nor maximized.

Example
These statements maximize the window named Artists if it is not already maximized.
-- Lingo syntax
if (window("Artists").sizeState <> #maximized) then
window("Artists").maximize()
end if
// JavaScript syntax
if (window("Artists").sizeState != symbol("maximized")) {
window("Artists").maximize();
}

See also
Window

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skew
Usage
-- Lingo syntax
spriteObjRef.skew
// JavaScript syntax
spriteObjRef.skew;

Description
Sprite property; returns, as a float value in hundredths of a degree, the angle to which the vertical edges of the sprite
are tilted (skewed) from the vertical. Read/write.
Negative values indicate a skew to the left; positive values indicate a skew to the right. Values greater than 90 flip an
image vertically.
The Score can retain information for skewing an image from +21,474,836.47 to -21,474,836.48 , allowing 59,652 full
rotations in either direction.
When the skew limit is reached (slightly past the 59,652th rotation), the skew resets to +116.47 or -116.48 —not
0.00 . This is because +21,474,836.47 is equal to +116.47 , and -21,474,836.48 is equal to -116.48 (or +243.12 ). To
avoid this reset condition, constrain angles to ±360 in either direction when using script to perform continuous
skewing.
Example
The following behavior causes a sprite to skew continuously by 2 degrees every time the playhead advances, while
limiting the angle to 360 degrees.
-- Lingo syntax
property spriteNum
on prepareFrame me
sprite(spriteNum).skew = integer(sprite(spriteNum).skew + 2) mod 360
end
// JavaScript syntax
function prepareFrame() {
sprite(this.spriteNum).skew = parseInt(sprite(this.spriteNum).skew + 2) % 360;
}

See also
flipH, flipV, rotation, Sprite

smoothness
Usage
member(whichTextmember).smoothness
member(whichCastMember).modelResource(whichExtruderModelResource).smoothness

Description
3D extruder model resource and text property; allows you to get or set an integer controlling the number of segments
used to create a 3D text cast member. The higher the number, the smoother the text appears. The range of this
property is 1 to 10, and the default value is 5.

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For more information about working with extruder model resources and text cast members, see extrude3D.
Example
In this example, the cast member Logo is a text cast member. This statement sets the smoothness of Logo to 8. When
Logo is displayed in 3D mode, the edges of its letters will be very smooth.
-- Lingo
member("Logo").smoothness = 8
// Javascript
member(“Logo”).smoothness = 8;

In this example, the model resource of the model Slogan is extruded text. This statement sets the smoothness of
Slogan’s model resource to 1, causing the Slogan’s letters to appear very angular.
-- Lingo
member("Scene").model("Slogan").resource.smoothness = 1
// Javascript
member(“Scene”).getPropRef(“model”,1).getProp(“resource”).smoothness=1;

See also
extrude3D

sound (Member)
Usage
-- Lingo syntax
memberObjRef.sound
// JavaScript syntax
memberObjRef.sound;

Description
Cast member property; controls whether a movie, digital video, or Flash movie’s sound is enabled (TRUE, default)
or disabled (FALSE). Read/write.
In Flash members, the new setting takes effect after the currently playing sound ends.
To see an example of sound used in a completed movie, see the Sound Control movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This handler accepts a member reference and toggles the member’s sound property on or off:
-- Lingo syntax
on ToggleSound(whichMember)
member(whichMember).sound = not(member(whichMember).sound)
end
// JavaScript syntax
function ToggleSound(whichMember) {
member(whichMember).sound = !(member(whichMember).sound);
}

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See also
Flash Movie

sound (Player)
Usage
-- Lingo syntax
_player.sound[intSoundChannelNum]
// JavaScript syntax
_player.sound[intSoundChannelNum];

Description
Player property; provides indexed access to a Sound Channel object by using a Player property. Read-only.
The intSoundChannelNum argument is an integer that specifies the number of the sound channel to access.
The functionality of this property is identical to the top level sound() method.
Example
This statement sets the variable mySound to the sound in sound channel 3:
-- Lingo syntax
mySound = _player.sound[3]
// JavaScript syntax
var mySound = _player.sound[3];

See also
Player, sound(), Sound Channel

soundChannel (SWA)
Usage
-- Lingo syntax
memberObjRef.soundChannel
// JavaScript syntax
memberObjRef.soundChannel;

Description
Shockwave Audio (SWA) cast member property; specifies the sound channel in which the SWA sound plays.
If no channel number or channel 0 is specified, the SWA streaming cast member assigns the sound to the highest
numbered sound channel that is unused.
Shockwave Audio streaming sounds can appear as sprites in sprite channels, but they play sound in a sound channel.
Refer to SWA sound sprites by their sprite channel number, not their sound channel number.
This property can be tested and set.

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Example
This statement tells the SWA streaming cast member Frank Zappa to play in sound channel 3:
-- Lingo syntax
member("Frank Zappa").soundChannel = 3
// JavaScript syntax
member("Frank Zappa").soundChannel = 3;

soundChannel (RealMedia)
Usage
-- Lingo syntax
memberOrSpriteObjRef.soundChannel
// JavaScript syntax
memberOrSpriteObjRef.soundChannel;

Description
RealMedia sprite or cast member property; allows you to get or set the sound channel used to play the audio in the
RealMedia stream. Setting this property allows you to control the audio of a RealMedia stream using the Lingo sound
methods and properties. Setting this property to a value outside the range 0–8 causes a Lingo error. This property
has no effect if realPlayerNativeAudio() is set to TRUE.
The default setting for this property is 0, which means that the RealMedia audio will play in the highest sound
channel available, and the property’s value changes during playback depending on which channel is being used.
When the RealMedia cast member is playing, this property reflects the sound channel currently in use. When the
RealMedia cast member is stopped, this property reverts to 0.
If you specify a channel (1–8) for this property and there are sounds currently playing in that channel (from other
parts of the movie), they will be stopped and the RealMedia audio will play in the channel instead.
Concurrently playing RealMedia cast members are not supported; if your movie contains RealMedia cast members
that play concurrently, their sounds are played simultaneously in the same sound channel.
Example
The following examples show that the sound in the RealMedia stream in sprite 2 and the cast member Real will be
played in sound channel 2.
-- Lingo syntax
put(sprite(2).soundChannel) -- 2
put(member("Real").soundChannel) -- 2
// JavaScript syntax
put(sprite(2).soundChannel); // 2
put(member("Real").soundChannel); // 2

The following examples assign sound channel 1 to the RealMedia stream in sprite 2 and the cast member Real.
-- Lingo syntax
sprite(2).soundChannel = 1
member("Real").soundChannel = 1
// JavaScript syntax
sprite(2).soundChannel = 1;
member("Real").soundChannel = 1;

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See also
realPlayerNativeAudio()

soundDevice
Usage
-- Lingo syntax
_sound.soundDevice
// JavaScript syntax
_sound.soundDevice;

Description
Sound property; allows the sound mixing device to be set while the movie plays. Read/write.
The possible settings for soundDevice are the devices listed in soundDeviceList.
Several sound devices can be referenced. The various sound devices for Windows have different advantages.

• MacroMix (Windows®)—The lowest common denominator for Windows playback. This device functions on
any Windows computer, but its latency is not as good as that of other devices.
• QT3Mix (Windows)—Mixes sound with QuickTime audio and possibly with other applications if they use
DirectSound. This device requires that QuickTime be installed and has better latency than MacroMix.
•

DirectSound® (Windows)—Similar to QT3Mix, but provides higher latency.

•

MacSoundManager (Mac)—The only sound device available on the Mac.

Example
The following statement sets the sound device to the MacroMix for a Windows computer. If the newly assigned
device fails, the soundDevice property is not changed.
-- Lingo syntax
_sound.soundDevice = "MacroMix"
// JavaScript syntax
_sound.soundDevice = "MacroMix";

See also
Sound, soundDeviceList

soundDeviceList
Usage
-- Lingo syntax
_sound.soundDeviceList
// JavaScript syntax
_sound.soundDeviceList;

Description
Sound property; creates a linear list of sound devices available on the current computer. Read-only.

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For the Mac, this property lists one device, MacSoundManager.
Example
This statement displays a typical sound device list on a Windows computer:
-- Lingo syntax
trace(_sound.soundDeviceList)
// JavaScript syntax
trace(_sound.soundDeviceList);

See also
Sound, soundDevice

soundEnabled
Usage
-- Lingo syntax
_sound.soundEnabled
// JavaScript syntax
_sound.soundEnabled;

Description
Sound property; determines whether the sound is on (TRUE, default) or off (FALSE). Read/write.
When you set this property to FALSE, the sound is turned off, but the volume setting is not changed.
Example
This statement sets soundEnabled to the opposite of its current setting; it turns the sound on if it is off and turns it
off if it is on:
-- Lingo syntax
_sound.soundEnabled = not(_sound.soundEnabled)
// JavaScript syntax
_sound.soundEnabled = !(_sound.soundEnabled);

See also
Sound

soundKeepDevice
Usage
-- Lingo syntax
_sound.soundKeepDevice
// JavaScript syntax
_sound.soundKeepDevice;

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Description
Sound property; for Windows only, determines whether the sound driver unloads and reloads each time a sound
needs to play. Read/write.
The default value of this property is TRUE, which prevents the sound driver from unloading and reloading each time
a sound needs to play.
You may need to set this property to FALSE before playing a sound to ensure that the sound device is unloaded and
made available to other applications or processes on the computer after the sound has finished.
Setting this property to FALSE may adversely affect performance if sound playback is used frequently throughout the
Director application.
Example
This statement sets the soundKeepDevice property to FALSE:
-- Lingo syntax
_sound.soundKeepDevice = FALSE
// JavaScript syntax
_sound.soundKeepDevice = false;

See also
Sound

soundLevel
Usage
-- Lingo syntax
_sound.soundLevel
// JavaScript syntax
_sound.soundLevel;

Description
Sound property; returns or sets the volume level of the sound played through the computer’s speaker. Read/write.
Possible values range from 0 (no sound) to 7 (the maximum, default).
In Windows, the system sound setting combines with the volume control of the external speakers. Thus, the actual
volume that results from setting the sound level can vary. Avoid setting the soundLevel property unless you are sure
that the result is acceptable to the user. It is better to set the individual volumes of the channels and sprites with the
Sound Channel object’s volume property.
These values correspond to the settings in the Mac Sound control panel. Using this property, script can change the
sound volume directly or perform some other action when the sound is at a specified level.
To see an example of soundLevel used in a completed movie, see the Sound Control movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement sets the variable oldSound equal to the current sound level:
-- Lingo syntax

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oldSound = _sound.soundLevel
// JavaScript syntax
var oldSound = _sound.soundLevel;

This statement sets the sound level to 5:
-- Lingo syntax
_sound.soundLevel = 5
// JavaScript syntax
_sound.soundLevel = 5;

See also
Sound, volume (Windows Media)

soundMixMedia
Usage
-- Lingo syntax
_sound.soundMixMedia
// JavaScript syntax
_sound.soundMixMedia;

Description
Sound property; determines whether Flash cast members will mix their sound with sounds in the Score sound
channels. Read/write.
This property defaults to TRUE for movies made with Director 7 and later and FALSE for earlier ones. It is also valid
only on Windows.
When this property is TRUE, Flash cast members will mix their sound with sounds in the Score sound channels.
Director takes over the mixing and playback of sounds from Flash cast members.
It is possible that slight differences may occur in the way Flash sounds play back. To hear the Flash sounds exactly
they would be rendered in Flash, set this property to FALSE.
When this property is set to FALSE, Flash sounds will not be mixed and must be played at separate times.
Example
The following statements would show the default value of the soundMixMedia property in the authoring
environment.
-- Lingo
put _sound.soundMixMedia
-- 1
// Javascript
trace( _sound.soundMixMedia);
// 1

See also
Sound

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source
Usage
sprite(whichSprite).camera.backdrop[backdropIndex].source
member(whichCastmember).camera(whichCamera).backdrop
[backdropIndex].source
sprite(whichSprite).camera.overlay[overlayIndex].source
member(whichCastmember).camera(whichCamera).overlay
[overlayIndex].source

Description
3D backdrop and overlay property; allows you to get or set the texture to use as the source image for the overlay or
backdrop.
Example
This statement sets the source of backdrop 1 to the texture Cedar:
sprite(3).camera.backdrop[1].source =
sprite(3).member.texture("Cedar")

See also
bevelDepth, overlay

sourceFileName
Usage
flashCastMember.sourceFileName

Description
Flash cast member property; specifies the pathname of the FLA source file to be used during launch-and-edit operations. This property can be tested and set. The default is an empty string.
Example
This statement sets the sourceFileName of the Flash cast member "SWF" to C:\FlashFiles\myFile.fla:
-- Lingo
member("SWF").sourceFileName = "C:\FlashFiles\myFile.fla"
// Javascript
member(“SWF”).sourceFileName = “C:\FlashFiles\myFile.fla”;

sourceRect
Usage
-- Lingo syntax
windowObjRect.sourceRect
// JavaScript syntax

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windowObjRect.sourceRect;

Description
Window property; specifies the original Stage coordinates of the movie playing in a window. Read-only.
This property is useful for returning a window to its original size and position after it has been dragged or its
rectangle has been set.
Example
This statement displays the original coordinates of the Stage named Control_panel in the Message window:
-- Lingo syntax
put(window("Control_panel").sourceRect)
// JavaScript syntax
put(window("Control_panel").sourceRect);

See also
Window

specular (light)
Usage
member(whichCastmember).light(whichLight).specular

Description
3D light property; allows you to get or set whether specularity is on (TRUE) or off (FALSE). Specularity refers to the
ability to have a highlight appear on a model where the light hitting the model is reflected toward the camera. The
shininess of the model’s shader determines how large the specular portion of the highlight is. The value for this
property is ignored for ambient lights. The default value for this property is TRUE.
Note: Turning off this property may increase performance.
Example
The following statement sets the specular property of the light omni2 to FALSE. This light does not cause
highlights. If this is the only light currently shining in the scene, there will be no specular highlights on any of the
shaders in the scene.
-- Lingo
member("3d world").light("omni2").specular = FALSE
// Javascript
member(“3d world”).getPropRef(“light”,1).specular = false;

See also
silhouettes, specularLightMap

specular (shader)
Usage
member(whichCastmember).shader(whichShader).specular

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Description
3D standard shader property; allows you get or set the specular color of a given shader. The specular color is the color
of the highlight generated when specularity is turned on. There must be lights in the scene with the specular property
set to TRUE, for this property to have a visible effect. The specular color is influenced by the color of the lights illuminating the object. If the specular color is white but the color of a light is red, there will be a red specular highlight
appearing on the object. The default value for this property is rgb(255, 255, 255) which is white.
All shaders have access to the #standard shader properties; in addition to these standard shader properties shaders
of the types #engraver, #newsprint, and #painter have properties unique to their type. For more information,
see newShader.
Example
-- Lingo
put member("scene").shader("plutomat").specular
--rgb(11, 11, 11)
// Javascript
trace(member(“scene”).getPropRef(“shader”,1).specular
// 

See also
silhouettes, specular (light), specularColor, emissive

specularColor
Usage
member(whichCastmember).specularColor

Description
3D cast member property; allows you to get or set the RGB value of the specular color of the first shader in the cast
member. The first shader in the cast member’s shader palette is always the default shader. This and all other 3D cast
member properties are saved with the cast member and are restored the next time you open the movie. The default
value for this property is rgb(255, 255, 255) which is white.
Example
The following statement sets the specular color of the first shader in the cast member Scene to rgb(255, 0, 0). It is
equivalent to member("Scene").shader[1].specular = rgb(255, 0, 0). However, that syntax won’t save the
new value with the cast member when the movie is saved. Only member.specularColor will save the new color
value.
-- Lingo
member("Scene").specularColor = rgb(255, 0, 0)
// Javascript
member(“Scene”).specularColor = rgb(255, 0, 0);

See also
silhouettes, specular (light), specular (shader)

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specularLightMap
Usage
member(whichCastmember).shader(whichShader).specularLightMap
member(whichCastmember).model(whichModel).shader.specularLightMap
member(whichCastmember).model(whichModel).shaderList[shaderListIndex].specularLightMap

Description
3D standard shader property; allows you to get or set the fifth texture layer of a given standard shader. This property
is ignored if the toon modifier is applied to the model resource.
The values that can be set are as follows:

•

textureModeList[5] = #specular

•

blendFunctionList[5] = #add

•

blendFunctionList[1] = #replace

•

default = void

This helper property provides a simple interface for setting up a common use of specular light mapping.
All shaders have access to the #standard shader properties; in addition to these standard shader properties shaders
of the types #engraver, #newsprint, and #painter have properties unique to their type. For more information,
see the newShader.
Example
This statement sets the texture Oval as the specularLightMap of the shader used by the model GlassBox:
-- Lingo
member("3DPlanet").model("GlassBox").shader.specularLightMap = \
member("3DPlanet").texture("Oval")
// Javascript
member(“3DPlanet”).getPropRef(“model”,1).getProp(“shader”).specularLightMap
=member(“3DPlanet”).getPropRef(“texture”,1);

See also
diffuseLightMap

spotAngle
Usage
member(whichCastmember).light(whichLight).spotAngle

Description
3D property; allows you to get or set the angle of the light projection cone. Light that is falls outside of the angle
specified for this property, contributes no intensity. This property takes float value between 0.0 and 180.00, and has
a default value of 90.0. The float value you specify corresponds to half the angle; for instance if you wish to specify a
90° angle you would pass a value of 45.0.

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Example
This statement sets the spotAngle property of the light unidirectional to 8. The angle of the light projection cone
will be 16°:
-- Lingo
member("3d world").light("unidirectional").spotAngle = 8
// Javascript
member(“3d world”).getPropRef(“light”,1).spotAngle = 8;

spotDecay
Usage
member(whichCastmember).light(whichLight).spotDecay

Description
3D light property; allows you get or set whether a spotlight’s intensity falls off with the distance from the camera. The
default value for this property is FALSE.
Example
The following statement sets the spotDecay property of light 1 to TRUE. Models that are farther away from light 1
will be less brightly lit than models that are closer to it.
-- Lingo
member("Scene").light[1].spotDecay = TRUE
// Javascript
member(“Scene”).getPropRef(“light”,1).spotDecay = true;

sprite (Movie)
Usage
-- Lingo syntax
_movie.sprite[spriteNameOrNum]
// JavaScript syntax
_movie.sprite[spriteNameOrNum];

Description
Movie property; provides indexed or named access to a movie sprite. Read-only.
The spriteNameOrNum argument can be either a string that specifies the name of the sprite or an integer that
specifies the number of the sprite.
Example
The following statement sets the variable sportSprite to the movie sprite 5:
-- Lingo syntax
sportSprite = _movie.sprite[5]
// JavaScript syntax
var sportSprite = _movie.sprite[5];

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See also
Movie

sprite (Sprite Channel)
Usage
-- Lingo syntax
spriteChannelObjRef.sprite
// JavaScript syntax
spriteChannelObjRef.sprite;

Description
Sprite Channel property; returns a reference to the sprite in the current frame of a sprite channel. Read-only.
Example
This statement sets the variable mySprite to the sprite in the sprite channel named Ribbon.
-- Lingo syntax
mySprite = channel("Ribbon").sprite
// JavaScript syntax
var mySprite = channel("Ribbon").sprite;

See also
Sprite Channel

spriteNum
Usage
-- Lingo syntax
spriteObjRef.spriteNum
// JavaScript syntax
spriteObjRef.spriteNum;

Description
Sprite property; determines the channel number the behavior’s sprite is in and makes it available to any behaviors.
Read-only.
Simply declare the property at the top of the behavior, along with any other properties the behavior may use.
If you use a new() handler to create an instance of the behavior, the script’s new() handler must explicitly set the
spriteNum property to the sprite’s number. This provides a way to identify the sprite the script is attached to. The
sprite’s number must be passed to the new() handler as an argument when the new() handler is called.
Example
In this handler, the spriteNum property is automatically set for script instances that are created by the system:
-- Lingo syntax
property spriteNum, pMySpriteRef

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on mouseDown me
sprite(spriteNum).member = member("DownPict")
end
// JavaScript syntax
function mouseDown() {
sprite(this.spriteNum).member = member("DownPict");
}

This handler uses the automatic value inserted into the spriteNum property to assign the sprite reference to a new
property variable pMySpriteRef, as a convenience:
-- Lingo syntax
property spriteNum, pMySpriteRef
on beginSprite me
pMySpriteRef = sprite(me.spriteNum)
end
// JavaScript syntax
function beginSprite() {
this.pMySpriteRef = sprite(this.spriteNum);
}

This approach allows the use of the reference pMySpriteRef later in the script, with the handler using the syntax:
-- Lingo syntax
currMember = pMySpriteRef.member
// JavaScript syntax
var currMember = pMySpriteRef.member

instead of the following syntax which is somewhat longer:
Lingo syntax
currMember = sprite(spriteNum).member
// JavaScript syntax
var currMember = sprite(this.spriteNum).member

This alternative approach is merely for convenience, and provides no different functionality.
See also
new(), Sprite

stage
Usage
-- Lingo syntax
_movie.stage
// JavaScript syntax
_movie.stage;

Description
Movie property; refers to the main movie. Read-only.

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This property is useful when sending a message to the main movie from a child movie.
Example
This statement displays the current setting for the Stage:
-- Lingo syntax
put(_movie.stage.rect)
// JavaScript syntax
put(_movie.stage.rect);

See also
Movie

startAngle
Usage
member(whichCastmember).modelResource(whichModelResource).
startAngle
modelResourceObjectReference.startAngle

Description
3D property; when used with a model resource whose type is #cylinder or #sphere, this command allows you to
both get and set the startAngle property of the referenced model resource, as a floating-point value from 0.0 to
360.0. The default value for this property is 0.0.
The startAngle property determines the starting sweep angle of the model resource, and works in conjunction with
the endAngle property to draw spheres and cylinders. For example, if you want to make a half sphere, set
startAngle to 0.0 and endAngle to 180.0.
Example
The following statement sets the startAngle of the model resource Sphere01 to 0.0. If its endAngle is set to 90, then
only one quarter of any model that uses this model resource will appear.
-- Lingo
put member("3D World").modelResource(1).startAngle
-- 0.0
// Javascript
trace(member(“3D World”).getPropRef(“modelResource”,1).startAngle);
// 0

See also
endAngle

startFrame
Usage
-- Lingo syntax
spriteObjRef.startFrame

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// JavaScript syntax
spriteObjRef.startFrame;

Description
Sprite property; returns the frame number of the starting frame of a sprite span. Read-only.
This property is useful in determining the span in the Score that a particular sprite covers. It is available only in a
frame that contains the sprite, and cannot be applied to sprites in different frames of the movie.
Example
This statement displays the starting frame of the sprite in channel 5 in the Message window:
-- Lingo syntax
put(sprite(5).startFrame)
// JavaScript syntax
put(sprite(5).startFrame);

See also
endFrame, Sprite

startTime
Usage
-- Lingo syntax
soundChannelObjRef.startTime
// JavaScript syntax
soundChannelObjRef.startTime;

Description
Sound Channel property; indicates the start time of the currently playing or paused sound as set when the sound
was queued. Read-only.
This property cannot be set after the sound has been queued. If no value was supplied when the sound was queued,
this property returns 0.
Example
This statement starts the digital video sprite in channel 5 at 100 ticks into the digital video:
-- Lingo syntax
sprite(5).startTime = 100
// JavaScript syntax
sprite(5).startTime = 100;

See also
Sound Channel

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startTimeList
Usage
-- Lingo syntax
dvdObjRef.startTimeList
// JavaScript syntax
dvdObjRef.startTimeList;

Description
DVD property; a property list that specifies the time or chapter at which playback starts.
Read/write.
A startTimeList is a property list that can be either chapter based or time based.
A chapter based startTimeList contains the following properties:

•

title. Specifies the title that contains the chapter to play.

•

chapter. Specifies the chapter to play.

This startTimeList starts playing at chapter 2 of title 1:
[#title:1, #chapter:2]

A time based startTimeList contains the following properties:

•

title. Specifies the title.

•

hours. Specifies the hour at which playback starts.

•

min. Specifies the minute at which playback starts.

•

sec. Specifies the second at which playback starts.

•

frames. Specifies the frames at which playback starts.

This startTimeList starts playing at a specific time in title 1:
[#title:1, #hours:0, #minutes:45, #seconds:15, #frames:15]

This startTimeList only lists one time parameter:
[#title:1, #seconds:15]

The startTimeList can be cleared by setting it to 0.
Example
The following statement sets the startTimeList of the dvd object to 0.
-- Lingo
sprite(1).startTimeList = 0
// Javascript
sprite(1).startTimeList = 0;

See also
DVD, play() (DVD), stopTimeList

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state (3D)
Usage
member(whichCastmember).state

Description
3D property; returns the current state of the referenced member in the streaming and loading process. This property
refers to the initial file import or the last file load requested.
The state property of the member determines what, if any, 3D Lingo can be performed on the cast member.
This property can have any of the following values:

• 0—indicates that the member is currently not loaded and therefore no 3D media are available. No 3D Lingo
should be performed on the member.
•

1—indicates that the media loading has begun.

• 2—indicates that the member’s initial load segment is loaded. All objects with a stream priority of zero, as set
upon creation of the model file, will be loaded at this time, because they are part of the initial load segment. You can
perform most 3D Lingo associated with objects that have a load priority of zero. Do not use the loadFile and
resetWorld commands during this state.
• 3—indicates that all the additional media of the member are being loaded and decompressed. Most 3D Lingo
can be performed at this point. Do not use the loadFile and resetWorld commands during this state.
• 4—indicates that all of the member’s media have been loaded and all decompression is complete. All 3D Lingo
can now be performed on the cast member.
• -1—indicates that an undefined error occurred during the media streaming process. Because the error may have
occurred at any point during the loading process, the state of the cast member is not reliable.
In general, avoid using Lingo on 3D cast members with a current state lower than 3.
Example
This statement shows that the cast member named PartyScene has finished loading and preparing for playback, and
no errors occurred during the load:
-- Lingo
put member("PartyScene").state
-- 4
// Javascript
trace(member(“PartyScene”).state);
// 4

state (Flash, SWA)
Usage
-- Lingo syntax
memberObjRef.state
// JavaScript syntax
memberObjRef.state;

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Description
Cast member property; for Shockwave Audio (SWA) streaming cast members and Flash movie cast members, determines the current state of the streaming file. The properties streamName, URL, and preLoadTime can be changed
only when the SWA sound is stopped.
The following properties for the SWA file return meaningful information only after the file begins streaming:
cuePointNames, cuePointTimes, currentTime, duration, percentPlayed, percentStreamed, bitRate,
sampleRate, and numChannels.

For SWA streaming cast members, the following values are possible:

•

0—Cast streaming has stopped.

•

1—The cast member is reloading.

•

2—Preloading ended successfully.

•

3—The cast member is playing.

•

4—The cast member is paused.

•

5—The cast member has finished streaming.

•

9—An error occurred.

•

10—There is insufficient CPU space.

For Flash movie cast members, this property returns a valid value only when the Director movie is running. The
following values are possible:

•

0—The cast member is not in memory.

•

1—The header is currently loading.

•

2—The header has finished loading.

•

3—The cast member’s media is currently loading.

•

4—The cast member’s media has finished loading.

•

-1—An error occurred.

This property can be tested but not set.
Example
This statement issues an alert if an error is detected for the SWA streaming cast member:
-- Lingo syntax
on mouseDown
if member("Ella Fitzgerald").state = 9 then
_player.alert("Sorry, can't find an audio file to stream.")
end if
end
// JavaScript syntax
function mouseDown() {
var ellaSt = member("Ella Fitzgerald").state;
if (ellaSt == 9) {
_player.alert("Sorry, can't find an audio file to stream.");
}
}

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See also
clearError(), getError() (Flash, SWA)

state (RealMedia)
Usage
-- Lingo syntax
memberOrSpriteObjRef.state
// JavaScript syntax
memberOrSpriteObjRef.state;

Description
RealMedia sprite or cast member property; returns the current state of the RealMedia stream, expressed as an integer
in the range 1 to 4. Each state value corresponds to a specific point in the streaming process. This property is dynamic
during playback and can be tested but not set.
The streaming process is initiated when the playhead enters the span of the RealMedia sprite in the Score, the play
method is invoked on a RealMedia sprite or cast member, or a user clicks the Play button in the RealMedia viewer.
Calling this property returns a numeric value indicating the state of the streaming process for the RealMedia cast
member. For each state, there is one or more corresponding mediaStatus (RealMedia, Windows Media)
property value; each mediaStatus value is observed only in one state. For example, the mediaStatus property
values #seeking and #buffering are present only when the value of state is 3.
The value of the state property provides important information in terms of performing Lingo on a cast member. If
member.state is less than 2, some of the Lingo properties may be incorrect, and as a result, any Lingo relying on
property data would be incorrect. When member.state is greater than or equal to 2 and less than 4, the RealMedia
cast member is not displayed, but all the Lingo properties and methods have well-defined values and can be used to
perform Lingo operations on the cast member.
When the streaming process is initiated, the state property cycles through the following states, unless an error (-1)
occurs, which prevents the streaming process from starting:
-1 (error) indicates that there is something wrong, possibly a leftover error from the previous RealMedia stream. You
may get more information by checking the lastError property. This state is the equivalent of #error for the
mediaStatus property.
0 (closed) indicates that streaming has not begun, or that cast member properties are in initial states or are copies
from an earlier playing of the cast member. This state is the equivalent of #closed for the mediaStatus property.
1 (connecting) indicates that streaming has begun but is in the very early stages of connecting to the server, and there
is not enough information available locally to do anything with the cast member. This state is the equivalent of
#connecting for the mediaStatus property.
2 (open) indicates that the Lingo properties have been refreshed from the actual stream. When state is greater than
or equal to 2, the height, width, and duration properties of the RealMedia stream are known. This state is
transitory and quickly changes to state 3. This state is the equivalent of #opened for the mediaStatus property.
3 (seeking or buffering) indicates that all of the RealMedia cast member’s Lingo properties are current, but the cast
member is not quite ready to play. The Stage or RealMedia viewer displays a black rectangle or the RealNetworks
logo. If this state is the result of rebuffering due to network congestion, the state value quickly changes back to 4
(playing). This state is the equivalent of #buffering or #seeking for the mediaStatus property.

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4 (playing) indicates that the RealMedia stream is playing (or paused) without problems or errors. This is the state
during normal playback. This state is the equivalent of #playing or #paused for the mediaStatus property.
Example
The following examples show that the state of streams in sprite 2 and the cast member Real is 0, which is closed:
-- Lingo syntax
put(sprite(2).state) -- 0
put(member("Real").state) -- 0
// JavaScript syntax
put(sprite(2).state); // 0
put(member("Real").state); // 0

See also
mediaStatus (RealMedia, Windows Media), percentBuffered, lastError

static
Usage
-- Lingo syntax
memberOrSpriteObjRef.static
// JavaScript syntax
memberOrSpriteObjRef.static;

Description
Cast member property and sprite property; controls playback performance of a Flash movie sprite depending on
whether the movie contains animation. If the movie contains animation (FALSE, default), the property redraws the
sprite for each frame; if the movie doesn’t contain animation (TRUE), the property redraws the sprite only when it
moves or changes size.
This property can be tested and set.
Note: Set the static property to TRUE only when the Flash movie sprite does not intersect other moving Director sprites.
If the Flash movie intersects moving Director sprites, it may not redraw correctly.
Example
This sprite script displays in the Message window the channel number of a Flash movie sprite and indicates whether
the Flash movie contains animation:
-- Lingo syntax
property spriteNum
on beginSprite me
if sprite(spriteNum).static then
animationType = "does not have animation."
else
animationType = "has animation."
end if
put("The Flash movie in channel" && spriteNum && animationType)
end
// JavaScript syntax
function beginSprite() {

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var st = sprite(this.spriteNum).static;
if (st == 1) {
animationType = "does not have animation.";
} else {
animationType = "has animation.";
}
trace("The Flash movie in channel " + this.spriteNum + animationType);
}

staticQuality
Usage
-- Lingo syntax
spriteObjRef.staticQuality
// JavaScript syntax
spriteObjRef.staticQuality;

Description
QuickTime VR sprite property; specifies the codec quality used when the panorama image is static. Possible values
are #minQuality, #maxQuality, and #normalQuality.
This property can be tested and set.
Example
This statement shows the staticQuality of the QuickTime sprite in the message window.
-- Lingo
put sprite(1).staticQuality
-- #normalQuality
// Javascript
trace(sprite(1).staticQuality)
// symbol(normalQuality)

status
Usage
-- Lingo syntax
soundChannelObjRef.status
// JavaScript syntax
soundChannelObjRef.status;

Description
Sound Channel property; indicates the status of a sound channel. Read-only.
Possible values include:

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Status

Name

Meaning

0

Idle

No sounds are queued or playing.

1

Loading

A queued sound is being preloaded but is not yet playing.

2

Queued

The sound channel has finished preloading a queued sound but is not yet playing the
sound.

3

Playing

A sound is playing.

4

Paused

A sound is paused.

Example
This statement displays the current status of sound channel 2 in the Message window:
-- Lingo syntax
put(sound(2).status)
// JavaScript syntax
put(sound(2).status);

See also
Sound Channel

stillDown
Usage
-- Lingo syntax
_mouse.stillDown
// JavaScript syntax
_mouse.stillDown;

Description
Mouse property; indicates whether the user is pressing the mouse button (TRUE) or not (FALSE). Read-only.
This function is useful within a mouseDown script to trigger certain events only after the mouseUp function.
Script cannot test stillDown when it is used inside a loop. Use the mouseDown function inside loops instead.
Example
This statement checks whether the mouse button is being pressed and calls the handler dragProcedure if it is:
-- Lingo syntax
if (_mouse.stillDown) then
dragProcedure
end if
// JavaScript syntax
if (_mouse.stillDown) {
dragProcedure();
}

See also
Mouse, mouseDown, mouseUp

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stopTime
Usage
sprite(whichSprite).stopTime
the stopTime of sprite whichSprite

Description
Sprite property; determines when the specified digital video sprite stops. The value of stopTime is measured in
ticks.
This property can be tested and set.
Example
This statement stops the digital video sprite in channel 5 at 100 ticks into the digital video:
-- Lingo
sprite(5).stopTime = 100
// Javascript
sprite(5).stopTime = 100;

stopTimeList
Usage
-- Lingo syntax
dvdObjRef.stopTimeList
// JavaScript syntax
dvdObjRef.stopTimeList;

Description
DVD property; a property list that specifies the time or chapter at which playback stops.
Read/write.
A stopTimeList is a property list that can be either chapter based or time based.
A chapter based stopTimeList contains the following properties:

•

title. Specifies the title.

•

chapter. Specifies the chapter. Playback stops after this chapter is played.

This stopTimeList stops playing at chapter 4 of title 1:
[#title:1, #chapter:4]

A time based stopTimeList contains the following properties:

•

title. Specifies the title.

•

hours. Specifies the hour at which playback stops.

•

min. Specifies the minute at which playback stops.

•

sec. Specifies the second at which playback stops.

•

frames. Specifies the frames at which playback stops.

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This stopTimeList stops playing at a specific time in title 1:
[#title:1, #hours:0, #minutes:55, #seconds:45, #frames:15]

This stopTimeList only lists one time parameter:
[#title:1, #seconds:45]

The stopTimeList can be cleared by setting it to 0.
See also
DVD, play() (DVD), startTimeList

streamMode
Usage
-- Lingo syntax
memberObjRef.streamMode
// JavaScript syntax
memberObjRef.streamMode;

Description
Flash cast member property; controls the way a linked Flash movie cast member is streamed into memory, as follows:

•

#frame (default)—Streams part of the cast member each time the Director frame advances while the sprite is

on the Stage.

• #idle—Streams part of the cast member each time an idle event is generated or at least once per Director frame
while the sprite is on the Stage.
•

#manual—Streams part of the cast member into memory only when the stream command is issued for that cast

member.
This property can be tested and set.
Example
This startMovie script searches the internal cast for Flash movie cast members and sets their streamMode
properties to #manual:
-- Lingo syntax
on startMovie
repeat with i = 1 to castLib(1).member.count
if member(i, 1).type = #flash then
member(i, 1).streamMode = #manual
end if
end repeat
end
// JavaScript syntax
function startMovie() {
i = 1;
while( i < (castLib(whichCast).member.count) + 1)
var tp = member(i, whichCast).type;
if (tp == "flash") {
member(i, 1).streamMode = symbol("manual");
i++;

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}
}
}

streamName
Usage
-- Lingo syntax
memberObjRef.streamName
// JavaScript syntax
memberObjRef.streamName;

Description
Shockwave Audio (SWA) cast member property; specifies a URL or filename for a streaming cast member. This
property functions the same as the URL member property.
This property can be tested and set.
Example
The following statement links the file BigBand.swa to an SWA streaming cast member. The linked file is on the disk
MyDisk in the folder named Sounds.
-- Lingo syntax
member("SWAstream").streamName = "MyDisk/sounds/BigBand.swa"
// JavaScript syntax
member("SWAstream").streamName = "MyDisk/sounds/BigBand.swa";

streamSize
Usage
-- Lingo syntax
memberObjRef.streamSize
// JavaScript syntax
memberObjRef.streamSize;

Description
Cast member property; reports an integer value indicating the total number of bytes in the stream for the specified
cast member. The streamSize property returns a value only when the Director movie is playing.
This property can be tested but not set.
Example
The following frame script checks to see if a Flash movie cast member named Intro Movie has finished streaming
into memory. If it hasn’t, the script updates a field cast member to indicate the number of bytes that have been
streamed (using the bytesStreamed member property) and the total number of bytes for the cast member (using
the streamSize member property). The script keeps the playhead looping in the current frame until the movie
finishes loading into memory.
-- Lingo syntax

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on exitFrame
if member("Intro Movie").percentStreamed < 100 then
member("Message Line").text = string(member("Intro Movie").bytesStreamed) && "of" \
&& string(member("Intro Movie").streamSize) && "bytes have downloaded so far."
_movie.go(_movie.frame)
end if
end
// JavaScript syntax
function exitFrame() {
var pctStm = member("Intro Movie").percentStreamed;
var strSs = new String(member("Intro Movie").streamSize);
var strIm = new String(member("Intro Movie").bytesStreamed);
if (pctStm < 100) {
member("Message Line").text = strStm + " of " + strSS+ " bytes have downloaded so
far.";
_ movie.go(_movie.frame);
}
}

streamSize (3D)
Usage
member(whichCastmember).streamSize

Description
3D property; allows you to get the size of the data stream to be downloaded, from 0 to maxInteger. This command
refers to the initial file import or the last loadFile() requested.
Example
This statement shows that the last file load associated with the cast member Scene has a total size of 325300 bytes:
put member("Scene").streamSize
-- 325300

See also
bytesStreamed (3D), percentStreamed (3D), state (3D), preLoad (3D)

strokeColor
Usage
-- Lingo syntax
memberObjRef.strokeColor
// JavaScript syntax
memberObjRef.strokeColor;

Description
Vector shape cast member property; indicates the color in RGB of the shape’s framing stroke.
To see an example of strokeColor used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.

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Example
This sets the strokeColor of cast member "line" to red:
-- Lingo syntax
member("line").strokeColor = color(255, 0, 0)
// JavaScript syntax
member("line").strokeColor = color(255, 0, 0);

See also
color(), fillColor, endColor, backgroundColor

strokeWidth
Usage
-- Lingo syntax
memberObjRef.strokeWidth
// JavaScript syntax
memberObjRef.strokeWidth;

Description
Vector shape cast member property; indicates the width, in pixels, of the shape’s framing stroke.
The value is a floating-point number between 0 and 100 and can be tested and set.
To see an example of strokeWidth used in a completed movie, see the Vector Shapes movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
The following code sets the strokeWidth of cast member "line" to 10 pixels:
-- Lingo syntax
member("line").strokeWidth = 10
// JavaScript syntax
member("line").strokeWidth = 10;

style
Usage
member(whichCastmember).model(whichModel).toon.style
member(whichCastmember).model(whichModel).shader.style
member(whichCastmember).shader(whichShader).style

Description
3D toon modifier and painter shader property; indicates the way the toon modifier and painter shader apply
color to a model. Possible values are as follows:

•

#toon uses sharp transitions between colors.

•

#gradient uses smooth transitions between colors. This is the default value.

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•

#blackAndWhite uses two-color black and white.

The number of colors used by the toon modifier and painter shader is set with the colorSteps property of the
modifier or shader.
Example
The following statement sets the style property of the toon modifier for the model named Teapot to #blackAndWhite. The model will be rendered in two-color black and white
member("Shapes").model("Teapot").toon.style = #blackAndWhite

subdivision
Usage
member(whichCastmember).model(whichModel).sds.subdivision

Description
3D sds modifier property; allows you to get or set the subdivision surfaces mode of operation. Possible values are as
follows:

•

#uniform specifies that the mesh is uniformly scaled up in detail, with each face subdivided the same number

of times.

• #adaptive specifies that additional detail is added only when there are large surface orientation changes and
only to those areas of the mesh that are currently visible.
The sds modifier cannot be used with the inker or toon modifiers, and caution should be used when using the sds
modifier with the lod modifier. See the sds modifier entry for more information.
Example
The following statement sets the subdivision property of the sds modifier of the model named Baby to
#adaptive. Baby’s geometry will not be modified uniformly.
-- Lingo
member("Scene").model(1).sds.subdivision = #adaptive
// Javascript
Member(“Scene”).getPropRef(“model”,1).sds.subdivision = symbol(“adaptive”);

See also
sds (modifier), error, enabled (sds), depth (3D), tension

subPicture
Usage
-- Lingo syntax
dvdObjRef.subPicture
// JavaScript syntax
dvdObjRef.subPicture;

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Description
DVD property. Determines the current subpicture, if any. Read/write.
The value of subPicture is an integer. A value of 0 disables subPicture.
See also
DVD

subPictureCount
Usage
-- Lingo syntax
dvdObjRef.subPictureCount
// JavaScript syntax
dvdObjRef.subPictureCount;

Description
DVD property. Returns the number of available sub pictures. Read-only.
See also
DVD

suspendUpdates
Usage
sprite(which3dSprite).suspendUpdates

Description
3D sprite property; when set to TRUE, causes the sprite not to be updated as part of normal screen redraw operations.
This can improve movie playback performance. Certain kinds of screen updates will still affect the sprite, such as
those due to dragging another window over the sprite. When the suspendUpdates property is set to FALSE, the
sprite is redrawn normally.
It is important to keep the suspendUpdates property set to FALSE while any element within the 3D sprite is being
animated.
Example
The following statement suspends the updates on the sprite(3).
-- Lingo
sprite(3).suspendUpdates = FALSE
// Javascript
sprite(3).suspendUpdates = false;

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switchColorDepth
Usage
-- Lingo syntax
_player.switchColorDepth
// JavaScript syntax
_player.switchColorDepth;

Description
Player property; determines whether Director switches the monitor that the Stage occupies to the color depth of the
movie being loaded (TRUE) or leaves the color depth of the monitor unchanged when a movie is loaded (FALSE,
default). Read/write.
When switchColorDepth is TRUE, nothing happens until a new movie is loaded.
Setting the monitor’s color depth to that of the movie is good practice.

• When the monitor’s color depth is set below that of the movie, resetting it to the color depth of the movie
(assuming that the monitor can provide that color depth) helps maintain the movie’s original appearance.
• When the monitor’s color depth is higher than that of the movie, reducing the monitor’s color depth plays the
movie using the minimum amount of memory, loads cast members more efficiently, and causes animation to occur
more quickly.
The value of this property can also be set using the Reset Monitor to Movie’s Color Depth option in the General
Preferences dialog box.
Example
This statement sets the variable named switcher to the current setting of switchColorDepth:
-- Lingo syntax
switcher = _player.switchColorDepth
// JavaScript syntax
var switcher = _player.switchColorDepth;

This statement checks whether the current color depth is 8-bit and turns the switchColorDepth property on if it is:
-- Lingo syntax
if (_system.colorDepth = 8) then
_player.switchColorDepth = TRUE
end if
// JavaScript syntax
if (_system.colorDepth == 8) {
_player.switchColorDepth = true;
}

See also
colorDepth, Player

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systemTrayIcon
Usage
-- Lingo syntax
_movie.displayTemplate.systemTrayIcon
windowObjRef.systemTrayIcon
// JavaScript syntax
_movie.displayTemplate.systemTrayIcon;
windowObjRef.systemTrayIcon;

Description
Movie and Windows property (Microsoft Windows only). Determines whether a window has an icon in the system
tray of a user’s desktop. Read/write.
If systemTrayIcon is TRUE, a window icon is placed in the system tray.
If systemTrayIcon is FALSE, no icon appears in the system tray.
Example
The following statement shows the system tray icon when the movie is playing.
-- Lingo
_movie.displayTemplate.systemTrayIcon = TRUE
// Javascript
_movie.displayTemplate.systemTrayIcon = true;

See also
displayTemplate, Movie, systemTrayTooltip, Window

systemTrayTooltip
Usage
-- Lingo syntax
_movie.displayTemplate.systemTrayTooltip
windowObjRef.systemTrayTooltip
// JavaScript syntax
_movie.displayTemplate.systemTrayTooltip;
windowObjRef.systemTrayTooltip;

Description
Movie and Windows property (Microsoft Windows only). Determines the string that appears in the tooltip pop-up
of the system tray icon. Read/write.
This property is only applicable if the systemTrayIcon property is set to TRUE. If systemTrayIcon is TRUE, the
tooltip will appear when a user mouses over the system tray icon.
The default value of systemTrayTooltip is the title of the window.
See also
displayTemplate, Movie, systemTrayIcon, Window

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tabCount
Usage
chunkExpression.tabCount

Description
Text cast member property; indicates how many unique tab stops are in the specified chunk expression of the text
cast member.
The value is an integer equal to or greater than 0, and may be tested but not set.
Example
The following statement shows the number of tabs in a text field.
-- Lingo
put member(1).tabCount
-- 3
// Javascript
trace(member(1).tabCount);
// 3

tabs
Usage
member(whichTextMember).tabs

Description
Text cast member property; this property contains a list of all the tab stops set in the text cast member.
Each element of the list contains information regarding that tab for the text cast member. The possible properties in
the list are as follows:
#type

Can be #left, #center, #right, or #decimal.

#position

Integer value indicating the position of the tab in points.

You can get and set this property. When tabs is set, the type property is optional. If type is not specified, the tab
type defaults to #left.
Example
This statement retrieves and displays in the Message window all the tabs for the text cast member Intro credits:
-- Lingo
put member("Intro credits").tabs
-- [[#type: #left, #position: 36], [#type: #Decimal, #position: 141], [#type: #right,
#position: 216]]
// Javascript
trace(member(“Intro credits”).tabs)
// < [[#type: #left, #position: 36], [#type: #Decimal, #position: 141], [#type: #right,
#position: 216]]>

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target
Usage
timeoutObject.target

Description
Timeout object property; indicates the child object that the given timeoutObject will send its timeout events to.
Timeout objects whose target property is VOID will send their events to a handler in a movie script.
This property is useful for debugging behaviors and parent scripts that use timeout objects.
Example
This statement displays the name of the child object that will receive timeout events from the timeout object
timerOne in the Message window:
-- Lingo
put timeout("timerOne").target
// Javascript
trace(timeout(“timerOne”).target)

See also
name (timeout), timeout(), timeoutHandler, timeoutList

targetFrameRate
Usage
sprite(which3dSprite).targetFrameRate

Description
3D sprite property; determines the preferred number of frames per second to use when rendering a 3D sprite. The
default value is 30 frames per second. The targetFrameRate property is only used if the useTargetFrameRate
property is set to TRUE. If the useTargetFrameRate property is set to TRUE, Director will reduce the polygon count
of the models in the sprite if necessary to maintain the specified frame rate.
Example
These statements set the targetFrameRate property of sprite 3 to 45 and enforce the frame rate by setting the
useTargetFrameRate property of the sprite to TRUE:
-- Lingo
sprite(3).targetFrameRate = 45
sprite(3).useTargetFrameRate = TRUE
// Javascript
sprite(3).targetFrameRate = 45;
sprite(3).useTargetFrameRate = true;

See also
useTargetFrameRate

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tension
Usage
member(whichCastmember).model(whichModel).sds.tension

Description
3D subdivision surface property; allows you to get or set a floating-point percentage between 0.0 and 100.0 that
controls how tightly the newly generated surface matches the original surface. The higher this value, the more tightly
the subdivided surface matches the original surface. The default is 65.0.
Example
The following statement sets the tension property of the sds modifier of the model Baby to 35. If the sds modifier’s
error setting is low and its depth setting is high, this statement will have a very pronounced effect on Baby’s
geometry.
-- Lingo
member("scene").model("Baby").sds.tension = 35
// Javascript
member(“scene”).getPropRef(“model”,1).sds.tension = 35;

See also
sds (modifier), error, depth (3D)

text
Usage
-- Lingo syntax
memberObjRef.text
// JavaScript syntax
memberObjRef.text;

Description
Text cast member property; determines the character string in the field cast member specified by whichCastMember.
The text cast member property is useful for displaying messages and recording what the user types.
This property can be tested and set.
When you use Lingo to change the entire text of a cast member you remove any special formatting you have applied
to individual words or lines. Altering the text cast member property reapplies global formatting. To change
particular portions of the text, refer to lines, words, or items in the text.
When the movie plays back as an applet, this property’s value is "" (an empty string) for a field cast member whose
text has not yet streamed in.
To see an example of text used in a completed movie, see the Forms and Post, and Text movies in the
Learning/Lingo Examples folder inside the Director application folder.
Example
This statement places the phrase "Thank you." in the empty cast member Response:

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--Lingo syntax
if (member("Response").text = EMPTY) then
member("Response").text = "Thank You."
end if
// JavaScript syntax
if (member("Response").text == " ") {
member("Response").text = "Thank You.";
}

This statement sets the content of cast member Notice to "You have made the right decision!"
--Lingo syntax
member("Notice").text = "You have made the right decision!"
// JavaScript syntax
member("Notice").text = "You have made the right decision!";

See also
selEnd, selStart

texture
Usage
member(whichCastmember).texture(whichTexture)
member(whichCastmember).texture[index]
member(whichCastmember).shader(whichShader).texture
member(whichCastmember).model(whichModel).shader.texture
member(whichCastmember).model(whichModel).shaderList.texture
member(whichCastmember).model(whichModel).shaderList[index].texture
member(whichCastmember).modelResource(whichParticleSystemModelResource).texture

Description
3D element and shader property; an image object used by a shader to define the appearance of the surface of a model.
The image is wrapped on to the geometry of the model by the shader.
The visible component of a shader is created with up to eight layers of textures. These eight texture layers are either
created from bitmap cast members or image objects within Director or imported with models from 3D modeling
programs.
Create and delete textures with the newTexture() and deleteTexture() commands.
Textures are stored in the texture palette of the 3D cast member. They can be referenced by name (whichTexture)
or palette index (textureIndex). A texture can be used by any number of shaders. Changes to a texture will appear
in all shaders which use that texture.
There are three types of textures:
#fromCastmember; the texture is created from a bitmap cast member using the newTexture() command.
#fromImageObject; the texture is created from a lingo image object using the newTexture() command.
#importedFromFile; the texture is imported with a model from a 3D modeling program.

For more information about texture properties, see the Using Director topics in the Director Help Panel.
The texture of a particle system is a property of the model resource, whose type is #particle.

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Example
This statement sets the texture property of the shader named WallSurface to the texture named BluePaint:
-- Lingo
member("Room").shader("WallSurface").texture = member("Room").texture("BluePaint")
// Javascript
member(“Room”).getPropRef(“shader”,1).texture = member(“Room”).getPropRef(“texture”,1);

See also
newTexture, deleteTexture

textureCoordinateList
Usage
member(whichCastmember).modelResource(whichmodelResource).
textureCoordinateList
modelResourceObjectReference.textureCoordinateList

Description
3D property; when used with a model resource whose type is #mesh, or with a meshDeform modifier attached to a
model, this property allows you to get or set the textureCoordinateList property of the model resource.
The textureCoordinateList property is a list of sublists identifying locations in an image that are to be used when
texture mapping a triangle. Each sublist consists of two values indicating a location in a texture map. The values must
be between 0.0 and 1.0 so that they can be scaled to arbitrarily sized texture maps. The default is an empty list.
Manipulate modelResource.face[index].textureCoordinates or
model.meshdeform.mesh[index].face[index] to change the mapping between textureCoordinates and the
corners of a mesh face.
Example
-- Lingo
put member(5).modelResource("mesh square").textureCoordinateList
--[ [0.1, 0.1], [0.2, 0.1], [0.3, 0.1], [0.1, 0.2], [0.2, 0.2], [0.3, 0.2], [0.1, 0.3], [0.2,
0.3], [0.3, 0.3] ]
// Javascript
trace(member(5).getPropRef(“modelResource”,1).textureCoordinateList;
// <[ [0.1, 0.1], [0.2, 0.1], [0.3, 0.1], [0.1, 0.2], [0.2, 0.2], [0.3, 0.2], [0.1, 0.3],
[0.2, 0.3], [0.3, 0.3] ]>

See also
face, texture, meshDeform (modifier)

textureCoordinates
Usage
member(whichCastmember).modelResource(whichModelResource).face[faceIndex].textureCoordinat
es
modelResourceObject.face[faceIndex].textureCoordinates

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Description
3D property; identifies which elements in the textureCoordinateList to use for the faceIndex’d face. This
property must be a list of three integers specifying indices in the textureCoordinateList, corresponding to the
textureCoordinates to use for each corner of the mesh’s face.
See also
face, textureCoordinateList

textureLayer
Usage
member(whichCastmember).model(whichModel).meshDeform.mesh[index].textureLayer.count
member(whichCastmember).model(whichModel).meshdeform.mesh[index].texturelayer.add()
member(whichCastmember).model(whichModel).meshdeform.mesh[index].texturelayer[index].textu
reCoordinateList.

Description
3D meshdeform modifier properties; using these properties you can get and set information about the texture layers
of a specified mesh.
You can have up to eight texture layers for a shader, each layer can contain only one texture, but the same texture can
be specified for more than one layer. Texture layers are layers of textures used by shaders.
Use the following properties to access and manipulate texture layers:
meshdeform.mesh[index].texturelayer.count returns the number of texture layers for the specified mesh.
model.meshdeform.mesh[index].texturelayer.add() adds an empty texture layer to the specified mesh.
model.meshdeform.mesh[index].texturelayer[index].texturecoordinatelist allows you to set or get a

list of textureCoordinates for a particular layer of the specified mesh. You can also use this property to copy texture
coordinates between texture layers as follows:
model.meshdeform.texturelayer[a].texturecoordinatelist =
model.meshdeform.texturelayer[b].texturecoordinatelist
See also
meshDeform (modifier), mesh (property), textureCoordinateList, add (3D texture), count,
texture, textureModeList

textureList
Usage
member(whichMember).model(whichModel).shader(whichShader).textureList
member(whichMember).model(whichModel).shader(whichShader).textureList[index]

Description
3D shader property; determines the list of textures applied to the shader. A shader can have up to 8 layers of textures.
When tested, this property returns a linear list of texture objects. When set without specifying an index, this property
specifies the texture object to be applied to all layers. Setting the textureList property to VOID disables texturing
for all layers. The default value is VOID.

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To test or set the texture object for a specific texture layer, include an index value.
Example
This statement sets the 3rd texture layer of the shader named "WallSurface" to the texture named "BluePaint" in the
cast member named "Room":
-- Lingo
member(3).model("Car").shader("WallSurface").textureList[3] =
member("Room").texture("BluePaint")
// Javascript
member(3).getPropRef(“model”,1).getPropRef(“shader”,1).textureList[3] =
member(“Room”).getPropRef(“texture”,1);

See also
textureModeList

textureMember
Usage
member(whichCastmember).textureMember

Description
3D cast member property; indicates the name of the bitmap cast member used as the source of the default texture
for the 3D cast member.
The 3D cast member’s textureType property must be set to #member for the textureMember property to be
effective.
Example
The following statement sets the textureMember property of the cast member named YardScene to "Fence". If the
textureType property of YardScene is set to #member, the cast member named Fence will be the source bitmap for
the default texture in YardScene.
-- Lingo
member("YardScene").textureMember = "Fence"
// Javascript
member(“YardScene”).textureMember = “Fence”;

See also
textureType

textureMode
Usage
member(whichCastmember).shader(whichShader).textureMode
member(whichCastmember).model(whichModel).shader.textureMode
member(whichCastmember).model(whichModel).shaderList{[index]}.textureMode

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Description
3D #standard shader property; specifies how the first texture layer is mapped on to the surface of the model. Use
the textureModeList property to specify textures for layers other than the first layer. This property is ignored if the
#toon modifier is applied to the model resource.
The possible values of this property are #none, #wrapPlanar, #wrapCylindrical, #wrapSpherical,
#reflection, #diffuseLight, and #specularLight. For descriptions of these terms, see textureModeList.

Example
This statement sets the value of the textureMode property of the first texture layer of the shader of the model named
Ball to #wrapSpherical:
-- Lingo
member("scene").model("Ball").shader.textureMode = #wrapSpherical
// Javascript
member(“scene”).getPropRef(“model”,1).getProp(“shader”).textureMode =
symbol(“wrapSpherical”);

See also
textureModeList

textureModeList
Usage
member(whichCastmember).shader(whichShader).textureModeList
member(whichCastmember).shader(whichShader).
textureModeList[textureLayerIndex]
member(whichCastmember).model(whichModel).shader.textureModeList
member(whichCastmember).model(whichModel).shader.
textureModeList[textureLayerndex]

Description
3D standard shader property; allows you to change how a textureLayer is mapped on to the surface of a model. This
property is ignored if the #toon modifier is applied to the model resource. Possible values are as follows:

•

#none uses the texture coordinate values originally defined for the model resource. This setting disables

wrapTransform and wrapTransformList[textureLayerIndex].

• #wrapPlanar wraps the texture on the model surface as though it were being projected from an overhead
projector. The shader’s wrapTransformList[textureLayerIndex] is applied to the mapping space before the
texture coordinates are generated in model space. With an identity wrapTransformList[textureLayerIndex]
(the default), the planar mapping is oriented such that the texture is extruded along the Z axis with the texture’s up
direction along the Y axis.
• #wrapCylindrical wraps the texture around the surface as though the surface were placed in the middle of the
texture and then the texture were rolled around the surface to form a cylinder. The
wrapTransformList[textureLayerIndex] is applied to the mapping space before the texture coordinates are
generated in model space. With an identity wrapTransformList[textureLayerIndex] (the default), the cylindrical mapping is oriented such that the texture is wrapped from the -Y axis, starting at the left edge of the texture,
toward the +X axis, around the Z axis. The up direction of the texture is toward the +Z axis.

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• #wrapSpherical wraps the texture around the surface as though the surface were placed in the middle of the
texture and then all four corners of the texture were pulled up to meet at the top. The
wrapTransformList[textureLayerIndex] is applied to the mapping space before the texture coordinates are
generated in model space. With an identity wrapTransformList[textureLayerIndex], the spherical mapping is
located at the model space origin and oriented such that the texture is wrapped from the -Y axis, starting at the left
edge of the texture, toward the +X axis, around the Z axis. The up direction of the texture is toward the +Z axis.
• #reflection is similar to #wrapSpherical except that the new texture coordinates are continuously
reprojected on to the surface from a fixed orientation. When the model rotates, the texture coordinates will not rotate
with it. Simulates light reflected on an object by its environment. This setting disables wrapTransform.
• #diffuseLight generates diffuse light mapping texture coordinate values, one per vertex, and stores the results
in the referenced mesh. This setting disables wrapTransform.
• #specularLight generates specular light mapping texture coordinate values, one per vertex, and stores the
results in the referenced mesh. This setting disables wrapTransform.
Example
In this example, a shader is set up to simulate a reflective garden ball. The shader's first textureLayer is set to a
spherical mapping and the third textureLayer is set to use a #refection style mapping. The shader’s textureList[3]
entry will appear to reflected from the environment onto all models which use this shader.
-- Lingo
member("scene").shader("GardenBall).textureList[1] =
member("scene").texture("FlatShinyBall")
member("scene").shader("GardenBall").textureModeList[1] = #wrapSpherical
member("scene").shader("GardenBall").textureList[3] =
member("scene").texture("GardenEnvironment")
member("scene").shader("GardenBall").textureModeList[3] = #reflection
// Javascript
member(“scene”).getPropRef(“shader”,1).textureList[1] =
member(“scene”).getPropRef(“texture”,1);
member(“scene”).getPropRef(“shader”,1).textureModeList[1] = symbol(“wrapSpherical”);
member(“scene”).getPropRef(“shader”,1).textureList[3] =
member(“scene”).getPropRef(“texture”,1);
member(“scene”).getPropRef(“shader”,1).textureModeList[3] = symbol(“reflection”);

See also
textureTransformList, wrapTransform

textureRenderFormat
Usage
getRenderServices().textureRenderFormat

Description
3D rendererServices property; allows you to get or set the default bit format used by all textures in all 3d cast
members. Use a texture's texture.RenderFormat property to override this setting for specific textures only. Smaller
sized bit formats (i.e 16 bit variants such as #rgba5551) use less hardware accelerator video ram, allowing you to
make use of more textures before being forced to switch to software rendering. Larger sized bit formats (i.e. 32 bit
variants such as #rgba8888) generally look better. In order to use alpha transparency in a texture, the last bit must be
nonzero. In order to get smooth transparency gradations the alpha channel must have more than 1 bit of precision.

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Each pixel formats has four digits, with each digit indicating the degree of precision for red, green, blue, and alpha.
The value you choose determines the accuracy of the color fidelity (precision of the alpha channel) and the amount
of memory used by the hardware texture buffer. You can choose a value that improves color fidelity or a value that
allows you to fit more textures on the card. You can fit twice as many 16-bit textures as 32-bit textures in the same
space. If a movie uses more textures than fit on a card at a the same time, Director switches to #software rendering.
You can specify any of the following values for textureRenderFormat:

•

#rgba8888: 32 bit color mode with 8 bits each for red, green, blue, and alpha

•

#rgba8880: same as above, with no alpha value

•

#rgba5650: 16-bit color mode with no alpha; 5 bits for red, 6 for green, 5 for blue

•

#rgba5550: 16-bit color mode with no alpha; 5 bits each for red, green, and blue, with no alpha measure

•

#rgba5551: 16-bit color mode with 5 bits each for red, green, and blue; 1 bit for alpha

•

#rgba4444: 16-bit color mode with 4 bits each for red, green, blue, and alpha

The default value is #rgba5551.
Example
The following statement sets the global textureRenderFormat for the 3D member to #rgba8888. Each texture in
this movie will be rendered in 32-bit color unless its texture.renderFormat property is set to a value other than
#default.
-- Lingo
getRendererServices().textureRenderFormat = #rgba8888
// Javascript
getRendererServices().textureRenderFormat = symbol(“rgba8888”);

See also
renderer, preferred3dRenderer, renderFormat, getRendererServices()

textureRepeat
Usage
member(whichCastmember).shader(whichShader).textureRepeat
member(whichCastmember).model(whichModel).shader.textureRepeat
member(whichCastmember).model(whichModel).shaderList{[index]}.textureRepeat

Description
3D #standard shader property; controls the texture clamping behavior of the first texture layer of the shader. Use
the textureRepeatList property to control this property for texture layers other than the first layer.
When textureRepeat is set to TRUE and the value of the x and/or y components of
shaderReference.textureTransform.scale is less than 1, the texture is tiled (repeated) across the surface of the
model.
When textureRepeat is set to FALSE, the texture will not tile. If the value of the x and/or y components of
shaderReference.textureTransform.scale is less than 1, any area of the model not covered by the texture will
be black. If the value of the x and/or y components of shaderReference.textureTransform.scale is greater than
1, the texture is cropped as it extends past the texture coordinate range.

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The default value of this property is TRUE. This property is always TRUE when using the #software renderer.
Example
The following statement sets the textureRepeat property of the first shader used by the model named gbCyl3 to
TRUE. The first texture in that shader will tile if the value of the x or y component of its textureTransform or
textureTransformList property is less than 1.
-- Lingo
member("scene").model("gbCyl3").shader.textureRepeat = TRUE
// Javascript
member(“scene”).getPropRef(“model”,1).getProp(“shader”).textureRepeat = true;

See also
textureTransform, textureTransformList

textureRepeatList
Usage
shaderReference.textureRepeatList[textureLayerIndex]
member(whichCastmember).shader(whichShader).textureRepeatList[textureLayerIndex]
member(whichCastmember).shader[shaderListIndex].textureRepeatList[textureLayerIndex]
member(whichCastmember).model(whichModel).shader.textureRepeatList[textureLayerIndex]
member(whichCastmember).model(whichModel).shaderList[shaderListIndex].
textureRepeatList[textureLayerIndex]

Description
3D standard shader property; allows you to get or set the texture clamping behavior of any texture layer. When TRUE,
the default, the texture in textureLayerIndex can be tiled (repeated) several times across model surfaces. This can
be accomplished by setting shaderReference.textureTransform[textureLayerIndex].scale to be less than
1 in x or y. When this value is set to FALSE, the texture will apply to a smaller portion of model surfaces, rather than
tile across those surfaces, when the shaderReference.textureTransform[textureLayerIndex].scale is less
than 1 in x or y. Think of it as shrinking the source image within the frame of the original image and filling in black
around the gap. Similarly, if shaderReference.textureTransform[textureLayerIndex].scale is set to be
greater than 1 in x or y, the image will be cropped as the border of the texture is extended past the texture coordinate
range.
Example
The following code will textureMap a sphere entirely with a granite texture repeated 4 times across the surface, and
a logo image which covers just 1/4 of the surface.
-- Lingo
m = member(2).model("mySphere")
f = member(2).newTexture("granite", #fromCastmember, member("granite"))
g = member(2).newTexture("logo", #fromCastmember, member("logo"))
s = member(2).newShader("s", #standard)
s.textureList[1] = g
s.textureList[2] = f
s.textureRepeatList[2] = false
s.textureRepeatList[1] = true
s.textureTransformList[1].scale(0.5,0.5,1.0)
s.textureTransformList[2].scale(0.5,0.5,1.0)
s.textureModeList[2] = #wrapPlanar

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s.blendFunctionList[2] = #add
m.shaderList = s
// Javascript
m = member(2).getPropRef(“model”,"1");
f = member(2).newTexture("granite", symbol(“fromCastmember”), member("granite"));
g = member(2).newTexture("logo", symbol(“fromCastmember”), member("logo"));
s = member(2).newShader("s", symbol(“standard”));
s.textureList[1] = g;
s.textureList[2] = f;
s.textureRepeatList[2] = false;
s.textureRepeatList[1] = true;
s.textureTransformList[1].scale(0.5,0.5,1.0);
s.textureTransformList[2].scale(0.5,0.5,1.0);
s.textureModeList[2] = symbol(“wrapPlanar”);
s.blendFunctionList[2] = symbol(“add”);
m.shaderList = s;

textureTransform
Usage
member(whichCastmember).shader(whichShader).textureTransform
member(whichCastmember).model(whichModel).shader.textureTransform
member(whichCastmember).model(whichModel).shaderList{[index]}.textureTransform

Description
3D #standard shader property; provides access to a transform which modifies the texture coordinate mapping of
the first texture layer of the shader. Manipulate this transform to tile, rotate, or translate the texture before applying
it to the surface of the model. The texture itself remains unaffected; the transform merely modifies how the shader
applies the texture. The textureTransform property is applied to all texture coordinates regardless of the
textureMode property setting. This is the last modification of the texture coordinates before they are sent to the
renderer. The textureTransform property is a matrix that operates on the texture in textureImage space. TextureImage space is defined to exist only on the X,Y plane.
To tile the image twice along its horizontal axis, use shaderReference.textureTransform.scale(0.5, 1.0,
1.0). Scaling on the Z axis is ignored.

To offset the image by point(xOffset,yOffset), use
shaderReference.textureTransform.translate(xOffset,yOffset,0.0). Translating by integers when the

shader’s textureRepeat property is TRUE will have no effect, because the width and height of the texture will be
valued between 0.0 and 1.0 in that case.
To apply a rotation to a texture layer, use shaderReference.textureTransform.rotate(0,0,angle). Rotations
around the Z axis are rotated around the (0,0) 2d image point, which maps to the upper left corner of the texture.
Rotations about the X and Y axes are ignored.
Just as with a model's transform, textureTransform modifications are layerable. To rotate the texture about a
point(xOffset,yOffset) instead of point(0,0), first translate to point(0 - xOffset, 0 - yOffset), then rotate, then
translate to point(xOffset, yOffset). The textureTransform is similar to the shader’s wrapTransform property with
the following exceptions. It is applied in 2d image space rather than 3d world space. As a result, only rotations about
the Z axis and translations and scales on X and Y axes are effective. The transform is applied regardless of the
shaderReference.textureMode setting. The wrapTransform, by comparison, is only effective when the
textureMode is #wrapPlanar, #wrapCylindrical, or #wrapSpherical.

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Example
This statement shows the textureTransform of the first texture in the first shader used by the model gbCyl3:
-- Lingo
put member("Scene").model("gbCyl3").shader.textureTransform
-- transform(1.0000, 0.0000, 0.0000,0.0000, 0.0000, 1.0000, 0.0000, 0.0000, 0.0000, 0.0000,
1.0000, 0.0000, 0.0000, 0.0000, 0.0000, 1.0000)
// Javascript
trace(member(“Scene”).getPropRef(“model”,1).getProp(“shader”).textureTransform);
// 

The following statement halves the height and width of the first texture used by the shader named gbCyl3. If the
textureRepeat property of gbCyl3 is set to TRUE, four copies of the texture will be tiled across the shader.
-- Lingo
member("Scene").shader("gbCyl3").textureTransform.scale = vector(0.5, 0.5, 1)
// Javascript
member(“Scene”).getPropRef(“shader”,1).textureTransform.scale = vector(0.5,0.5,1);

This statement rotates the first texture used by the shader gbCyl3 by 90° from vector(0, 0, 0):
-- Lingo
member("Scene").shader("gbCyl3").textureTransform.rotation = vector(0, 0, 90)
// Javascript
member(“Scene”).getPropRef(“shader”,1).textureTransform.rotation = vector(0,0,90);

textureTransformList
Usage
shaderReference .textureTransformList[textureLayerIndex]
member(whichCastmember).shader(ShaderName).textureTransformList[textureLayerIndex]
member(whichCastmember).shader[shaderListIndex].textureTransformList[textureLayerIndex]
member(whichCastmember).model(modelName).shader.textureTransformList[textureLayerIndex]
member(whichCastmember).model(modelName).shaderList[shaderListIndex].
textureTransformList[textureLayerIndex]

Description
3D standard shader property; this property provides access to a transform which modifies the texture coordinate
mapping of a texture layer. Manipulate this transform to tile, rotate, or translate a texture image before applying it to
the surface of models. The texture itself remains unaffected, the transform merely modifies how the shader applies
the texture.
To tile the image twice along its horizontal axis, use textureTransformList[whichTextureLayer].scale(0.5,
1.0, 1.0). Scales in Z will be ignored since images are 2D in nature. Care must be taken to avoid 0.0 scales (even
in Z), as that will negate the effect of the entire texture.
To offset the image by point(xOffset,yOffset), use
textureTransformList[whichTextureLayer].translate(xOffset,yOffset,0.0). Translating by integers

when that texture layer’s textureRepeat property is TRUE will have no effect, because the width and height of the
texture will be valued between 0.0 and 1.0 in that case.

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To apply a rotation to a texture layer, use textureTransformList[whichTextureLayer].rotate(0,0,angle).
Rotations around the Z axis are rotated around the (0,0) 2D image point, which maps to the upper left corner of the
texture. Rotations about X and Y will be ignored since images are 2D by nature.
Just as with a model’s transform, textureTransform modifications are layerable. To rotate the image about a
point(xOffset,yOffset) instead of point(0,0), first translate to point(0 - xOffset, 0 - yOffset), then rotate, then
translate to point(xOffset, yOffset).
The textureTransformList is similar to the shader wrapTransformList property with the following exceptions.
It is applied in 2D image space rather than 3D world space. As a result, only rotations in Z, and translations and scales
in X and Y, are effective.
The transform is applied regardless of the shaderReference.textureModeList[index] setting. The
wrapTransform, by comparison, is only effective when the textureMode is #wrapPlanar, #wrapCylindrical, or
#wrapSpherical.

Example
This statement shows the textureTransform of the third texture in the first shader used by the model gbCyl3:
-- Lingo
put member("scene").model("gbCyl3").shader.textureTransformList[3]
-- transform(1.0000, 0.0000, 0.0000, 0.0000, 0.0000, 1.0000, 0.0000, 0.0000, 0.0000, 0.0000,
1.0000, 0.0000, 0.0000, 0.0000, 0.0000, 1.0000)
// Javascript
trace(member(“scene”).getPropRef(“model”,1).getProp(“shader”).textureTransformList[3])
//< transform(1.0000, 0.0000, 0.0000, 0.0000, 0.0000, 1.0000, 0.0000, 0.0000, 0.0000,
0.0000, 1.0000, 0.0000, 0.0000, 0.0000, 0.0000, 1.0000)>

The following statement halves the height and width of the fifth texture used by the shader gbCyl3. If the textureRepeatList[5] value of gbCyl3 is set to TRUE, four copies of the texture will be tiled across the shader.
-- Lingo
member("scene").shader("gbCyl3").textureTransformList[5].scale = vector(0.5, 0.5, 1)
// Javascript
member("scene").getPropRef(“shader”,"1").textureTransformList[5].scale = vector(0.5, 0.5,
1);

This statement rotates the fourth texture used by the shader gbCyl3 by 90° from vector(0, 0, 0):
-- Lingo
member("scene").shader("gbCyl3").textureTransformList[4].rotation = vector(0, 0, 90)
// Javascript
member("scene").getPropRef(“shader”,"1 ").textureTransformList[4].rotation = vector(0, 0,
90);

These statements rotate the third texture used by the shader gbCyl3 by 90× around its center, assuming that
textureList[3] is a 128x128 sized texture:
-- Lingo
s = member("scene").shader("gbCyl3")
s.textureTransformList[3].translate(-64,-64,0)
s.textureTransformList[3].rotate(0,0,90)
s.textureTransformList[3].translate(64,64,0)
// Javascript
s = member("scene").getPropRef(“shader”,"1");

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s.textureTransformList[3].translate(-64,-64,0);
s.textureTransformList[3].rotate(0,0,90);
s.textureTransformList[3].translate(64,64,0);

textureType
Usage
member(whichCastmember).textureType

Description
3D texture property; allows you to get or set the texture type for the default texture. Possible values are as follows:

•

#none specifies that there is no texture type.

•

#default uses the texture from the original shader as the texture.

•

#member uses the image from the specified cast member as the texture.

The default value for this property is #default. You must specify #member for this property in order to use the
textureMember property.
Example
The following statement sets the textureType property of the cast member Scene to #member.
member("Scene").textureType = #member

This makes it possible use a bitmap cast member as the source of the default texture by setting the textureMember
property. The bitmap cast member is named "grass".
member("Scene").textureMember = "grass"

See also
textureMember

thumbNail
Usage
-- Lingo syntax
memberObjRef.thumbNail
// JavaScript syntax
memberObjRef.thumbNail;

Description
Member property; contains the image used to preview a cast member in the Cast window. Read/write during
authoring only.
The image can be customized for any cast member.

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Example
The following statement shows how to use a placeholder cast member to display another thumbnail on the Stage.
The placeholder cast member is placed on the Stage, then the picture of that member is set to the thumbnail of
member 10. This makes it possible to show a reduced image without having to scale or otherwise manipulate a
graphic:
-- Lingo syntax
member("Placeholder").picture = member(10).thumbNail
// JavaScript syntax
member("Placeholder").picture = member(10).thumbNail;

See also
Member

tilt
Usage
-- Lingo syntax
spriteObjRef.tilt
// JavaScript syntax
spriteObjRef.tilt;

Description
QuickTime VR sprite property; the current tilt, in degrees, of the QuickTime VR movie.
This property can be tested and set.
Example
This statement shows how to get the tilt of the current QuickTime movie which is in sprite(3).
-- Lingo
putsprite(3).tilt
// Javascript
trace(sprite(3).tilt);

time (timeout object)
Usage
timeoutObject.time

Description
Timeout object property; the system time, in milliseconds, when the next timeout event will be sent by the given
timeoutObject.
This is not the time until the next event, but the absolute time of the next timeout event.

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Example
This handler determines the time remaining until the next timeout event will be sent by the timeout object Update
by calculating the difference between its time property and the current value of the milliseconds and displaying the
result in the field Time Until:
-- Lingo
on prepareFrame
msBeforeUpdate = timeout("Update").time - the milliseconds
secondsBeforeUpdate = msBeforeUpdate / 1000
minutesBeforeUpdate = secondsBeforeUpdate / 60
member("Time Until").text = string(minutesBeforeUpdate) && "minutes before next \
timeout"
end
// Javascript
Function prepareFrame()
{
var msBeforeUpdate = timeout(“Update”).time - _system.milliseconds;
var secondsBeforeUpdate = msBeforeUpdate / 1000;
var minutesBeforeUpdate = secondsBeforeUpdate / 60;
member(“Time Until”).text = string(minutesBeforeUpdate) + “ minutes before next
timeout”;
}

See also
milliseconds, period, persistent, target, timeout(), timeoutHandler

timeoutHandler
Usage
timeoutObject.timeoutHandler

Description
System property; represents the name of the handler that will receive timeout messages from the given
timeoutObject. Its value is a symbol, such as #timeExpiredHandler. The timeoutHandler is always a handler
within the timeout object’s target object, or in a movie script if the timeout object has no target specified.
This property can be tested and set.
Example
This statement displays the timeoutHandler of the timeout object Quiz Timer in the Message window:
-- Lingo
put timeout("Quiz Timer").timeoutHandler
// Javascript
trace(timeout(“Quiz Timer”).timeoutHandler);

See also
target, timeout(), timeoutList

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timeoutList
Usage
-- Lingo syntax
_movie.timeoutList
// JavaScript syntax
_movie.timeoutList;

Description
Movie property; a linear list containing all currently active timeout objects. Read-only.
Use the forget() method to delete a timeout object.
Timeout objects are added to the timeoutList with the new() method.
Example
This statement deletes the third timeout object from the timeout list:
-- Lingo syntax
_movie.timeoutList[3].forget()
// JavaScript syntax
_movie.timeoutList[3].forget();

See also
forget() (Window), Movie, new(), forget() (Timeout), timeout()

timeScale
Usage
member(whichCastMember).timeScale
the timeScale of member whichCastMember

Description
Cast member property; returns the time unit per second on which the digital video’s frames are based. For example,
a time unit in a QuickTime digital video is 1/600 of a second.
This property can be tested but not set.
Example
This statement displays the timescale of a QuickTime digial video in sprite(3).
-- Lingo
put(sprite(3).timeScale)
// Javascript
trace(sprite(3).timeScale)

See also
digitalVideoTimeScale

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title (DVD)
Usage
-- Lingo syntax
dvdObjRef.title
// JavaScript syntax
dvdObjRef.title;

Description
DVD property; specifies the current title. Read/write.
This property returns an integer that specifies the number of the current title.
Example
This statement returns the current title:
-- Lingo syntax
trace (member(1).title)-- 1
// JavaScript syntax
trace (member(1).title);// 1

See also
DVD

title (Window)
Usage
-- Lingo syntax
windowObjRef.title
// JavaScript syntax
windowObjRef.title;

Description
Window property; assigns a title to a window. Read/write.
Example
This statements assigns the title Planets to the fifth window:
-- Lingo syntax
_player.windowList[5].title = "Planets"
// JavaScript syntax
_player.windowList[5].title = "Planets";

See also
Window

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titlebarOptions
Usage
-- Lingo syntax
windowObjRef.titlebarOptions
// JavaScript syntax
windowObjRef.titlebarOptions;

Description
Window property; specifies a list of properties that stores the title bar options of a window. Read/write.
The property list contains the following properties:
Property

Description

#icon

Specifies the cast member icon to use in the title bar. This property is only available if the title bar is
visible (the #visible property is set to TRUE).

#visible

Specifies whether the title bar is visible. If FALSE, the title bar is not visible, and all other title bar and
window properties are unaffected. If TRUE, the title bar is visible, and the window maintains the states
of all other title bar and window properties. The default value is TRUE.

#closebox

Specifies whether a close box appears in the upper right corner of the window. If TRUE, a close box
appears. If FALSE, a close box does not appear. The default value is TRUE.

#minimizebox

Specifies whether a minimize box appears in the upper right corner of the window. If TRUE, a minimize box appears. If FALSE, a minimize box does not appear. The default value is TRUE.

#maximizebox

Specifies whether a maximize box appears in the upper right corner of the window. If TRUE, a maximize box appears. If FALSE, a maximize box does not appear. The default value is TRUE.

#sideTitlebar

(Mac only) Specifies whether the title bar should appear on the side of the winow. If TRUE, the title
bar appears on the side of the window. If FALSE, the title bar does not appear on the side of the
window. The default value is FALSE.

These properties can also be accessed by using the Movie object’s displayTemplate property.
Example
This statement displays in the Message window the available titlebar options for the window named Elements:
-- Lingo syntax
trace(window("Elements").titlebarOptions)
// JavaScript syntax
trace(window("Elements").titlebarOptions);

These statements set the icon property to the bitmap cast member named smallIcon:
-- Lingo syntax
window("Elements").titlebarOptions.icon = member("smallIcon")
// JavaScript syntax
window("Elements").titlebarOptions.icon = member("smallIcon");

See also
appearanceOptions, displayTemplate, Window

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titleCount
Usage
-- Lingo syntax
dvdObjRef.titleCount
// JavaScript syntax
dvdObjRef.titleCount;

Description
DVD property; returns the number of available titles. Read-only.
The number of available titles ranges from 1 to 99.
Example
This statement returns the title count of the dvd object.
-- Lingo
put sprite(1).titleCount
// Javascript
trace(sprite(1).titleCount)

See also
DVD

toolXtraList
Usage
-- Lingo syntax
_player.toolXtraList
// JavaScript syntax
_player.toolXtraList;

Description
Player property; returns a linear list of all tool Xtra extensions available to the Director player. Read-only.
Example
This statement displays in the Message window all available tool Xtra extensions.
-- Lingo syntax
put(_player.toolXtraList)
// JavaScript syntax
put(_player.toolXtraList);

See also
mediaXtraList, Player, scriptingXtraList, transitionXtraList, xtraList (Player)

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toon (modifier)
Usage
member(whichCastmember).model(whichModel).toon.toonModifierProperty

Description
3D modifier; once you have added the #toon modifier to a model you can get and set the #toon modifier properties.
The toon modifier draws a model using only a handful of colors, and resulting in a cartoon style of rendering of the
model’s surface. When the #toon modifier is applied, the model's shader texture, reflectionMap,
diffuseLightMap, specularLightMap, and glossMap properties are ignored.
When the #toon modifier is used in conjunction with the #inker modifier, the rendered effect is cumulative and
varies depending on which modifier was first applied. The list of modifiers returned by the modifier property will
list #inker or #toon (whichever was added first), but not both. The toon modifier can not be used in conjunction
with the #sds modifier.
The #toon modifier has the following properties:
Note: For more detailed information about the following properties see the individual property entries.

•

style allows you to get or set the style applied to color transitions. The following are the possible values:
#toon gives sharp transitions between available colors.
#gradient gives smooth transitions between available colors.
#blackAndWhite gives sharp transition between black and white.

• colorSteps allows you to get or set the number of different colors used for lighting calculations. When setting
this value it is rounded down to nearest power of 2. Allowed values are 2, 4, 8, and 16. The default is 2.
• shadowPercentage allows you to get or set the percentage of the colors (colorSteps) defined for lighting used
to render the shadowed portion of the model’s surface. Possible values range from 0 to 100. The default is 50.
• shadowStrength allows you to get or set the level of darkness applied to the shadowed portion of the model’s
surface. Possible values are any non-negative floating-point number. The default value is 1.0.
• highlightPercentage allows you to get or set the percentage of the colors defined for lighting (colorSteps)
used to render the highlighted portion of the model’s surface. Possible values range from 0 to 100. The default is 50.
• highlightStrength allows you to get or set the level of brightness applied to the highlighted portion of the
model’s surface. Possible values are any non-negative floating-point number. The default value is 1.0.
• lineColor allows you to get or set the color of lines drawn by the inker. Possible values are any valid Lingo color
object. The default value is rgb (0, 0, 0), which is black.
•

creases allows you to get or set whether lines are drawn in creases. This is a Boolean value; the default value is

True.

• creaseAngle, if creases is set to TRUE, allows you to get or set how sensitive the line drawing function of the
toon modifier is to the presence of creases.
• boundary allows you to get or set whether lines are drawn around the boundary of the surface. This is a Boolean
value; the default value is True.

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• lineOffset allows you to get or set where lines are drawn relative to the shaded surface and the camera.
Negative lines move lines toward the camera. Positive values move lines away from the camera. Possible values are
floating-point numbers from -100.0 to 100.0. The default value is -2.0.
•

useLineOffset allows you to get or set whether lineOffset is on or off. This is a Boolean value; the default

value is False.

• silhouettes allows you to get or set whether lines are drawn to define the edges along the border of a model,
outlining its shape. This is a Boolean value; the default value is True.
See also
addModifier, modifiers, sds (modifier), inker (modifier)

top
Usage
-- Lingo syntax
spriteObjRef.top
// JavaScript syntax
spriteObjRef.top;

Description
Sprite property; returns or sets the top vertical coordinate of the bounding rectangle of a sprite as the number of
pixels from the upper left corner of the Stage. Read/write.
Example
This statement checks whether the top of sprite 3 is above the top of the Stage and calls the handler offtopedge if
it is:
-- Lingo syntax
if (sprite(3).top < 0) then
offTopEdge()
end if
// JavaScript syntax
if (sprite(3).top < 0) {
offTopEdge();
}

See also
bottom, height, left, locH, locV, right, Sprite, width

topSpacing
Usage
chunkExpression.topSpacing

Description
Text cast member property; allows you to specify additional spacing applied to the top of each paragraph in the
chunkExpression portion of the text cast member.

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The value itself is an integer, with less than 0 indicating less spacing between paragraphs and greater than 0 indicating
more spacing between paragraphs.
The default value is 0, which results in default spacing between paragraphs.
Example
This statement sets the topSpacing of the second paragraph in text cast member "myText" to 20:
-- Lingo
member(1).paragraph[2].topSpacing = 20
// Javascript
member(1).getPropRef(“paragraph”,2).topSpacing = 20;

See also
bottomSpacing

traceLoad
Usage
-- Lingo syntax
_movie.traceLoad
// JavaScript syntax
_movie.traceLoad;

Description
Movie property; specifies the amount of information that is displayed about cast members as they load. Read/write.
Valid values for traceLoad are as follows.

•

0—Displays no information (default).

•

1—Displays cast members’ names.

• 2—Displays cast members’ names, the number of the current frame, the movie name, and the file seek offset (the
relative amount the drive had to move to load the media).
Example
This statement causes the movie to display the names of cast members as they are loaded:
-- Lingo syntax
_movie.traceLoad = 1
// JavaScript syntax
_movie.traceLoad = 1;

See also
Movie

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traceLogFile
Usage
-- Lingo syntax
_movie.traceLogFile
// JavaScript syntax
_movie.traceLogFile;

Description
Movie property; specifies the name of the file in which the Message window display is written. Read/write.
You can close the file by setting the traceLogFile property to EMPTY (Lingo) or an empty string “ “ (JavaScript
syntax). Any output that would appear in the Message window is written into this file. You can use this property for
debugging when running a movie in a projector and when authoring.
Example
This statement instructs Lingo to write the contents of the Message window in the file "Messages.txt" in the same
folder as the current movie:
-- Lingo syntax
_movie.traceLogFile = _movie.path & "Messages.txt"
// JavaScript syntax
_movie.traceLogFile = _movie.path + "Messages.txt";

This statement closes the file that the Message window display is being written to:
-- Lingo syntax
_movie.traceLogFile = ""
// JavaScript syntax
_movie.traceLogFile = "";

See also
Movie

traceScript
Usage
-- Lingo syntax
_movie.traceScript
// JavaScript syntax
_movie.traceScript;

Description
Movie property; specifies whether the movie’s trace function is on (TRUE) or off (FALSE).
Read/write.
When traceScript is on, the Message window displays each line of script that is being executed.
Example
This statement turns the traceScript property on.

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-- Lingo syntax
_movie.traceScript = TRUE
// JavaScript syntax
_movie.traceScript = true;

See also
Movie

trackCount (Member)
Usage
-- Lingo syntax
memberObjRef.trackCount()
// JavaScript syntax
memberObjRef.trackCount();

Description
Digital video cast member property; returns the number of tracks in the specified digital video cast member.
This property can be tested but not set.
Example
This statement determines the number of tracks in the digital video cast member Jazz Chronicle and displays the
result in the Message window:
-- Lingo syntax
put(member("Jazz Chronicle").trackCount())
// JavaScript syntax
trace(member("Jazz Chronicle").trackCount());

trackCount (Sprite)
Usage
-- Lingo syntax
spriteObjRef.trackCount()
// JavaScript syntax
spriteObjRef.trackCount();

Description
Digital video sprite property; returns the number of tracks in the specified digital video sprite.
This property can be tested but not set.
Example
This statement determines the number of tracks in the digital video sprite assigned to channel 10 and displays the
result in the Message window:
-- Lingo syntax

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put(sprite(10).trackCount())
// JavaScript syntax
trace(sprite(10).trackCount());

trackEnabled
Usage
-- Lingo syntax
spriteObjRef.trackEnabled(whichTrack)
// JavaScript syntax
spriteObjRef.trackEnabled(whichTrack);

Description
Digital video sprite property; indicates the status of the specified track of a digital video. This property is TRUE if the
track is enabled and playing. This property is FALSE if the track is disabled and no longer playing or is not updating.
This property cannot be set. Use the setTrackEnabled property instead.
Example
This statement checks whether track 2 of digital video sprite 1 is enabled:
-- Lingo syntax
put(sprite(1).trackEnabled(2))
// JavaScript syntax
put(sprite(1).trackEnabled(2));

See also
setTrackEnabled()

trackNextKeyTime
Usage
-- Lingo syntax
spriteObjRef.trackNextKeyTime(whichTrack)
// JavaScript syntax
spriteObjRef.trackNextKeyTime(whichTrack);

Description
Digital video sprite property; indicates the time of the keyframe that follows the current time in the specified digital
video track.
This property can be tested but not set.
Example
This statement determines the time of the keyframe that follows the current time in track 5 of the digital video
assigned to sprite channel 15 and displays the result in the Message window:
-- Lingo syntax

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put(sprite(15).trackNextKeyTime(5))
// JavaScript syntax
put(sprite(15).trackNextKeyTime(5));

trackNextSampleTime
Usage
-- Lingo syntax
spriteObjRef.trackNextSampleTime(whichTrack)
// JavaScript syntax
spriteObjRef.trackNextSampleTime(whichTrack);

Description
Digital video sprite property; indicates the time of the next sample that follows the digital video’s current time. This
property is useful for locating text tracks in a digital video.
This property can be tested but not set.
Example
This statement determines the time of the next sample that follows the current time in track 5 of the digital video
assigned to sprite 15:
-- Lingo syntax
put(sprite(15).trackNextSampleTime(5))
// JavaScript syntax
put(sprite(15).trackNextSampleTime(5));

trackPreviousKeyTime
Usage
-- Lingo syntax
spriteObjRef.trackPreviousKeyTime(whichTrack)
// JavaScript syntax
spriteObjRef.trackPreviousKeyTime(whichTrack);

Description
Digital video sprite property; reports the time of the keyframe that precedes the current time.
This property can be tested but not set.
Example
This statement determines the time of the keyframe in track 5 that precedes the current time in the digital video
sprite assigned to channel 15 and displays the result in the Message window:
-- Lingo syntax
put(sprite(15).trackPreviousKeyTime(5))
// JavaScript syntax
put(sprite(15).trackPreviousKeyTime(5));

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trackPreviousSampleTime
Usage
-- Lingo syntax
spriteObjRef.trackPreviousSampleTime(whichTrack)
// JavaScript syntax
spriteObjRef.trackPreviousSampleTime(whichTrack);

Description
Digital video sprite property; indicates the time of the sample preceding the digital video’s current time. This
property is useful for locating text tracks in a digital video.
This property can be tested but not set.
Example
This statement determines the time of the sample in track 5 that precedes the current time in the digital video sprite
assigned to channel 15 and displays the result in the Message window:
-- Lingo syntax
put(sprite(15).trackPreviousSampleTime(5))
// JavaScript syntax
put(sprite(15).trackPreviousSampleTime(5));

trackStartTime (Member)
Usage
-- Lingo syntax
memberObjRef.trackStartTime(whichTrack)
// JavaScript syntax
memberObjRef.trackStartTime(whichTrack);

Description
Digital video cast member property; returns the start time of the specified track of the specified digital video cast
member.
This property can be tested but not set.
Example
This statement determines the start time of track 5 in the digital video cast member Jazz Chronicle and displays the
result in the Message window:
-- Lingo syntax
put(member("Jazz Chronicle").trackStartTime(5))
// JavaScript syntax
put(member("Jazz Chronicle").trackStartTime(5));

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trackStartTime (Sprite)
Usage
-- Lingo syntax
spriteObjRef.trackStartTime(whichTrack)
// JavaScript syntax
spriteObjRef.trackStartTime(whichTrack);

Description
Digital video sprite property; sets the starting time of a digital video movie in the specified sprite channel. The value
of trackStartTime is measured in ticks.
This property can be tested but not set.
Example
In the Message window, the following statement reports when track 5 in sprite channel 10 starts playing. The starting
time is 120 ticks (2 seconds) into the track.
-- Lingo syntax
put(sprite(10).trackStartTime(5))
// JavaScript syntax
put(sprite(10).trackStartTime(5))

See also
duration (Member), playRate, currentTime (QuickTime, AVI)

trackStopTime (Member)
Usage
-- Lingo syntax
memberObjRef.trackStopTime(whichTrack)
// JavaScript syntax
memberObjRef.trackStopTime(whichTrack);

Description
Digital video cast member property; returns the stop time of the specified track of the specified digital video cast
member. It can be tested but not set.
Example
This statement determines the stop time of track 5 in the digital video cast member Jazz Chronicle and displays the
result in the Message window:
-- Lingo syntax
put(member("Jazz Chronicle").trackStopTime(5))
// JavaScript syntax
put(member("Jazz Chronicle").trackStopTime(5));

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trackStopTime (Sprite)
Usage
-- Lingo syntax
spriteObjRef.trackStopTime(whichTrack)
// JavaScript syntax
spriteObjRef.trackStopTime(whichTrack);

Description
Digital video sprite property; returns the stop time of the specified track of the specified digital video sprite.
When a digital video movie is played, trackStopTime is when playback halts or loops if the loop property is turned
on.
This property can be tested but not set.
Example
This statement determines the stop time of track 5 in the digital video assigned to sprite 6 and displays the result in
the Message window:
-- Lingo syntax
put(sprite(6).trackStopTime(5))
// JavaScript syntax
put(sprite(6).trackStopTime(5));

See also
playRate, currentTime (QuickTime, AVI), trackStartTime (Member)

trackText
Usage
-- Lingo syntax
spriteObjRef.trackText(whichTrack)
// JavaScript syntax
spriteObjRef.trackText(whichTrack);

Description
Digital video sprite property; provides the text that is in the specified track of the digital video at the current time.
The result is a string value, which can be up to 32K characters long. This property applies to text tracks only.
This property can be tested but not set.
Example
This statement assigns the text in track 5 of the digital video assigned at the current time to sprite 20 to the field cast
member Archives:
-- Lingo syntax
member("Archives").text = string(sprite(20).trackText(5))
// JavaScript syntax
member("Archives").text = sprite(20).trackText(5).toString();

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trackType (Member)
Usage
-- Lingo syntax
memberObjRef.trackType(whichTrack)
// JavaScript syntax
memberObjRef.trackType(whichTrack);

Description
Digital video cast member property; indicates which type of media is in the specified track of the specified cast
member. Possible values are #video, #sound, #text, and #music.
This property can be tested but not set.
Example
The following handler checks whether track 5 of the digital video cast member Today’s News is a text track and then
runs the handler textFormat if it is:
-- Lingo syntax
on checkForText
if member("Today's News").trackType(5) = #text then
textFormat
end if
end
// JavaScript syntax
function checkForText() {
var tt = member("Today's News").trackType(5);
if (tt == "text") {
textFormat();
}
}

trackType (Sprite)
Usage
-- Lingo syntax
spriteObjRef.trackType(whichTrack)
// JavaScript syntax
spriteObjRef.trackType(whichTrack);

Description
Digital video sprite property; returns the type of media in the specified track of the specified sprite. Possible values
are #video, #sound, #text, and #music.
This property can be tested but not set.
Example
The following handler checks whether track 5 of the digital video sprite assigned to channel 10 is a text track and
runs the handler textFormat if it is:
-- Lingo syntax

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on checkForText
if sprite(10).trackType(5) = #text then
textFormat
end if
end
// JavaScript syntax
function checkForText() {
var tt = sprite(10).trackType(5);
if (tt == "text") {
textFormat();
}
}

trails
Usage
sprite(whichSprite).trails
the trails of sprite whichSprite

Description
Sprite property; for the sprite specified by whichSprite, turns the trails ink effect on (1 or TRUE) or off (0 or FALSE).
For the value set by Lingo to last beyond the current sprite, the sprite must be a scripted sprite.
To erase trails, animate another sprite across these pixels or use a transition.
Example
This statement turns on trails for sprite 7:
-- Lingo
sprite(7).trails = 1
// Javascript
sprite(7).trails = 1;

See also
directToStage

transform (property)
Usage
member(whichCastmember).node(whichNode).transform
member(whichCastmember).node(whichNode).transform.transformProperty
member(whichCastmember).model(whichModel).bonesPlayer.bone[boneID].transform
member(whichCastmember).model(whichModel).bonesPlayer.bone[boneID].transform.transformProp
erty

Description
3D property and command; allows you to get or set the transform associated with a particular node or a specific bone
within a model using the bonesPlayer modifier. As a command, transform provides access to the various
commands and properties of the transform object. A node can be a camera, group, light or model object.

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For node objects, this property defaults to the identity transform. A node’s transform defines the position, rotation
and scale of the node relative to is parent object. If a node’s parent is the World group object, then the transform
property of the node has the same value as is returned by the getWorldTransform() command.
For bones within models using the bonesPlayer modifier, this property defaults in value to the transform assigned
to the bone upon creation of the model file. The transform of a bone represents the bone’s rotation relative to its
parent bone and its position relative to its original joint position. The original joint position is determine upon
creation of the model file.
You can use the following transform commands and properties with the transform property of node objects:
Note: This section only contains summaries, see the individual entries for more detailed information.

•

preScale applies scaling before the current positional, rotational, and scale offsets held by the transform.

• preTranslate applies a translation before the current positional, rotational, and scale offsets held by the
transform.
•

preRotate applies a rotation before the current positional, rotational, and scale offsets held by the transform.

•

scale (command) applies scaling after the current positional, rotational, and scale offsets held by the transform.

•

scale (transform) allows you to get or set the degree of scaling of the transform.

•

translate applies a translation after the current positional, rotational, and scale offsets held by the transform.

•

rotate applies a rotation after the current positional, rotational, and scale offsets held by the transform.

•

position (transform) allows you to get or set the positional offset of the transform.

•

rotation (transform) allows you to get or set the rotational offset of the transform.

If you want to modify the transform property of a bone within a model, then you must store a copy of the original
transform of the bone, modify the stored copy using the above commands and properties, then reset the bone’s
transform property so that it is equal to the modified transform. For example:
t = member(“character”).model(“biped”).bonesPlayer.bone[38].transform.duplicate()
t.translate(25,0,-3)
member(“character”).model(“biped”).bonesPlayer.bone[38].transform = t

Parameters
None.
Example
This Lingo shows the transform of the model box, followed by the position and rotation properties of the transform:
put member("3d world").model("box").transform
-- transform(1.000000,0.000000,0.000000,0.000000, 0.000000,1.000000,0.000000,0.000000,
0.000000,0.000000,1.000000,0.000000, -94.144844,119.012825,0.000000,1.000000)
put member("3d world").model("box").transform.position
-- vector(-94.1448, 119.0128, 0.0000)
put member("3d world").model("box").transform.rotation
--vector(0.0000, 0.0000, 0.0000)

See also
interpolateTo(), scale (transform), rotation (transform), position (transform), bone,
worldTransform, preRotate, preScale(), preTranslate()

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transitionType
Usage
member(whichCastMember).transitionType
the transitionType of member whichCastMember

Description
Transition cast member property; determines a transition’s type, which is specified as a number. The possible values
are the same as the codes assigned to transitions for the puppetTransition command.
Example
This statement sets the type of transition cast member 3 to 51, which is a pixel dissolve cast member:
member(3).transitionType = 51

transitionXtraList
Usage
-- Lingo syntax
_player.transitionXtraList
// JavaScript syntax
_player.transitionXtraList;

Description
Player property; returns a linear list of all transition Xtra extensions available to the Director player. Read-only.
Example
This statement displays in the Message window all available transition Xtra extensions.
-- Lingo syntax
put(_player.transitionXtraList)
// JavaScript syntax
put(_player.transitionXtraList);

See also
mediaXtraList, Player, scriptingXtraList, toolXtraList, xtraList (Player)

translation
Usage
-- Lingo syntax
memberOrSpriteObjRef.translation
// JavaScript syntax
memberOrSpriteObjRef.translation;

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Description
QuickTime cast member and sprite property; controls the offset of a QuickTime sprite’s image within the sprite’s
bounding box.
This offset is expressed in relation to the sprite’s default location as set by its center property. When center is set
to TRUE, the sprite is offset relative to the center of the bounding rectangle; when center is set to FALSE, the sprite
is offset relative to the upper left corner of the bounding rectangle.
The offset, specified in pixels as positive or negative integers, is set as a Director list: [xTrans, yTrans]. The xTrans
parameter specifies the horizontal offset from the sprite’s default location; the yTrans parameter specifies the
vertical offset. The default setting is [0,0].
When the sprite’s crop property is set to TRUE, the translation property can be used to mask portions of the
QuickTime movie by moving them outside the bounding rectangle. When the crop property is set to FALSE, the
translation property is ignored, and the sprite is always positioned at the upper left corner of the sprite’s rectangle.
This property can be tested and set.
Example
The following frame script assumes that the center property of the cast member of a 320-pixel-wide QuickTime
sprite in channel 5 is set to FALSE, and its crop property is set to TRUE. It keeps the playhead in the current frame
until the movie's horizontal translation point has moved to the right edge of the sprite, in 10-pixel increments. This
has a wipe right effect, moving the sprite out of view to the right. When the sprite is out of view, the playhead
continues to the next frame.
-- Lingo syntax
on exitFrame
horizontalPosition = sprite(5).translation[1]
if horizontalPosition < 320 then
sprite(5).translation = sprite(5).translation + [10, 0]
_movie.go(_movie.frame)
end if
end
// JavaScript syntax
function exitFrame() {
var horizontalPosition = sprite(5).translation[1];
if (horizontalPosition < 320 ) {
sprite(5).translation = sprite(5).translation + list(10, 0);
_movie.go(_movie.frame);
}
}

transparent
Usage
member(whichCastmember).shader(whichShader).transparent
member(whichCastmember).model(whichModel).shader.transparent
member(whichCastmember).model(whichModel).shaderList[shaderListIndex].transparent

Description
3D standard shader property; lets you get or set whether a model is blended using alpha values (TRUE) or is rendered
as opaque (FALSE). The default value for this property is TRUE (alpha-blended).

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The functionality of shader.blend is dependent upon this property.
All shaders have access to the #standard shader properties; in addition to these standard shader properties shaders
of the types #engraver, #newsprint, and #painter have properties unique to their type. For more information,
see the newShader.
Example
The following statement causes the model Pluto to be rendered opaque. The setting of the blend property for the
model’s shader will have no effect.
-- Lingo
member("scene").model("Pluto").shader.transparent = FALSE
// Javascript
member(“scene”).getPropRef(“model”,1).getProp(“shader”).transparent = false;

See also
blendFactor, blend (3D)

triggerCallback
Usage
-- Lingo syntax
spriteObjRef.triggerCallback
// JavaScript syntax
spriteObjRef.triggerCallback;

Description
QuickTime VR sprite property; contains the name of the handler that runs when the user clicks a hotspot in a
QuickTime VR movie. The handler is sent two arguments: the me parameter and the ID of the hotspot that the user
clicked.
The value that the handler returns determines how the movie processes the hotspot. If the handler returns
#continue, the QuickTime VR sprite continues to process the hotspot normally. If the handler returns #cancel, the

default behavior for the hotspot is canceled.
Set this property to 0 to clear the callback.
The QuickTime VR sprite receives the message first.
To avoid a decrease in performance, set the triggerCallback property only when necessary.
This property can be tested and set.
Example
The following statement sets the callback handler for a QuickTime VR sprite to the handler named MyHotSpotCallback when the playhead first enters the sprite span. Every time that hotspot is triggered, the MyHotSpotCallback handler is executed. When the playhead leaves the sprite span, the callback is canceled.
-- Lingo syntax
property pMySpriteNum, spriteNum
on beginSprite(me)
pMySpriteNum = spriteNum

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sprite(pMySpriteNum).triggerCallback = #MyHotSpotCallback
end
on MyHotSpotCallback(me, hotSpotID)
put "Hotspot" && hotSpotID && "was just triggered"
end
on endSprite me
sprite(pMySpriteNum).triggerCallback = 0
end
// JavaScript syntax
function beginSprite() {
pMySpriteNum = this.spriteNum;
sprite(this.pMySpriteNum).triggerCallback = symbol("MyHotSpotCallback");
}
function MyHotSpotCallback(hotSpotID) {
trace("Hotspot " + hotSpotID + " was just triggered");
}
function endSprite() {
sprite(pMySpriteNum).triggerCallback = 0;
}

trimWhiteSpace
Usage
-- Lingo syntax
memberObjRef.trimWhiteSpace
// JavaScript syntax
memberObjRef.trimWhiteSpace;

Description
Cast member property. Determines whether the white pixels around the edge of a bitmap cast member are removed
or left in place. This property is set when the member is imported. It can be changed in Lingo or in the Bitmap tab
of the Property inspector.
Example
The following statement causes the white spaces to be trimmed in the text member.
-- Lingo
member(1).trimWhiteSpace;
// Javascript
member(1).trimWhiteSpace;

tunnelDepth
Usage
member(whichTextmember).tunnelDepth
member(whichCastMember).modelResource(whichExtruderModelResource).tunnelDepth

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Description
A 3D extruder model resource property, as well as a text cast member property. Using this property allows you to get
or set the extrusion depth (the distance between the front and back faces) of a 3D text model resource Possible values
are floating point numbers between 1.0 and 100.0. The default value is 50.0.
It is recommended that you see extrudeToMember entry for more information about working with extruder model
resources and text cast members.
Example
In this example, the cast member logo is a text cast member. The following statement sets the tunnelDepth of logo
to 5. When logo is displayed in 3D mode, its letters will be very shallow.
-- Lingo
member("logo").tunnelDepth = 5
// Javascript
member(“logo”).tunnelDepth = 5;

In this example, the model resource of the model Slogan is extruded text. The following statement sets the
tunnelDepth of Slogan's model resource to 1000. Slogan’s letters will be extremely deep.
-- Lingo
member("scene").model("Slogan").resource.tunnelDepth = 1000
// Javascript
member(“scene”).getPropRef(“model”,1).getProp(“resource”).tunnelDepth = 1000;

See also
extrude3D

tweened
Usage
sprite(whichSprite).tweened
the tweened of sprite whichSprite

Description
Sprite property; determines whether only the first frame in a new sprite is created as a keyframe (TRUE), or whether
all frames in the new sprite are created as keyframes (FALSE).
This property does not affect playback and is useful only during Score recording.
This property can be tested and set.
Example
When this statement is issued, newly created sprites in channel 25 have a keyframe only in the first frame of the sprite
span:
-- Lingo
sprite(25).tweened = 1
// Javascript
sprite(25).tweened = 1;

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tweenMode
Usage
member(whichCastmember).modelResource(whichModelResource).tweenMode
modelResourceObjectReference.tweenMode

Description
3D particle property; allows you to get or set whether the color of a particle varies according to it’s speed or age. The
tweenMode property can have the following values:

• #velocity alters the color of the particle between colorRange.start and colorRange.end based on the
velocity of the particle.
•

#age alters the color of the particle by linearly interpolating the color between colorRange.start and

colorRange.end over the lifetime of the particle. This is the default setting for this property.

Example
In this example, ThermoSystem is a model resource of the type #particle. This statement sets the ThermoSystem’s
tweenMode to #velocity, so its slower particles will not reach the color specified by colorRange.end, while its faster
particles will:
-- Lingo
member(8).modelResource("thermoSystem").tweenMode = #velocitytype
// Javascript
member(8).getPropRef(“modelResource”,1).tweenMode =symbol(“velocitytype”);

type (light)
Usage
member(whichCastmember).light(whichLight).type

Description
3D light property; the light type of the referenced light. This property’s possible values are as follows:

• #ambient lights of this type cast their light evenly on all surfaces. The intensity of ambient lights is not affected
by distance from the light source.
• #directional lights appear to shine in a particular direction, but are not as focused as lights of type #spot.
The intensity of directional lights decreases with distance from the light source.
• #point lights shine in all directions from a specific location in the 3D world. The effect is similar to a bare light
bulb hanging in a room. The intensity of point lights decreases with distance from the light source.
• #spot Lights of this type cast their light from a particular point and within the cone defined by the light’s forward
direction and spotAngle property. The intensity of spot lights declines with distance from the light source using the
values defined in the light’s attenuation property.
Example
The following statement displays the type property of the light named MainLight:
-- Lingo
put member("3D").motion("MainLight").type
-- #spot

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// Javascript
trace(member(“3D”).getPropRef(“motion”,1).type);
// symbol(“spot”)

See also
spotAngle, attenuation

type (Member)
Usage
-- Lingo syntax
memberObjRef.type
// JavaScript syntax
memberObjRef.type;

Description
Member property; indicates a cast member’s type. Read-only.
The type property can be one of the following values:
#animgif

#palette

#bitmap

#physics

#button

#picture

#cursor

#QuickTimeMedia

#digitalVideo

#realMedia

#DVD

#script

#empty

#shape

#field

#shockwave3D

#filmLoop

#sound

#flash

#swa

#flashcomponent

#text

#font

#transition

#havok

#vectorShape

#movie

#windowsMedia

#ole

This list includes those types of cast members that are available in Director and the Xtra extensions that come with
it. You can also define custom cast member types for custom cast members.
For movies created in Director 5, 6 and 6.5, the type property returns #field for field cast members and #richText for
text cast members. In all versions from Director 7, #field is returned for field cast members and #text is returned for
text cast members.

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Example
The following handler checks whether the cast member Today’s News is a field cast member and displays an alert if
it is not:
-- Lingo syntax
on checkFormat
if (member("Today’s News").type <> #field) then
_player.alert("Sorry, this cast member must be a field.")
end if
end
// JavaScript syntax
function checkFormat() {
if (member("Today’s News").type != "field") {
_player.alert("Sorry, this cast member must be a field.");
}
}

See also
Member

type (model resource)
Usage
member(whichCastmember).modelResource(whichModelResource).type

Description
3D model resource property; the resource type of the referenced model resource. This property’s possible values are:

• #box indicates that this model resource is a primitive box resource created using the newModelResource
command.
•

#cylinder indicates that this model resource is a primitive cylinder resource created using the

newModelResource command.

•

#extruder indicates that this model resource is a primitive text extruder resource created using the extrude3d

command.

•

#mesh indicates that this model resource is a primitive mesh generator resource created using the newMesh

command.

•

#particle indicates that this model resource is a primitive particle system resource created using the

newModelResource command.

• #plane indicates that this model resource is a primitive plane resource created using the newModelResource
command.
•

#sphere indicates that this model resource is a primitive sphere resource created using the newModelResource

command.

• #fromFile indicates that this model resource was created external to Director and was loaded from an external
file or a cast member.
Example
The following statement displays the type property of the model resource named Helix.

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put member("helix models").modelResource("Helix").type
-- #fromFile

See also
newModelResource, newMesh, extrude3D

type (motion)
Usage
member(whichCastmember).motion(whichMotion).type

Description
3D motion property; the motion type of the referenced motion object. This property’s possible values are:

•

#bonesPlayer indicates that this motion is a bones based animation and it requires the use of the

#bonesPlayer modifier for playback.

•

#keyFramePlayer indicates that this motion is a keyframed animation and it requires the use of the

#keyFramePlayer modifier for playback.

• #none indicates that this motion has no mapped movement and it is suitable for use by either the #bonesPlayer
or the #keyFramePlayer modifier for playback. The default motion object found in every 3D cast member is of this
type.
Example
The following statement displays the type property of the motion named Run.
put member("scene").motion("Run").type
-- #bonesPlayer

The following statement displays the type property of the motion named DefaultMotion.
put member("scene").motion("DefaultMotion").type
-- #none

See also
bonesPlayer (modifier), keyframePlayer (modifier)

type (shader)
Usage
member(whichCastmember).shader(whichShader).type

Description
3D shader property; the shader type of the referenced shader object. This property’s possible values are:

•

#standard indicates that this is a standard shader.

•

#painter indicates that this is a painter shader.

•

#newsprint indicates that this is a newsprint shader.

•

#engraver indicates that this is an engraver shader.

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Example
This statement shows that the shader used by the model named box2 is a painter shader:
put member("Scene").model("box2").shader.type
-- #painter

See also
newShader

type (sprite)
Usage
sprite(whichSprite).type
the type of sprite whichSprite

Description
Sprite property; clears sprite channels during Score recording by setting the type sprite property value for that
channel to 0.
Note: Switch the member of a sprite only to another member of the same type to avoid changing the sprite’s properties
when the member type is switched.
This property can be tested and set.
Example
This statement clears sprite channel 1 when issued during a Score recording session:
sprite(1).type = 0

type (texture)
Usage
member(whichCastmember).shader(whichShader).type

Description
3D texture property; the texture type of the referenced texture object. This property’s possible values are:

• #fromCastMember indicates that this is texture was created from a Director cast member supporting the image
property using the newTexture command.
•

#fromImageObject indicates that this is texture was created from an image object using the newTexture

command.

•

#importedFromFile indicates that this texture was created external to Director and created upon file import

or cast member loading.
Example
This statement shows that the texture used by the shader for the model named Pluto was created from an image
object:
put member("scene").model("Pluto").shader.texture.type
-- #fromImageObject

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See also
newTexture

type (Window)
Usage
-- Lingo syntax
windowObjRef.type
// JavaScript syntax
windowObjRef.type;

Description
Window property; specifies the window type. Read/write.
If the type property is set, all properties pertaining to the new window are set accordingly.
This property can be one of the following values:
Property

Description

#document

Specifies that the window will appear with a standard title bar, a close box, a minimize box, and a maximize box. These types of windows can be moved.

#tool

Specifies that the window will appear with a shorter title bar and only a small close box in the upper right
corner. These types of windows no longer receive activate or deactivate events, because #tool windows
are always active. These types of windows will always later with each other, and will always appear on top
of #document windows.

#dialog

Specifies that the window will appear with a standard title bar, a close box, and no icon. These types of
windows are modal, and will always appear on top of all other windows.

These properties can also be accessed by using the Movie object’s displayTemplate property.
Window behaviors also depend on the values of the type property and the Movie object’s dockingEnabled property

• If dockingEnabled is TRUE and type is set to #document, the MIAW will look and act like a document window
in Director. The window will appear in the “view port” area and be dockable with the Stage, Score, and Cast windows,
media editors, and message windows. However, the window will not be able to group with any of these windows.
• If dockingEnabled is TRUE and type is set to #tool, the MIAW will look and act like a tool window in Director.
The window will be able to group with all tool windows except the Property inspector and the Tool palette.
• If dockingEnabled is TRUE and type is set to #fullscreen or #dialog, the type is ignored and the window
will be an authoring window.
Example
This statement sets the type of the window named Planets to #tool.
-- Lingo syntax
window("Planets").type = #tool
// JavaScript syntax
window("Planets").type = "tool";

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See also
appearanceOptions, displayTemplate, dockingEnabled, titlebarOptions, Window

updateLock
Usage
-- Lingo syntax
_movie.updateLock
// JavaScript syntax
_movie.updateLock;

Description
Movie property; determines whether the Stage is updated during Score recording (FALSE) or not (TRUE). Read/write.
You can keep the Stage display constant during a Score recording session by setting updateLock to TRUE before
script updates the Score. If updateLock is FALSE, the Stage updates to show a new frame each time the frame
is entered.
You can also use updateLock to prevent unintentional Score updating when leaving a frame, such as when you
temporarily leave a frame to examine properties in another frame.
Although this property can be used to mask changes to a frame during run time, be aware that changes to field cast
members appear immediately when the content is modified, unlike changes to location or members with other
sprites, which are not updated until this property is turned off.
Example
The following statement displays the value of the updateLock property in the message window.
-- Lingo
put _movie.updateLock
// Javascript
trace(_movie.updateLock);

See also
Movie

updateMovieEnabled
Usage
the updateMovieEnabled

Description
System property; specifies whether changes made to the current movie are automatically saved (TRUE) or not saved
(FALSE, default) when the movie branches to another movie.
This property can be tested and set.

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Example
This statement instructs Director to save changes to the current movie whenever the movie branches to another
movie:
-- Lingo
the updateMovieEnabled = TRUE
// Javascript
_movie.updateMovieEnabled = true;

URL
Usage
-- Lingo syntax
memberObjRef.URL
// JavaScript syntax
memberObjRef.URL;

Description
Cast member property; specifies the URL for Shockwave Audio (SWA) and Flash movie cast members.
For Flash movie members, this property is synonymous with the pathName member property.
The URL property can be tested and set. For SWA members, it can be set only when the SWA streaming cast member
is stopped.
Example
This statement makes a file on an Internet server the URL for SWA cast member Benny Goodman:
-- Lingo syntax
on mouseDown
member("Benny Goodman").URL = "http://audio.adobe.com/samples/classic.swa"
end
// JavaScript syntax
function mouseDown() {
member("Benny Goodman").URL = "http://audio.adobe.com/samples/classic.swa"
}

useAlpha
Usage
-- Lingo syntax
memberObjRef.useAlpha
imageObjRef.useAlpha
// JavaScript syntax
memberObjRef.useAlpha;
imageObjRef.useAlpha;

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Description
Bitmap cast member and image object property; for 32-bit cast members and image objects with alpha channel information, determines whether Director uses the alpha information when drawing the image on to the Stage (TRUE), or
whether Director ignores the alpha information when drawing to the Stage (FALSE).
Example
This toggles the alpha channel of cast member "foreground" on and off:
-- Lingo syntax
member("foreground").useAlpha = not(member("foreground").useAlpha)
// JavaScript syntax
switch(member("foreground").useAlpha) {
case 0:
member("foreground").useAlpha = 1;
break;
case 1:
member("foreground").useAlpha = 0;
break;
}
}

useDiffuseWithTexture
Usage
member(whichCastmember).shader(whichShader).useDiffuseWithTexture

Description
3D standard shader property; allows you to get or set whether the diffuse color is used to modulate the texture (TRUE)
or not (FALSE).
When set to TRUE, this property works in conjunction with the blendFunction and blendConstant properties:
when blendFunction is set to #blend, the diffuse color is weighed with the texture color to determine the final color.
For example, if blendFunction is set to #blend, and blendConstant is set to 100.0, the final color is the pure texture
color. If we change blendConstant to 0.0, the final color is the diffuse color. If we change blendConstant to 10.0,
the final color is 10% texture color, and 90% diffuse color.
The default value for this property is FALSE.
All shaders have access to the #standard shader properties; in addition to these standard shader properties shaders
of the types #engraver, #newsprint, and #painter have properties unique to their type. For more information,
see newShader.
Example
In this example, the shaderList of the model MysteryBox contains six shaders. Each shader has a texture list which
contains up to eight textures. The diffuseColor property of the cast member (Level2) is set to rgb(255, 0, 0). The
blendFunction property of all six shaders is set to #blend, and the blendConstant property of all six shaders is set
to 80. This statement sets the useDiffuseWithTexture property of all shaders used by MysteryBox to TRUE. A
little bit of red will be blended into the surface of the model. This property is affected by the settings of the blendFunction, blendFunctionList, blendSource, blendSourceList, blendConstant, and blendConstantList
properties.
-- Lingo

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member("Level2").model("MysteryBox").shaderlist.useDiffuseWithTexture = TRUE
// Javascript
member(“Level2”).getPropRef(“model”,1).getProp(“shaderlist”).useDiffuseWithTexture = true;

See also
blendFunction, blendConstant

useFastQuads
Usage
-- Lingo syntax
_movie.useFastQuads
// JavaScript syntax
_movie.useFastQuads;

Description
Movie property; determines whether to use faster (TRUE) or slower (FALSE, default) quad calculation operations.
Read/write.
When set to TRUE, Director uses a faster, less precise method for calculating quad operations. Fast quads calculations
are good for simple rotation and skew sprite effects.
When set to FALSE, Director uses the slower, default quad calculation method that provides more visually pleasing
results when using quads for distortion and other arbitrary effects.
Simple sprite rotation and skew operations always use the fast quad calculation method, regardless of this setting.
Setting useFastQuads to TRUE will not result in an increase in the speed of these simple operations.
Example
This statement tells Director to use its faster quad calculation code for all quad operations in the movie:
- Lingo syntax
_movie.useFastQuads = TRUE
// JavaScript syntax
_movie.useFastQuads = true;

See also
Movie

useHypertextStyles
Usage
-- Lingo syntax
memberObjRef.useHypertextStyles
// JavaScript syntax
memberObjRef.useHypertextStyles;

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Description
Text cast member property; controls the display of hypertext links in the text cast member.
When useHypertextStyles is TRUE, all links are automatically colored blue with underlines, and the pointer
(cursor) changes to a pointing finger when it is over a link.
Setting this property to FALSE turns off the automatic formatting and pointer change.
Example
This behavior toggles the formatting of hypertext on and off in text cast member "myText":
--Lingo syntax
on mouseUp
member("myText").usehypertextStyles = not(member("myText").usehypertextStyles)
end
// JavaScript syntax
function mouseUp() {
member("myText").usehypertextStyles = !(member("myText").usehypertextStyles)
}

useLineOffset
Usage
member(whichCastmember).model(whichModel).toon.useLineOffset
member(whichCastmember).model(whichModel).inker.useLineOffset

Description
3D toon and inker modifier property; indicates whether the modifier’s lineOffset property is used by the
modifier when it draws lines on the surface of the model.
The default value of this property is FALSE.
Example
The following statement sets the useLineOffset property of the toon modifier for the model named Teapot to
FALSE. The toon modifier’s lineOffset property will have no effect.
-- Lingo syntax
member("tp").model("Teapot").toon.useLineOffset = FALSE
// JavaScript syntax
member(“tp”).getPropRef(“model”,1).getProp(“toon”).useLineOffset = false;

See also
lineOffset

userData
Usage
member(whichCastmember).model(whichModel).userData
member(whichCastmember).light(whichLight).userData
member(whichCastmember).camera(whichCamera).userData

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member(whichCastmember).group(whichCamera).userData

Description
3D property; returns the userData property list of a model, group, camera, or light. The default value of this
property for an object that was created outside of Director is a list of all the properties that were assigned to the
model’s userData property in the 3D modeling tool. The default value of this property for objects created inside of
Director is an empty property list [:], unless the object was created using any of the clone commands. If a cloning
command was used to create the object then the new object’s userData property defaults to a value equal to that of
the original source object.
To modify the elements of this list you must use the addProp and deleteProp commands documented in the main
Lingo Dictionary.
Example
This statement displays the userData property of the model named New Body:
put member("Car").model("New Body").userData
-- [#driver: "Bob", #damage: 34]

This statement adds the property #health with the value 100 to the userData property list for the model named
Player:
member("scene").model("Player").userData.addProp(#health,100)

userName
Usage
-- Lingo syntax
_player.userName
// JavaScript syntax
_player.userName;

Description
Player property; a string containing the user name entered when Director was installed. Read-only.
This property is available in the authoring environment only. It could be used in a movie in a window (MIAW) tool
that is personalized to show the user’s information.
Example
The following handler places the user’s name and serial number in a display field when the window is opened. (A
movie script in the MIAW is a good location for this handler.)
-- Lingo syntax
on prepareMovie
displayString = _player.userName & RETURN & _player.organizationName & RETURN &
_player.serialNumber
member("User Info").text = displayString
end
// JavaScript syntax
function prepareMovie() {
var displayString = _player.userName + "\n" + _player.organizationName+ "\n" +
_player.serialNumber;
member("User Info").text = displayString;

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}

See also
Player

userName (RealMedia)
Usage
-- Lingo syntax
memberOrSpriteObjRef.userName
// JavaScript syntax
memberOrSpriteObjRef.userName;

Description
RealMedia sprite and cast member property; allows you to set the user name required to access a protected
RealMedia stream. For security reasons, you cannot use this property to retrieve a previously specified user name. If
a user name has been set, the value of this property is the string "********". The default value of this property is
an empty string, which means no user name has been specified.
Example
The following examples show that the user name for the RealMedia stream in the cast member Real or sprite 2 has
been set.
-- Lingo syntax
put(sprite(2).userName) -- "********"
put(member("Real").userName) -- "********"
// JavaScript syntax
put(sprite(2).userName); // "********"
put(member("Real").userName); // "********"

The following examples show that the user name for the RealMedia stream in the cast member Real or sprite 2 has
never been set.
-- Lingo syntax
put(sprite(2).userName) -- ""
put(member("Real").userName) -- ""
// JavaScript syntax
put(sprite(2).userName); // ""
put(member("Real").userName); // ""

The following examples set the user name for the RealMedia stream in the cast member Real and sprite 2 to Marcelle.
-- Lingo syntax
member("Real").userName = "Marcelle"
sprite(2).userName = "Marcelle"
// JavaScript syntax
member("Real").userName = "Marcelle";
sprite(2).userName = "Marcelle";

See also
password

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useTargetFrameRate
Usage
sprite(which3dSprite).useTargetFrameRate

Description
3D sprite property; determines whether the targetFrameRate property of the sprite is enforced. If the
useTargetFrameRate property is set to TRUE, the polygon count of the models in the sprite are reduced if necessary
to achieve the specified frame rate.
Example
These statements set the targetFrameRate property of sprite 3 to 45 and enforce the frame rate by setting the
useTargetFrameRate property of the sprite to TRUE:
-- Lingo syntax
sprite(3).targetFrameRate = 45
sprite(3).useTargetFrameRate = TRUE
// JavaScript syntax
sprite(3).targetFrameRate = 45;
sprite(3).useTargetFrameRate = true;

See also
targetFrameRate

vertex
Usage
-- Lingo syntax
memberObjRef.vertex[whichVertexPosition]
// JavaScript syntax
memberObjRef.vertex[whichVertexPosition];

Description
Chunk expression; enables direct access to parts of a vertex list of a vector shape cast member.
Use this chunk expression to avoid parsing different chunks of the vertex list. It’s possible to both test and set values
of the vertex list using this type of chunk expression.
Example
The following code shows how to determine the number of vertex points in a member:
-- Lingo syntax
put(member("Archie").vertex.count) -- 2
// JavaScript syntax
put(member("Archie").vertex.count); // 2

To obtain the second vertex for the member, you can use code like this:
-- Lingo syntax

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put(member("Archie").vertex[2]) -- point(66.0000, -5.0000)
// JavaScript syntax
put(member("Archie").vertex[2]); // point(66.0000, -5.0000)

You can also set the value in a control handle:
-- Lingo syntax
member("Archie").vertex[2].handle1 = point(-63.0000, -16.0000)
// JavaScript syntax
member("Archie").vertex[2].handle1 = point(-63.0000, -16.0000);

See also
vertexList

vertexList
Usage
-- Lingo syntax
memberObjRef.vertexList
// JavaScript syntax
memberObjRef.vertexList;

Description
Cast member property; returns a linear list containing property lists, one for each vertex of a vector shape. The
property list contains the location of the vertex and the control handle. There are no control handles if the location
is (0,0).
Each vertex can have two control handles that determine the curve between this vertex and the adjacent vertices. In
vertexList, the coordinates of the control handles for a vertex are kept relative to that vertex, rather than absolute
in the coordinate system of the shape. If the first control handle of a vertex is located 10 pixels to the left of that vertex,
its location is stored as (-10, 0). Thus, when the location of a vertex is changed with Lingo, the control handles move
with the vertex and do not need to be updated (unless the user specifically wants to change the location or size of the
handle).
When modifying this property, be aware that you must reset the list contents after changing any of the values. This
is because when you set a variable to the value of the property, you are placing a copy of the list, not the list itself, in
the variable. To effect a change, use code like this:
- Get the current property contents
currVertList = member(1).vertexList
-- Add 25 pixels to the horizontal and vertical positions of the first vertex in the list
currVertList[1] .vertex = currVertList[1] .vertex + point(25, 25)
-- Reset the actual property to the newly computed position
member(1).vertexList = currVertList

Example
This statement displays the vertextList value for an arched line with two vertices:
-- Lingo syntax
put(member("Archie").vertexList)-- [[#vertex: point(-66.0000, 37.0000), #handle1: point(70.0000, -36.0000), #handle2: point(-62.0000, 110.0000)], [#vertex: point(66.0000, -5.0000),
#handle1: point(121.0000, 56.0000), #handle2: point(11.0000, -66.0000)]]

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// JavaScript syntax
put(member("Archie").vertexList);//[[#vertex: point(-66.0000, 37.0000),#handle1: point(70.0000, -36.0000),#handle2: point(-62.0000, 110.0000)], [#vertex: point(66.0000, 5.0000),#handle1: point(121.0000, 56.0000), #handle2: point(11.0000, -66.0000)]]

See also
addVertex(), count(), deleteVertex(), moveVertex(), moveVertexHandle(), originMode, vertex

vertexList (mesh generator)
Usage
member(whichCastmember).modelResource(whichModelResource).vertexList

Description
3D property; when used with a model resource whose type is #mesh, allows you to get or set the vertexList
property for the model resource.
The vertexList is a linear list of each vertex used in the mesh. A single vertex may be shared by numerous faces of
the mesh. You can specify a list of any size for this property, but it will store only the number of items specified when
using the newMesh() command to create the #mesh model resource.
Example
This statement sets the vertexList of the model resource named Triangle:
member("Shapes").modelResource("Triangle").vertexList = [vector(0,0,0), vector(20,0,0),
vector(20, 20, 0)]

See also
newMesh, face, vertices

vertexList (mesh deform)
Usage
member(whichCastmember).model(whichModel).meshDeform.mesh[index].vertexList

Description
3D property; when used with a model with the #meshDeform modifier attached, it allows you to get or set the
vertexList property for the specified mesh within the referenced model.
The vertexList is a linear list of each vertex used in the specified mesh. A single vertex may be shared by numerous
faces of the mesh.
If a model makes use of the #sds or #lod modifiers in addition to the #meshDeform modifier, then it is important
to know that the value of this property will change under the influence of the #sds or #lod modifiers.
Example
This statement displays the #meshDeform modifier’s vertexList for the first mesh in the model named Triangle:
put member("Shapes").model("Triangle").meshDeform.mesh[1].vertexList
-- [vector(0,0,0), vector(20,0,0), vector(20, 20, 0)]

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See also
face, vertices, mesh (property)

vertices
Usage
member(whichCastmember).modelResource(whichModelResource).face[faceIndex].vertices

Description
3D face property; when used with a model resource whose type is #mesh, this property allows you to get or set which
vertices from the resource’s vertexList property to use for the mesh face specified by faceIndex.
This property is a linear list of three integers corresponding to the index positions of the three vertices, as found in
the mesh’s vertexList property, that comprise the specified face.
The vertices must be specified in the list using counterclockwise winding in order to achieve an outward pointing
surface normal.
If you make changes to this property or use the generateNormals() command, you will need to call the build()
command in order to rebuild the mesh.
Example
This example displays the vertexList of the mesh model resource named SimpleSquare, then it displays the vertices
property for the second face of that mesh:
put member("3D").modelResource("SimpleSquare").vertexList
-- [vector( 0.0000, 0.0000, 0.0000), vector( 0.0000, 5.0000, 0.0000), vector( 5.0000, 0.0000,
0.0000), vector( 5.0000, 5.0000, 0.0000)]
put member("3D").modelResource("SimpleSquare").face[1].vertices
-- [3, 4, 1]

See also
face, vertexList (mesh deform), generateNormals()

video (QuickTime, AVI)
Usage
member(whichCastMember).video
the video of member whichCastMember

Description
Digital video cast member property; determines whether the graphic image of the specified digital video cast
member plays (TRUE or 1) or not (FALSE or 0).
Only the visual element of the digital video cast member is affected. For example, when video is set to FALSE, the
digital video’s soundtrack, if present, continues to play.
Example
This statement turns off the video associated with the cast member Interview:
-- Lingo syntax

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member("Interview").video = FALSE
// JavaScript syntax
member(“Interview”).video = false;

See also
setTrackEnabled(), trackEnabled

video (RealMedia, Windows Media)
Usage
-- Lingo syntax
memberOrSpriteObjRef.video
// JavaScript syntax
memberOrSpriteObjRef.video;

Description
RealMedia and Windows Media property; allows you to set or get whether the sprite or cast member renders video
(TRUE or 1) or only plays the sounds (FALSE or 0). Read/write.
Integer values other than 1 or 0 are treated as TRUE.
Use this property to suppress the video while playing the audio component of a RealMedia or Windows Media cast
member, or to toggle the video on and off during playback.
Example
The following examples show that the video property for sprite 2 and the cast member Real is set to TRUE.
-- Lingo syntax
put(sprite(2).video) -- 1
put(member("Real").video) -- 1
// JavaScript syntax
put(sprite(2).video); // 1
put(member("Real").video); // 1

The following examples set the video property to FALSE for the RealMedia video element of sprite 2 and the cast
member Real.
-- Lingo syntax
sprite(2).video = FALSE
member("Real").video = FALSE
// JavaScript syntax
sprite(2).video = 0;
member("Real").video = 0;

videoFormat
Usage
-- Lingo syntax
dvdObjRef.videoFormat

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// JavaScript syntax
dvdObjRef.videoFormat;

Description
DVD property. Returns a symbol that indicates the video format. Read-only.
Possible symbols include the following:
Symbol

Description

#MPEG1

The video format is MPEG-1.

#MPEG2

The video format is MPEG-2.

#unknown

The video format is unknown.

Example
This statement gives the video format of the dvd object sprite.
-- Lingo syntax
put sprite(1).videoFormat
// JavaScript syntax
trace(sprite(1).videoFormat)

See also
DVD

videoForWindowsPresent
Usage
the videoForWindowsPresent

Description
System property; indicates whether AVI software is present on the computer.
This property can be tested but not set.
Example
This statement checks whether Video for Windows is missing and branches the playhead to the Alternate Scene
marker if it isn’t:
if the videoForWindowsPresent= FALSE then go to "Alternate Scene"

See also
QuickTimeVersion()

viewH
Usage
-- Lingo syntax

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memberOrSpriteObjRef.viewH
// JavaScript syntax
memberOrSpriteObjRef.viewH;

Description
Cast member and sprite property; controls the horizontal coordinate of a Flash movie and vector shape’s view point,
specified in pixel units. The values can be floating-point numbers. The default value is 0.
A Flash movie’s view point is set relative to its origin point.
Setting a positive value for viewH shifts the movie to the left inside the sprite; setting a negative value shifts the movie
to the right. Therefore, changing the viewH property can have the effect of cropping the movie or even of removing
the movie from view entirely.
This property can be tested and set.
Note: This property must be set to the default value if the scaleMode property is set to #autoSize, or the sprite will not
display correctly.
Example
This handler accepts a sprite reference as a parameter and moves the view of a Flash movie sprite from left to right
within the sprite’s bounding rectangle:
-- Lingo syntax
on panRight whichSprite
repeat with i = 120 down to -120
sprite(whichSprite).viewH = i
_movie.updateStage()
end repeat
end
// JavaScript syntax
function panRight(whichSprite) {
var i = 120;
while(i > -121) {
sprite(whichSprite).viewH = i;
_movie.updateStage();
i--;
}
}

See also
scaleMode, viewV, viewPoint, viewScale

viewPoint
Usage
-- Lingo syntax
memberOrSpriteObjRef.viewPoint
// JavaScript syntax
memberOrSpriteObjRef.viewPoint;

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Description
Cast member property and sprite property; controls the point within a Flash movie or vector shape that is displayed
at the center of the sprite’s bounding rectangle in pixel units. The values are integers.
Changing the view point of a cast member changes only the view of a movie in the sprite’s bounding rectangle, not
the location of the sprite on the Stage. The view point is the coordinate within a cast member that is displayed at the
center of the sprite’s bounding rectangle and is always expressed relative to the movie’s origin (as set by the
originPoint, originH, and originV properties). For example, if you set a Flash movie’s view point at point
(100,100), the center of the sprite is the point within the Flash movie that is 100 Flash movie pixel units to the right
and 100 Flash movie pixel units down from the origin point, regardless of where you move the origin point.
The viewPoint property is specified as a Director point value: for example, point (100,200). Setting a Flash movie’s
view point with the viewPoint property is the same as setting the viewH and viewV properties separately. For
example, setting the viewPoint property to point (50,75) is the same as setting the viewH property to 50 and the
viewV property to 75.
Director point values specified for the viewPoint property are restricted to integers, whereas viewH and viewV can
be specified with floating-point numbers. When you test the viewPoint property, the point values are truncated to
integers. As a general guideline, use the viewH and viewV properties for precision; use the originPoint property
for speed and convenience.
This property can be tested and set. The default value is point (0,0).
Note: This property must be set to the default value if the scaleMode property is set to #autoSize, or the sprite will not
display correctly.
Example
This handler makes a specified Flash movie sprite move down and to the right in increments of five Flash movie pixel
units:
-- Lingo syntax
on panAcross(whichSprite)
repeat with i = 1 to 10
sprite(whichSprite).viewPoint = sprite(whichSprite).viewPoint + point(i * -5, i * 5)
_movie.updateStage()
end repeat
end
// JavaScript syntax
function panAcross(whichSprite) {
var i = 1;
while(i < 11) {
sprite(whichSprite).viewPoint = sprite(whichSprite).viewPoint + point(i * -5, i * 5);
_movie.updateStage();
i++
}
}

See also
scaleMode, viewV, viewH, viewScale

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viewScale
Usage
-- Lingo syntax
memberOrSpriteObjRef.viewScale
// JavaScript syntax
memberOrSpriteObjRef.viewScale;

Description
Cast member property and sprite property; sets the overall amount to scale the view of a Flash movie or vector shape
sprite within the sprite’s bounding rectangle. You specify the amount as a percentage using a floating-point number.
The default value is 100.
The sprite rectangle itself is not scaled; only the view of the cast member within the rectangle is scaled. Setting the
viewScale property of a sprite is like choosing a lens for a camera. As the viewScale value decreases, the apparent
size of the movie within the sprite increases, and vice versa. For example, setting viewScale to 200% means the view
inside the sprite will show twice the area it once did, and the cast member inside the sprite will appear at half its
original size.
One significant difference between the viewScale and scale properties is that viewScale always scales from the
center of the sprite’s bounding rectangle, whereas scale scales from a point determined by the Flash movie’s
originMode property.
This property can be tested and set.
Note: This property must be set to the default value if the scaleMode property is set to #autoSize, or the sprite will not
display correctly.
Example
This sprite script sets up a Flash movie sprite and doubles its view scale:
-- Lingo syntax
property spriteNum
on beginSprite me
sprite(spriteNum).viewScale = 200
end
// JavaScript syntax
function beginSprite() {
sprite(this.spriteNum).viewScale = 200;
}

See also
scaleMode, viewV, viewPoint, viewH

viewV
Usage
-- Lingo syntax
memberOrSpriteObjRef.viewV

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// JavaScript syntax
memberOrSpriteObjRef.viewV;

Description
Cast member and sprite property; controls the vertical coordinate of a Flash movie and vector shape’s view point,
specified in pixel units. The values can be floating-point numbers. The default value is 0.
A Flash movie’s view point is set relative to its origin point.
Setting a positive value for viewV shifts the movie up inside the sprite; setting a negative value shifts the movie down.
Therefore, changing the viewV property can have the effect of cropping the movie or even of removing the movie
from view entirely.
This property can be tested and set.
Note: This property must be set to the default value if the scaleMode property is set to #autoSize, or the sprite will not
display correctly.
Example
This handler accepts a sprite reference as a parameter and moves the view of a Flash movie sprite from the top to the
bottom within the sprite’s bounding: rectangle:
-- Lingo syntax
on panDown(whichSprite)
repeat with i = 120 down to -120
sprite(whichSprite).viewV = i
_movie.updateStage()
end repeat
end
// JavaScript syntax
function panDown(whichSprite) {
var i = 120;
while(i > -121) {
sprite(whichSprite).viewV = i;
_movie.updateStage();
i--;
}
}

See also
scaleMode, viewV, viewPoint, viewH

visible
Usage
-- Lingo syntax
windowObjRef.visible
// JavaScript syntax
windowObjRef.visible;

Description
Window property; determines whether a window is visible (TRUE) or not (FALSE). Read/write.

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Example
This statement makes the window named Control_Panel visible:
-- Lingo syntax
window("Control_Panel").visible = TRUE
// JavaScript syntax
window("Control_Panel").visible = true;

See also
Window

visible (sprite)
Usage
sprite(whichSprite).visible
the visible of sprite whichSprite

Description
Sprite property; determines whether the sprite specified by whichSprite is visible (TRUE) or not (FALSE). This
property affects all sprites in the channel, regardless of their position in the Score.
Note: Setting the visible property of a sprite channel to FALSE makes the sprite invisible and prevents only the mouserelated events from being sent to that channel. The beginSprite, endSprite, prepareFrame, enterFrame, and
exitFrame events continue to be sent regardless of the sprite’s visibility setting. Clicking the Mute button on that channel
in the Score, however, will set the visible property to FALSE and prevent all events from being sent to that channel.
Muting disables a channel, while setting a sprite’s visible property to FALSE merely affects a graphic property.
This property can be tested and set. If set to FALSE, this property will not automatically reset to TRUE when the sprite
ends. You must set the visible property of the sprite to TRUE in order to see any other members using that channel.
Example
This statement makes sprite 8 visible:
sprite(8).visible = TRUE

visibility
Usage
member(whichCastmember).model(whichModel).visibility
modelObjectReference.visibility

Description
3D property; allows you to get or set the visibility property of the referenced model. This property determines
how the model’s geometry is drawn. It can have one of the following values:

•

#none specifies that no polygons are drawn and the model is invisible.

• #front specifies that only those polygons facing the camera are drawn.This method is referred to as back face
culling and optimizes rendering speed. This is the default setting for the property.

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• #back specifies that only those polygons facing away from the camera are drawn. Use this setting when you want
to draw the inside of a model, or for models which are not drawing correctly, possibly because they were imported
from a file format that used a different handiness value when computing normals.
• #both specifies that both sides of all polygons are drawn.Use this setting when you want to see the plane
regardless of the viewing direction, and for models that are not drawing correctly.
Example
The following statement shows that the visibility property of the model Monster02 is set to #none. The model is
invisible.
-- Lingo syntax
put member("3D").model("Monster02").visibility
-- #none
// JavaScript syntax
trace(member(“3D”).getPropRef(“model”,1).visibility)
// symbol(“none”)

volume (DVD)
Usage
-- Lingo syntax
dvdObjRef.volume
// JavaScript syntax
dvdObjRef.volume;

Description
DVD property. Determines the current DVD sound volume . Read/write.
The volume must be an integer in the range of 0 (silent) to 100 (full volume).
On Windows the volume scale is logarithmic. On Mac the scale is linear.
Example
This statement sets the volume of DVD member
-- Lingo syntax
member(1).volume = 20
// JavaScript syntax
member(1).volume = 20;

See also
DVD

volume (Member)
Usage
-- Lingo syntax
memberObjRef.volume

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// JavaScript syntax
memberObjRef.volume;

Description
Shockwave Audio (SWA) cast member property; determines the volume of the specified SWA streaming cast
member. Values range from 0 to 255.
This property can be tested and set.
Example
This statement sets the volume of an SWA streaming cast member to half the possible volume:
-- Lingo syntax
member("SWAfile").volume = 128
// JavaScript syntax
member("SWAfile").volume = 128;

volume (Sound Channel)
Usage
-- Lingo syntax
soundChannelObjRef.volume
// JavaScript syntax
soundChannelObjRef.volume;

Description
Sound Channel property; determines the volume of a sound channel. Read/write.
Sound channels are numbered 1, 2, 3, and so on up to 8. Channels 1 and 2 are the channels that appear in the Score.
The value of the volume property ranges from 0 (mute) to 255 (maximum volume). A value of 255 indicates the full
volume set for the machine, as controlled by the Sound object’s soundLevel property, and lower values are scaled to
that total volume. This property allows several channels to have independent settings within the available range.
The lower the value of the volume sound property, the more static or noise you’re likely to hear. Using soundLevel
may produce less noise, although this property offers less control.
To see an example of volume used in a completed movie, see the Sound Control movie in the Learning/Lingo
Examples folder inside the Director application folder.
Example
This statement sets the volume of sound channel 2 to 130, which is a medium sound level setting:
-- Lingo syntax
sound(2).volume = 130
// JavaScript syntax
sound(2).volume = 130;

See also
Sound Channel, soundLevel

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volume (Sprite)
Usage
-- Lingo syntax
spriteObjRef.volume
// JavaScript syntax
spriteObjRef.volume;

Description
Sprite property; controls the volume of a digital video movie or Windows Media cast member specified by name or
number. The values range from 0 to 256. Values of 0 or less mute the sound. Values exceeding 256 are loud and
introduce considerable distortion.
Example
This statement sets the volume of the QuickTime movie playing in sprite channel 7 to 256, which is the maximum
sound volume:
-- Lingo syntax
sprite(7).volume = 256
// JavaScript syntax
sprite(7).volume = 256;

See also
soundLevel

volume (Windows Media)
Usage
-- Lingo syntax
windowsMediaObjRef.volume
// JavaScript syntax
windowsMediaObjRef.volume;

Description
Windows Media sprite property; determines the volume of a Windows Media sprite.
The value of this property is an integer that ranges from 0 (mute) to 7 (loud).
You can also set this property using the Control > Volume menu in Director.
Example
This statement sets the volume of sprite 7 to 2:
-- Lingo syntax
sprite(7).volume = 2
// JavaScript syntax
sprite(7).volume = 2;

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See also
Windows Media

warpMode
Usage
-- Lingo syntax
spriteObjRef.warpMode
// JavaScript syntax
spriteObjRef.warpMode;

Description
QuickTime VR sprite property; specifies the type of warping performed on a panorama.
Possible values are #full, #partial, and #none.
This property can be tested and set. When tested, if the values for the static and motion modes differ, the property’s
value is the value set for the current mode. When set, the property determines the warping for both the static and
motion modes.
Example
This sets the warpMode of sprite 1 to #full:
-- Lingo syntax
sprite(1).warpMode = #full
// JavaScript syntax
sprite(1).warpMode = symbol("full");

width
Usage
-- Lingo syntax
memberObjRef.width
imageObjRef.width
spriteObjRef.width
// JavaScript syntax
memberObjRef.width;
imageObjRef.width;
spriteObjRef.width;

Description
Member, Image, and Sprite property; for vector shape, Flash, animated GIF, RealMedia, Windows Media, bitmap,
and shape cast members, determines the width, in pixels, of a cast member. Read-only for cast members and image
objects, read/write for sprites.
This property does not affect field and button cast members.
Example
This statement assigns the width of member 50 to the variable theHeight:

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-- Lingo syntax
theHeight = member(50).width
// JavaScript syntax
var theHeight = member(50).width;

This statement sets the width of sprite 10 to 26 pixels:
-- Lingo syntax
sprite(10).width = 26
// JavaScript syntax
sprite(10).width = 26;

This statement assigns the width of sprite number i + 1 to the variable howWide:
-- Lingo syntax
howWide = sprite(i + 1).width
// JavaScript syntax
var howWide = sprite(i + 1).width;

See also
height, image (Image), Member, Sprite

width (3D)
Usage
member(whichCastmember).modelResource(whichModelResource).width
modelResourceObjectReference.width

Description
3D property; allows you to get or set the width of the plane for a model resource whose type is #box or #plane. This
property must be greater than 0.0, and has a default setting of 1.0. For objects whose type is #box, the default value
of width is 50.0. For objects whose type is #plane, the default setting is 1.0. width is measured along the X axis.
Example
This statement sets the width of the model resource Grass plane to 250.0:
-- Lingo syntax
member("3D World").modelResource("Grass plane").width = 250.0
// JavaScript syntax
Member(“3D World”).getPropRef(“modelResource”,1).width = 250.0;

widthVertices
Usage
member(whichCastmember).modelResource(whichModelResource).
widthVertices
modelResourceObjectReference.widthVertices

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Description
3D property; allows you to get or set the number of vertices (as an integer) on the X axis of a model resource whose
type is #box or #plane. This property must be greater than or equal to 2, and has a default value of 2.
Example
The following statement sets the widthVertices property of the model resource Tower to 10. Eighteen polygons (2
* (10-1) triangles) will be used to define the geometry of the model resource along its x-axis.
member("3D World").modelResource("Tower").widthVertices = 10

wind
Usage
member(whichCastmember).modelResource(whichModelResource).wind
modelResourceObjectReference.wind

Description
3D property; allows you to get or set the wind property of a model resource whose type is #particle, as a vector.
This wind property defines the direction and strength of the wind force applied to all particles during each
simulation step. The default value for this property is vector(0, 0, 0), which specifies that no wind is applied.
Example
-- Lingo syntax
put member("3D").modelResource("fog bank").wind
-- vector(10.5,0,0)
// JavaScript syntax
trace(member("3D").getPropRef(“modelResource”,"1").wind)
// vector(10.5,0,0)

window
Usage
-- Lingo syntax
_player.window[windowNameOrNum]
// JavaScript syntax
_player.window[windowNameOrNum];

Description
Player property; provides indexed or named access to the Window objects created by the Director player. Read-only.
The windowNameOrNum argument is either a string that specifies the name of the window to access or an integer that
specifies the index position of the window to access.
The functionality of this property is identical to the top level window() method.
Example
This statements sets the variable named myWindow to the third window object:
-- Lingo syntax

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myWindow = _player.window[3]
// JavaScript syntax
var myWindow = _player.window[3];

See also
Player, window()

windowBehind
Usage
-- Lingo syntax
windowObjRef.windowBehind
// JavaScript syntax
windowObjRef.windowBehind;

Description
Window property; returns a reference to the window that is behind all other windows. Read-only.
Example
These statements set the variable backWindow to the window behind all other windows, and then moves that window
to the front:
-- Lingo syntax
backWindow = _player.windowList[5].windowBehind
backWindow.moveToFront()
// JavaScript syntax
var backWindow = _player.windowList[5].windowBehind;
backWindow.moveToFront();

See also
moveToBack(), moveToFront(), Window, windowInFront, windowList

windowInFront
Usage
-- Lingo syntax
windowObjRef.windowInFront
// JavaScript syntax
windowObjRef.windowInFront;

Description
Window property; returns a reference to the window that is in front of all other windows. Read-only.
Example
These statements set the variable frontWindow to the window in front of all other windows, and then moves that
window to the back:

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-- Lingo syntax
frontWindow = _player.windowList[5].windowInFront
frontWindow.moveToBack()
// JavaScript syntax
var frontWindow = _player.windowList[5].windowInFront
frontWindow.moveToBack();

See also
moveToBack(), moveToFront(), Window, windowBehind, windowList

windowList
Usage
-- Lingo syntax
_player.windowList
// JavaScript syntax
_player.windowList;

Description
Player property; displays a list of references to all known movie windows. Read-only.
The Stage is also considered a window.
Example
This statement displays in the Message window a list of all known movie windows:
-- Lingo syntax
trace(_player.windowList)
// JavaScript syntax
trace(_player.windowList);

See also
Player

wordWrap
Usage
-- Lingo syntax
memberObjRef.wordWrap
// JavaScript syntax
memberObjRef.wordWrap;

Description
Cast member property; determines whether line wrapping is allowed (TRUE) or not (FALSE).
Example
This statement turns line wrapping off for the field cast member Rokujo:

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--Lingo syntax
member("Rokujo").wordWrap = FALSE
// JavaScript syntax
member("Rokujo").wordWrap = false;

worldPosition
Usage
member(whichCastmember).model(whichModel).worldPosition
member(whichCastmember).light(whichLight).worldPosition
member(whichCastmember).camera(whichCamera).worldPosition
member(whichCastmember).group(whichGroup).worldPosition

Description
3D property; allows you to get and not set the position of the specified node in world coordinates. A node can be a
model, group, camera, or light. This property is equivalent in result to using getWorldTransform().position
command. The position of a node is represented by a vector object.
Example
This statement shows that the position of the model named Mars, in world coordinates, is the vector (-1333.2097,
0.0000, -211.0973):
--Lingo syntax
put member("scene").model("Mars").worldPosition
-- vector(-1333.2097, 0.0000, -211.0973)
// JavaScript syntax
trace(member(“scene”).getProp(“model”,1).worldPosition)
// vector(-1333.2097, 0.0000, -211.0973)

See also
getWorldTransform(), position (transform)

worldTransform
Usage
member(whichMember).model(whichModel).bonesPlayer.bone[index].worldTransform

Description
3D bonesplayer property; allows you to get the world relative transform of a specific bone, as opposed to using the
transform property which returns the bone’s parent relative transform. The worldTransform property can only be
used with bonesplayer modified models.
Example
This statement stores a bone’s world relative transform in the variable finalTransform:
--Lingo syntax
finalTransform = member("3D").model("biped").bonesPlayer.bone[3].worldTransform
// JavaScript syntax

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finalTransform =
member(“3D”).getPropRef(“model”,1).getProp(“bonesPlayer”).bone[3].worldTransform;

See also
bone, getWorldTransform(), transform (property)

wrapTransform
Usage
member(
member(
member(
member(

whichCastmember
whichCastmember
whichCastmember
whichCastmember

).shader( ShaderName ).wrapTransform
).shader[ ShaderIndex ].wrapTransform
).model[modelName].shader.wrapTransform
).model.shaderlist[ shaderListIndex ].wrapTransform

Description
3D standard shader property; this property provides access to a transform that modifies the texture coordinate
mapping for the shader's texture. Rotate this transform to alter how the texture is projected onto a model surface.
The texture remains unaffected; the transform modifies only the orientation of how the shader applies the texture.
Note: Note: This command only has an effect when the shader's textureModeList is set to is #planar, #spherical,
or #cylindrical.
Example
These statements set the transformMode of the shader named "shad2" to #wrapCylindrical, then rotates that
cylindrical projection by 90° about the x-axis so that the cylindrical mapping wraps around the y-axis instead of the
z-axis:
--Lingo syntax
s = member("Scene").shader("shad2")
s.textureMode= #wrapCylindrical
s.wrapTransform.rotate(90.0, 0.0, 0.0)
// JavaScript syntax
var s = member(“Scene”).getPropRef(“shader”,1);
s.textureMode = symbol(“wrapCylindrical”);
s.wrapTransform.rotate(90.0,0.0,0.0);

wrapTransformList
Usage
member( whichCastmember ).shader( ShaderName ).wrapTransformList[ textureLayerIndex ]
member( whichCastmember ).shader[ shaderListIndex ].wrapTransformList[ textureLayerIndex ]
member( whichCastmember ).model( modelName ).shader.wrapTransformList[ textureLayerIndex ]
member( whichCastmember ).model( modelName ).shaderList[ shaderListIndex ].
wrapTransformList[ textureLayerIndex ]

Description
3D standard shader property; this property provides access to a transform that modifies the texture coordinate
mapping of a specified texture layer. Rotate this transform to alter how the texture is projected onto model surfaces.
The texture itself remains unaffected; the transform modifies only the orientation of how the shader applies the
texture.

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Note: wrapTransformList[textureLayerIndex] only has an effect when textureModeList[textureLayerIndex] is set to
#planar, #spherical, or #cylindrical.
Example
In this example, line 2 sets the transformMode of the third texture layer of the shader named "shad2" to #wrapCylindrical. Line 3 rotates that cylindrical projection by 90° about the x-axis so that the cylindrical mapping wraps
around the y-axis instead of the z-axis.
--Lingo syntax
s = member("Scene").shader("shad2")
s.textureModeList[3] = #wrapCylindrical
s.wrapTransformList[3].rotate(90.0, 0.0, 0.0)
// JavaScript syntax
var s = member("Scene").getPropRef(“shader”,1);
s.textureModeList[3] = symbol(“wrapCylindrical”);
s.wrapTransformList[3].rotate(90.0, 0.0, 0.0);

See also
newShader, textureModeList

x (vector)
Usage
member(whichCastmember).vector.x
member(whichCastmember).vector[1]

Description
3D property; allows you to get or set the x component of a vector.
Example
This statement shows the x component of a vector:
vec = vector(20, 30, 40)
put vec.x
-- 20.0000

xAxis
Usage
member(whichCastmember).transform.xAxis

Description
3D transform property; allows you to get but not set the vector representing the transform’s canonical x-axis in
transform space.

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Example
The first line of this example sets the transform of the model ModCylinder to the identity transform. The next two
lines show that the x-axis of ModCylinder is the vector (1.0000, 0.0000, 0.0000). This means that the x-axis of
ModCylinder is aligned with the x-axis of the world. The next line rotates ModCylinder 90° around its y-axis. This
rotates the axes of ModCylinder as well. The last two lines show that the x-axis of ModCylinder is now the vector
(0.0000, 0.0000, -1.0000). This means that the x-axis of ModCylinder now is aligned with the negative z-axis of the
world.
-- Lingo syntax
member("Engine").model("ModCylinder").transform.identity()
put member("Engine").model("ModCylinder").transform.xAxis
-- vector( 1.0000, 0.0000, 0.0000 )
member("Engine").model("ModCylinder").rotate(0, 90, 0)
put member("Engine").model("ModCylinder").transform.xAxis
-- vector( 0.0000, 0.0000, -1.0000 )
// JavaScript syntax
member("Engine").getPropRef(“model”,1).transform.identity();
trace(member("Engine").getPropRef(“model”,1).transform.xAxis)
// vector( 1.0000, 0.0000, 0.0000 )
member("Engine").getPropRef(“model”,1).rotate(0, 90, 0);
trace(member("Engine").getPropRef(“model”,1).transform.xAxis)
// vector( 0.0000, 0.0000, -1.0000 )

xtra
Usage
-- Lingo syntax
_player.xtra[xtraNameOrNum]
// JavaScript syntax
_player.xtra[xtraNameOrNum];

Description
Player property; provides indexed or named access to the Xtra extensions available to the Director player. Read-only.
The xtraNameOrNum argument is either a string that specifies the name of the Xtra extension to access or an integer
that specifies the index position of the Xtra extension to access.
The functionality of this property is identical to the top level xtra() method.
Example
This statement sets the variable myXtra to the Speech Xtra extension:
-- Lingo syntax
myXtra = _player.xtra["SpeechXtra"]
// JavaScript syntax
var myXtra = _player.xtra["SpeechXtra"];

See also
Player, xtra()

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xtraList (Movie)
Usage
-- Lingo syntax
_movie.xtraList
// JavaScript syntax
_movie.xtraList;

Description
Movie property; displays a linear property list of all Xtra extensions in the Movies/Xtras dialog box that have been
added to the movie. Read-only.
Two possible properties can appear in xtraList:

• #filename—Specifies the filename of the Xtra extension on the current platform. It is possible to have a list
without a #filename entry, such as when the Xtra extension exists only on one platform.
•

#packageurl—Specifies the location, as a URL, of the download package specified by #packagefiles.

• #packagefiles—Set only when the Xtra extension is marked for downloading. The value of this property is
another list containing a property list for each file in the download package for the current platform. The properties
in this subproperty list are #name and #version, which contain the same information as found in xtraList
(Player).
Example
This statement displays the xtraList in the Message window:
-- Lingo syntax
put(_movie.xtraList)
// JavaScript syntax
put(_movie.xtraList);

See also
Movie, xtraList (Player)

xtraList (Player)
Usage
-- Lingo syntax
_player.xtraList
// JavaScript syntax
_player.xtraList;

Description
Player property; displays a linear property list of all available Xtra extensions and their file versions. Read-only.
This property is useful when the functionality of a movie depends on a certain version of an Xtra extension.
There are two possible properties that can appear in xtraList:

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• #filename—Specifies the filename of the Xtra extension on the current platform. It is possible to have a list
without a #filename entry, such as when the Xtra extension exists only on one platform.
• #version—Specifies the same version number that appears in the Properties dialog box (Windows) or Info
window (Mac) when the file is selected on the desktop. An Xtra extension may not necessarily have a version
number.
Example
This statement displays in the Message window all Xtra extensions that are available to the Director Player.
-- Lingo syntax
trace(_player.xtraList)
// JavaScript syntax
trace(_player.xtraList);

See also
mediaXtraList, Player, scriptingXtraList, toolXtraList, transitionXtraList

y (vector)
Usage
member(whichCastmember).vector.y
member(whichCastmember).vector[2]

Description
3D property; allows you to get or set the y component of a vector.
Example
This statement shows the y component of a vector:
vec = vector(20, 30, 40)
put vec.y
-- 30.0000

yAxis
Usage
member(whichCastmember).transform.yAxis

Description
3D transform property; allows you to get but not set the vector representing the transform’s canonical y-axis in
transform space.

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Example
The first line of this example sets the transform of the model ModCylinder to the identity transform. The next two
lines show that the Y axis of ModCylinder is the vector (0.0000, 1.0000, 0.0000). This means that the y-axis of
ModCylinder is aligned with the y-axis of the world. The next line rotates ModCylinder 90° around its x-axis. This
rotates the axes of ModCylinder as well. The last two lines show that the y-axis of ModCylinder is now the vector
(0.0000, 0.0000, 1.0000). This means that the y-axis of ModCylinder now is aligned with the positive z-axis of the
world.
member("Engine").model("ModCylinder").transform.identity()
put member("Engine").model("ModCylinder").transform.yAxis
-- vector( 0.0000, 1.0000, 0.0000 )
member("Engine").model("ModCylinder").rotate(90, 0, 0)
put member("Engine").model("ModCylinder").transform.yAxis
-- vector( 0.0000, 0.0000, 1.0000 )

yon
Usage
member(whichCastmember).camera(whichCamera).yon

Description
3D property; allows you to get or set the distance from the camera defining where along the camera’s Z axis the view
frustum is clipped. Objects at a distance greater than yon are not drawn.
The default value for this property is 3.40282346638529e38.
Example
This statement sets the yon property of camera 1 to 50000:
-- Lingo syntax
member("3d world").camera[1].yon = 50000
// JavaScript syntax
member("3d world").getPropRef(“camera”,1).yon = 50000

See also
hither

z (vector)
Usage
member(whichCastmember).vector.z
member(whichCastmember).vector[3]

Description
3D property; allows you to get or set the z component of a vector.
Example
This statement shows the z component of a vector:
vec = vector(20, 30, 40)

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put vec.z
-- 40.0000

zAxis
Usage
member(whichCastmember).transform.zAxis

Description
3D transform property; allows you to get but not set the vector representing the transform’s canonical z-axis in
transform space.
Example
The first line of this example sets the transform of the model ModCylinder to the identity transform. The next two
lines show that the z-axis of ModCylinder is the vector (0.0000, 0.0000, 1.0000). This means that the z-axis of
ModCylinder is aligned with the z-axis of the world. The next line rotates ModCylinder 90° around its y-axis. This
rotates the axes of ModCylinder as well. The last two lines show that the z-axis of ModCylinder is now the vector
(1.0000, 0.0000, 0.0000). This means that the z-axis of ModCylinder now is aligned with the x-axis of the world.
-- Lingo syntax
member("Engine").model("ModCylinder").transform.identity()
put member("Engine").model("ModCylinder").transform.zAxis
-- vector( 1.0000, 0.0000, 0.0000 )
member("Engine").model("ModCylinder").rotate(0, 90, 0)
put member("Engine").model("ModCylinder").transform.zAxis
-- vector( 0.0000, 0.0000, -1.0000 )
// JavaScript syntax
member("Engine").getPropRef(“model”,1).transform.identity();
trace(member("Engine").getPropRef(“model”,1).transform.zAxis)
//vector( 1.0000, 0.0000, 0.0000 )
member("Engine").getPropRef(“model”,1).rotate(0, 90, 0);
trace(member("Engine").getPropRef(“model”,1).transform.zAxis)
// vector( 0.0000, 0.0000, -1.0000 )

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Chapter 15: Physics Engine
The Physics Xtra is a high-performance tool that helps developers create 3D worlds in which objects interact. The
Xtra performs calculations to determine the results of collisions, factoring in object properties such as mass, velocity,
and rotation. Forces can be applied, and objects can be connected to each other with constraints. The constraints
available are 6 degree of freedom joints, linear joints, angular joints, and spring joints.
Additonally, terrains and raycasting are supported. A terrain is similar to a bumpy plane that is infinite in two dimensions and defines an elevation along the third. Raycasting is the mechanism of collision detection with rays.
Raycasting can be done against all types of rigid bodies and terrains.
With this Xtra, developers can focus on game play and user interaction, and not worry about creating a real-time
physics engine with Lingo scripts.
The Physics (dynamiks) Xtra is a fully integrated rigid body physics simulation engine for Adobe® Director®. The
dynamics Xtra is supported on Windows and MAC platforms.
The physics engine for Director has the following features. Refer to the rest of the chapter for their details.

Physics World properties
•

angularDamping

•

contactTolerance

•

friction

•

gravity

•

IsInitialized

•

linearDamping

•

restitution

•

scalingFactor

•

sleepMode

•

sleepThreshold

•

subSteps

•

timeStep

•

timeStepMode

angularDamping
Usage
world.angularDamping

Access: Get/Set
Type: float

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Default value: 0.000

Description
Represents the damping quantity by which the angular forces are reduced.
Example
--Lingo Syntax
member("PhysicsWorld").angularDamping = 10.0
//Javascript syntax
member("PhysicsWorld").angularDamping = 10.0;

See also
linearDamping

contactTolerance
Usage
world.contactTolerance

Access: Get/Set
Type: float

Description
The penetration depth between rigid bodies for the collision to be detected.
Note: To get the expected result when simulating a collision between bodies, tweak the contact tolerance value.
Example
This statement sets the penetration depth between rigid bodies for the collision to be detected.
--Lingo Syntax
member("PhysicsWorld").contactTolerance = 0.01
//JavaScript Syntax
member("PhysicsWorld").contactTolerance = 0.01;

Note:

•

Ideally, the contact tolerance should be 2% of the rigid body dimensions.

•

If the contact tolerance for each rigid body is not specified, the value set for the world is used.

•

Higher values for contact tolerance will lead to numerical errors and instability.

friction
Usage
world.friction

Access: Get/Set
Type: float
Value 0 - 1

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Description
This represents the default value for co-efficient of friction for all rigid bodies in the world. The friction property
takes values from 0-1.
Example
--Lingo Syntax
member("PhysicsWorld").friction = 0.5
//Javascript syntax
member("PhysicsWorld").friction = 0.5;

See also
restitution

gravity
Usage
world.gravity

Access: Get/Set
Type: vector

Description
This represents the acceleration due to gravity that all bodies in the physics world will experience.
Example
--Lingo Syntax
member("PhysicsWorld").gravity = vector(0,-9.81,0)
//Javascript syntax
member("PhysicsWorld").gravity = vector(0,-9.81,0);

IsInitialized
Usage
world.isInitialized

Access: get
Type: Boolean

Description
The current initialization status of the world. If init() method on world succeeds, then this property is set to 1.
Example
--Lingo Syntax
If not member("PhysicsWorld").isInitalized then
-- Initialize the physics world here
end if
//JavaScript Syntax
If (member("PhysicsWorld").isInitialized == 0) {
// Initialize World here
}

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See also
init()

linearDamping
Usage
world.linearDamping

Access: Get/Set
Type: float
Default value: 0.000

Description
Represents the loss of linear velocity at the end of a time step.
Example
--Lingo Syntax
member("PhysicsWorld").linearDamping = 10.0
//Javascript syntax
member("PhysicsWorld").linearDamping = 10.0;

See also
angularDamping

restitution
Usage
world.restitution

Access: Get/Set
Type: float
Value 0 - 1

Description
This represents the default value for co-efficient of restitution for all rigid bodies in the world. The restitution
property takes values from 0-1.
Example
--Lingo Syntax
member("PhysicsWorld").restitution = 0.5
//Javascript syntax
member("PhysicsWorld").restitution = 0.5;

See also
friction

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scalingFactor
Usage
world.scalingFactor

Access: Get
Type: vector

Description
Represents the scaling used for conversion if the 3D world and the physics world are of different units. scalingFactor
is a vector which takes the scaling for length, mass and time.
Note: You cannot set the value for this property in Director 11. This feature will be available in future releases.
Example
--Lingo Syntax
put member("PhysicsWorld").scalingFactor
//Javascript syntax
put(member("PhysicsWorld').scalingFactor)

See also
init()

sleepMode
Usage
world.sleepMode

Access: Get/Set
Values: #energy, #linearvelocity
Default value: #energy

Description
This gets or sets the sleep mode for rigidbodies.
#energy The kinetic energy of the rigid body is used to determine its sleep state.
#linearvelocity The linear velocity of the rigid body is used to determine its sleep state.

Example
--Lingo Syntax
member("PhysicsWorld").sleepMode = #energy
//Javascript syntax
member("PhysicsWorld").sleepMode = symbol("energy");

See also
sleepThreshold

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sleepThreshold
Usage
world.sleepThreshold

Access: Get/Set
Type: float
Default value: 0.000

Description
This represents the threshold below which the Rigid body becomes inactive. This value is either the kinetic energy
or the linear velocity of the rigid body depending on the value set for the sleepMode property. This is only applicable
to dynamic objects.
Example
--Lingo Syntax
member("PhysicsWorld").sleepThreshold = 10.0
//Javascript syntax
member("PhysicsWorld").sleepThreshold = 10.0;

See also
sleepMode

subSteps
Usage
world.subSteps

Access: Get /Set
Type: int

Description
Represents the number of substeps for each simulate call.
Example
--Lingo Syntax
member("PhysicsWorld").subSteps = 5
//Javascript syntax
member("PhysicsWorld").subSteps = 5;

See also
init(),timeStep,timeStepMode

timeStep
Usage
world.timeStep

Access: Get/Set
Type: float

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Description
Used only in the equal time step mode where it specifies the step time for the physics world.
Example
--Lingo Syntax
member("PhysicsWorld"). timeStep = 0.0167
//Javascript syntax
member("PhysicsWorld"). timeStep = 0.0167;

See also
init(),subSteps,timeStepMode

timeStepMode
Usage
world.timeStepMode

Access: Get/Set

Description
This returns the current time step mode as specified in the init() call to the world. This can be either #automatic or
#equal
#equal - Steps the physics world by time specified in the init call's timeStep parameter.
#automatic - Steps the physics world by the actual time elapsed.

Example
This statement sets the current time step mode for the physics world to "equal"
--Lingo Syntax
member("PhysicsWorld").timeStepMode = #equal
//JavaScript Syntax
member("PhysicsWorld").timeStepMode = symbol("equal");

See also
init(),timeStep,subSteps

Physics World methods
•

destroy()

•

getSimulationTime()

•

init()

•

PauseSimulation()

•

ResumeSimulation ()

•

simulate()

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destroy()
Usage
world.destroy()

Description
This stops the simulation for the world and frees all resources in the world. To restart simulation, Init() has to be
called on the world.
Parameters
None
Example:
--Lingo Syntax
member("PhysicsWorld").destroy()
//Javascript syntax
member("PhysicsWorld").destroy();

Note: If destroy() is not called and the movie is replayed in Director Authoring, then an error occurs when any Physics
object is created.
See also
init()

getSimulationTime()
Usage
world.getSimulationTime()

Description
Returns the elapsed simulation time of the physics world.
Parameters
None
Example
--Lingo Syntax
nFloatTime = member("PhysicsWorld").getSimulationTime()
//Javascript syntax
var nFloatTime = member("PhysicsWorld").getSimulationTime();

See also
simulate()

init()
Usage
world.init(string 3dmembername, vector scalingFactor, symbol timeStepMode, float timeStep,
int substepCount).
world.init(3dmemberref, vector scalingFactor, symbol timeStepMode,float timeStep, int
substepCount).

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Description
This function initializes the physics world with the specified 3D cast member. Each physics cast member should be
associated with a unique 3D cast member represented by the "3dmembername".

•

You must end the init() function with world.destroy() before calling another init() function.

•

Do not use the resetworld() method between the init() and destroy() methods in a Physics simulation.

•

It is recommended that you do not apply Physics to models with keyframe animation or bonesplayer animation.

Note: A -2 error is thrown if the world is not initialized before accessing a method or property of a physics object.
Parameters
Parameter

Description

3dmembername

Required. String/member reference that specifies a unique 3D cast member

ScalingFactor

Required. Vector that specifies the scaling factor of the 3d world in physics.

Timestep

Value in milliseconds.

Timestepmode

Required.
#equal - Steps the physics world by time specified in the init call's timeStep parameter.
#automatic - Steps the physics world by the actual time elapsed.

subStepcount

Required. Integer value that is calculated for accuracy.

Example:
--Lingo Syntax
member("PhysicsWorld").init("3dmembername",vector(1.0,1.0,1.0),#equal,0.33,5)
member("PhysicsWorld").init(member("3dWorld"),vector(1.0,1.0,1.0),#equal,0.33,5)
member("PhysicsWorld").init("3dmembername",vector(1.0,1.0,1.0),#automatic,0,5)
member("PhysicsWorld").init(member("3dWorld"),vector(1.0,1.0,1.0),#automatic,0,5)
//Javascript syntax
member("PhysicsWorld").init("3dmembername",vector(1.0,1.0,1.0),symbol("equal"),0.167,5);
member("PhysicsWorld").init(member("3dWorld"),vector(1.0,1.0,1.0),symbol("equal"),0.33,
5);
member("PhysicsWorld").init("3dmembername",vector(1.0,1.0,1.0),symbol("automatic"),0,5);
member("PhysicsWorld").init(member("3dWorld"),vector(1.0,1.0,1.0),symbol("automatic"),0,
5);

See also
destroy(),subSteps,timeStep,timeStepMode

PauseSimulation()
Usage
world.PauseSimulation()

Description
This pauses the physics simulation for this physics world. Until ResumeSimulation () call is made, the simulate() call
will have no effect.
Parameters
None

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Example
--Lingo Syntax
member("PhysicsWorld").PauseSimulation()
//Javascript syntax
member("PhysicsWorld").PauseSimulation();

See also
ResumeSimulation ()

ResumeSimulation ()
Usage
world.ResumeSimulation ()

Description
This resumes the simulation of the physics world that has been paused by the world.PauseSimulation() call.
Parameters
None
Example
--Lingo Syntax
member("PhysicsWorld").ResumeSimulation ()
//Javascript syntax
member("PhysicsWorld").ResumeSimulation ();

See also
PauseSimulation()

simulate()
Usage
world.simulate()

Description
Call steps the physics world by some time. This step time depends on the timeStepMode set during the init call.
timeStepMode can have the following two values:
#equal The simulate() call will step the physics world by time specified in the init call's timeStep parameter.
#automatic The simulate() call will step the physics world by the actual time elapsed.

• All changes to the Physics world are refected only when the simulate() method is called. For example, if you apply
impulse using the applyimpulse() method to a rigid body, the value of linearVelocity does not change until you call
the simulate() method.
•

It is recommended that you call the simulate() method in every exitFrame() for proper simulation.

Note: A -3 error is displayed when the simulate call fails.
Parameters
None

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Example
--Lingo Syntax
member("PhysicsWorld").simulate()
//Javascript syntax
member("PhysicsWorld").simulate();

See also
init(),subSteps,timeStep,timeStepMode

Rigid Body management methods
•

createRigidBody()

•

deleteRigidBody()

•

getRigidBody()

•

getRigidBodies()

•

getSleepingBodies()

Note: Ensure that the names for the rigid body and terrain are different. When you use the same name for the rigid body
and terrain, a -4 error indicating an invalid parameter is returned.

createRigidBody()
Usage
 world.createRigidBody(string rigidbodyname, string
3Dmodelname,symbolBodyProxy,symbol bodyType,symbol flipNormals)

Description
This method creates a rigid body with the specified proxy shape.
The #meshdeform modifier must be added to the model before creating a rigid body. A -21 error is displayed when
the meshdeform modifier is not added to the 3D model.
Parameters
Parameter

Description

3dModelName

Required. String that specifies the name of the 3d Model on which the rigid body is created.

rigidBodyName

Required. String that specifies the name of the rigid body.

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Parameter

Description

symbolBodyProxy

Required. Symbol that takes the following values.

#box
#Sphere
#convexShape
#concaveShape
bodyType

Required.
#static - If a static or immovable body needs to be created.

Note: When you move a static body by changing its position, the position of the rigid body
changes but the position of the 3D model is unaltered.
#dynamic - If a movable body needs to be created.
flipNormals

Optional.
This parameter inverts the face normals.
For bodies using #concaveshape proxy, collisions are detected in the positive direction of the
face normals. Penetration is observed from the opposite side. To invert this behavior, use FlipNormals.
This parameter works only with #convexshape and #concaveshape proxies. It throws an error
for other proxies.

A reference to the rigid body is returned. If the creation fails, void is returned.
Note: A rigid body using #concaveshape proxy must be #static. A -28 error is thrown if you try to create a concave
dynamic body.
Example
--Lingo syntax
objRigidBody =
member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",#sphere,#static)
objRigidBody = member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",#box,#dynamic)
objRigidBody =
member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",#convexshape,#dynamic)
objRigidBody
=member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",#concaveshape,#static,#flipN
ormals) --The last parameter,#flipNormals,is optional.
//JavaScript Syntax
var objRigidBody =
member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",symbol("sphere"),symbol("stat
ic"));
var objRigidBody =
member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",symbol("box"),symbol("dynamic
"));
var objRigidBody =
member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",symbol("convexshape"),symbol(
"dynamic'));
var objRigidBody =
member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",symbol("concaveshape"),symbol
("static"),symbol("flipNormals"));//The last parameter, symbol("flipNormals"),is optional.

See also
deleteRigidBody()

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deleteRigidBody()
Usage
world.deleteRigidBody(string rigidbodyname)
world.deleteRigidBody(RigidBodyref r)

Description
Removes the rigid body from the physics world.
Note: Ensure that you do not delete the 3D model associated with the rigid body before you delete the rigid body.
Parameters
One of the following parameters is required.
Parameter

Description

Rigidbodyname

String specifying the rigid body name.

Rigibodyref

Reference to the rigid body created using "createrigidbody()"

Example
--Lingo Syntax
objRB = member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",#sphere,#static)
member("PhysicsWorld").deleteRigidBody("RigidBodyA")

or
objRB = member("PhysicsWorld").createRigidBody("RigidBodyA","ModelA",#sphere,#static)
member("PhysicsWorld").deleteRigidBody(objRB);
//Javascript Syntax
var objRB = member("PhysicsWorld").createRigidBody("RigidBodyA",
"ModelA",symbol("sphere"),symbol("static"));
member("PhysicsWorld").deleteRigidBody("RigidBodyA");

or
var objRB = member("PhysicsWorld").createRigidBody("RigidBodyA",
"ModelA",symbol("sphere"),symbol("static"));
member("PhysicsWorld").deleteRigidBody(objRB);

See also
createRigidBody()

getRigidBody()
Usage
world.getRigidBody(string rigidBodyName)

Description
Returns the rigid body specified by the rigidbody name. Return void if the rigid body with the specified name does
not exist.

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Parameters
Parameter

Description

Rigidbodyname

Required. String specifying the rigid body name.

Returns the reference to the rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");

getRigidBodies()
Usage
world.getRigidBodies()

Description
Returns a list of rigid bodies currently present in the physics world.
Parameters
None
Returns a list containing reference to the rigid bodies for the physics world.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBodies()
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBodies();

getSleepingBodies()
Usage
 world.getSleepingBodies()

Description
Returns a list of sleeping rigid bodies.
Parameters
None
Returns a list containing reference to the sleeping rigid bodies for the physics world.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getSleepingBodies()
//Javascript Syntax
var objRB = member("PhysicsWorld").getSleepingBodies ();

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Rigid Body properties
•

angularDamping

•

angularMomemtum

•

angularVelocity

•

centerOfMass

•

contactTolerance

•

friction

•

isPinned

•

isSleeping

•

linearDamping

•

linearMomemtum

•

linearVelocity

•

mass

•

model

•

name

•

orientation

•

position

•

properties

•

restitution

•

shape

•

sleepMode

•

sleepThreshold

•

type

•

userData

angularDamping
Usage
r.angularDamping

Access: Get/Set
Type: float

Description
This gets/sets the angular damping for the body. This is the angular counterpart of linear damping.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.angularDamping

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objRB.angularDamping = 0.5
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.angularDamping);
objRB.angularDamping = 0.5;

See also
linearDamping

angularMomemtum
Usage
r.angularMomemtum

Access: Get/Set
Type: vector

Description
This gets/sets the angular momemtum of the rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.linearVelocity
objRB.angularMomentum = vector(-100,0,0)
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.linearVelocity);
objRB.angularMomentum = vector(-100,0,0);

See also
linearMomemtum

angularVelocity
Usage
r.angularVelocity

Access: Get/Set
Type: vector

Description
This gets/sets the angular velocity vector of the rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB. angularVelocity
objRB.angularVelocity = vector(-100,0,0)
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB. angularVelocity);

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objRB.angularVelocity =

= vector(-100,0,0);

See also
linearVelocity

centerOfMass
Usage
r.centerOfMass

Access: Get/Set
Type: vector

Descritpion
This represents the center of mass of the rigid body in rigid body coordinates.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.centerOfMass
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.centerOfMass);

See also
mass

contactTolerance
Usage
r.contacttolerance

Access: Get/set
Type: float

Description
This sets the inter-penetration depth for the rigid body when it collides with another body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.contactTolerance = 0.01
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.contactTolerance = 0.01;

friction
Usage
r.friction

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Access: Get/Set
Type: float

Description
This gets/sets the coefficient of friction for the rigid body. The friction property takes values from 0-1.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.friction
objRB.friction= 0.5
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody ("RigidBodyA");
put(objRB.friction);
objRB.friction= 0.5;

See also
restitution

isPinned
Usage
r.ispinned

Access: Get/Set
Type: boolean

Description
This gets/sets the pinning of the body. If true , the body is pinned to its position in its current orientation. External
forces do not change the position or orientation of the body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.isPinned
objRB.isPinned = TRUE
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.isPinned);
objRB.isPinned = true;

isSleeping
Usage
r.isSleeping

Access: Get/Set
Type: boolean

Description
Returns or sets the state of a rigid body as sleeping.

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Note: A rigid body’s state of rest depends on its shape. For example, a rigid body created using a box proxy takes a longer
time to sleep compared to a sphere.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.isSleeping
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody ("RigidBodyA");
put(objRB. isSleeping)

linearDamping
Usage
r.linearDamping

Access: Get/Set
Type: float

Description
This gets/sets the current value of linear damping for the body. This is the amount by which the body slows while
moving linearly in the world.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.linearDamping
objRB.linearDamping = 0.5
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.linearDamping);
objRB.linearDamping = 0.5;

See also
angularDamping

linearMomemtum
Usage
r.linearMomemtum

Access: Get/Set
Type: vector

Description
This gets/sets the linear momentum of the rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.linearMomentum
objRB.linearMomentum = vector(-100,0,0)

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//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.linearMomentum);
objRB.linearMomentum = vector(-100,0,0);

See also
angularMomemtum

linearVelocity
Usage
r.linearVelocity

Access: Get/Set
Type: vector

Description
This gets/sets the linear velocity vector of the rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.linearVelocity
objRB.linearVelocity = vector(-100,0,0)
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB. linearVelocity);
objRB.linearVelocity = vector(-100,0,0);

See also
angularVelocity

mass
Usage
r.mass

Access: Get/ Set
Type: float

Description
Sets or gets the mass of the rigid body. The default value for mass is zero. Set a value greater than zero for this
property. Not specifying a value will lead to inaccuracies in the simulation.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.mass
objRB.mass = objRB.mass + 20
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.mass);

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objRB.mass = objRB.mass + 20;

See also
centerOfMass

model
Usage
r.model

Access: Get

Description
Returns the 3D model that is associated with this rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objModel = objRB.model
put objModel.name
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
var objModel = objRB.model
put(objModel.name)

name
Usage
r.name

Access: Get
Type: string

Description
Returns the name of the rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.name
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.name);

orientation
Usage
r.orientation

Access: Get/Set
Type: list

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Description
Gets/Sets the orientation of the rigid body in the physics world. The orientation property is a list with the direction
vector, and the angle between the rigid body's axes and the world axis.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.orientation = [vector(10,0,0),45]
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.orientation = list(vector(10,0,0),45);

Note: Changing the position or orientation of a static rigid body will not change the model position. The model position
or orientation has to be changed explicitly.

position
Usage
r.position

Access: Get/Set
Type: vector

Description
Gets/sets the position of the rigid body in the physics world. The position represents a vector(x,y,z) in world coordinates.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.position = vector(0,0,0)
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.position = vector(0,0,0);

Note: Changing the position or orientation of a static rigid body will not change the model position. The model position
or orientation has to be changed explicitly.

properties
Usage
r.properties

Access: Get
Type: property list

Description
This returns a property list representing the properties of this rigid body. For example , if it is a sphere, it returns the
radius; for a box ,the property list contains the dimensions of the box. It returns an empty property list for #concaveshape and #convexshape.

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Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.properties
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.properties);

restitution
Usage
r.restitution

Access: Get/Set
Type: float

Description
This gets/sets the co-efficient of restitution for the rigid body. The restitution property takes values from 0-1.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.restitution
objRB.restitution = 0.5
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.restitution);
objRB.restitution = 0.5;

shape
Usage
r.shape

Access: Get
Values #sphere, #box, #convexshape, or #concaveshape

Description
Returns the shape of the rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.shape
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
put(objRB.shape);

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sleepMode
Usage
r.sleepMode

Access: Get/Set

Description
This gets or sets the sleep mode for a rigid body. This can be either #energy or #linearvelocity. Default value is
#energy.
#energy The kinetic energy of the rigid body is used to determine its sleep state.
#linearvelocity The linear velocity of the rigid body is used to determine its sleep state.

Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.sleepMode = #energy
//Javascript syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.sleepMode = symbol("energy");

See also
sleepThreshold

sleepThreshold
Usage
r.sleepThreshold

Access: Get/Set
Type: float

Description
This represents the threshold below which the rigid body becomes inactive. This value is either the kinetic energy or
the linear velocity of the rigid body depending on the value set for the sleepMode property. This is only applicable
to dynamic objects. Default value is 0.000.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.sleepMode = #energy
objRB.sleepThreshold = 10.0
//Javascript syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.sleepMode = symbol("energy");
objRB.sleepThreshold = 10.0;

See also
sleepMode

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type
Usage
r.type

Access: Get

Description
Returns the type of the rigid body. This can be either #static or #dynamic.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
put objRB.type
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody ("RigidBodyA");
put(objRB.type);

userData
Usage
r.userData

Access: Get/Set
Type: Object

Description
This allows the user to get/set any user defined data and associate it with this rigid body.
Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
--Assigning Integer Value
objRB.userData = 0.5
--Assigning String Value
objRB.userData = "My User data Value"
--Assigning Reference Value
objRB.userData = member("PhysicsWorld').getRigidBody("RigidBodyB")
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
--Assigning Integer Value
objRB.userData = 0.5;
--Assigning String Value
objRB.userData = "My User data Value";
--Assigning Reference Value
objRB.userData = member("PhysicsWorld').getRigidBody("RigidBodyB");

Rigid Body methods
•

applyForce()

•

applyLinearImpulse()

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•

applyAngularImpulse()

•

applyTorque()

•

attemptMoveTo()

applyForce()
Usage
r.applyForce(vector vForce, vector vposition)

Description
This applies the given force at the position specified by vector pos in rigid body co-ordinates. If the position is not
specified, then the force is applied at the center of mass of the rigid body.
Parameters
Parameter

Description

vForce

Required. Vector value that specifies the magnitude and direction of the force applied.

vPosition

Optional. Vector that specifies the point where the force is applied.

Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.applyForce(vector(-100,0,0),vector(0,0,0))
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.applyForce(vector(-100,0,0),vector(0,0,0));

applyLinearImpulse()
Usage
< int >r.applyLinearImpulse(vector vImpulse, vector vposition)

Description
This applies the given Linear Impulse at the position specified by vector pos in rigid body co-ordinates. If the
position is not specified, then the impulse is applied at the center of mass of the rigid body.
Parameters
Parameter

Description

vImpulse

Required. Vector value that specifies the magnitude and direction of the force applied.

vPosition

Optional. Vector that specifies the point where the force is applied.

Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.applyLinearImpulse(vector(-100,0,0),vector(0,0,0))
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.applyLinearImpulse(vector(-100,0,0),vector(0,0,0));

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applyAngularImpulse()
Usage
< int >r.applyAngularImpulse(vector vImpulse)

Description:
This will apply the given Angular Impulse at the center of mass.
Parameters
Parameter

Description

vImpulse

Required. Vector that specifies the angular Impulse applied.

Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.applyAngularImpulse(vector(-100,100,0))
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.applyAngularImpulse (vector(-100,0,0));

applyTorque()
Usage
< int >r.applyTorque(vector vTorque)

Description
This will apply the specified torque to the rigid body at its center of mass.
Parameters
Parameter

Description

vTorque

Required. Vector that specifies the torque applied.

Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.applyTorque(vector(-100,100,0))
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody("RigidBodyA");
objRB.applyTorque(vector(-100,0,0));

attemptMoveTo()
Usage
< int >r.attemptMoveTo(vector vposition)

Description
This call will attempt to move the rigid body to the specified position if there is no collision. If collision is detected
at the specified position, then the object will not be moved at all.

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Parameters
Parameter

Description

vPosition

Required. Vector that specifies the point to which the object should be moved.

Example
--Lingo Syntax
objRB = member("PhysicsWorld").getRigidBody("RigidBodyA")
objRB.attemptMoveTo(vector(-100,0,0))
//Javascript Syntax
var objRB = member("PhysicsWorld").getRigidBody ("RigidBodyA");
objRB.atemptMoveTo(vector(-100,0,0));

Constraint methods
•

ConstraintDesc

•

createAngularJoint()

•

createLinearJoint()

•

createSpring()

•

deleteConstraint()

•

deleteSpring()

•

getConstraint()

•

getConstraints()

•

getSpring()

•

getSprings()

ConstraintDesc
Usage
ConstraintDesc(sname,ObjectA,ObjectB,vPointA,vPointB,fStiffness,fDamping)

vPointA and vPointB must be on or inside the rigid bodies. They are specified in the object coordinates. The
behavior is undefined if the points are not on the bodies.
Description
A constraint descriptor object needs to be created before a spring, angular joint, or linear joint is created.
Note: A -5 error is displayed when you try to create a ConstraintDesc with an existing name.
Parameters
All constraints are created using a Constraint Descriptor. It is a type with the following contents:

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Parameter

Description

string Name

Name of the constraint

ObjectA

Rigidbody A to which the constraint is connected

ObjectB

Rigidbody B to which the constraint is connected.

vector PoCA

Point at which the constraint is attached to Rigidbody A

vector PoCB

Point at which the constraint is attached to Rigidbody B

float Stiffness

Value of the stiffness of the constraint

float damping

Value of the damping of the constraint.

Example
--Lingo Syntax
-- Spring constraint Descriptor between two rigid bodies' b1 and b2.
SpringDesc =
ConstraintDesc("SpringDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1)
-- Linear Joint constraint Descriptor between a rigid body b1 and point in world.
LJointDesc =
ConstraintDesc("LJoinDesc",b1,void,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1)
//JavaScript Syntax
//Spring constraint Descriptor between two rigid bodies' b1 and b2.
var SpringDesc =
ConstraintDesc("SpringDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1);

Note:

•

To create a constraint between a point in the world and a rigid body, set the value of ObjectB as void.

• A constraint descriptor cannot be created between a point and a static rigid body, between two static rigid bodies,
or between two points in world.
See also
createAngularJoint(),createLinearJoint(),createSpring(),createD6Joint

createAngularJoint()
Usage
 world.createAngularJoint(ConstraintDesc desc , float length)

Description
This creates an angular joint. An angular joint is free to move in the angular direction. It is constrained in the linear
direction. The length to be maintained as constrained is specified as the second parameter.
Parameters
Parameter

Description

ConstraintDesc

Required. Reference to the constraint descriptor object.

restlength

Required. Float value that specifies the rest length of the joint.

Example
--Lingo Syntax

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-- Angular Joint constraint Descriptor between two rigid bodies' b1 and b2.
AJointDesc =
ConstraintDesc("AJointDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1)
--Create a angular joint with a rest length of 5.
member("PhysicsWorld").createAngularJoint(AJointDesc, 5.0)
//JavaScript Syntax
//Angular Joint constraint Descriptor between two rigid bodies' b1 and b2.
var AJointDesc =
ConstraintDesc("AJointDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1);
//Create a angular Joint with a rest length of 5.
member("PhysicsWorld").createAngularJoint (AJointDesc,5.0);

See also
ConstraintDesc,createLinearJoint(),createSpring(),createD6Joint

createLinearJoint()
Usage
 world.createLinearJoint(ConstraintDesc desc , list orientation)

Description:
This creates a linear joint. A linear joint is free to move in the linear direction. It is constrained in the angular
direction. The angles to be maintained as constrained is specified as the second parameter.
Parameters
Parameter

Description

ConstraintDesc

Required. Reference to the constraint descriptor object.

Orientation

Required. List value that specifies the orientation of the joint.

Example
--Lingo Syntax
-- Angular Joint constraint Descriptor between two rigid bodies' b1 and b2.
LJointDesc =
ConstraintDesc("LJointDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1)
--Create a linear joint with angular constraint in x,y axis at an angle of 45.
member("PhysicsWorld").createLinearJoint(LJointDesc,[vector(1,1,0),45])
//JavaScript Syntax
//Linear Joint constraint Descriptor between two rigid bodies' b1 and b2.
var LJointDesc =
ConstraintDesc("LJointDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1);
//Create a linear joint with angular constraint in x,y axis at an angle of 45.
member("PhysicsWorld").createLinearJoint (LJointDesc, list(vector(1,1,0),45));

See also
createAngularJoint(),ConstraintDesc,createSpring(),createD6Joint

createSpring()
Usage
 world.createSpring( ConstraintDesc desc, symbol forceExertionMode , float
restLength)

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Description
Creates a spring with the details specified in the constraint descriptor.
Parameters
Parameter

Description

ConstraintDesc

Required. Reference to the constraint descriptor object.

forceexertionmode

Takes the following symbol values.
#kDuringCompression - Restoring force will be applied only when the actual length is less than
the rest length between objectA and objectB.
#kDuringExpansion - Restoring force will be applied only when the actual length is more than
the rest length between objectA and objectB.
#kBoth - Restoring force will be applied in both the above cases.

restlength

Required. Float value that specifies the rest length of the spring.

Example
--Lingo Syntax
-- Spring constraint Descriptor between two rigid bodies' b1 and b2.
SpringDesc =
ConstraintDesc("SpringDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1)
--Create a spring which has expansion and compression with a rest length of 5.
member("PhysicsWorld").createSpring(SpringDesc,#kboth,5.0)
//JavaScript Syntax
//Spring constraint Descriptor between two rigid bodies' b1 and b2.
SpringDesc =
ConstraintDesc("SpringDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1);
//Create a spring which has expansion and compression with a rest length of 5.
member("PhysicsWorld").createSpring(SpringDesc,symbol("kboth"),5.0);

See also
createAngularJoint(),createLinearJoint(),ConstraintDesc,createD6Joint

deleteConstraint()
Usage
deleteConstraint(string constraintname)
deleteConstraint(Constraint constraintref)

Description
This deletes the specified constraint using the name of the constraint.
Parameters
Parameter

Description

ConstraintName

Required. String Name of the constraint.

or
Parameter

Description

Constraintref

Required. Reference to the constraint object.

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Example
--Lingo Syntax
member("PhysicsWorld").deleteConstraint("ConstraintDesc")
//JavaScript Syntax
member("PhysicsWorld").deleteConstraint("ConstraintDesc");

deleteSpring()
Usage
deleteSpring(string springname)
deleteSpring(Spring spring)

Description
This deletes the specified string using the name of the spring.
Parameters
Parameter

Description

Springname

Required. String value that specifies the name of the created spring.

Example
--Lingo Syntax
-- Spring constraint descriptor between two rigid bodies' b1 and b2.
SpringDesc =
ConstraintDesc("SpringDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1)
--Create a spring which has expansion and compression with a rest length of 5.
member("PhysicsWorld").createSpring(SpringDesc,#kboth,5.0)
--Deletes the spring
member("PhysicsWorld").deleteSpring("SpringDesc")
//JavaScript Syntax
//Spring constraint descriptor between two rigid bodies' b1 and b2.
SpringDesc =
ConstraintDesc("SpringDesc",b1,b2,vector(6.0,0.0,0.0),vector(8.0,0.0,0.0),500,1);
//Create a spring which has expansion and compression with a rest length of 5.
member("PhysicsWorld").createSpring(SpringDesc,symbol("kboth"),5.0);
//Deletes the spring
member("PhysicsWorld").deleteSpring("SpringDesc");

getConstraint()
Usage
getConstraint(string constraintname)

Description
This retuns the constraint of the specified name.
Parameters
Parameter

Description

ConstraintName

Required. String Name of the constraint.

Returns the reference to the joint.

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Example
--Lingo Syntax
objJoint = member("PhysicsWorld").getConstraint("ConstraintDesc")
//JavaScript Syntax
var objJoint = member("PhysicsWorld").getConstraint("ConstraintDesc");

See also
ConstraintDesc

getConstraints()
Usage
 world.getConstraints(symbol constraintType)

Description
This returns all the constraints of the specified type. This can either be #linearjoint, #angularjoint, or #d6joint.
Parameters
Parameter

Description

constraintType

Optional. Symbol that specifies the type of constraint. If not provided, will return all constraints,
except springs, in the physics world.

Example
--Lingo Syntax
--Returns all the constraints in the world.
lstJoint = member("PhysicsWorld").getConstraints()
--Returns all the Linear joint constraints in the world.
lstJoint = member("PhysicsWorld").getConstraints(#linearjoint)
//JavaScript Syntax
var lstJoint = member("PhysicsWorld").getConstraints(symbol("angularjoint"));

See also
ConstraintDesc

getSpring()
Usage
 world.getSpring(string springname)

Description
Returns the spring object of the specified name.
Parameters
Parameter

Description

Springname

Required. String value that specifies the name of the created spring.

Example
--Lingo Syntax
objSpring = member("PhysicsWorld").getSpring("SpringName")

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//JavaScript Syntax
var objSpring = member("PhysicsWorld").getSpring("SpringName");

See also
ConstraintDesc

getSprings()
Usage
 world.getSprings();

Description
This returns a list of all the springs in the physics world.
Collision Functions: By default the collision between all the bodies in the world are enabled. These functions can be
used to enable/disable the collision between pairs of bodies.
Parameters
None
Example
--Lingo Syntax
lSprings= member("PhysicsWorld").getSprings()
//JavaScript Syntax
var lSprings = member("PhysicsWorld").getSprings();

Constraint properties
•

constraintType

•

damping

•

name

•

objectA

•

objectB

•

pointA

•

pointB

•

properties

•

stiffness

constraintType
Usage
c.constraintType

Access: Get

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Description
Returns the type of the constraint. This can be #linearjoint, #angularjoint, or #6djoint.
Example
--Lingo Syntax
objJoint = member("PhysicsWorld").getConstraint("lJoint01")
put objJoint.constraintType
//JavaScript Syntax.
objJoint = member("PhysicsWorld").getConstraint("lJoint01");
put(objJoint.constraintType);

damping
Usage
c.damping

Access: Get / Set
Type: float

Description
Returns the damping of the constraint.
Example
--Lingo Syntax
objJoint = member("PhysicsWorld").getSpring("lJoint01")
put objJoint.damping
//JavaScript Syntax.
objJoint = member("PhysicsWorld").getSpring("lJoint01");
put(objJoint.damping);

name
Usage
c.name

Access: Get
Type: string

Description
Returns the name of the constraint.
Example
--Lingo Syntax
objConstraint = member("PhysicsWorld").getConstraint("ConstraintA")
put objConstraint.name
//Javascript Syntax
var objConstraint = member("PhysicsWorld").getConstraint("ConstraintA");
put(objConstraint.name);

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objectA
Usage
s.objectA

Access: Get
Type: RigidBody

Description
Returns the name of rigid body "A" attached to the joint.
Example
--Lingo Syntax
--Change one end of the Joint to already created rigidbody - rigidbodyX
objJoint = member("PhysicsWorld").getConstraint("lJoint01")
put objJoint.objectA
//JavaScript Syntax.
--Change one end of the Joint to already created rigidbody - rigidbodyX
objJoint = member("PhysicsWorld").getConstraint("lJoint01");
put(objJoint.objectA);

objectB
Usage
s.objectB

Access: Get
Type: RigidBody

Description
Returns the name of rigid body "B" attached to the spring
Example
--Lingo Syntax
--Change one end of the Joint to already created rigidbody - rigidbodyX
objJoint = member("PhysicsWorld").getConstraint ("lJoint01")
put objJoint.objectB
--Change one end of the Joint to a worldPoint
objJoint = member("PhysicsWorld").getConstraint("lJoint01")
put objJoint.objectB
//JavaScript Syntax.
--Change one end of the joint to already created rigidbody - rigidbodyX
objJoint = member("PhysicsWorld").getConstraint("lJoint01");
put(objJoint.objectB);

pointA
Usage
s.pointA

Access: Get
Type: vector

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Description
Returns the point at which the joint is attached to object A.
Example
--Lingo Syntax
objJoint = member("PhysicsWorld").getConstraint("lJoint01")
put objJoint.pointA
//JavaScript Syntax.
objJoint = member("PhysicsWorld").getConstraint("lJoint01");
put(objJoint.pointA);

pointB
Usage
s.pointB

Access: Get
Type: vector

Description
Returns the point at which the joint is attached to object B.
Example
--Lingo Syntax
objJoint = member("PhysicsWorld").getConstraint("lJoint01")
put objJoint.pointB
//JavaScript Syntax.
objJoint = member("PhysicsWorld").getConstraint("lJoint01");
put(objJoint.pointB);

properties
Usage
c.properties

Access: Get / Set
Type: Property List

Description
Returns a property list representing the properties of the joint. For example, the linear joint returns orientation, and
the angular joint returns length.
Example
--Lingo Syntax
objJoint = member("PhysicsWorld").getConstraint("lJoint01")
put objJoint.properties
//JavaScript Syntax.
objJoint = member("PhysicsWorld").getConstraint("lJoint01");
put(objJoint.properties);

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stiffness
Usage
s.stiffness

Access: Get /Set
Type: float

Description
Returns the stiffness of the constraint.
Example
--Lingo Syntax
objJoint = member("PhysicsWorld").getSpring("lJoint01")
put objJoint.stiffness
//JavaScript Syntax.
objJoint = member("PhysicsWorld").getSpring("lJoint01");
put(objJoint.stiffness);

Spring properties
•

damping

•

flags

•

name

•

objectA

•

objectB

•

pointA

•

pointB

•

restLength

•

stiffness

damping
Usage
s.damping

Access: Get/Set
Type: float

Description
Represents the damping of the spring.
Example
--Lingo Syntax
objSpring = member("PhysicsWorld").getSpring("SpringDesc")
put objSpring.damping

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//JavaScript Syntax
var objSpring = member("PhysicsWorld").getSpring("SpringDesc");
put(objSpring.damping);

flags
Usage
s.flags

Access: Get/Set

Description
Represents the compression/expansion forces applied to the spring. Returns either #kDuringCompression ,
#kDuringExpansion or #kBoth
Example
--Lingo Syntax
objSpring = member("PhysicsWorld").getSpring("SpringDesc")
put objSpring.flags
//JavaScript Syntax
var objSpring = member("PhysicsWorld").getSpring("SpringDesc");
put(objSpring.flags);

name
Usage
s.name

Access: Get
Type: string

Description
Returns the name of the spring.
Example
--Lingo Syntax
objSpring = member("PhysicsWorld").getSpring("SpringA")
put objSpring.name
//Javascript Syntax
var objSpring = member("PhysicsWorld").getSpring("SpringA");
put(objSpring.name);

objectA
Usage
s.objectA

Access: Get/Set
Type: RigidBody

Description
Returns the name of rigid body "A" attached to the spring

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Example
--Lingo Syntax
--Change one end of the spring to already created rigidbody - rigidbodyX
objSpring = member("PhysicsWorld").getSpring("Spring01")
put objSpring.objectA
objSpring.objectA = rigidbodyX
--Change one end of the spring to a worldPoint
objSpring = member("PhysicsWorld").getSpring("Spring01")
put objSpring.objectA
objSpring.objectA = void
//JavaScript Syntax.
--Change one end of the spring to already created rigidbody - rigidbodyX
objSpring = member("PhysicsWorld").getSpring("Spring01");
put(objSpring.objectA);
objSpring.objectA = rigidbodyX;

objectB
Usage
s.objectB

Access: Get/set
Type: RigidBody

Description
Returns the name of rigid body "B" attached to the spring.
Example
--Lingo Syntax
--Change one end of the spring to already created rigidbody - rigidbodyX
objSpring = member("PhysicsWorld").getSpring("Spring01")
put objSpring.objectB
objSpring.objectB = rigidbodyX
--Change one end of the spring to a worldPoint
objSpring = member("PhysicsWorld").getSpring("Spring01")
put objSpring.objectB
objSpring.objectB = void
//JavaScript Syntax.
--Change one end of the spring to already created rigidbody - rigidbodyX
objSpring = member("PhysicsWorld").getSpring("Spring01");
put(objSpring.objectB);
objSpring.objectB = rigidbodyX;

pointA
Usage
s.pointA

Access: Get/Set
Type: vector

Description
Returns the point at which the spring is attached to object A.

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Example
--Lingo Syntax
objSpring = member("PhysicsWorld").getSpring("Spring01")
put objSpring.pointA
//JavaScript Syntax.
objSpring = member("PhysicsWorld").getSpring("Spring01");
put(objSpring.pointA);

pointB
Usage
s.pointB

Access: Get/Set
Type: vector

Description
Returns the point at which the spring is attached to object B.
Example
--Lingo Syntax
objSpring = member("PhysicsWorld").getSpring("Spring01")
put objSpring.pointB
//JavaScript Syntax.
objSpring = member("PhysicsWorld").getSpring("Spring01");
put(objSpring.pointB);

restLength
Usage
s.restLength

Access: Get/Set
Type: float

Description
Represents the length of the spring at rest.
Example
--Lingo Syntax
objSpring = member("PhysicsWorld").getSpring("SpringDesc")
put objSpring.restLength
//JavaScript Syntax
var objSpring = member("PhysicsWorld").getSpring("SpringDesc");
put(objSpring.restLength);

stiffness
Usage
s.stiffNess

Access: Get/Set

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Type: float

Description
Represents the stiffness of the spring.
Example
--Lingo Syntax
objSpring = member("PhysicsWorld").getSpring("SpringDesc")
put objSpring.stiffness
//JavaScript Syntax
var objSpring = member("PhysicsWorld").getSpring("SpringDesc");
put(objSpring.stiffness);

Collision and Collision Callback methods
•

disableCollision()

•

disableCollisionCallback()

•

enableCollision()

•

enableCollisionCallback()

•

getCollisionCallbackDisabledPairs()

•

getCollisionDisabledPairs()

•

registerCollisionCallback()

•

removeCollisionCallback()

disableCollision()
Usage
world .disableCollision(RigidBody a, RigidBody b)
world .disableCollision(string rigidbodyname1, string rigidbodyname2)

Description
If A, B are void, this will disable collision between all rigid bodies in the world.
If B is void, then it will disable collision of body A with all the bodies.
If A, B are specified, it will disable collision between these two bodies if they had been enabled earlier.
Note: disableCollision( ) disables all the callbacks.. However, using enableCollision( ) will not enable the callbacks
automatically. You will have to call enableCollisionCallback( ) separately for enabling the callbacks.
Note:
Parameters
Depends on the number of rigid bodies for which collision has to be disabled.
Example
--Lingo Syntax
--All collisions are disabled.
member("PhysicsWorld").disableCollision()

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--Collisions disabled for rigid body A
member("PhysicsWorld").disableCollision(rigidbodyA)
--Collisions disabled for rigidbody A and rigidbody B
member("PhysicsWorld").disableCollision(rigidbodyA,rigidbodyB)
//JavaScript Syntax
//All collisions are disabled.
member("PhysicsWorld").disableCollision();
//Collisions disabled for rigid body A
member("PhysicsWorld").disableCollision(rigidbodyA);
//Collisions disabled for rigidbody A and rigidbody B
member("PhysicsWorld").disableCollision(rigidbodyA,rigidbodyB);

See also
enableCollision()

disableCollisionCallback()
Usage
world .disableCollisionCallback(RigidBody a, RigidBody b)
world . disableCollisionCallback (string rigidbodyname1, string rigidbodyname2)

Description
If no parameters are passed, collision callback reports for all rigid bodies that were created before this call are
disabled.
If parameters are passed to this method, collision callbacks are disabled only for the rigid body(s) specified.
Parameters
Depends on the number of rigid bodies for which collision callbacks have to be disabled.
Example
--Lingo Syntax
--All collisions callbacks are disabled for rigid bodies created before this call.
member("PhysicsWorld").disableCollisionCallback()
--Collisions callback disabled for rigid body A with all other bodies.
member("PhysicsWorld").disableCollisionCallback(rigidbodyA)
--Collisions callback disabled between rigidbody A and rigidbody B.
member("PhysicsWorld").disableCollisionCallback(rigidbodyA,rigidbodyB)
//JavaScript Syntax
//All collision callbacks are disabled.
member("PhysicsWorld").disableCollisionCallback();
//Collision callbacks disabled for rigid body A
member("PhysicsWorld").disableCollisionCallback(rigidbodyA);
//Collision callbacks disabled between rigidbody A and rigidbody B
member("PhysicsWorld").disableCollisionCallback(rigidbodyA,rigidbodyB);

See also
enableCollisionCallback(),getCollisionCallbackDisabledPairs(),getCollisionDisabledPairs(),
registerCollisionCallback(),removeCollisionCallback()

enableCollision()
Usage
world .enableCollision(RigidBody a, RigidBody b)

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world .enableCollision(string rigidbodyname1, string rigidbodyname2)

Description
If no parameters are passed, all collisions are enabled. Otherwise, collisions are enabled only for the rigid body(s)
specified.
Parameters
Depends on the number of rigid bodies for which collision has to be enabled.
Example
--Lingo Syntax
--All collisions are enabled.
member("PhysicsWorld").enableCollision()
--Collisions enabled for rigid body A with all other bodies.
member("PhysicsWorld").enableCollision(rigidbodyA)
--Collisions enabled between rigidbody A and rigidbody B.
member("PhysicsWorld").enableCollision(rigidbodyA,rigidbodyB)
//JavaScript Syntax
//All collisions are enabled.
member("PhysicsWorld").enableCollision();
//Collisions enabled for rigid body A
member("PhysicsWorld").enableCollision(rigidbodyA);
//Collisions enabled for rigidbody A and rigidbody B
member("PhysicsWorld").enableCollision(rigidbodyA,rigidbodyB);

See also
disableCollision()

enableCollisionCallback()
Usage
world .enableCollisionCallback(RigidBody a, RigidBody b)
world . enableCollisionCallback(string rigidbodyname1, string rigidbodyname2)

Description
If no parameters are passed, collision callback reports for all rigid bodies that were created before this call is enabled.
If parameters are passed to this method, collision callbacks are enabled only for the rigid body(s) specified.
Parameters
Depends on the number of rigid bodies for which collision callbacks has to be enabled.
Example
--Lingo Syntax
--All collisions callbacks are enabled for rigid bodies created before this call.
member("PhysicsWorld").enableCollisioncallback()
--Collisions callback enabled for rigid body A with all other bodies.
member("PhysicsWorld").enableCollisioncallback(rigidbodyA)
--Collisions callback enabled between rigidbody A and rigidbody B.
member("PhysicsWorld").enableCollisioncallback(rigidbodyA,rigidbodyB)
//JavaScript Syntax
//All collision callbacks are enabled.
member("PhysicsWorld").enableCollisioncallback();
//Collision callbacks enabled for rigid body A
member("PhysicsWorld").enableCollisioncallback(rigidbodyA);

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//Collision callbacks enabled for rigidbody A and rigidbody B
member("PhysicsWorld").enableCollisioncallback(rigidbodyA,rigidbodyB);

See also
disableCollisionCallback(),getCollisionDisabledPairs(),getCollisionCallbackDisabledPairs()
,registerCollisionCallback(),removeCollisionCallback()

getCollisionCallbackDisabledPairs()
Usage
<[[RigidBody,RigidBody]…]>world .getCollisionCallbackDisabledPairs()

Description
This returns the list of all pairs of rigid bodies for which collision callbacks have been disabled.
Parameters
None
Example
--Lingo Syntax
lstPairs = member("PhysicsWorld").getCollisionCallbackDisabledPairs()
lstPair1 = lstPairs[1]
//JavaScript Syntax
var lstPairs = member("PhysicsWorld").getCollisionCallbackDisabledPairs();
var lstPair1 = lstPairs(0);

See also
enableCollisionCallback(),disableCollisionCallback(),getCollisionDisabledPairs(),registerC
ollisionCallback(),removeCollisionCallback()

getCollisionDisabledPairs()
Usage
<[[RigidBody,RigidBody]…]>world .getCollisionDisabledPairs()

Description
This returns the list of all pairs of rigid bodies for which collision has been disabled.
Parameters
None
Example
--Lingo Syntax
lstPairs = member("PhysicsWorld").getCollisionDisabledPairs()
lstPair1 = lstPairs[1]
//JavaScript Syntax
var lstPairs = member("PhysicsWorld").getCollisionDisabledPairs();
var lstPair1 = lstPairs(0);

See also
enableCollisionCallback(),disableCollisionCallback(),getCollisionCallbackDisabledPairs(),
registerCollisionCallback(),removeCollisionCallback()

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registerCollisionCallback()
Usage
world .registerCollisionCallback( #collisionCallback,





 

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