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Can i set my array grid to trigger certain events? (less complicated than it sounds!!)



Can i set my array grid to trigger certain events? (less complicated than it sounds!!) Rob_jones732000
1/30/2005 11:15:19 PM
flash actionscript: Here's the current actionscript i have: // first set up spacing and collisions
spacing = 20; movingTo = new Array(); collisions =
[ [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]]; // set up a function to move the
ball to a new grid x,y // then set the new x, y to the ball's x, y variables
moveToGridSpace = function(x1,y1){ movingTo.push({x:spacing * (x1 +
y1),y:spacing/2 * (x1 - y1)}); ball.x = x1; ball.y = y1; }
setInterval(moveBall,1,ball); function moveBall(someBall){
if(movingTo.length>0){ cmoveTo = movingTo[0];
moveOnce(ball,cmoveTo.x,cmoveTo.y); } } function moveOnce(someBall,x1,y1){ x =
x1-someBall._x; y = y1-someBall._y; angle = Math.atan(y/x)/(Math.PI/180); if
(x<0)angle += 180; if (x>=0 &amp;&amp; y<0)angle += 360; degs = angle; rads =
degs/180*Math.PI; step = .8; isoSin = Math.sin(rads); isoCos = Math.cos(rads);
stepY = isoSin*step; stepX = isoCos*step; someBall._x+=stepX*step
someBall._y+=stepY*step if(Math.abs(x)<Math.abs(isoCos*step) &amp;&amp;
Math.abs(y)<Math.abs(isoSin*step) || someBall._x==x1 &amp;&amp;
someBall._y==y1){ someBall._x = x1; someBall._y = y1; movingTo.shift() }
updateAfterEvent() } // set up a function to get the ball's grid x,y based on
its position // then assign the new values to the ball's x, y variables
SetGridSpace = function(){ ball.x = Math.round((ball._x/spacing +
2*ball._y/spacing)/2); ball.y = Math.round((ball._x/spacing -
2*ball._y/spacing)/2); } // set a function to determine if the grid space x, y
is a valid // space for movement returning true if valid, false if not
IsValidTile = function(x,y){ if (collisions[x][y] === 0) return true; else
return false; } // set the ball to recognize key presses and move based on them
Key.addListener(ball); ball.onKeyDown = function(){ var xmove, ymove; if
(Key.isDown(Key.UP)){ ymove = 1; }else if (Key.isDown(Key.DOWN)){ ymove = -1;
}else if (Key.isDown(Key.LEFT)){ xmove = -1; }else if (Key.isDown(Key.RIGHT)){
xmove = 1; } // update new position based on ball's current xmove += this.x;
ymove += this.y; if (IsValidTile(xmove, ymove)){ moveToGridSpace(xmove, ymove);
} } // additionally we can set the ball to be put where the mouse // was
pressed on the screen. ball.onMouseDown = function(){ var mouse_x =
Math.round((_xmouse/spacing + 2*_ymouse/spacing)/2); var mouse_y =
Math.round((_xmouse/spacing - 2*_ymouse/spacing)/2); if (IsValidTile(mouse_x,
mouse_y)){ moveToGridSpace(mouse_x, mouse_y); } } // update the ball x, y
position based on where it was placed // initially on the screen
SetGridSpace(); // then move the ball to be exact on that grid space
MoveToGridSpace(ball.x, ball.y); It basically means that in the array grid
that 0=a walkable tile and 1=a non walkable tile. Can i set the array so that
say 2=goto next scene and 3 triggers something else etc? What would the script
be for 2=goto next scene? Thanks
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) NSurveyor
1/31/2005 12:18:46 AM
Actually, it is a lot more complicated than it sounds! Not sure if this revised
code will work... Change the stepActions function to however you want. In that
function, steppedOn will represent the number the character stepped on. Also,
don't forget to change the collisions array, and add some 2's and 3's!

function stepAction(steppedOn){
if(steppedOn==0){
trace('You stepped on a normal square!');
}else if(steppedOn==2){
trace('Oh no! You stepped on a 2!');
}else if(steppedOn==3){
trace('You stepped on a 3!');
}
}
// first set up spacing and collisions
spacing = 20;
movingTo = new Array();
collisions = [ [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
// set up a function to move the ball to a new grid x,y
// then set the new x, y to the ball's x, y variables
moveToGridSpace = function(x1,y1){
movingTo.push({x:spacing * (x1 + y1),y:spacing/2 * (x1 - y1),xs:x1,ys:y1});
ball.x = x1;
ball.y = y1;
}
setInterval(moveBall,1,ball);
function moveBall(someBall){
if(movingTo.length>0){
cmoveTo = movingTo[0];
moveOnce(ball,cmoveTo);
}
}
function moveOnce(someBall,ballProps){
x1 = ballProps.x;
y1 = ballProps.y;
x = x1-someBall._x;
y = y1-someBall._y;
angle = Math.atan(y/x)/(Math.PI/180);
if (x<0)angle += 180;
if (x>=0 && y<0)angle += 360;
degs = angle;
rads = degs/180*Math.PI;
step = .8;
isoSin = Math.sin(rads);
isoCos = Math.cos(rads);
stepY = isoSin*step;
stepX = isoCos*step;
someBall._x+=stepX*step
someBall._y+=stepY*step
if(Math.abs(x)<Math.abs(isoCos*step) && Math.abs(y)<Math.abs(isoSin*step) ||
someBall._x==x1 && someBall._y==y1){
stepAction(collisions[ballProps.xs][ballProps.ys]);
someBall._x = x1;
someBall._y = y1;
movingTo.shift()
}
updateAfterEvent()
}
// set up a function to get the ball's grid x,y based on its position
// then assign the new values to the ball's x, y variables
SetGridSpace = function(){
ball.x = Math.round((ball._x/spacing + 2*ball._y/spacing)/2);
ball.y = Math.round((ball._x/spacing - 2*ball._y/spacing)/2);
}
// set a function to determine if the grid space x, y is a valid
// space for movement returning true if valid, false if not
IsValidTile = function(x,y){
if (collisions[x][y] !== 1) return true;
else return false;
}
// set the ball to recognize key presses and move based on them
Key.addListener(ball);
ball.onKeyDown = function(){
var xmove, ymove;
if (Key.isDown(Key.UP)){
ymove = 1;
}else if (Key.isDown(Key.DOWN)){
ymove = -1;
}else if (Key.isDown(Key.LEFT)){
xmove = -1;
}else if (Key.isDown(Key.RIGHT)){
xmove = 1;
}
// update new position based on ball's current
xmove += this.x;
ymove += this.y;
if (IsValidTile(xmove, ymove)){
moveToGridSpace(xmove, ymove);
}
}
// additionally we can set the ball to be put where the mouse
// was pressed on the screen.
ball.onMouseDown = function(){
var mouse_x = Math.round((_xmouse/spacing + 2*_ymouse/spacing)/2);
var mouse_y = Math.round((_xmouse/spacing - 2*_ymouse/spacing)/2);
if (IsValidTile(mouse_x, mouse_y)){
moveToGridSpace(mouse_x, mouse_y);
}
}
// update the ball x, y position based on where it was placed
// initially on the screen
SetGridSpace();
// then move the ball to be exact on that grid space
MoveToGridSpace(ball.x, ball.y);
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) Rob_jones732000
1/31/2005 1:05:54 AM
Cool, that works great.

So if i wanted it to goto the next scene i have to replace the trace section?

What script shall i put for it to goto scene 2 when its on tile 2?

Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) Rob_jones732000
1/31/2005 1:35:20 AM
Sorry, the script i posted first was an old version, i have a new version with
this script: // first set up spacing and collisions spacing = 20; movingTo =
new Array(); collisions = [ [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]]; // set up a function to move the
ball to a new grid x,y // then set the new x, y to the ball's x, y variables
moveToGridSpace = function(x1,y1){ movingTo.push({x:spacing * (x1 +
y1),y:spacing/2 * (x1 - y1)}); ball.x = x1; ball.y = y1; }
setInterval(moveBall,1,ball); function moveBall(someBall){
if(movingTo.length>0){ cmoveTo = movingTo[0];
moveOnce(ball,cmoveTo.x,cmoveTo.y); } } function moveOnce(someBall,x1,y1){ x =
x1-someBall._x; y = y1-someBall._y; angle = Math.atan(y/x)/(Math.PI/180); if
(x<0)angle += 180; if (x>=0 &amp;&amp; y<0)angle += 360; degs = angle; rads =
degs/180*Math.PI; step = .8; isoSin = Math.sin(rads); isoCos = Math.cos(rads);
stepY = isoSin*step; stepX = isoCos*step; someBall._x+=stepX*step
someBall._y+=stepY*step if(Math.abs(x)<Math.abs(isoCos*step) &amp;&amp;
Math.abs(y)<Math.abs(isoSin*step) || someBall._x==x1 &amp;&amp;
someBall._y==y1){ someBall._x = x1; someBall._y = y1; movingTo.shift() }
updateAfterEvent() } // set up a function to get the ball's grid x,y based on
its position // then assign the new values to the ball's x, y variables
SetGridSpace = function(){ ball.x = Math.round((ball._x/spacing +
2*ball._y/spacing)/2); ball.y = Math.round((ball._x/spacing -
2*ball._y/spacing)/2); } // set a function to determine if the grid space x, y
is a valid // space for movement returning true if valid, false if not
IsValidTile = function(x,y){ if (collisions[x][y] === 0) return true; else
return false; } // set the ball to recognize key presses and move based on them
Key.addListener(ball); released = new Boolean(true); ball.onKeyDown =
function(){ if(released){ released = false; var xmove, ymove; if
(Key.isDown(Key.UP)){ ymove = 1; }else if (Key.isDown(Key.DOWN)){ ymove = -1;
}else if (Key.isDown(Key.LEFT)){ xmove = -1; }else if (Key.isDown(Key.RIGHT)){
xmove = 1; } // update new position based on ball's current xmove += this.x;
ymove += this.y; if (IsValidTile(xmove, ymove)){ moveToGridSpace(xmove, ymove);
} } } ball.onKeyUp = function(){ released = true; } When i pasted the script
in that you sent back the character wasnt constraining to the area set in the
array. I tried just pasting in the script before the array section and the
character wouldnt walk on tile's with 2 or 3. The goto scene 2 question still
applies aswell.
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) NSurveyor
1/31/2005 1:51:01 AM
I changed a few other things in the code, so it won't work. Try this:
First, select Frame 1 of Scene 2, open the properties panel, and type in
scene2_1 as the <Frame Label>
Use this code:

function stepAction(steppedOn){
if(steppedOn==0){
trace('You stepped on a normal square!');
}else if(steppedOn==2){
trace('Oh no! You stepped on a 2!');
_root.gotoAndStop("scene2_1");
}else if(steppedOn==3){
trace('You stepped on a 3!');
}
}
// first set up spacing and collisions
spacing = 20;
movingTo = new Array();
collisions = [ [0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0],
[0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0]];
// set up a function to move the ball to a new grid x,y
// then set the new x, y to the ball's x, y variables
moveToGridSpace = function(x1,y1){
movingTo.push({x:spacing * (x1 + y1),y:spacing/2 * (x1 - y1),xs:x1,ys:y1});
ball.x = x1;
ball.y = y1;
}
setInterval(moveBall,1,ball);
function moveBall(someBall){
if(movingTo.length>0){
cmoveTo = movingTo[0];
moveOnce(ball,cmoveTo);
}
}
function moveOnce(someBall,ballProps){
x1 = ballProps.x;
y1 = ballProps.y;
x = x1-someBall._x;
y = y1-someBall._y;
angle = Math.atan(y/x)/(Math.PI/180);
if (x<0)angle += 180;
if (x>=0 && y<0)angle += 360;
degs = angle;
rads = degs/180*Math.PI;
step = .8;
isoSin = Math.sin(rads);
isoCos = Math.cos(rads);
stepY = isoSin*step;
stepX = isoCos*step;
someBall._x+=stepX*step
someBall._y+=stepY*step
if(Math.abs(x)<Math.abs(isoCos*step) && Math.abs(y)<Math.abs(isoSin*step) ||
someBall._x==x1 && someBall._y==y1){
stepAction(collisions[ballProps.xs][ballProps.ys]);
someBall._x = x1;
someBall._y = y1;
movingTo.shift()
}
updateAfterEvent()
}
// set up a function to get the ball's grid x,y based on its position
// then assign the new values to the ball's x, y variables
SetGridSpace = function(){
ball.x = Math.round((ball._x/spacing + 2*ball._y/spacing)/2);
ball.y = Math.round((ball._x/spacing - 2*ball._y/spacing)/2);
}
// set a function to determine if the grid space x, y is a valid
// space for movement returning true if valid, false if not
IsValidTile = function(x,y){
if (collisions[x][y] !== 1) return true;
else return false;
}
// set the ball to recognize key presses and move based on them
Key.addListener(ball);
released = new Boolean(true);
ball.onKeyDown = function(){
if(released){
released = false;
var xmove, ymove;
if (Key.isDown(Key.UP)){
ymove = 1;
}else if (Key.isDown(Key.DOWN)){
ymove = -1;
}else if (Key.isDown(Key.LEFT)){
xmove = -1;
}else if (Key.isDown(Key.RIGHT)){
xmove = 1;
}
// update new position based on ball's current
xmove += this.x;
ymove += this.y;
if (IsValidTile(xmove, ymove)){
moveToGridSpace(xmove, ymove);
}
}
}
ball.onKeyUp = function(){
released = true;
}

Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) Rob_jones732000
1/31/2005 1:59:38 AM
The goto scene 2 works, least thats one problem out of the way. The character
is still not constrained to the area, he was before the new script was put in.
Could this have something to do with the array?
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) NSurveyor
1/31/2005 2:11:02 AM
So now the character can go on 1 spaces? Hmmm... Try changing the isValidTile
function to this:

IsValidTile = function(x,y){
trace('You stepped on '+collisions[x][y]);
if(collision[x][y] != 1){
trace('You aren't allowed to step on 1!');
}
if (collisions[x][y] != 1) return true;
else return false;
}

When you run the code, and try moving the character, what is traced?

Then, if that doesn't work try this:

IsValidTile = function(x,y){
if (collisions[x][y] == 1){
return false;
}else
return false;
}
}

Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) Rob_jones732000
1/31/2005 2:23:42 AM
My array grid is set up like this: http://www.iso-land.com/movementtest4.swf
I made the array grid so it stays within the floor but with the new script
thats been added tonight the character goes outside the floor. The character
wont walk on the 1 tiles, he just walks everywhere else outside the main floor
even though the grid shouldnt let him. I tried the script you just gave me but
loads of errors come up with it. Thanks
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) Rob_jones732000
1/31/2005 2:31:50 AM
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) NSurveyor
1/31/2005 2:36:38 AM
Ahh... then this should work:

IsValidTile = function(x,y){
if (collisions[x][y] !== 1 && collisions[x][y]!=undefined) return true;
else return false;
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) NSurveyor
1/31/2005 2:41:08 AM
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) Rob_jones732000
1/31/2005 2:42:32 AM
The character doesn't move at all now, i pasted that script over:

IsValidTile = function(x,y){
if (collisions[x][y] !== 1) return true;
else return false;
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) NSurveyor
1/31/2005 2:57:51 AM
How about:

IsValidTile = function(x,y){
if ((collisions[x][y] !== 1) && (collisions[x][y]!=undefined)) return true;
else return false;
}

If that doesn't work, can you try:

IsValidTile = function(x,y){
trace(collisions[x][y]);
if (collisions[x][y] !== 1) return true;
else return false;
}

When you run this code, what is traced normally, and what is traced when you
go outside the boundaries?
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) Rob_jones732000
1/31/2005 3:02:38 AM
Yay, this one worked: IsValidTile = function(x,y){ if ((collisions[x][y] !==
1) &amp;&amp; (collisions[x][y]!=undefined)) return true; else return false; }
Is there any problem you cant solve!!! Thanks very much for the patience and
help yet again!!
Re: Can i set my array grid to trigger certain events? (less complicated than it sounds!!) NSurveyor
1/31/2005 3:24:29 AM
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