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Re: need your help with cuepoints!

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Re: need your help with cuepoints!
by Brodd Nesset on Feb 27, 2009 at 9:13:08 am

This can't be all the code you have in this project.
The part that is posted suggests a typical Director 'hackish' approach that actually works well, but isn't very professional and expandable when that day comes.

You need to set the global glang (for choice of language) somewhere. Perhaps / probably when you start the movie. glang should be for instance "_rus" for russioan and "_ita" for italian and so on. The default could be "" - an empty string. Note that this is not an empty variable, which would throw an error.

As you probably have guessed you need to create new cast members for the subtitles in every language. Oh dear. If for instance the excisting cast member sequence is named "cp1", "cp2" and so on, you should make similar sequences named "cp1_rus", "cp2_rus" and "cp1_ita", "cp2_ita". To change language in the subtitles, i.e. load a different set of cast members, you need to combine the name of the cuepoint with the content of the glang variable. Since both are strings (cuepoints are by default strings - what else?) it's a simple
sprite(56).member = cuePointName & glang
If glang = "" the script will behave exactly as before, and load the default cast members.

If would modify the ExitFrame handler for clarity:

on exitFrame me
global glang
if glang = "nosubtitle" then
sprite(56).visible = false
else
sprite(56).visible = true
end if
end

This will allow you to change language for subtitles underway, even.

Personally I'd aim to use one Text member and a formatted document with all the subtitling in one place, for easy revision. That's some different scripting.



Her lips said "no!" but her eyes said "read my lips".



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