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    <p>unfortunatly, it doesn't change the behaviour :( but thank you very much for this hint</p> <p>what it does &amp; should do: this front_mc is horizontally scrolling a menu if the mousesY is 90 and 250 (its row of buttons is longer than the stage) the buttons and their common timeline are nested as menu_mc inside the front_mc. </p> <p>if I go sidewards over the menu and its scrolling left/right &amp; I hit a button the content is drawn, but when I head back to the menu and it's scrolling, so does the drawn content, analogue to the menu (synched). I must have organized it wrong.</p> <p> front_mc.addEventListener(MouseEvent.MOUSE_MOVE,f); var t:Timer=new Timer(30,0); t.addEventListener(TimerEvent.TIMER,moveF);</p> <p>function f(e:MouseEvent) { if(root.mouseY > 90 &amp;&amp; root.mouseY &lt; 250) { t.start(); } else { t.stop(); } } var speed:Number = .9; function moveF(e:TimerEvent) { front_mc.x =speed<em>front_mc.x+(1-speed)</em>(stage.stageWidth-front_mc.width)<em>root.mouseX/stage.stageWidth; back_mc.x = speed</em>back_mc.x+(1-speed)*(stage.stageWidth-back_mc.width)*root.mouseX/stage.stageWidth; if (Math.abs(front_mc.x- (stage.stageWidth-front_mc.width)*root.mouseX/stage.stageWidth)&lt;1 &amp;&amp; Math.abs(back_mc.x-(stage.stageWidth-back_mc.width)*root.mouseX/stage.stageWidth)&lt;1) { front_mc.x = (stage.stageWidth-front_mc.width)*root.mouseX/stage.stageWidth; back_mc.x = (stage.stageWidth-back_mc.width)*root.mouseX/stage.stageWidth; t.stop();</p> <p>} e.updateAfterEvent(); } </p>
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