The repeat keyword is used to repeat the filtering on the data just inserted. This is particularly useful with the asterisk name or on nodes that do not otherwise include a format that transforms the tags included in themselves.
This let you create nodes that are like macros.
Note that the macro can itself include a repeat in one of its Insert Node tags.1
This module can be used to create macros (as pointed out by one of our user in a Drupal issue.)
The following steps show you how you can create a macro with the Insert Node module.
First, create a node that is to become the macro. We will call this node macro. It is used without the Insert Node filter so the Insert Node tags do not get changed. This is important since we reference the main node (with the asterisk) and that reference would look like a recursive reference.
One idea is to use the macro as a PayPal button which gets set with parameters from another node. ...
Although the accessibility of the node and comments are checked, it is a good idea to see this module as a security risk giving users a way to display nodes otherwise forbidden to them.
Because a lot of the data is used unfiltered, it is strongly suggest that you pay very close attention to the order of your filters. If you authorize this module to your users (i.e. where they can select an Input filter that includes this specific filter,) then look into checking the HTML code after this filter. Otherwise, a user could inject some unwanted HTML code1
The CCK parameter let you insert one of your CCK field and some node fields that cannot otherwise be added without being themed.
We support CCK fields and several special field names as follow.
Fields that appeared after version 6-1.2 have a version specified between parenthesis (i.e. 6-1.3).
The CCK parameter must be followed by a field name. An empty name is likely to generate an error. The name of a field that does not exist is likely to generate nothing.
For instance, if you have a field named see_also, you would write:
cck=field_see_also;
Attach the comments at the bottom of the node data.
The comments will be shown just as in the regular page (i.e. flat, thread, expanded, collapsed.)
Note that this data is considered a [no content] because it does not affect the use of the "default" parameter. However, it definitively adds content to your output.
CSS Class: div.insert-node-comments
Theme: InsertNode_comments
IMPORTANT NOTES
The comments are appended to anything else that you have inserted. You cannot use the order of your parameters to put the comments in a different location. In order to do that, use multiple
The Insert node tag syntax is:
[node:<name of node> <parameters>]
The <name of node> can either be
Pop one value from the stack, push it back on the stack and also store it in one of 4 or 256 registers which number is specified in the tag (0, 1, 2 or 3 only if not in a Declare Function (V7). I tried other numbers and they don't work in SWF version 6 or older.) Until set a register has the value undefined. The value of a register can be retrieved with a Push Data action and the register type with the matching register number.
If the string f_target is the empty string, then the next actions apply to the main movie.
Otherwise it is the name of a Sprite and the followings actions apply to that Sprite only.
In order to use a dynamic name for the target, use Set Target (dynamic) instead.
Push some immediate data on the stack. This action was introduced in V4.0. The supported data types vary depending on the version of the player you have. As many values as necessary can be pushed at once. The f_push_data structure will be repeated multiple times as required. For instance, to push two strings on the stack at once, you would use the following code:
This action declares an object as a sub-class of one or more interfaces. The syntax here is simple, the real implementation is quite unbelievably difficult to fathom.
The following shows you how you can add an implements of interfaces "A" and "B" to the class "C". Notice that class "C" needs to already exist. Here we assume that all classes are defined in the global scope.
push data "_global" get variable push data "A" get member push data "_global" get variable push data "B" get ...