Hey @Joannesalfa, So after some debugging I got to the bottom of what is going on with:
Also i want to comment about Prevent auto-rotate, it doesn't even work because i used a trigger event, it doesn't work and still auto rotates when i do inverted portrait orientation and if i use every tick event to prevent auto-rotate, touch buttons take loooooooooooooong time to response and still auto-rotate
I wanted to make it static orientation[/QUOTE]
As it turns out if you use both the "Set orientation" (S0) and "Set auto-rotate" (SAR) together SO overrides SAR and basically turns it off. So the game will stay portrait but will rotate when the device gets to 0 or 180 degrees. The quick fix and what you should do in the mean time is just remove the SO line from your event sheet. There is a way to achieve what you want but it will require me to add a new trigger to the plugin to alert the event sheet when the orientation changes. Basically it will work like this:
1.) If the game initial orientation is portrait then fire SAR. Done.
2.) If initial orientation is landscape either wait until the user turns it portrait or prompt them to. Then fire SAR.
I will add the trigger that will fire when orientation changes to the plugin first thing Monday and then I'll create a quick example capx for you to help illustrate what I explained above. But again for right now and developing it, just remove the SO line from you event sheet and you will be fine to test until the new trigger is in the plugin.
[RE: Your drag and drop issue]
I see the capx in my inbox and I'll check it out right after I add the trigger.
** UPDATE **
The trigger is now in the plugin and you can download a sample capx to see one way or locking the device into portrait via https://dl.dropbox.com/u/2129074/orientationlock.capxtap2012-11-13 15:37:00