Access a nested symbol timeline from the main stage
Hi all,
Would love some help on accessing a nested symbol from the main stage please.
To set the scene.....
"Its an autumn day..
no sorry...just joking...
So i have a symbol called "NormalAnatomy" - its not on the main stage, but when a button is clicked it appears in the 'content' box which is just a rectangle on the main stage.
Inside "NormalAnatomy" symbol is another symbol called "Scrub_all" which is an animation
For users to view the animation they use a scrub bar like this lovely lady has invented:
Create Click and Touch Draggable Scrubbers with Edge Animate CC | sarahjustine.com
So for Sarah Justines scrubber to work - the main stage has a lot of actions added to it. Also the "timelinePlay" symbol is on the main stage
Its starts:
var symDur = sym.getSymbol("timelinePlay").getDuration();
var mySymbol = sym.getSymbol("timelinePlay");
var scrubber = sym.$("scrubber");
var bar = sym.$("bar");
sym.$("mobileHit").hide();
var dragme = false;
So I put my "NormalAnatomy" symbol on my main stage to see if the code would work and changed all the relevant details.. and indeed it worked!
var symDur = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all").getDuration();
var mySymbol = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all");
var scrubber = sym.getSymbol("NormalAnatomy").$("scrubber");
var bar = sym.getSymbol("NormalAnatomy").$("bar");
sym.getSymbol("NormalAnatomy").$("mobileHit").hide();
var dragme = false;
But i don't want the "NormalAnatomy" symbol to be on the main stage as I want it to appear in the 'content' box only when i hit a btn
So as soon as I took this symbol off the main stage, the scrubber doesn't work. So I click a btn, and the symbol appears in the content box but the scrubber doesn't work.
so I tried in front of the "NormalAnatomy"
getStage().
getStage("content").
getComposition().getStage().
getSymbol("content").
but nothing works
The main problem must be the fact that the NormalAnatomy symbol appears inside a content box so the MainStage actions doesn't know how to find it??
So my question is... what should I put in the main stage actions to make it access the "NormalAnatomy" symbol?
Thanks for your help in advance!
On click handler for the symbol use
sym.getComposition().getStage().getSymbol("nameofsymbol").play();
or
sym.getSymbol("nameofsymbol").play();
replace the italics with the literal name of the symbol as it appears in the Elements panel.
Some API details found here (http://www.adobe.com/devnet-docs/edgeanimate/api/current/index.html) in the Work With Symbols section.
Darrell
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How do i Play the symbols timeline?On click handler for the symbol use
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replace the italics with the literal name of the symbol as it appears in the Elements panel.
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Darrell -
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Hi there,
On my main timeline, I load a mc from the library with:
text_content.attachMovie("text_content", "text_content", 10);
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Many thanksHi, thanks for your help. To describe the scenario a bit better...
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Bug fix requires switching touch events from symbols/classes to the main stage?
Also posted in Mobile Development, I'm still not sure which forum I should be in.
For previous threads:
http://forums.adobe.com/thread/864057
http://forums.adobe.com/thread/863566
http://forums.adobe.com/thread/864262
http://forums.adobe.com/thread/863597
Bug ID #2940816
I have an app that wasn't compiling correctly. I sent the bug to Adobe who responded with a workaround. However, I can't figure out how to make their stated workaround work in my code.
I have puzzle pieces on the stage. Each is assigned to a separate class. Inside the class I have touch events defining multiple touch events for each piece.
I have another spot on the stage where, when it is touched, a puzzle piece appears. These are also each linked to a separate class. Inside this class I also have touch events defining multiple touch events for each piece.
Though it works fine on my computer, it wasn't working on an iPad. Adobe said that I needed to switch the touch events so that they were assigned to the main stage instead of to each individual object.
However, the code they gave me didn't really make sense in context and I'm confused how to implement it.
This is the code in the class for each piece that is created when you touch the stage:
public function GeoPiece(): void {
if (PuzzleGlobals.currentLevel == "Name") {
this.gotoAndStop("wholeName");
else if (PuzzleGlobals.currentLevel == "Abbrev") {
this.gotoAndStop("abbrev");
else if (PuzzleGlobals.currentLevel == "Shape") {
this.gotoAndStop("shape");
this.addEventListener(TouchEvent.TOUCH_MOVE, geoPieceBegin);
public function geoPieceBegin (e:TouchEvent): void {
PuzzleGlobals.pieceActive = true;
e.target.startTouchDrag(e.touchPointID, false);
e.target.addEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
e.target.interactionBegin();
MovieClip(this.parent.parent).nameDisplay.gotoAndStop(e.target.abbrev );
PuzzleGlobals.currentPiece = e.target.abbrev;
public function geoPieceEnd (e:TouchEvent): void {
PuzzleGlobals.pieceActive = false;
if (currentObjOver.isLocked == true) {
currentObjOver.gotoAndStop ("Lock");
else {
currentObjOver.gotoAndStop ("Out");
MovieClip(this.parent.parent).nameDisplay.gotoAndStop(PuzzleGlobals.c hosenPuzzle);
e.target.stopTouchDrag(e.touchPointID);
if (this.dropTarget.parent is GeoPuzzle) {
if (GeoPuzzle(this.dropTarget.parent).abbrev == e.target.abbrev) {
PuzzleGlobals.statesCompletedUSA++;
GeoPuzzle(this.dropTarget.parent).isLocked = true;
GeoPuzzle(this.dropTarget.parent).gotoAndStop("Lock");
e.target.parent.removeChild(DisplayObject(e.target));
else {
//play BOOP sound indicated wrong drop;
if (PuzzleGlobals.statesCompletedUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
//play fireworks game
else {
//do nothing
e.target.removeEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
public function interactionBegin () {
if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
currentObjOver = GeoPuzzle(this.dropTarget.parent);
currentObjOver.gotoAndStop("Over");
if (lastObjOver != currentObjOver) {
if (lastObjOver.isLocked == true) {
lastObjOver.gotoAndStop("Lock");
else {
lastObjOver.gotoAndStop("Out");
lastObjOver = currentObjOver;
This is the code in the class for each piece that's already on the stage:
public function GeoPuzzle(): void {
if (this.isLocked == true) {
this.gotoAndStop ("Lock");
if (PuzzleGlobals.pieceActive == true) {
this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPuzzleBegin);
public function geoPuzzleBegin (e:TouchEvent): void {
e.target.addEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
e.target.gotoAndStop("Over");
MovieClip(this.parent).nameDisplay.gotoAndStop(e.target.abbrev);
public function geoPuzzleEnd (e:TouchEvent): void {
if (e.target.isLocked == false) {
e.target.gotoAndStop("Off");
else if (e.target.isLocked == true) {
e.target.gotoAndStop("Lock");
MovieClip(this.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPu zzle);
e.target.removeEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
You can see that each piece (whether it's already locked on the stage or movable) reacts differently to different touch events. However, this is the code that Adobe gave me as a workaround:
this.stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEvent);
this.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchEvent);
this.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEvent);
var beginCount:uint=0;
var moveCount:uint=0;
var endCount:uint=0;
function onTouchEvent(event:TouchEvent):void{
switch (event.type){
case TouchEvent.TOUCH_BEGIN:
&nbs p; &n bsp; trace("BEGIN")
&nbs p; &n bsp; beginCount++;
&nbs p; &n bsp; square.x = event.stageX;
&nbs p; &n bsp; square.y = event.stageY;
&nbs p; &n bsp; square.startTouchDrag(event.touchPointID, false);
&nbs p; &n bsp; break;
case TouchEvent.TOUCH_MOVE:
&nbs p; &n bsp; trace("MOVE")
&nbs p; &n bsp; moveCount++;
&nbs p; &n bsp; break;
case TouchEvent.TOUCH_END:
&nbs p; &n bsp; trace("END")
&nbs p; &n bsp; endCount++;
&nbs p; &n bsp; square.stopTouchDrag(event.touchPointID);
&nbs p; &n bsp; break;
trace("begin: "+beginCount+" move: "+moveCount+" end: "+endCount);
// countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
This doesn't make any sense to me because it seems that it would only work if touching the stage had to react in just a single way. I have multiple pieces that need to each react differently.
1. The pieces that are locked to the stage need to highlight when touched and display their name.
2. These pieces also need to keep themselves highlighted and their names displayed when the touch is dragged off of them instead of just removed.
3. Each piece needs to be created when touching the Puzzle Piece button the stage. As these pieces are dragged, they need to highlight the pieces underneath them and unhighlight them when they are dragged off. They also need to display their own names, and lock into place when they are dragged over the correct piece.
My questions are:
1. Why don't touch events work in the compiler?
2. How can I translate my current working code's touch events to all be directly linked to the stage instead of their objects?
Thanks so much!
AmberSure!
I haven't changed much. I've been playing around and I think I know where the problem is coming from now. I just can't figure out how to fix it.
This it the only code I've modified:
public function interactionBegin () {
trace ("Current: " + currentObjOver);
trace ("Last: " + lastObjOver);
if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
currentObjOver = GeoPuzzle(this.dropTarget.parent); //make "currentObjOver" assigned to the puzzle piece the finger is currently touching
currentObjOver.gotoAndStop("Over"); //highlight the current piece
if (currentObjOver != lastObjOver) { //if your finger moves and you're now touching a different state
if (lastObjOver != null && lastObjOver.isLocked == true) { //if the previous state you were touching has been solved
lastObjOver.gotoAndStop("Lock"); //lock this state into place
else if (lastObjOver != null && lastObjOver.isLocked == false) { //if the previous state you were touching wasn't solved
lastObjOver.gotoAndStop("Off"); //unhighlight that state
lastObjOver = currentObjOver; //assign the current state to be the last state you were touching
lastObjOver and currentObjOver are always assigned the same object. I can't figure out why, I've run it line by line but I can't figure out where I'm going wrong. -
Switching touch events from symbols/classes to the main stage?
For previous threads:
http://forums.adobe.com/thread/864057
http://forums.adobe.com/thread/863566
http://forums.adobe.com/thread/864262
http://forums.adobe.com/thread/863597
Bug ID #2940816
I have an app that wasn't compiling correctly. I sent the bug to Adobe who responded with a workaround. However, I can't figure out how to make their stated workaround work in my code.
I have puzzle pieces on the stage. Each is assigned to a separate class. Inside the class I have touch events defining multiple touch events for each piece.
I have another spot on the stage where, when it is touched, a puzzle piece appears. These are also each linked to a separate class. Inside this class I also have touch events defining multiple touch events for each piece.
Though it works fine on my computer, it wasn't working on an iPad. Adobe said that I needed to switch the touch events so that they were assigned to the main stage instead of to each individual object.
However, the code they gave me didn't really make sense in context and I'm confused how to implement it.
This is the code in the class for each piece that is created when you touch the stage:
public function GeoPiece(): void {
if (PuzzleGlobals.currentLevel == "Name") {
this.gotoAndStop("wholeName");
else if (PuzzleGlobals.currentLevel == "Abbrev") {
this.gotoAndStop("abbrev");
else if (PuzzleGlobals.currentLevel == "Shape") {
this.gotoAndStop("shape");
this.addEventListener(TouchEvent.TOUCH_MOVE, geoPieceBegin);
public function geoPieceBegin (e:TouchEvent): void {
PuzzleGlobals.pieceActive = true;
e.target.startTouchDrag(e.touchPointID, false);
e.target.addEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
e.target.interactionBegin();
MovieClip(this.parent.parent).nameDisplay.gotoAndStop(e.target.abbrev);
PuzzleGlobals.currentPiece = e.target.abbrev;
public function geoPieceEnd (e:TouchEvent): void {
PuzzleGlobals.pieceActive = false;
if (currentObjOver.isLocked == true) {
currentObjOver.gotoAndStop ("Lock");
else {
currentObjOver.gotoAndStop ("Out");
MovieClip(this.parent.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPuzzle);
e.target.stopTouchDrag(e.touchPointID);
if (this.dropTarget.parent is GeoPuzzle) {
if (GeoPuzzle(this.dropTarget.parent).abbrev == e.target.abbrev) {
PuzzleGlobals.statesCompletedUSA++;
GeoPuzzle(this.dropTarget.parent).isLocked = true;
GeoPuzzle(this.dropTarget.parent).gotoAndStop("Lock");
e.target.parent.removeChild(DisplayObject(e.target));
else {
//play BOOP sound indicated wrong drop;
if (PuzzleGlobals.statesCompletedUSA == PuzzleGlobals.TOTAL_NUMBER_USA) {
//play fireworks game
else {
//do nothing
e.target.removeEventListener(TouchEvent.TOUCH_END, geoPieceEnd);
public function interactionBegin () {
if (this.dropTarget != null && this.dropTarget.parent is GeoPuzzle) { //check to make sure it's over a puzzle piece
currentObjOver = GeoPuzzle(this.dropTarget.parent);
currentObjOver.gotoAndStop("Over");
if (lastObjOver != currentObjOver) {
if (lastObjOver.isLocked == true) {
lastObjOver.gotoAndStop("Lock");
else {
lastObjOver.gotoAndStop("Out");
lastObjOver = currentObjOver;
This is the code in the class for each piece that's already on the stage:
public function GeoPuzzle(): void {
if (this.isLocked == true) {
this.gotoAndStop ("Lock");
if (PuzzleGlobals.pieceActive == true) {
this.addEventListener(TouchEvent.TOUCH_BEGIN, geoPuzzleBegin);
public function geoPuzzleBegin (e:TouchEvent): void {
e.target.addEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
e.target.gotoAndStop("Over");
MovieClip(this.parent).nameDisplay.gotoAndStop(e.target.abbrev);
public function geoPuzzleEnd (e:TouchEvent): void {
if (e.target.isLocked == false) {
e.target.gotoAndStop("Off");
else if (e.target.isLocked == true) {
e.target.gotoAndStop("Lock");
MovieClip(this.parent).nameDisplay.gotoAndStop(PuzzleGlobals.chosenPuzzle);
e.target.removeEventListener(TouchEvent.TOUCH_END, geoPuzzleEnd);
You can see that each piece (whether it's already locked on the stage or movable) reacts differently to different touch events. However, this is the code that Adobe gave me as a workaround:
this.stage.addEventListener(TouchEvent.TOUCH_BEGIN, onTouchEvent);
this.stage.addEventListener(TouchEvent.TOUCH_MOVE, onTouchEvent);
this.stage.addEventListener(TouchEvent.TOUCH_END, onTouchEvent);
var beginCount:uint=0;
var moveCount:uint=0;
var endCount:uint=0;
function onTouchEvent(event:TouchEvent):void{
switch (event.type){
case TouchEvent.TOUCH_BEGIN:
trace("BEGIN")
beginCount++;
square.x = event.stageX;
square.y = event.stageY;
square.startTouchDrag(event.touchPointID, false);
break;
case TouchEvent.TOUCH_MOVE:
trace("MOVE")
moveCount++;
break;
case TouchEvent.TOUCH_END:
trace("END")
endCount++;
square.stopTouchDrag(event.touchPointID);
break;
trace("begin: "+beginCount+" move: "+moveCount+" end: "+endCount);
// countText.text = "begin: "+beginCount+" move: "+moveCount+" end: "+endCount;
This doesn't make any sense to me because it seems that it would only work if touching the stage had to react in just a single way. I have multiple pieces that need to each react differently.
1. The pieces that are locked to the stage need to highlight when touched and display their name.
2. These pieces also need to keep themselves highlighted and their names displayed when the touch is dragged off of them instead of just removed.
3. Each piece needs to be created when touching the Puzzle Piece button the stage. As these pieces are dragged, they need to highlight the pieces underneath them and unhighlight them when they are dragged off. They also need to display their own names, and lock into place when they are dragged over the correct piece.
My questions are:
1. Why don't touch events work in the compiler?
2. How can I translate my current working code's touch events to all be directly linked to the stage instead of their objects?
Thanks so much!
AmberI am going to copy and paste this answer into all of the forums I've asked this question in case some noob like me comes along and needs the answer.
I found the problem! After 3 months I finally figured out what was wrong and why my app was working in Device Central when exported as Flash 10.1 and not on my iPad when exported as AIR for iOS.
The problem is that in the Flash runtime, if a line of code returns a bug, the flash runtime says "Error, shmerror, try again next time." So I had one if, else statement that was executing when it wasn't supposed to be - only once, at the very beginning of the program. It was throwing an error. When I exported as Flash, flash didn't care, and still executed the code later when it was supposed to. But Apple won't let their programs crash. So instead of just trying that code again, Apple decided, after the first error was thrown, that it would then COMPLETELY IGNORE that line of code. So the error was in the line where the states would unhighlight themselves. Apple just shut down that line of code, that's why it wouldn't execute properly.
I ended up changing this line of code
if (lastObjOver != null && lastObjOver.isLocked == true)
which threw an error when the piece was FIRST dragged over the puzzle, to to this
if (lastObjOver.parent != null && lastObjOver.isLocked == true)
which wouldn't throw the error.
Problem solved!
If anyone else is having this problem, I suggest you do what I did. Change all your touch events to mouse events so you can run the program in the adc debugger. That's when I discovered the error being thrown. -
Moving to a frame in Movieclip timeline from the main timeline
I am in the learning process. Working with FlashCS5 and AS3.
Please bear with me if the issue appears to be too simple for you. Placed a movieclip(mcassessJohn) on the main timeline and moved to the frame labelled "johnFeedback" in the movieclip timeline using the following actionscript code.
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A work around is put a invisible btn inside mcassessJohn movieclip on frame 1 and assign onJohnClick function to that.
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I have a main.fla which has 3 movieclips inside it. All 3 mc's have timelines that run 40 frames. The main.fla timeline has each mc instance on a frame.
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rdefryou want to play frame 20 of the main timeline and frame 20 of mc_1? if so, on the last frame of your main timeline you can use:
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mc_1.gotoAndPlay(20); -
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In trying to learn Edge, is there a way to return playback (play from) once an animation is complete within a symbol?
For instance, I have the main timeline that shows a symbol animation on creationcomplete, but when the animation is finished in the symbol and I hide the symbol, the main timeline is no longer playing. What would I need to do to return playback control to resume playback of the main timeline? I have a label I would like to play from on the main timeline, but I have not found a way to call the main timeline from within the symbol.
This was something common in Flash.
Thanks for your help!Hi escargo,
Say we use two symbols object1 and object2.
The main timeline has an interpolation on object2 from label “mainAnim“. Its autoplay property is set to false : the playhead stops at 0 ms.
A third symbol nested contains the interpolation on object1. Its autoplay property is set to true, so it plays directly.
At the end of this transition, there is a trigger (pseudo-track just below the timeline)
sym = the current symbol nested
sym.getComposition().getStage() = the main timeline (in Edge the stage is a symbol)
sym.getComposition().getStage().play(‘mainAnim’); = play the main timeline from the given label.
You can download the example here : https://app.box.com/s/6svvskydh952dfxbr3xb
Gil
PS : threads with examples for neigboring problems
http://forums.adobe.com/message/5410456#5410456
http://forums.adobe.com/message/5192205#5192205 -
Use timeline of a nested mc to affect the main timeline
Hi I have a magic cloud effect. On frame 30 of the nested effect I would like an mc on the main timeline to become visible.
Not too sure how to code with frame numbers,
a) Do I put AS on the timeline of the nested clip OR
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CheersHi
I got to the bottom of it.
As you say really bad practise to bury code - had enough of that in AS2 and template monster.
Realised that you could do all this from the main time line and therefore have everything visible.
import flash.events.*;
hero.visible = false;
cloud.addEventListener(Event.ENTER_FRAME, handler);
function handler (e:Event) {
if (cloud.currentFrame == 21) {
hero.visible = true;
THANKS -
How to call a function in a class from the main timeline?
Hey Guys
I have a project in Flash with four external AS files, which are linked to items in the library using AS linkage.
What I want to do is call a function in one of these files from the main timeline, how would I go about doing this? I'm not currently using a document class, most of the code is in Frame 1 of the main timeline.
Thanks// change type to the class name from the instance
ClassNameHere(this.getChildByName('instance_name')).SomeFunction(); -
iDVD 7.1.2: I am making music instrument instructional DVDs, and I want to include several audio loops that the viewer access from the main menu to play along with
Export the slideshow out of iMovie via the File ➙ Share ➙ File menu option as a 480p Quicktime movie.
Open iDVD, select a theme and drag the exported QT movie file into the open iDVD window being careful to avoid any drop zones.
Follow this workflow to help assure the best quality video DVD:
Once you have the project as you want it save it as a disk image via the File ➙ Save as Disk Image menu option. This will separate the encoding process from the burn process.
To check the encoding mount the disk image, launch DVD Player and play it. If it plays OK with DVD Player the encoding is good.
Then burn to disk with Disk Utility or Toast at the slowest speed available (2x-4x) to assure the best burn quality. Always use top quality media: Verbatim, Maxell or Taiyo Yuden DVD-R are the most recommended in these forums.
OT -
Control a symbols timeline from with in another symbol
I just started using this product.
I love it.
I am currently building a project.
I have a button inside of a symbol, and this symbol is on the stage.
I am trying to use this button to start an animation from a label in a second symbol that is on the stage.
I cant figure out how to amend sym.getSymbol("one").play("start");
to say
go outside of this symbol to the main stage and get the second symbol and then play it form the label.
Or
go outside of this symbol and get a symbol from with in the second symbol and then play it form the label.
Can you help me with this.
thanks again for the awesome product.I had on other question.
I have a timeline full of symbols.
Most of the symbols have nested buttons and symbols that responed to those buttons.
I have the whole thing scrolling back and forth slowly.
I want to be able to change the direction it scrolls relitive to the half of the project your mouse is hoverning over.
I.E. hover over the right hand side and the timeline scrolls right and hover over the left hand side and it scrolls to the left.
I can achieve this buy placing transperant symbols that cover each half of the stage and addind either play or play reverse respectively.
But these transparent symbols block the symbolsand buttons and such that i have below them.
So then i though i will put the transperant symbols towards the bottom of the heirocracy and as i suspected the symbols in front of the transperant buttons block them.
is the some code i can add to the stage to achieve this?
thanks a million -
Control a symbol timeline from another symbol timeline on specific condition
Hi! I have 8 animated symbol that plays on clicking over them on the main stage and i want, for example, that if symbol 1 animation is complete and i click on symbol 3, symbol 3 plays forward and symbol 1 plays on reverse and vice versa just like this: http://www.framefarm.net/eugenio/edge/example/example.html
please help!I put together a Composition that I think does what you're asking. it's not elegant, but it works.
in the timeline of Symbol_1
place stop() triggers at the start and end
in the same triggers, set a Symbol variable that states whether the animation has finished i.e. sym.setVariable("isDone", "false");
place a trigger on the rectangle to play() or playReverse() depending on an if() statement about the variable
in the timeline of Symbol_3
place stop() triggers at the start and end
in the same triggers, set a Symbol variable that states whether the animation has finished i.e. sym.setVariable("isDone2", "false");
place a trigger on the rectangle to:
declare 2 new variables, which use sym.getVariable() to get isDone and isDone2 as above,
play() or playReverse() depending on an if() else if() else if() statement about both variables
I used the relative string to get the local variable and absolute string to get the variable from the other Symbol, i.e.
var myVariable = sym.getComposition().getStage().getSymbol("Symbol_1").getVariable("isDone");
var myVariable2 = sym.getVariable("isDone2");
I can send you the entire code if that helps.
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