Access main timeline from movieclip

I want the to have a command on the end frame of a move clip to gotoAndPlay the second frame on the main time line. How can I do that?
I tried it as gotAndPlay (2), I added Scene 1, and that didn't work. I even put a frame label on it and it doesn't recognize the frame label.

Delete the additional scene, as it only complicates the matter.
At the end of your nested MovieClip write:
MovieClip(root).gotoAndPlay(2)
or
MovieClip(root).gotoAndPlay("framelabel")
//substitute framelabel with the actual label you put on the frame

Similar Messages

  • Help with button that goes back to main timeline from movieclip

    I have a movie created that is broken down into sections on the timeline (home about contact etc)
    Each section has a movieclip
    I want to be able to be in the about movieclip and click a button that will bring you back to the main timeline contact section
    Heres is the actionscript I am using to navigate the main timeline for each section
    stop();
    //handle events for buttons...
    index.addEventListener(MouseEvent.CLICK, clickSection);
    about.addEventListener(MouseEvent.CLICK, clickSection);
    wind.addEventListener(MouseEvent.CLICK, clickSection);
    turbines.addEventListener(MouseEvent.CLICK, clickSection);
    services.addEventListener(MouseEvent.CLICK, clickSection);
    invest.addEventListener(MouseEvent.CLICK, clickSection);
    contact.addEventListener(MouseEvent.CLICK, clickSection);
    function clickSection(evtObj:MouseEvent){
                    //go to the section clicked on...
                    gotoAndStop(evtObj.target.name);

    if that code is on the timeline of a movieclip whose parent is the main timeline, use:
    MovieClip(parent).gotoAndStop("frame label in main timeline");

  • Access main stage from a symbol timeline?

    Can I access main stage  from a symbol timeline?
    Eg:
    I have a symbol called "ball" and its own time line. There is a close button at the end of ball's timeline,
    When close button pressed, I want to go back to main timeline.
    Thanks
    Phyle

    Thanks Hemanth.  I will try to explain.
    Open Edge animate. On the main stage I added a label called "home".
    I created circle, converted to symbol, renamed to "ball".
    Inside "ball" , I have a animation, at the end there is a button called "closeBt"
    When "closeBt" pressed, I want to go back to main stage "home"

  • Controlling a Movie Clip on the Main Timeline from a loaded SWF?

    Is it possible to control a MovieClip on the main timelne from another loaded clip?
    I see posts that control loaded clips, but most are all from the loader in the main timeline.  I have a moviclip on the main timeline that I want to make visible or invisible depending on what keyframe is playing in another loaded swf.
    If I try to call the movieClip from the loaded SWF I get "error #1119.  Access of possibly undefined property...." because it doesn't exist in the loaded SWF, just the main timeline. 
    The old AS2 way just used "_root".  Since "_root" doesn't exist any more, how do you control items on the main TimeLine from a loaded SWF?

    I am not clear what you mean because you are saying you are trying to target a movieclip that does not exist where you are trying to target it.
    Try using a trace to see what you are targeting when you you target the MovieClip(parent.parent)....
    trace(MovieClip(parent.parent));
    The other approach I mentioned earlier is the more OOP-correct approach if you would rather try that way.  Here's a rough outline of it...
    AS3 - Dispatch Event
    http://forums.adobe.com/thread/470135?tstart=120
    Example:
    Add something to trigger the event in the child (your loaded swf):
    dispatchEvent(new Event("eventTriggered")); (
    if dispatchEvent problem, see: http://www.kirupa.com/forum/showthread.php?p=1899603#post1899603)
    In your loading/parent swf, listen for the complete event on the Loader.contentLoaderInfo.  In the complete event handler, add a listener for the event on the loaded swf.
    // event handler triggered when external swf is loaded
    function loaderCompleteHandler(event:Event) {
        MovieClip(event.currentTarget.content).addEventListener("eventTriggered", eventHandler);
    function eventHandler(event:Event):void {
        trace("event dispatched in loaded swf");
       // this is where your main file can set the visible property of your movieclip

  • How do I set a variable on the main timeline from within a symbol?

    Just getting started with Animate and coming to it from Flash, as may be apparent from my question. How do you set a variable to the main timeline from within a symbol?
    I have 24 pairs of clickable elements, each in their own symbols, and all 24 of those symbols sit inside another symbol. I want all 24 to be able to set the same global variable when clicked. I can't find that this question is addressed anywhere, which makes me think I may be stuck in a Flash mindset and approaching the task in the wrong way. (There are however MANY discussions of how to address objects at different levels in the hierarchy. That's well covered.)
    Relatedly, how do you access a function on the main timeline from within a symbol?
    Adobe should consider putting together a support page (or pages) just for folks migrating form Flash. In the materials I've encountered so far there seems to be a studied effort to refrain from mentioning Flash in any way. I imagine there are a lot of people out there like me who have a deep background in Flash coding, but are just getting started with Animate. We don't need help with most of the basic concepts, but we may still have some pretty basic questions about how to accomplish some things in Animate because our Flash knowledge is getting in the way.

    Hi Bill,
    There are plenty of threads on here about scope, but here's one way to create a global variable:
    // code on Stage.compositionReady
    sym.myGlobalVar = 1;
    Then, anywhere in your project, you can check/set that var like so:
    sym.getComposition().getStage().myGlobalVar = 2;
    And here's one way to create a global function:
    // code on Stage.compositionReady
    sym.myGlobalFunction = function(){
              console.log('myGlobalFunction');
    Then, anywhere in your project, you can call that function like so:
    sym.getComposition().getStage().myGlobalFunction();

  • Access Variable on Main Timeline from Package

    I have set a variable on the root level timeline.  I have a movieclip that calls a package and within that package I want to call or access the main timline variable.  I have tried MovieClip(root) currentLabelName or just calling currentLabelName and none of that works.  Is there another way to be able to access it?

    I agree with dmennenoh that it's probably best not to mix the two, but let's start out assuming you do mix the two, and also the following
    Your instance is called assessment5Q
    You have a frame script on the same frame with the label you want to get.
    Your frame script might look like:
    assessment5Q.loadQuestions(currentFrameLabel);
    Your Assessment5Q Class would have a method that looks like:
    public function loadQuestions(label:String):void {
        //do your current load here
    Now that your Class is set up to work from a framescript, it will work from a Document Class without modification. However, it sounds like your instance doesn't exist on frame 1 of the main timeline, so you need to make sure you don't try to reference your instance before it exists. So we're going to make use of a getter/setter pair, which will allow Flash to create your instance on the timeline per usual, but when the setter is triggered you can then do things with the new instance. Your main document code would include code something like this:
    protected var _assessment5Q;
    public function get assessment5Q():Assessment5Q {
         return _assessment5Q;
    public function set assessment5Q(value:Assessment5Q):void {
         If (_assessment5Q != value) {
              _assessment5Q=value;
              If (_assessment5Q) {
                   _assessment5Q.loadQuestions(currentFrameLabel);
    Note that even this better way is not a way I'd recommend if you expect your project to take longer than a couple of days to develop or be maintained over more than a couple of weeks. It's not good practice to have a single Class that has the responsibility for both getting the data and displaying it. If you only have a single question format, you may be able to get away with having a Class that loads the questions and makes questions from it. Then you can pass the loaded questions into your View as above (instead of using a method that takes a string, you can use a method that takes an array of questions).
    It just so happens that I build Assessments as the vast majority of the work I do, and I have it broken down where there is a Class that has some number of Classes inside it that know how to build individual question types. That Class gets XML handed to it (from a different Class that just handles loading XML) and then it figures out which child Class knows how to build each question type and hands a snippet of XML to the appropriate child. Once all the questions are created, a set of questions will be handed into a View that can show between 1 and 9 questions. It does this by having individual question views on stage that, again, know about displaying specific types of questions. I'm not saying that you need to go whole hog into creating such a scalable design as I have. I'm just suggesting that your product is more likely to stand the test of time if you break things into smaller pieces that then cooperate. That way if the bigger pieces aren't quite right, you can put the smaller pieces together in a different way.

  • How to control main timeline from buttons in a movieclip - job in jeopardy!

    I am trying to do a simple thing in theory. In my main timeline I have a series of images with frame labels for each. In a movieclip (with its own labels & script) below the images, I have two panels of butttons that flop back and forth (to save space). The idea is to simply have the main timeline play the frame specified by the corresponding button in the movieclip. I tried the parent.child thing but either im doing it wrong or that isnt the solution. If anyone can help me I will be saved from certain death. If you think any other part of my project may be to blame, Ill be happy to provide anything that can help. Thanks in advance.
    Here is my script:
    ActionScript Code:
    function on1click(evt:MouseEvent):void {
        gotoAndPlay("pic1");
    thumbPanel.pic1_btn.addEventListener(MouseEvent.CLICK, on1click);
    this is the error: 
    TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at gallery_fla::MainTimeline/frame1()

    The 1009 error indicates that one of the objects being targeted by your code is out of scope.  This could mean that the object....
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    - doesn't have an instance name (or the instance name is mispelled)
    - does not exist in the frame where that code is trying to talk to it
    - is animated into place but is not assigned instance names in every keyframe for it
    - is one of two or more consecutive keyframes of the same objects with no name assigned in the preceding frame(s).
    If you go into your Publish Settings Flash section and select the option to Permit debugging, your error message should have a line number following the frame number which will help you isolate which object is involved.

  • How do I recerence Movie Clips on the Main Timeline from inside a class?

    Hey everyone, this might be a stupid question but I thought
    I'd ask cause it's making me nuts. I'm all of 2 days into AS3
    (coming from not using Flash at all in YEARS) so feel free to
    consider me ignorant. I do have plenty of application development
    experience in other areas though.
    I can't seem to create a class that can reference an instance
    of a movie clip on my main timeline. I'd post code of what I've
    tried but I've gone through so many desperate edits & wild
    guesses that it was just garbled junk before I deleted it all.
    Basically here's how I figured Flash could work, though maybe
    it doesn't work this way at all.
    I'm assuming that with AS 3 being so big on being a true
    object oriented environment, I wouldn't need to mix my code and
    interface together. Preferably I'd be using the Flash authoring
    tools just to design my interface. Create a button... place it
    somewhere... give it an instance name. Roughly the equivilant of
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    with Cocoa development. I can see maybe having to put a few lines
    of ActionScript onto frame 1 (though really I'm hoping Flash would
    have a better method of kicking off the application at this point
    that using code tied to frames) to load my classes & such, but
    after that I'd like all of my code to be held in external class
    files.
    So maybe I've got:
    Interface.fla - My interface
    Button_1
    Button_2
    TextField_1
    Main.as - My main controller class using to handle all of my
    applications behavior
    SomeClass.as - Some helper Class
    SomeOtherClass.as - Some helper Class
    Main.as would have instructions in its initialization method
    to go ahead & attach events to buttons & initialize
    anything else that needs to happen when the application starts.
    From there on it would all be objects communicating back &
    forth. Button_1 would get clicked with would fire
    Main.someMethod(). Main.someMethod() would then do it's thing and
    set the value of TextField_1. All very clean & code is very
    separated from interface.
    Unfortunately I can't for the life of me figure out how AS3
    classes reference each other like that. There doesn't seem to be
    any kind of a global 'root' or '_root' I can use to locate any
    movie clips on the stage. I've searched the help & the web for
    any kind of simple tutorial but to no avail. My job has tasked me
    with building a flash app for a project but I'd really rather not
    have a tone of ActionScript just shoved into frame 1. That just
    seems... ugh! (::shudder::)
    Can someone maybe point me in the right direction here? I'm
    really willing to do my homework but I can't seem to locate the
    info I need to get started. Also, is there an ActionScript IRC
    channel or something maybe?
    Thanks,
    Cliff

    I worked with the problem last night and the solution I
    started coming to involved creating my own custom document class
    based off which extends MovieClip. My thought is that way I have
    access to the initialization routine of the timeline itself and
    that all of the elements on the main timeline should be
    "properties" of my custom class.
    Is this correct? Is there a down side to doing this & if
    so what is it & why?
    Also, just for my reference, the last time I did anything
    with ActionScript I think I was using '_root' to target the main
    timeline. WHat are the global variable names in AS 3? Is it just
    'root' & 'stage' or 'Root' & 'Stage' or what?

  • Navigating the Timeline from Movieclip

    Hi there
    I'm hoping someone can help me with this. I have created a
    scrolling image gallery in Flash which works fine from the Timeline
    (Scene 1). Now I am using it inside a movie clip called gallery I
    need to know how to get it to load the images into the main loading
    area now that it is within a movie clip. The code that makes the
    images load into the loading area at the moment is this
    on(press){
    _root.the_entire_gallery.gotoAndPlay("pic5");
    I'm assuming that now it is inside a movie clip I need to add
    something other than _root. to get it to access the images but I
    don't know what. I've tried _parent but to be honest I'm clutching
    at straws as I don't really understand what it does.
    Hope someone can help.
    Thanks

    Hi there
    I have tried both the solutions you suggested without any
    luck. Is there a way I can send you a copy of the fla and you will
    be able to see how it is set up?
    Perhaps a simpler example is the button inside the gallery
    movieclip, this doesn't work from inside here either it has the
    following code on it ...
    on (press) {
    _root.gotoAndStop("sketchbook");
    ...that let's it work from the main timeline but now that the
    frame label "sketchbook" is inside the gallery movieclip how do I
    get it to reference that because nothing is happening as I take it
    _root. is pointing it to the main timeline?
    I have tried on (press) { gallery.gotoAndStop("sketchbook");
    I know it all works if I don't put it into a movieclip but I
    want to have everything neat and tidy on the timeline. It would
    really help to be able to send you the fla.
    Thanks, Jo

  • Attempt to move main timeline from inside a movie clip breaks menu buttons.

    I am attempting to have the main timeline move from a stopped position over a movie clip to frame 1, where my start menu is.
    The code I'm using does move the timeline but in doing so it somehow breaks the 4 buttons I have in frame 1.
    My code in the movie clip:
    stop()
    function replayMovie(event:MouseEvent):void
    MovieClip(parent).gotoAndStop(1);
    Menu.addEventListener(MouseEvent.CLICK, replayMovie);
    My code in frame 1 of the main timeline:
    stop();
    function bo(event:MouseEvent):void
    gotoAndPlay(21)
    SoundMixer.stopAll()
    espesp.addEventListener(MouseEvent.CLICK, bo);
    function ho(event:MouseEvent):void
    gotoAndPlay(31)
    SoundMixer.stopAll()
    espeng.addEventListener(MouseEvent.CLICK, ho);
    function yo(event:MouseEvent):void
    gotoAndPlay(41)
    SoundMixer.stopAll()
    engesp.addEventListener(MouseEvent.CLICK, yo);
    function go(event:MouseEvent):void
    gotoAndPlay(51)
    SoundMixer.stopAll()
    engeng.addEventListener(MouseEvent.CLICK, go);
    The error output when I use my Menu button at the end of the movie clip.
    TypeError: Error #1009: Cannot access a property or method of a null object reference.
    at SSubjunctiveProjNewgrounds_fla::MainTimeline/frame1()
    at flash.display::MovieClip/gotoAndStop()
    at SSubjunctiveProjNewgrounds_fla::Esp_5/replayMovie()
    Any help would be greatly appreciated.

    For the sake of space, I'll leave out all the package declarations and class declarations and just talk about the functions.
    First, the Game class, it has two functions.  The first one is the constructor function and it launches at the beginning of the game:  First the Game function:
    public function Game():void
    //Game code goes here
    }//Game
    We want to listen for someone to click the mouse on the MenuPage, so lets create a new MenuPage and add a listener to the button contiained within it.
    public function Game():void
    menuPage = new MenuPage;
    menuPage.startButton.addEventListener(MouseEvent.CLICK, startGame);
    addChild(menuPage);
    }//Game
    You will notice that before I declared a variable var menuPage:MenuPage, but that's all I did was declare it.  I didn't really make a new instance of it, I just set aside space for it.  In the first line within the Game function, I'm actually turning that variable into a new instance of a MenuPage.
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    Now the startGame function:
              public function startGame(evt:MouseEvent):void
    //Remove the start Page
    //Add the zombie
    //Add the gun
    }//startGame
    And we'll replace those comments with real code.  It follows along with what we just did above.
    public function startGame(evt:MouseEvent):void
    zombie = new Zombie;
    addChild(zombie);
    gun = new Gun;
    addChild(gun);
    And we also want to clean up some by removing the menuPage, and throwing out the eventListener.
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    zombie = new Zombie;
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    gun = new Gun;
    addChild(gun);
    menuPage.startButton.removeEventListener(MouseEvent.Click,startGame);
    removeChild(menuPage);
    }//startGame
    Now our Game class is complete.
    The Zombie Class
    public function zombieWalk(evt:Event):void
    this.addEventListener(Event.ENTER_FRAME,zombieWalk);
    this.x = this.x + 10;
    }//zombieWalk
    Notice we've added a function to the Zombie Class.
    The first function adds an EventListener to the zombie.  We can use the word this and actionScript knows we're talking about the zombie that the class is written for.  This listener fires off every frame.  If our FLA file is set to 12fps, then 12 times every second it will call on the zombieWalk function.
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    On a more advanced level, you'll want to add animation in the MovieClip to move the zombie legs.  You'll also want to use Timer events to space out how often the funtion fires and not ENTER_FRAME events.  And you'll want to use a static constant to establish how far the zombie moves.  We have it now set to 10 pixels, but that can get irritating if we want to change that value later.  But again, baby steps.
    And finally, the Gun class
    public function Gun():void
    this.addEventListener(MouseEvent.CLICK, fireGun);
    }//function
    public function fireGun(evt:MouseEvent):void
    this.gotoAndPlay(2);
    }//fireGun
    First we add an EventListener for when someone clicks on the gun.  Once this happens, the listener calls on the fireGun function.
    The fireGun function takes advantage of the frames within the Gun MovieClip.  Say we have three frames in the Gun MovieClip.  The first is just a picture of the gun.  The second is the gun with a flash coming out of the nozzle.  And the third is the gun at rest again.  The line this.gotoAndPlay(2) sends the gun to the second frame with the flash graphic.
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    But.. you said no code on our timeline!! Liar!
    I know.  This is the exception.  You will need basic stop() commands and gotoAndPlay commands to loop animations.  Any MovieClip that has more than one frame will need something to control it.
    So our Gun MovieCLip has the following:
    Frame 1: stop();
    Frame 2: no actionScript... and I mean nothing, not even the words, "no actionScript"
    Frame 3: gotoAndStop(1);
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    Advanced features of the Gun class might include a Bullet.as sub-class that creates a bullet MovieClip to fly across the screen.  Sound to play when the shooting takes place.  Object collision detection to see if the bullet hits the target.  And a means by which a custom event will tell the Game.as class that a zombie has been hit and it should be removed from the stage.
    As you go down the rabbit hole of ActionScript 3, you will find yourself at a point where it's just a matter of getting the syntax right for all the built in functions and classes.  Arrays, Loaders, casting variable types.. all that stuff will come.
    I hope this has been helfpul.  It's been on my to-do list for a long time.  When I first started out, no one could provide me with basic answers for how all these classes and whatnot worked.  After teaching myself AS3 for 2 years and reading a gabillion books, I think I've gotten to a point where I'm pretty comfortable with it all.

  • Returning to main timeline from movie clip

    okay on my main timeline i have an intro, then a main menu. from that main menu it goes to a movie clip, i want to create a 'back to main menu' button inside the movieclip that will return to a certain frame in the main timeline.
    can anybody help me in what coding to use?
    cheers

    ive put the code in my main timeline where on the same frame as the movieclip, but im coming up with an error which is:
    Scene 1, Layer 'Actions', Frame 471, Line 3
    1119: Access of possibly undefined property back_btn through a reference with static type flash.display:SimpleButton.
    ive put in the instance name of the button which is inside the movieclip but doesnt seem to work

  • Play animation on main timeline from within a mc

    this is probably the most basic question of the day, but how
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    say I have a mc called jolly_mc and within it is an action on
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    I've tried
    _level0.gotoAndPlay(492);
    _root.gotoAndPlay(492);
    _level0.gotoAndPlay("animation");
    _root.gotoAndPlay("animation");
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    thanks in advance.

    _root.mainText = "Obtain 0.2 grams of Ascorbic Acid using the
    Spattula.";
    This line is fine. It's fine to have full-stops inside a
    string. It doesn't effect the code.
    this._root.bkg.gotoAndStop(3);
    Your pathing is a little strange in this line. As you can't
    go any further up the hierarchical tree than _root, if you're
    referencing objects via the root, it should be the first object in
    the target. So if you want to refer to your target using an
    absolute reference(ie by using root) then your line should read:
    _root.bkg.gotoAndStop(3);
    alternatively, since your AS is in a movieclip inside bkg,
    you can refer to your target using a relative reference like so:
    this._parent.gotoAndStop(3);
    this._level0.bkg.power.powerOne.gotoAndStop(2);
    similar story here. _level0 is the highest up you can go, so
    putting this before it is a little strange. Fixing this using
    absolute referencing:
    _level0.bkg.power.powerOne.gotoAndStop(2);
    or:
    _root.bkg.power.powerOne.gotoAndStop(2);
    or relative referencing(assuming the movieclip where the AS
    is is not power):
    this._parent.power.powerOne.gotoAndStop(2);
    if it is power then you could have simply written:
    powerOne.gotoAndStop(2);
    yes, the syntax you suggested for trace is correct.
    but anyway, i don't think that any of this advice is helping
    you with your problem. sorry i can't see the solution with the
    information you've provided. maybe upload?
    how'd you go with sourcing a flash book?

  • Toolkit for CreateJS: How to control the main timeline from outside the canvas.

    Hey Everyone,
    I'm currently trying to do something simple, but my animation breaks whenever I attempt to change my code. I have created a basic animation in Flash where an object moves from the left side of the canvas, to the right, and then loops from the last frame to the first frame. Nothing else. The animation is simply put on the main timeline. I exported the animation with Toolkit for CreateJS through Flash's extension and the animation runs as it should. I am trying to start and stop (restarting from the first frame) the animation with mouse over and mouse off events. I want the events to fire when moused over/off a div OUTSIDE the animation's canvas tag. Is this possible with CreateJS? I'm trying to figure out how to control the main timeline without being inside the canvas tag.
    Example HTML:
    http://www.thephotoncore.com/testing/example_test.html
    Example Code:
    <section id="container">
      <canvas id="canvas" width="550" height="400" style="background-color:#cccccc"></canvas>
      <section id="animation_control">
        <p>Roll over to start and stop animation.</p>
      </section>
    </section>
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    -DJ

    Hi DjPhantasy5,
    All movieclips on the stage are children of the stage,
    So on the "mouseover" all movieclips on the stage could be stopped with stop and on the "mouseout" all children could be restarted with gotoAndPlay like this:
    function Stop()
              if (stage && stage.children)
                        var i, l = stage.children.length;
                        for (i = 0; i < l; i++)
                                  var child = stage.children[i];
                                  if ("stop" in child)
                                            child.stop();
    function Restart()
              if (stage && stage.children)
                        var i, l = stage.children.length;
                        for (i = 0; i < l; i++)
                                  var child = stage.children[i];
                                  if ("gotoAndPlay" in child)
                                            child.gotoAndPlay(0);
    See http://www.liauw.nl/forums/adobe/djfantasy5/index.html
    But it is also possible to expose "ball1", for example, by adding it to the document.
    This can be done by adding code to "ball1" like so:
    /* js
    document.ball1 = this;
    Then the stopping of the animation would look like:
    function Stop()
         if ("ball1" in document)
              document.ball1.stop();
    etc.
    Have fun!
    Ronald

  • Control main timeline from loaded swf.

    Hi,
    I'm using a textfield for debug information.
    I'm loading an swf on the main timeline and I'm showing the status in the debug textfield.
    function swfLoaderCompleteHandler(event:Event)
         Debug.text +=  "Swf loaded.";
    That works.
    But,
    I'm loading a png file in the loaded swf. , I'm trying to show the status of the png file as I showed the status of the swf.
    function pngLoaderCompleteHandler(event:Event)
         MovieClip(parent).Debug.text += "Png loaded.";
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