Animation jumps to button keyframe on rollover

I have what I hope is a basic question. When I view my animation in browser, it plays fine, but if I rollover the animation (with the mouse) at any point while it is playing, it jumps to the keyframe where I have a button set up. I'm hoping that this is a simple action that I am forgetting to set? Any help is appreciated! Thanks,

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    Hello.
    I need your help.
    I put jump forward button from library in Adobe Director my sprite "Right arrow" and It's not working. How can make to work so that to go next windows?
    -- DESCRIPTION --
    on getBehaviorDescription me
      return \
        "JUMP FORWARD BUTTON" & RETURN & RETURN & \
        "Allows users to retrace their steps after having used the Back button." & RETURN & RETURN & \
        "This behavior works in association with the Jump Back Button, which in turn relies on the Jump to Marker Button and/or Jump to Movie Button behaviors." & RETURN & RETURN & \
        "These behaviors store visited markers in a global variable: gNavigationButtonList. " & \
        "While authoring, the Jump Back Button may take you to other (unconnected) movies where you used the same behavior. " & \
        "If you find this disconcerting, type 'clearGlobals' into the Message Window before you run your current movie." & RETURN & RETURN & \
        "If you wish to use the Jump... " & \
        "behaviors both on the Stage and in a MIAW, and you wish to make the content of each entirely separate, you will need to create a copy of the whole set of behaviors, and change all occurrences of the global name in all the behaviors in one set. " & \
        "(Use the Find command, followed by the Replace All button, limiting the search to the current script). " & \
        "Use one set of behaviors for the MIAW and the other for the Stage." & RETURN & RETURN & \
        "PERMITTED MEMBER TYPES:" & RETURN & \
        "Graphic members" & RETURN & RETURN & \
        "PARAMETERS:" & RETURN & \
        "None" & RETURN & RETURN & \
        "ASSOCIATED BEHAVIORS:" & RETURN & \
        "* Jump to Marker Button" & RETURN & \
        "* Jump to Movie Button" & RETURN & \
        "* Jump Back Button" & RETURN & \
        "* Push Button (to alter rollover / mouseDown states)"
    end getBehaviorDescription
    on getBehaviorTooltip me
      return \
        "Use with graphic members." & RETURN & RETURN & \
        "This behavior can only be used in conjunction with the Jump Back Button behavior, which in turn relies on the Jump to Marker Button and/or Jump to Movie Button behaviors. " & \
        "When the user clicks on a sprite with this behavior the playback head will retrace the steps previously taken in the reverse direction by the Jump Back Button."
    end getBehaviorTooltip
    -- NOTES FOR DEVELOPERS --
    -- The main handler is GoForward, which is triggered by mouseUp.  The Initialize
    -- handlers checks if the global gNavigationButtonList variable has the right
    -- structure, or creates it if it does not already exist.
    -- USE OF 'JUMP BACK/FORWARD BUTTON' BEHAVIORS
    -- Information about what markers have already been visited is stored in a
    -- global variable: gNavigationButtonList.  As a global, this variable is
    -- available to all navigation behaviors, on any sprite in any movie.
    -- gNavigationButtonList has the following structure:
    --   [#stack [...], #index: [...], #forward: [...]]
    -- Each of the subLists has the structure:
    --   [[#frame: <integer>, #movie: <movieName>], [...]]
    -- #index is not currently exploited.  It provides a list of all markers
    -- visited, in the order of their first visit.  It could be used to create
    -- a pop-up menu, or to check if a player had visited a particular scene.
    -- When the 'Jump Back Button' is activated, the marker nearest to the playback
    -- head is appended to the #forward list.  When the 'Forward button'is
    -- activated, this last item is copied to a local variable,then removed from
    -- the #forward list.  Information concerning the current marker is appended to
    -- the #stack, so that users can once again use the 'Jump Back Button'.
    -- Going explicitly to "frame x of movie y" triggers the movie's
    -- prepareMovie and startMovie handlers.  If the most recently visited
    -- marker is in the current movie, the command "go frame x" is used instead.
    -- USE OF "PUSH BUTTON" BEHAVIOR
    -- The "Push Button" behavior can be used to deal with the rollover and
    -- mouseDown states of the "Jump Forward Button".  When this behavior is
    -- initialized, it asks each behavior on the same sprite to return a
    -- behavior reference, if it happens to be the "Push Button" behavior.  If
    -- a reference is returned then the "Jump Forward Button" sets the button's
    -- enabled state to indicate whether the #forward list currently contains
    -- frames to jump to.
    -- TROUBLE-SHOOTING
    -- See "Jump Back Button"
    -- HISTORY --
    -- 10 September 1998: written for the D7 Behaviors Palette by James Newton
    --  2 November  1998: all member-swapping removed (use Push Button behavior)
    --  9 November  1998: enabled/disabled state added to Push Button interaction
    --  5 January   2000: updated to D8 <km>
    -- GLOBAL VARIABLE --
    global gNavigationButtonList
    -- PROPERTY --
    property myStateBehavior
    property myState
    -- EVENT HANDLERS --
    on beginSprite me
      Initialize me
    end beginSprite
    on prepareFrame me
      if myStateBehavior.count() then CheckIfActive me
    end prepareFrame
    on mouseUp me
      GoForward me
    end mouseUp
    -- CUSTOM HANDLERS --
    on Initialize me --sent by beginSprite 
      -- Error checking: Global variable
      if voidP (gNavigationButtonList) then
        --    -- Initialize gNavigationButtonList
        gNavigationButtonList = [#stack: [], #forward: [], #index: []]
      else
        -- Is it the right global?
        if gNavigationButtonList.ilk <> #propList then
          ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
        else if not gNavigationButtonList.findPos(#stack) then
          ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
        else if not gNavigationButtonList.findPos(#index) then
          ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
        else if not gNavigationButtonList.findPos(#forward) then
          ErrorAlert (me, #invalidGlobal, gNavigationButtonList)
        end if
      end if
      -- End of error checking
      -- Check for "Push Button" behavior on same sprite
      theSprite       = sprite (me.spriteNum)
      theBehaviors    = theSprite.scriptInstanceList
      myState         = -1
      myStateBehavior = []
      call (#PushButton_GetReference, theBehaviors, myStateBehavior)
    end Initialize
    on CheckIfActive me
      -- Enables/disables the "Push Button" behavior
      forwardCount = count(gNavigationButtonList.forward)
      forwardState = forwardCount <> 0
      if myState   = forwardState then exit
      myState = forwardState
      call (#PushButton_ToggleActive, myStateBehavior, forwardState)
    end CheckIfActive
    on GoForward me -- sent by mouseUp
      forwardCount = count(gNavigationButtonList.forward)
      if not forwardCount then
        exit
      else
        currentMarker = [#frame: marker (0), #movie: the movieName]
        -- Transfer currentMarker to #stack
        gNavigationButtonList.stack.append(currentMarker)
        -- Go forward
        markerToGoTo = gNavigationButtonList.forward.getLast()
        gNavigationButtonList.forward.deleteAt(forwardCount)
        theFrame = markerToGoTo.frame
        theMovie = markerToGoTo.movie
        if theMovie = the movieName then
          go theFrame
        else
          go theFrame of movie theMovie
        end if
      end if
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    on substituteStrings(me, parentString, childStringList) --------------
      -- Sent by errorAlert
      -- * Modifies parentString so that the strings which appear as
      --   properties in childStringList are replaced by the values
      --   associated with those properties.
      -- <childStringList> has the format ["^1": "replacement string"]
      i = childStringList.count()
      repeat while i
        tempString = ""
        dummyString  = childStringList.getPropAt(i)
        replacement  = childStringList[i]
        lengthAdjust = dummyString.char.count - 1
        repeat while TRUE
          position = offset(dummyString, parentString)
          if not position then
            parentString = tempString&parentString
            exit repeat
          else
            if position <> 1 then
              tempString = tempString&parentString.char[1..position - 1]
            end if
            tempString = tempString&replacement
            delete parentString.char[1..position + lengthAdjust]
          end if
        end repeat
        i = i - 1
      end repeat
      return parentString
    end substituteStrings
    -- ERROR CHECKING --
    on ErrorAlert me, theError, data -- SENT BY intialize
      -- Determine the behavior's name
      behaviorName = string (me)
      delete word 1 of behaviorName
      delete the last word of behaviorName
      delete the last word of behaviorName
      -- Convert #data to useful value
      case data.ilk of
        #void: data = "<void>"
        #symbol: data = "#"&data
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          tError1 = substituteStrings(me, tError1, ["^0":the frame, "^1": the currentSpriteNum])     
          tError2 = "Behavior ^0 requires a global gNavigationButtonList with " & RETURN & \
        "the following structure:"
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          tError3 = "[#stack [...], #index: [...], #forward: [...]]"     
          tError4 = "Current value = ^0"
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          alert(tError1 & RETURN & RETURN & tError2 & RETURN & tError3 & RETURN & RETURN & tError4)     
          halt     
      end case
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    on isOKToAttach (me, aSpriteType, aSpriteNum)
      tIsOK = 0 
      if aSpriteType = #graphic then
        tIsOK = 1
      end if 
      return(tIsOK) 
    end on

    Hey there ZeldaFan29,
    It sounds like you have some songs that are skipped when using the forward and back buttons on your iPod nano, and that leads me to believe that maybe these songs are skipped over when you are playing your playlist in the iPod as well. I have an article that can help you troubleshoot this issue:
    Troubleshooting songs that skip - Apple Support
    http://support.apple.com/en-us/HT203351
    Thanks for being a part of the Apple Support Communities!
    Regards,
    Braden

  • Revealing extra buttons in a Rollover???

    I am looking to create a button that will automatically reveal another 3 buttons as a rollover. When you highlight a button that is not within the 3 they should disappear. I understand that one way of doing this is to make another menu and have the rollover automatically link to the other menu showing the other buttons, but unfortunetly I need this to work on a laptop and doing it this way only seems to work on dvd players. It does work on the laptop in a sence, but to reveal the other buttons you need to actually click on the link rather then just roll your mouse over it.
    Is there any way I can make this happen????
    Cheers,
    Jesse

    What you have you have described is the method that comes closest to making rollovers, no good/100% reliable way to do so - some players may respond to the rollover without clicking, some may not.

  • Animated drop down buttons not working in movie clip

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    Joe

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  • Hyperlinks within a button / button within a rollover button?

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  • Discussion needed on animated group of buttons

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    Does anyone have experience with this situation?

    the first thing that comes to my mind is the on the 3rd key
    frame you don't have the instance name of the button set.
    I have had that issue where i do the timeline animation and
    then go back and name my instances and forget one of them. Check
    that, if not, I can try to duplicate the problem.

  • Animation Question: Changing all keyframe instances in a single layer all at once?

    I am working on an animated piece in Adobe Flash. I have a
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    layers within. I have created several keyframes in this layer to
    animate the entire head comp. Furthermore, I have several keyframes
    within that comp for lip sync, eye movements, etc.
    My problem is, I have to manually change every single
    keyframe in the head comp layer to sync up with the animation
    contained within. For example, if I have a keyframe on the main
    head comp layer-- on frame 5-- I have to manually select frame 5,
    go to Properties panel, change to "Play Once," and then type in the
    frame number in the "First" field. I then have to repeat this
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    Thanks again for your help.
    I think my problem here is, I'm not trying to move any frames
    or anything. I just want to change the properties panel of each
    keyframe in the layer to "Play Once" and have the number in the
    "First" field match it's frame number (example: I want to change
    the "First" field to "10" if the keyframe starts on frame 10. That
    way it will match up with my lip sync animation on frame 10 of the
    nested layer within.) Does that make sense? I have been having to
    change each keyframe number in the layer manually. It takes
    forever.
    The "Play Once/Loop/Single Frame" option isnt available if I
    dont create a motion tween. Again, I'm not trying to move my
    animation-- just change all of the Properties at once.
    Also- if this helps- I am working in CS3.

  • Keynote scale animation "jumps" in iBook

    I want to use the scale animation on a character in a keynote presentation.
    when I import it into ibooks author with the keynote widget i get no errors.
    But when I play it in the ibook there is a strange bug:
    After all animations on the slide are finished, the characters I scaled suddenly jump a little bit  up or down. Just a few pixels.
    In keynote the presentation works fine!
    Does anyone have a solution for that problem??
    thx!!

    There is no formal BR method for this like what devs use, so yes, that feedback link is what is most commonly used, I think.
    Good luck.
    Ken

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