Buttons in movie clip won't bring up scenes
I've created a movie clip within my main scene.
I have 6 buttons in that clip. I would like these buttons to
call up the appropriate scenes but it isn't. I don't know whether I
cannot have buttons in movie clips call up new scenes or if my
actions script is simply wrong.
Here are some of the actions I've tried to upload the scene
or swf files:
thanks.
on (release) {
_root.gotoAndPlay("instance name");
----Also, named 1st frame of scenes with matching instance.
on (release) {
_root.gotoAndPlay("scene name");
on (release) {
gotoAndPlay("scenename",1);
on (release){
uploadMovie ("name.swf",1);
}
use frame labels only and use the goto methods (like your
first 2 goto statements) and not the goto functions (like your last
2 goto statements).
also, there is no uploadMovie() method in actionscript. use
loadMovieNum() if you want to load name.swf into _level1.
Similar Messages
-
Buttons in Movie Clips, Movie Clips in Movie Clips
Here goes. I have a scene with a button in the timeline, that
targets a frame in a movie clip, which is essentially the content
area of the layout. this is the code used:
on (release) {
textmov.gotoAndPlay ("challenge");
This works fine and dandy. Now the problem. Within this
"Content" movie clip, i have another movie clip with a button in
it. This clip is designed to tween in then upon clicking a close
button tween out. When I test it the button doesn't have rollovers
like and I can't get it to talk to the clip above it to play the
close tween.> I am still struggling with the fact, that upon testing,
buttons in movie clips
> do not exhibit their various states. Up, Over etc. I'm
relatively sure that you
> can have buttons in Movie Clips. I've also noticed that
any graphic symbols
> within a Movie Clip produce the hand, when the mouse
cursor is Over them, just
> like a button would. All of this happens, when testing
in the FlashPlayer.
is there any place you could kindly upload the source file
for me to check ?
> Do buttons operate independently of the Movie Clip
timeline they are placed in?
that is correct, button should work independently to movie
clip.
it only react to mouse upon entering the HIT state (which is
invisible to user)
and stops reacting once the mouse is off that state.
> I have one Movie Clip with a one frame time line, should
a Button symbol work
> it it?
of course it should work...
Try to upload the source, let us check it out for you, spare
you time on guessing :)
Best Regards
Urami
<urami>
If you want to mail me - DO NOT LAUGH AT MY ADDRESS
</urami> -
How do I create a play button for movie clip using AS3
Hello.
Bit new to this and have been searching the adobe forums and google. I am trying to create a button that will play an imported MovieClip.
I have a movie clip that I've imported into it's own layer (Layer1) Frame 1. I've given the MovieClip an instance name of foundationMovie.
I've created a button and have that on its own layer(Layer2) above layer1, it is also in Frame 1.
I've added a
stop (); action to layer2
The video is not set to autoplay.
I want the video to start playing when the viewer clicks the button. I know I've got to put some kind of event listener using AS3 in my timeline somewhere.
I've found some code and I've been trying to work with it. I'm sure I've mutilated it beyond usability but this is what I've got.
stop ();
player.addEventListener(MouseEvent.CLICK,play);
function play(event:MouseEvent)
gotoAndPlay("foundationMovie");
If someone could point me the right direction or help me with my code I would really appreciate it. Thanks.First, you need to clear up what you are working with... a movieclip and a video are usually entirely different things.
Next, your code may get you started on your way with some changes. You shouldn't use "play" as a function name due to there already being a play() method/function in Flash.
If the movieclip is a movieclip and has an instance name of "foundationMovie", and your button has an instance name of "player" then the following adjusted code would normally work...
stop ();
player.addEventListener(MouseEvent.CLICK,playMovie);
function playMovie(event:MouseEvent)
foundationMovie.play(); -
How to add button inside move clip and call it from main timeline?
Hi,
On the main timeline I have a movie clip called clock_mc and playBtn
playBtn is placed in the center of clock_mc
When you press playBtn clock_mc starts playing
playBtn.addEventListener(MouseEvent.CLICK, playClock);
function playClock(event:MouseEvent):void
if (event.target == playBtn)
clock_mc.play();
playBtn.visible = false;
trace ("play button was clicked");
This is working fine for me.
But I want to add replayBtn to the last frame of clock_mc and set up the function on main Timeline.
Another words when the clock_mc rich last frame you see replayBtn.
code example:
replayBtn.addEventListener(MouseEvent.CLICK, playClock);
if (event.target == replayBtn)
clock_mc.play();
replayBtn.visible = false;
trace ("replay button was clicked");
I've tryed to placed the replayBtn on the stage on the main timeline and I've set it up to replayBtn.visible = false;
And then I add replayBtn.visible = true; to last AS frame of clock_mc but it wont work
Even when I put the button physically to the last frame of clock_mc it will not work either.
Please helpI've solved the problem:-)
I've set replayBtn.visible = false; on first frame of clock_mc
and replayBtn.visible = true; at the last frame
and than as you sugested I'v add:
clock_mc.replayBtn.addEventListener(MouseEvent.CLICK, replayClock);
function replayClock(event:MouseEvent):void
clock_mc.play();
trace ("replay button was clicked");
I couldn't see replayBtn at the firs stage because I have clockTween assosiated with clock:
clockTween = new Tween(clock_mc, "x", Regular.easeOut, -469,438, .5, true);
and I had replyBtn in the wrong place so when clock_mc was coming up on the stage replayBtn was on the left side of the stage :/
Now I have to solve only one thing.
Maybe you would have any suggestions please.
I've set up stop(); in a first frame of clock_mc
that when you see clock_mc sliding in it has to wait for playBtn to be clicked
because I have two tween:
clockTween = new Tween(clock_mc, "x", Regular.easeOut, -469,438, .5, true);
playTween = new Tween(playBtn, "x", Regular.easeOut, -720,514, .5, true);
playBtn.visible = true;
so when you click on playBtn:
function playClock(event:MouseEvent):void
if (event.target == playBtn)
clock_mc.play();
playBtn.visible = false;
trace ("play button was clicked");
everythink is working fine except when I clik on replayBtn it play for I sec because there is stop(); on the first frame of clock_mc -
Buttons in movie clip don't work consistently
I'm using Flash navigation in Dreamweaver. Most of the
buttons work, except for a bunch that are in a movie clip. They
sometimes load the right page, sometimes not at all. I'm using
Flash CS3 and ActionScript 2.0.
This is what I have on the buttons:
on (release) {
getURL("This is where I have the URL", "_self");
}first and foremost. For testing, add a trace to your
function.
on(release){
trace("The release is triggering");
getURL("TheURL","_self");
If this traces out when you test the movie, then you know
that the release is getting triggered. If it does not, then it is a
problem with the release not getting triggered.
If it is getting triggered, then the problem is in the getURL
statement. I would try _root.getURL(); to force the getURL to
happen on the main timeline.
If it is not getting triggered, then I may consider using
timeline actions in the root timeline. To do this, give the
movieClip that they are embedded in an instanceName, and give each
button an instanceName. Then use code like the following on the
first frame of the root timeline:
myMovieClip.myButton.onRelease = function(){
getURL("TheURL","_self");
} -
Movie clips won't play - OSStatus error -54
I am organizing all of my movie clips, some of which date back a few years. Since the last time I did this, something has happened and they will not play. I get the following error message: OSStatus error -54 Does anyone know of a solution?
You have the names of these files in iPhoto, right?
Download Find Any File
http://apps.tempel.org/FindAnyFile/
It's a search app that looks in places where Spotlight simply doesn't look. See if it can find them.
Cause? Updating the system won't do this, but there are a million ways things can go wrong. I wouldn't worry about Apple cutting iPhoto. The current version will run on 10.10 for the foreseeable future - that's at least another year. Even when the next OS comes out, it may run on that too. If it doesn't, well releasing the new Photos.app and upgrading the OS will not turn iPhoto off or stop it working. -
AS3 Putting Buttons Inside Movie Clip
I am practicing AS3 (after years of AS2) and am having trouble having a button inside a movie clip talk to another movie clip on the main timeline. Here is the code:
OneButton.addEventListener(MouseEvent.CLICK, OneButtonClicked);
function OneButtonClicked(event:MouseEvent):void
MovieTarget.gotoAndStop(1);
MovieDescription.gotoAndStop("One");
TwoButton.addEventListener(MouseEvent.CLICK, TwoButtonClicked);
function TwoButtonClicked(event:MouseEvent):void
MovieTarget.gotoAndStop(2);
MovieDescription.gotoAndStop("Two");
The code above works, but if I put OneButton and TwoButton inside a movie clip, I know longer can target MovieTarget and MovieDescription. The reason I want to put OneButton and TwoButton inside it's own MC is so I can dim each button after it is clicked by toggling the playhead inside that MC. Help? Thanks!Start over from the begining
press f8 and chose movieClip then draw your untoggled button call the movie button then create another movie and create your toggled button or greyed out button and call it greyedButton. Go to main stage add 2 button instances and 2 greyedButton instances( just drag from library). you have 4 instances on stage. give call instance names and place one them on top of each other so u can only see 2 buttons on stage. put the greyed button under the button.
now with action script
button1.addEventListener(MouseEvent.CLICK, OneButtonClicked);
function OneButtonClicked(event:MouseEvent):void
MovieTarget.gotoAndStop(1);
MovieDescription.gotoAndStop("One");
button1.visible = false; // here the greyed button will show
button2.addEventListener(MouseEvent.CLICK, TwoButtonClicked);
function TwoButtonClicked(event:MouseEvent):void
MovieTarget.gotoAndStop(2);
MovieDescription.gotoAndStop("Two");
button1.visible = true; // here button1 will go back to its orignal state
button2.visible = false // here the greyed button will show -
Advanced Button with Movie Clip and Fading
Problem: I'm trying to create a bottun that when you roll
over it it plays a movie clip and also fades in and out on roll
out. It is similiar to the three main navigating buttons on the
following site.
http://www.fjcruiser.ca/
the buttons with the compasses that appear are the ones I am
talking about.
I already know how to make buttons, I just can't figure out
the actionscripting to load the movie and also fade in and fade out
according to roll over and roll out.
Please help. Thank everyone.Amazingly, I actually know exactly how to do this. And it
only requires about 4 lines of code in the _root layer and on the
button.
Instead of having the rollover load an external movie, you
want the have the rollover execute an on(enterFrame) function that
tells each newly entered frame of your movie to check to make sure
the mouse is still on the button, and if not, send the movie
playhead backwards.
So, put that sampleMovie right on the stage with the button.
Then write the code in the _root so that says: as long as the mouse
is over the button, the movie will advance to nextFrame(). When it
gets to the next frame, again the code checks to see if the mouse
is on the button, if so, the movie is instruct to go one more next
frame (which is tweening the fade, right?) again, over and over
until the stop() at the last frame. But, if while while entering a
frame, the code finds that the mouse is no longer over the button,
it does the same thing but this time instructs prevFrame(), and so
on, going prevFrame (backwards, in other words) as long as the
mouse is not on the button.
The result of the above is a gradual fade in and out,
depending on whether the mouse is hovering. This, as opposed to an
abrupt disappearing graphic on(rollOut).
Click the below link for the .fla that demonstrates this
technique (which, by the way, I learned from Joshua Davis'
excellent book, "flash to the core". Check it out at Amazon, or
wherever. Lots of cool tricks).
click here for
fade_Movie example -
Multiple click points for one button and movie clip
I am trying to make a single button into a multiple click
point. I have a movie clip on the stage and I have an invisible
button over it. The movie clip consists of a single timeline that
has an ambient animation running and looping intially. I have three
more labeled sections of that timeline that each contain a
different animated sequence as click point animations for that
movie clip. I want the user to click on the button on the stage and
the first labeled click point animation of that movie clip will
play. I want that action to be stored so that when the user clicks
again then the second labeled click point animation will play then
they will click for the third in the same way. In between user
clicks I want the ambient animation loop in the beginning of that
movie clip timeline to play. When the user has clicked the 3rd and
last animated sequence then the whole thing will reset and be
available again. Can anyone let me know how that can be
accomplished. I originally scripted it through tell target to play
the first but I don't know how to move forward. Thanks!What version of Flash are you using? Telltarget is very
old... try something like this:
// array of the animations
myAnims = ['firstAnim','secondAnim','thirdAnim']; // these
are also frame labels
// your current animation index in the array, arrays start at
0,
// so we start at -1 which is like before anything
currAnim = -1;
// function to play the next animation
function nextAnim(){
// add one to the current animation index
currAnim++;
// if you've reached the end of the array, start back at 0
if(currAnim >= myAnims.length)currAnim = 0;
// now tell the MovieClip to play based on the value of the
current array index
myMovieClip.gotoAndPlay(myAnims[currAnim]);
Then on the button you just put:
on(release){
nextAnim();
And at the end of each animation on the timeline, put:
gotoAndPlay(1);
And at the end of the ambient loop at the beginning I guess
you have that, too, so it loops.
Hope that helps -
Deactivate a button until movie clip is complete
I am creating several self study courses for my company's
intranet. I added buttons for nextFrame and prevFrame to allow the
user to navigate at their own pace. My problem is that a frame may
include a movie clip that needs to play before the next button
appears (or is activated).
Thank you from an old dog trying to learn new tricks.Hello!
Maby you could disable your button with this little script in
the timeline:
YourButton'sInstancename.enabled = false;
That will disable your button.
Enyways, if your problem is what I think it is.. you might
reslove your problem by making the movieclip like this:
Start by making a new movieclip. Name it as you would like
it.
In the first frame of your MC (movieclip) start making the
animation with tween and whatever you want. When the animation is
done, make a new layer INSIDE your MC and on the frame where your
animation stops, drag in the button, or make something and convert
it to a button. Make sure you have this script in the same frame as
your button: stop() ; So, when the animation is finished, the MC
stops at the button.
After that, just type the script inside your button. Like
ex.:
on (release) {
gotoAndStop("scene 1", 1);
You have to change scene 1 to the name of your scene which
you want to go to after clicking the button, and change 1 to the
framenumber you want to go to.
Hope this helps!
Happy smile,
SveinMikkel.com -
I'm sorry if this question has already been answered. I
searched the archives and couldn't find what I was looking for.
Basically what I want to do is use a button to play a movie when
pressed. The problem is I can't figure out how to do it.
1. I've created 3 buttoms and three movie clips.
2. I created a layer for the background which has text on it
that says "press to view".
3. I created another layer for the buttons and one layer for
the button text
4. I created an actions layer and put a stop action in frame
1
5. I added another layer for the movie clips on frame 2
(mailflow_mc), frame 3 (reject_mc), frame 4 (fullrate_mc) and
labeled each frame accordingly.
6. Add action script for each button:
on (press) {
gotoAndPlay("reject");
When I play the movie the animations will not load and they
flash fast. Any suggestions?
Thanks,
Mimiif you have a frame labelled reject you can use:
-
How to _root in as3 (buttons in movie clip referencing to main timeline)
Hi, I created buttons within a movie clip that i placed in the main timeline.I am a novice to as3. I just wanted the button to go to the frame label of the main timeline. i used to do this with _root in the old flash. how do i do this?
thumb02_btn.addEventListener(MouseEvent.CLICK, buttonClicked);
function buttonClicked(event:MouseEvent):void
gotoAndPlay("slide2");Thanks for the quick reply!
somehow i must be doing something wrong though. It's not working...
I added a stop to the "slide02" labeled section of the main timeline.
and I also added a stop to the beginning and end of the movieclip. Am I doing something wrong? attached is my file....thanks!!
stop();
thumb02_btn.addEventListener(MouseEvent.CLICK, buttonClicked);
function buttonClicked(event:MouseEvent):void
MovieClip(this.root).gotoAndPlay("slide2");
stop(); -
Buttons inside movie clip dont work
I have a simple HTML website with 5 buttons one of which, a movie clip, drops down 3 more buttons but the buttons dont always work. I get wierd issues for instance: whether I'm on the mcs page or another page completly the drop down buttons only work when Im on the parent movie clips page. When the buttons do work and you click on the button of the page your on they only work once then the whole issue repeats itself. Hopefully to clarify here is the code inside of the movie clip that directs the drop down buttons.
stop();
var cdButton:URLRequest= new URLRequest("character desin.html");
cd_btn.addEventListener(MouseEvent.CLICK, cd);
function cd(event:MouseEvent):void
navigateToURL(cdButton,"_self");
var caButton:URLRequest= new URLRequest("concept art.html");
ca_btn.addEventListener(MouseEvent.CLICK, ca);
function ca(event:MouseEvent):void
trace("ca_btn");
navigateToURL(caButton,"_self");
var dsButton:URLRequest= new URLRequest("draw sketch.html");
ds_btn.addEventListener(MouseEvent.CLICK, ds);
function ds(event:MouseEvent):void
trace("ds_btn");
navigateToURL(dsButton,"_self");From what I see you are trying to somehow program a Actionscript only iframe navigation. That will never work without an external Interface call to the Browsers Javascript. This is complicated stuff and surely not what you have in mind. If concept art, draw sketch etc. are all separate swf files, you should load them (instead of the html you embedded them in)
-
Button in movie clip! What to do?!
Hello!
I have a button inside of a movie clip timeline which I want to link to the main timeline, however, no idea how to go about it, I have tried all the usual coding but think i need to point it to the main timeline but don't know how.
Please help.
Cheers
TWrite the button code in the main timeline, targetiung the buttons via the movieclip's instance name. That way you don't have to deal with interacting with the parent timeline.
mcName.btnName.addEventListener.... etc -
Button in movie clip linking to next frame
I've included a button in a movie clip on frame 1 of the main
timeline. The button has a motion tween that ends on frame 76 of
the movie clip. I want the button to link to frame 2 on the main
timeline. However, when I test the movie, it cycles endlessly
without stopping at the end of the movie clip to allow the user to
click on the button.
Here's the AS3 code I put on the Actions layer on Frame 76 of
the movie clip:
stop();
link_btn.addEventListener(MouseEvent.CLICK,link_btnClick);
function link_btn(event:MouseEvent):void {
gotoAndStop(2);
Any ideas? It's for school and I need it done tonight or
tomorrow morning by 8 a.m. Central. Yikes.I'm getting compiler errors S1061 and S1120 attached to code:
link_btn.addEventListener(MouseEvent.CLICK,link_btnClick);
S1061:
Call to a possibly undefined method addEventListener through
a reference with static type Function.
S1120:
Access of undefined property link_btnClick.
I don't know what the errors mean. Anybody?
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