Call function in main timeline from class file

Hi all, How can a function in main timeline be called from class file?

Hi all, How can a function in main timeline be called from class file?
You can, but you really shouldn't.
Classes shouldn't "talk" to the outside directly.
Use Event dispatching to get things done.
"root" (i just threw up by just typing that word) should be avoided at all cost, especially in AS3.

Similar Messages

  • Access var on main timeline from class

    Hello,
    Currently working on some expanding media that has class files for all of the various action functions, then a separate class file for all of the var that sets the graphics, tracking, copy / content and whatnot.
    The final part that's driving me nutty - how to set a var per .swf that will concatenate with the tracking.  Ideally I'd like to get this as automated as possible so if I pass off the files to other designers they can update it quickly with minimal effort.
    Assets:
    unit 1a
    300x250 banner
    728x500 expanded larger content area
    unit 1b
    728x90 banner
    728x90 expanded larger content area (that is a duplicate of the 300x250 content .swf).
    So with tracking, each banner and expanded area would have individual tracking pixels.  Currently I can get all of the pixels to fire properly per unit however I have to have separate functions so there's no overlap and a number of duplicate naming.  Druthers-wise what I would have is the type of unit passed when the pixel function is triggered for the larger expanded sizes.  For example =
    User clicks on unit 1b button, this triggers the buttonClickTracking(); function (which is in the actions class file, shared by both unit 1a and unit 1b)..  unit 1b would have some var in the timeline so that when that function is called, the pixel will have "unit1b" + tracking.pixel;
    To sum it up, I need to set some var on the timeline for each expanded unit so the unit label (id) is called when any of the various tracking functions are initiated.  Right now getting that ID from each of the larger content .swf eludes me so any suggestions would be greatly appreciated!

    i could not understand what you're trying describe.

  • 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();

  • "Calling functions that are in a class based DLL (MFC extention DLL)"

    "Calling functions that are in a class based DLL (MFC extention DLL)"
    "Calling functions that are in a class based DLL (MFC extention DLL)
    I have a DLL written in VC++ using MFC exteintion DLL.
    The functions are used to extract information from a hardware card.
    eg.:
    class AFX_EXT_CLASS WSDevice : public cAsyncSocket
    This is a class in a DLL. There are a number of functions in this DLL that we need to call from Labview 5.0
    How do we call these functions?
    Normally (in VC++ /C++) we ceate a instance of this class like WSDeviceObj and use the function call :
    WSDeviceObj.fucntion name
    Kindly Help.
    Satish Narayana"

    You can create a wrapper dll from which you can call your dlls functions.
    Guidelines on how to create a dll that can communicate with LabVIEW are provided in the document "Using External Code in LabVIEW", which should be included with LabVIEW. You can download the document also from www.ni.com at:
    http://digital.ni.com/manuals.nsf/web_productcurre​nt/4F1447F7CD83D6D88625690D00637CED?OpenDocument
    Regards;
    Vargas
    www.vartortech.com

  • Java version from class file

    How to decide from class file that which java version (1.3, 1.4 etc) was used to compile it?

    Sorry I made a mistake,
    its minor, major
    Dont we have some utility given by Sun for this?
    javap -verbose <classname>will print out versions plus more...
    Do I need to use InputStream for reading class file then see the version?
    DataInputStream din = new DataInputStream(new FileInputStream(classFile));
    din.readInt();
    short minor = din.readShort();
    short major = din.readShort();Why do you need to do this?

  • CALL function to extract data from a structure table

    Hi Gurus,
    Anyone knows how to write a call function to extract data from a structure table?
    Your help is very much appreciated.
    Thanks alot.

    Hi,
    structure doesnot hold any data. instead of it you can check the stucture in which table it is used, find the table name,use select query to extract the data u needed.
    you can use where used list option to find the structure in which table it is used.
    regards
    siva

  • What is the syntax for calling function from class file by jsp

    does anyone here knows what is the syntax of how to call a function from java class file by javascript code or any way to call it?
    and where should i put the calling function code? because the function is called depend on the user click.
    for example
    <%=pc.functionName(a,b)%>
    for the variable a and b, how can i get the value from html textbox and put it in a and b...
    urgent needed...
    thx

    Jsp's are executed before the Html forms are created and loaded. Dont try to use a java code function calling on a javascript click. You'll have to explicitly redirect it into a servlet where in you can call the function you want.
    Well! another way could be using AJAX. That seems to be powerfull enough and it might also serve your purpose.
    Hope this helps

  • DLL Wrapper works when functions called out of main(), not from elsewhere?

    Hello all,
    I am currently trying the JSAsio wrapper out ( http://sourceforge.net/projects/jsasio )
    Support on this project is nearly unexisting and a lot of people seem to complain that it doesn't work well.
    It works very nicely here, I wrote a few test classes which called some functions (like playing a sound or recording it) and had no problems whatsoever.
    These test classes were all static functions and ran straight out of the main() method and printed some results to the console.
         public static void main(String[] args)
              boolean result = callFunction();
              .. end..
         public static boolean callFunction()
              initASIO();
              openASIOLine();
              return true;
         }The results were all great!
    Then I tried to implement these test classes into my swing-based applications. So I want to call these same functions, as in the test classes, as a result of any user action (for example, selecting the asio driver in a combobox) But then these asio driver functions just stop to work. I get errors saying that the ASIO driver is not available. (meaning that the dll wrapper loads the wrong asio driver or can't load one at all)
    The library path and classpath are all set correctly, exactly the same as the test classes. Even copied the test code word for word in to my swing applications but it still will not work. I am calling these functions in a new Thread, and even put them in a static methods to try and get that working. When calling these asio methods from the main() method AFTER I set up my components gives me the desired results as well. But as soon as I call these same methods (which are in the same class) from a swing event, it fails;
    public class ASIOTest
         public static void main(String[] args)
              ASIOTest test = new ASIOTest();
              test.callFunction(); // <-- WORKS
         public ASIOTest()
              initializeComponents();
         private void initializeComponents()
              frame = new JFrame();
              choices = new JComboBox();
              choices.addActionListener(new ActionListener() {
                public void actionPerformed(ActionEvent event)
                     // user made selection
                    new Thread(
                            new Runnable() {
                                public void run() {
                                    try
                                         callFunction(); // <-- DOES NOT WORK
                                    catch (Exception e)
                                        e.printStackTrace();
                            }).start();
         public void callFunction()
              initASIO();
              openASIOLine();
    }Is there something fundamental I am missing here?
    For what reasons can an application which uses JNI functions go wrong when working in a swing enviroment? (and out of a static context, although this does not seem to make any difference, eg. when calling these functions from static methods inside another class, inside a new thread when the user has generated an event)
    I am hoping someone could point me in the right direction :-)
    Thank you in advance,
    Steven
    Edited by: dekoffie on Apr 21, 2009 11:11 AM
    Edited by: dekoffie on Apr 21, 2009 11:16 AM

    jschell wrote:
    Two applications.
    And you probably run them two different ways.
    The environment is different so one works and the other doesn't.Thank you for your fast reply!
    Well, I am running the "updated" version from the same environment; I copied the jframe, and a jcombobox into my original test class which only ran in the java console. Consider my second code example in my original post as the "updated" version of the first code example. And as I pointed out, it works fine when I call the jni functions in the main method, but not when I call it from inside the ActionListener.
    Or am I again missing something essential by what you mean with a different environment? The classpath and the working directory is exactly the same, as is the Djava.library.path option. :-)
    Thanks again!

  • 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
    Apple's InterfaceBuilder for those of you that might be familiar
    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?

  • 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.
    We don't have a picture of this imaginary menuPage instance, but lets' assume that in our MenuPage MovieClip in the library, we created a SimpleButton called startButton.  Here, I'm adding an EventListener that patiently waits for someone to click that button.  Once we receive that event, Flash is told to call the startGame function.
    As you get better at this, you'll get into custom events, and the eventListener for the button will exist in the MenuPage class file, or even in another class file that you create just for the button.  Something like StartButton.as  But for now, we can do it as above.
    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.
    public function startGame(evt:MouseEvent):void
    zombie = new Zombie;
    addChild(zombie);
    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.
    The zombie walk function moves the zombie 10 pixels to the right every time the function is called.
    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.
    For this to work, each frame in the Gun MovieClip has to have some stop and play commands.
    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);
    This will loop the gun to the beginning and wait for the next time the user clicks the gun.
    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.

  • 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.

  • 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.";
    I can't control the main swf from inside the loaded swf. Even gotoAndStop or calling a function doesn't work.
    Do I need to add something when I load the swf, saying it's a MovieClip or something?
    Here's a fla too. http://flashfocus.nl/forum/attachment.php?attachmentid=9885&d=1282509233

    Thank you! you're brilliant!
    For people with the same problem:
    If you use CS5 and you have a TLF text on the stage, it doesnt work... I think it's a bug. But when I converted my TLF textfield to classic and everything works fine!

  • How to control the main timeline from within a symbol?

    I have a small world map as a symbol called "verden" and I want the user to click Europe, Asia, or Africa and jump to named labels in the main timeline.
    http://www.dagbladet.no/grafikk/neshorn/neshorn.html
    On the main timeline a have the label "intro" with a Stop action and the label "europa". At label "europa" I have a symbol also called "europa" which has a display of None at label "intro" and On at the label "europa".
    The animation never goes to label "europa"
    I have this code on europa in the symbol "verden" :
    // insert code for mouse click here
    sym.getComposition().getStage().getSymbol("europa").play("europa");
    The files are on Dropbox here
    Update, now it works:
    sym.getComposition().getStage().play("europa");

    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();

  • Controlling main timeline from loaded movie

    I have loaded an external movie onto the main movie in a
    movie clip called "mainholder" - In the main timeline on the main
    movie there is a "stop" command on frame 1. From the loaded movie,
    I want to control the main timeline and tell it to go to frame 2.
    Can someone tell me the actionscripting to do this, I have tried
    several commands and getting frustrated. ;-)
    Thanks

    movies are loaded into levels. The main movie is always
    considered level0 a.k.a _root in the AS. When you load a movie into
    another, the main movie is also considered the parent of that
    loaded movie a.k.a. this._parent in AS where this refers to the
    loaded movie. If you want something in the loaded movie to control
    the main timeline you could call it like this...
    _root.gotoAndStop(2); or _root.gotoAndPlay(2); depending on
    what you want.
    but because of the parent/child relationship, it can also be
    done like this....
    this._parent.gotoAndStop(2); or this._parent.gotoAndPlay(2)
    Although the first method is less to remember, the second
    method proves the most friendly and re-usable. Let me explain...
    Say that you did something like this....
    [MAIN MOVIE]
    [LOADED MOVIE]
    {Loaded Movie with buttons to control LOADED MOVIE}
    Your main movie loads a movie and when this loaded movie
    reaches it's 10th frame, it loads another movie where the buttons
    reside for controlling that clip. If you used _root in the button
    movie, it would cause the main movie (_root) to be called and not
    the LOADED MOVIE as you had intended during its design prior to
    trying to make this new main movie (and it would work as intended
    if you opened the LOADED MOVIE's fla file and exported). If you use
    this._parent in the button movie, it will always make it's calls to
    the LOADED MOVIE's timeline and not the main clips timeline.
    Sorry if this confuses you but it's important to
    understand.

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