Can a menu button loop a timeline?

I need to make a timeline loop on a DVD. Normally I'd make the end action of the timeline point to the start of the timeline and it would loop. But client wants to give the option from a menu -- play the timeline through once, or loop it continuously. IOW, if once through the end action of the timeline is to return to the menu, and if continuous loop the end action is to return to the start of the timeline.
Is this possible? If it is, how do I do it? Just for future reference, would it be possible on blu-ray?

Two buttons.
"Play once" goes to a playlist that contains only the one timeline. End action of playlist is the menu.
"Loop" goes to the timeline. End action of timeline is the timeline.
Edit. You can also do it  using an override.

Similar Messages

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    I've created multiple iDVD projects, each with multiple movies on the Chapters page. Some projects will allow me, via the Inspector Window, to set loop duration for an individual movie's button-thumbnail within the menu. Other projects' Inspector Window will not allow me to even view loop duration.
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    My mistake... When it says "pointer over the menu" it's misleading because of the accompanying picture. I thought it meant "pointer over the menu button" because thats what the picture shows.
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  • An on | off subtitles button for several timelines

    hello.
    let me apologize in advance for my english... it is not that good.
    I work with encore cs4.
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    i need a button in the main menu that if i click on, the subtitles will be automaticly applied to
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    NOTIFICATION : I have only one track of subtitles for each video.
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    These images are CS6, but I think all this is the same in CS4.
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    For "off," do the same thing.
    For the target for the "on" button, just make it to the "play" button on that same menu, or the "play" button on your other menu.
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    Make an on and off button:
    Select the "on" button and go to set its link and select "specify link."
    For its target, use a menu button, not your timeline. And for the "on" button you will pick subtitle track 1; for the "off" button  you will pick "off."
    Just that easy!

  • 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.
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    stop()
    function replayMovie(event:MouseEvent):void
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    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)
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    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:
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    //Game code goes here
    }//Game
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    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.
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    //Add the gun
    }//startGame
    And we'll replace those comments with real code.  It follows along with what we just did above.
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    addChild(gun);
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    gun = new Gun;
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    Now our Game class is complete.
    The Zombie Class
    public function zombieWalk(evt:Event):void
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    this.x = this.x + 10;
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    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
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    this.addEventListener(MouseEvent.CLICK, fireGun);
    }//function
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    this.gotoAndPlay(2);
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    First we add an EventListener for when someone clicks on the gun.  Once this happens, the listener calls on the fireGun function.
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    For this to work, each frame in the Gun MovieClip has to have some stop and play commands.
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    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.
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  • Menu buttons dont work until menu itself loops

    i have a button on the menu, and connects to a video track. when i simulate the project, the button works fine, but when i try a burned dvd in a set top player, the button won't work until the menu itself has reached the end and starts over again.....???

    You can control the moment when the buttons overlay appears (activation) changing the Loop Point time. You have 3 time settings in the Inspector for your motion menu: Start, Loop and End points. With these settings you can manage how to play the background movie in your menu.
    To make your buttons activate inmediatly when the motion menu starts, you must set the same time setting in Start and Loop points. Let me know you current settings for these three points if you found problems.
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      Alberto

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    I can’t get my dropdown menu buttons to link to other scenes within the same Flash file.  The buttons are unresponsive during playback – as if no code were attached to it.  Here’s what I have as my AS2 code on the dropped button that is supposed to link to the "Published" scene/page:
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    Thanks,
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    Scene=published, layer=Buttons, frame=1, Line 2 Statement must appear within on handler
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    Rob

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