Captivate button going to next frame in Flash MX

I have a button in Captivate 1.0. I am calling the move with
a loadMovie function. I want the next button in Captivate to go to
the next frame in my Flash MX file. Is this possible? and if so,
how and if not, how do I get back to my Flash movie next frame
after running an external captivate .swf file?
sorry, I tried to delete this and put it in the Captivate
forum, but could not figure out how. Sorry for the double post

thanks for the correction kglad,
flominton,
Looks like you're new to Flash like me. Let me walk you through what I've done for my project.
I opened up a AS2 project in Flash, created three layers (video, postcard, actions)- bottom to top.
In video layer click on the first frame, and import your flv video. Once the importing is done click on the FLVPlayback on the stage and give it an instance name "player". Right click on the first frame on video layer and open up actions panel, enter this code:
stop();
player.addEventListener("complete",function (event:Object) {
gotoAndStop("LabelNameHere");});
Now, click on the second frame on postcard layer. Create a keyframe, and in the properties panel give your frame a label. I gave it the name "postcard"  for example. So whatever name you put in the label name area, write it in the code where it says "LabelNameHere". Assuming you have the image you want to put after the video plays in your library panel, drag the image on the stage while you're still in the second frame on postcard layer.
You dont have to do this part, but after I draged the image on the stage I converted it to a movie clip and created an alpha transition. Let me know if you dont know how to do this.
If you'd like to link your image to a URL follow these steps. After I converted the image into movie clip, I right clicked on the image on the stage and opened up the actions panel and entered this code:
on (release) {
    //Goto Webpage Behavior
    getURL("https://www.yourwebsite.com","_self");
    //End Behavior
Finally, go to your actions layer. make sure this layer has equal number of frames as the the postcard layer does. Insert this code in the last frame of actions layer:
stop();
I hope this helps.
Veli

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    in view of that and knowing that time alone cannot be used to determine in which cycle anything occured in flash, what evidence do you have that an event dispatched in one cycle failed to be detected by a listener in the next cycle?

  • How to animate/delay individual frames in Flash CS3

    I need to animate 12 layers and I need layer 1 to be 2
    seconds, layer 2 at .5 seconds and so on......
    How do you change the individual frame delay in Flash CS3 so
    that they don't just keep animating fast and never stopping??
    Help!!

    Hmmm - not sure i understand your issue. F5 (insert frames)
    will lengthen
    the "exposure" of the layer. As to how to prevent them from
    "animating
    fast" - I don't understand what you are referring to - do you
    need to change
    the frame rate? When you say "never stopping" what do you
    mean? Flash loops
    by default in the player (playhead goes from last frame back
    to frame 1 and
    continues to loop).
    Adobe Certified Expert
    www.keyframer.com
    www.mudbubble.com
    (if you want to email me, don't look)
    "byn_byn_byn" <[email protected]> wrote in
    message
    news:fqmaee$o29$[email protected]..
    >I need to animate 12 layers and I need layer 1 to be 2
    seconds, layer 2 at
    >.5
    > seconds and so on......
    > How do you change the individual frame delay in Flash
    CS3 so that they
    > don't
    > just keep animating fast and never stopping??
    >
    > Help!!
    >
    >

  • TweenEvent.MOTION_FINISH & how can I get "next frame()" to work?

    I just started learning AS3 the other day and NEED HELP!!. I'm trying to tween two movie clips at the same time and when they are finished, make them timeline move to the next frame. How do I do this or make it work!?!!?!? .
    Here is my current code:
    import fl.transitions.Tween;
    import fl.transitions.easing.*;
    import fl.transitions.TweenEvent;
    var myTween:Tween = new Tween(doorRightMc, "x", Bounce.easeOut, 500.7, 1001, 3, true);
    var myTween2:Tween = new Tween(doorLeftMc, "x", Bounce.easeOut, 24.2, -480, 3, true);
    stop();
    myTween.addEventListener(TweenEvent.MOTION_FINISH, handleReset);
    function handleReset(e:TweenEvent):void {
        e.target.nextFrame();
    PLEASE Help me out with this! I can't get the nextFrame() function to work .
    Thanks!!!
    Here is the ERROR MESSAGE:
    Error: Error #1023: Stack overflow occurred.
        at fl.transitions::Tween/getPosition()
        at fl.transitions::Tween/update()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()
        at intro4_fla::MainTimeline/onFinish()
        at flash.events::EventDispatcher/dispatchEventFunction()
        at flash.events::EventDispatcher/dispatchEvent()
        at fl.transitions::Tween/set time()
        at fl.transitions::Tween/nextFrame()

    Stack overflows occur with infinite loops involving function calls (deep recursion).
    Your code causes a stack overflow because it calls the tween's nextFrame() function when the motion is already complete. That means that the MOTION_FINISHED event will be dispatched in the function you defined for the MOTION_FINISHED event: an infinite loop.
    I encountered a similar stack overflow when I tried to set the time of a tween beyond it's upper time in a MOTION_FINISHED event handler.
    ex.
    import fl.transitions.Tween;
    import fl.transitions.TweenEvent;
    import fl.transitions.easing.*;
    var xTween:Tween = new Tween(testObject, 'x', None.easeNone, 0, stage.stageWidth, 1, true);
    xTween.addEventListener(TweenEvent.MOTION_FINISH, handleReset);
    function handleReset(e:TweenEvent):void{
         e.target.time = 9001;
    (also, you're only supposed to use the nextFrame() method for frame-based tweens (Tweens with the useSeconds parameter set to false))

  • How do I optimize "Waiting for the next frame"

    When running my swf file in release build, the first time I start the browser after cleaning the browser cache, the .swf will appear in less than a second.  If I attach scout, I can see it is around .7 seconds to finish.
    However, after this run all subsequent times I load the page, it takes ~3 seconds.
    When I look at scout, I see almost identical CPU and memory use , but it is spending ~2.3 seconds "Waiting for the next frame".  (almost an extra 700ms per frame).
    There is no requirement for animation, all of the content is very static.   I'd just like to render it as fast as possible.
    I know it's not related to caching the .swf file because I have tried turning off the caching (by adding a random parameter) and verified using Httplogger that it is always downloading a new .swf file.  (I turned back on caching).  So I'm kind of not sure what to do next...
    What things can I try to optimize this?  Are there places I can read about this issue?
    (P.S.  >>  I notice it spends a lot more time "Waiting for the next frame" when I build a debug version.  Don't know if that's relevant...)
    Thanks!

    There's nothing you can do about "Waiting for next frame" - this is simply the time when Flash Player has finished doing everything it needs to do for the frame, and waiting for the OS to wake it up again. This depends on the framerate you set in your swf - roughly speaking, the waiting time is the budget (1/framerate), minus the time Flash Player spends doing actual work.
    You can find more information here, about understanding how the data you see in Scout relates to how Flash Player works:
    http://www.adobe.com/devnet/scout/articles/understanding-flashplayer-with-scout.html
    btw, you shouldn't look at performance in a debug swf - you'll get wildly misleading results.

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