Controlling movie clip play order

Good Day,
I have a web site that opens with two movie clips. One (A)
folds open some navigation menus, the other (B) opens some
rectangles that hold content. I want "A" to play out then, once it
is played, I want "B' to start. It sounds simple but I cannot get
the right code. I need something I can use for other applications
in other pages. I have this code so far; (naigation_mc = "A"
page01_mc = "B")
if (navigation_mc.play=true) {
page01_mc.gotoAndStop("start");
} else {
page01_mc.gotoAndPlay("start");
Perhaps there needs to be more code to controll this?

The most likely cause for you problem lies in the scope of
"this" in your case.
While traitional flash5 style buttons would have the imeline
in which they reside (e. g. the main timeline) as scope and a
comand like
on (release){
stop();
wouls stop he playhead of the main timeline.
Where as the more modern form of attaching code to a button
and the explicit use of
this handles buttons like movieClips so that a command like:
myButton.onRelease = function(){
this.stop();
will try to stop the buttons (= movieclips) own timeline.
I hope that helps
[This fact isn't stated clearly in the docs, but I at least
asked Macromedia (back then) to add it at least to the live
docs.]

Similar Messages

  • How do I make a movie clip play between scenes?

    I am VERYnew to flash so please bear with me. I am having a
    problem with a movie clip playing between scenes. As scene 1 plays,
    the movie works correctly. When I click on my button to go to scene
    2 the movie clip starts over. I would like it to continue from
    scene 1 seamlessly. Is this possible? How do I do it?

    avoid scenes - they are only for timeline management inside
    flash only - upon export it all becomes
    one long timeline - using them can be useful but in many
    instances it can cause navigational issues
    such as yours. Many developers avoid scenes - the ones who
    use them are mostly animators who have
    longer timelines with different scenes (actual settings, like
    backgrounds and characters).
    --> Adobe Certified Expert (ACE)
    --> www.mudbubble.com :: www.keyframer.com
    -->
    http://flashmx2004.com/forums/index.php?
    -->
    http://www.macromedia.com/devnet/flash/articles/animation_guide.html
    -->
    http://groups.google.com/advanced_group_search?q=group:*flash*&hl=en&lr=&ie=UTF-8&oe=UTF-8
    Maureen Getchell wrote:
    > I am VERYnew to flash so please bear with me. I am
    having a problem with a
    > movie clip playing between scenes. As scene 1 plays, the
    movie works correctly.
    > When I click on my button to go to scene 2 the movie
    clip starts over. I would
    > like it to continue from scene 1 seamlessly. Is this
    possible? How do I do it?
    >

  • How to control movie clips using mause scroller...?

    ....please look
    http://www.nagaoka-id.ac.jp/gallery/gallery.html
    ...how to control movie clips using mause scroller...?

    Hi Ldavinci, I have noticed your posts on that particular
    site before. Just chiming in here... don't be afraid of Flash Help
    menu. There's a wealth of information there and I've found it much
    faster than waiting for a response from the forum. Then if it still
    doesn't make sense, at least you have a basic idea of specifics to
    ask.
    If you search for mouse wheel, you'll see an example under
    the Actionscript 2.0 Language Reference on this topic. That said,
    here's the example:

  • Simple Button to Control Movie Clip

    Hello,
    I was relatively comfortable with AS 2.0, but am having a
    hard time warming up to 3.0. I feel that this should be something
    simple to find help online with, yet I'm finding it difficult to
    get a simple answer.
    I have a button that is inside a movie clip within another
    movie clip:
    mainMenu_mc > whoBtn_mc > whoButton
    This button appears to work fine controlling a movie clip on
    the same timeline. This is the code so far (on an Actions frame in
    WhoBtn_mc):
    whoButton.addEventListener(
    MouseEvent.CLICK,
    function(evt:MouseEvent):void {
    whoGlow.gotoAndStop("click");
    I have another movie clip on the main timeline that I would
    like to control with this button:
    blackFadeBottom_mc
    What would the code look like for this?
    Any help is appreciated - Thank you.

    Thanks, I was able to place the code on the main timeline and
    get a trace when I clicked on the movie clip instance itself. I
    probably didn't explain what I was trying to do very well, so I
    apologize.
    What I need to do is to control this movie clip that is
    physically placed on the main timeline (fadeBlackBottom) with the
    button that is buried under two other movie clips
    (mainMenu_mc>whoBtn_mc>whoBtn).
    I would like the whoBtn to tell the fadeBlackBottom movie
    clip to (what used to be)
    _root.fadeBlackBottom.gotoAndPlay("play"); This will drop down a
    box that will contain the content of my 'Who' link.
    How can I accomplish this?
    Thanks again,
    Chuck

  • Making movie clips play in reverse in AS 3.0

    Hey all. I'm changing all my files to AS 3.0 because of some
    new elements I'd like to use in flash CS4.
    Here:
    http://www.iaw-atlanta.com/IvyLeague1-13-09.html
    I have the menu navigation at the bottom with 4 buttons. When the
    buttons are moused over they ascend and when they are moused out
    the movie plays in reverse so that they descend. Basically in the
    movie clip, I have it stopped as well as gotoAndPlay the next frame
    when the button is moused over and then have a script telling it to
    reverse when moused out. I know how to do this in AS 2.0 but how
    can I translate the script to 3.0?

    DjPhantasy5,
    > Ok thanks, I'll see what he also has to say as well.
    Actually, NedWebs pretty much nailed it. :) The approach
    you've taken
    is an interesting one, because it scales all the way back to
    Flash Player 5,
    which didn't yet support the MovieClip.onEnterFrame event.
    Without that
    event, you need something like your "controller" symbol -- a
    separate
    looping timeline -- to perform code that depends on frame
    loops.
    Available as of Flash Player 6, that event would allow you
    to
    consolidate your code a bit by putting it all in a single
    frame and avoiding
    the extra movie clip symbol. That doesn't mean your approach
    is wrong, by
    any stretch. In fact, it's good to know your options, because
    if you ever
    need to publish to Flash Player 5, you'll probably do best to
    use the setup
    you've taken.
    I'll demonstrate onEnterFrame in just a bit, in case you
    want to take a
    look at that.
    >> there's no _root reference in AS3, but you can use a
    >> MovieClip(this.parent) (which replaces what _parent
    >> used to do) to locate something outside of the
    immediate
    >> movieclip.
    The term "parent," in this context, is technically a
    property of the
    MovieClip class, which means all movie clips in AS3 have
    access to the
    "parent" feature, which points to the timeline that contains
    the movie clip
    in question. Buttons also feature a "parent" property. In
    AS2, this
    property acted exactly the same, only it was preceeded by an
    underscore.
    In fact, NedWebs' suggested code works the same in your
    existin file.
    Instead of this:
    // Your existing code ...
    if (_root.animation._currentframe>1) {
    _root.animation.prevFrame();
    this.gotoAndPlay(2)
    if (_root.animation._currentframe<=1) {
    this.gotoAndStop(1);
    ... you could be using this:
    // Alternative code ...
    if (_parent.animation._currentframe>1) {
    _parent.animation.prevFrame();
    gotoAndPlay(2)
    if (_parent.animation._currentframe<=1) {
    gotoAndStop(1);
    ... because from this scope -- that is, from this point of
    view -- the
    MovieClip._parent property points to the same timeline that
    _root does.
    That changes, of course, based on how deeply nested the
    current scope is.
    The term "this" in the above code is optional, because Flash
    understands
    what scope you're in. From the point of view of this code,
    _parent is
    understood to refer to the current scope's parent timeline,
    just like
    gotoAndPlay() is understood to refer to the current scope's
    own timeline.
    You could precede either of those by "this" or not.
    Many people will argue that _root is probably best avoided,
    only because
    it's a slippery slope. It doesn't always refer to the main
    timeline you
    think it does, depending on whether or not your SWF is loaded
    into another
    SWF at runtime. Meanwhile, _parent *always* refers to the
    immediately
    parent timeline.
    So when you look at it that way, this perfectly valid AS2:
    if (_parent.animation._currentframe>1) {
    ... isn't much different at all from its AS3 counterpart:
    if (MovieClip(parent).animation.currentFrame>1) {
    It would be nicer if you didn't need to cast the parent
    reference as a
    movie clip here, but if you don't, AS3 doesn't realize that
    the scope in
    question is a movie clip.
    >> You can string them along as...
    >> MovieClip(this.parent.parent)
    Exactly.
    >> Your _currentframe in the the controller becomes
    >> currentFrame. That's about it. The rest of what I
    >> saw will fly as is.
    Not quite. AS3 doesn't support the on() or onClipEvent()
    functions, so
    you won't be able to attach your code direction to the
    button. Instead,
    you'll have to put it in a keyframe -- which you can also do
    with AS2. It's
    a good idea, in any case, because it allows you to put all
    your code in one
    place, making it easier to find.
    Here's a quick note on direct attachment:
    http://www.quip.net/blog/2006/flash/museum-pieces-on-and-onclipevent
    To convert your existing FLA structure to AS3, you might,
    for example,
    do this:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(2);
    function overHandler(evt:MouseEvent):void {
    controller.gotoAndPlay(4);
    That takes care of the on(rollout) and on(rollover) code in
    your current
    version. The first line (buttonMode) is only necessary
    because I got rid of
    the button symbol and, instead, associated the event handlers
    directly with
    your animation clip. (Movie clips handle button-style events,
    too, so you
    don't need the button.) In AS3, event handling is very
    straightforward:
    you reference the object (here, animation), invoke its
    inherited
    addEventListener() method, then pass in two parameters: a)
    the event to
    listen for, and b) the function to perform when that event
    occurs.
    You can see that spelled out above. In AS2, there are quite
    a few ways
    to handle events, including on()/onClipEvent(), so it's
    harder to know when
    to use what approach. For buttons and movie clips, the
    princple works the
    same as I just showed, but the syntax is different.
    Let's take a quick look at reducing all this code by using
    the
    onEnterFrame event. First, check out this AS2 version:
    animation.onRollOut = outHandler;
    animation.onRollOver = overHandler;
    function outHandler():Void {
    this.onEnterFrame = reversePlay;
    function overHandler():Void {
    this.onEnterFrame = null;
    this.play();
    function reversePlay():Void {
    this.prevFrame();
    All of that code would appear in frame 1. You don't need the
    controller
    movie clip. The animation clip no longer contains an orb
    button, because
    we're using animation itself as the "button". (You can always
    see what
    functionality any object has by looking up its class. If
    you're dealing
    with a movie clip, look up the MovieClip class. See the
    Properties heading
    to find out what characteristics the object has, see Methods
    to find out
    what the object can do, and see Events to find out what the
    object can react
    to.)
    In the above code, it's all laid out pretty easily. This is
    AS2,
    remember. We have two events we're listening for:
    MovieClip.onRollOut and
    MovieClip.onRollOver. Those events are established for the
    animation movie
    clip by way of its instance name, and associated with
    corresponding custom
    functions. The outHandler() function associates yet another
    function to the
    MovieClip.onEnterFrame event of the animation clip. Very
    simply, it
    instructs animation to perform the custom reversePlay()
    function every time
    it encounters an onEnterFrame event. The overHandler()
    function kills that
    association by nulling it out, and telling animation to play,
    via the
    MovieClip.play() method. Finally, the reversePlay() function
    simply invokes
    MovieClip.prevFrame() on the animation clip.
    Here's the AS3 version:
    animation.buttonMode = true;
    animation.addEventListener(MouseEvent.ROLL_OUT, outHandler);
    animation.addEventListener(MouseEvent.ROLL_OVER,
    overHandler);
    function outHandler(evt:MouseEvent):void {
    animation.addEventListener(Event.ENTER_FRAME, reversePlay);
    function overHandler(evt:MouseEvent):void {
    animation.removeEventListener(Event.ENTER_FRAME,
    reversePlay);
    animation.play();
    function reversePlay(evt:Event):void {
    evt.target.prevFrame();
    It looks wordier, but if you look carefully, you'll see that
    it's
    essentially the same thing. The main difference is the way
    scope works in
    AS3. In AS2, there are numerous references to "this", because
    the event
    handler functions operate in the same scope as the object to
    which the
    association is made. In AS3, the references aren't to "this",
    but rather to
    the same animation clip by its *intance name*, because in
    AS3, the scope
    operates in the same timeline in which the code appears
    (namely, in this
    case, the main timeline).
    In the reversePlay() function, in order to emulate a "this"
    sort of
    setup, I'm referring to the parameter that gets passed to all
    event handler
    functions in AS3. I happened to name it "evt" (for event),
    but you can call
    it what you like. In the case of reversePlay(), the evt
    parameter refers to
    an instance of the Event class, which has a target property.
    The target
    property refers to the object that dispatched the event --
    happens to be
    animation, in this case. So evt.target, in this context,
    refers to
    animation, which is what I invoke the MovieClip.prevFrame()
    method on.
    I've uploaded a handful of FLA files to my server. I won't
    keep them
    there forever ... maybe a couple weeks, as of this post:
    http://www.quip.net/RewindTestAS3.fla
    http://www.quip.net/RewindTestAS3_new.fla
    http://www.quip.net/RewindTestAS2_new.fla
    David Stiller
    Co-author, ActionScript 3.0 Quick Reference Guide
    http://tinyurl.com/2s28a5
    "Luck is the residue of good design."

  • Help with assignment- buttons that control movie clips

    I am pretty new to flash and my professor gave us an assignment with little help or tutorials.
    He wants us to create a SWF that features a house and it's front yard and two buttons.
    One button that says Sunrise, and one that says Sunset.
    When I push the sunrise button, the sun needs to rise above the house and stay there.  When I push the Sunset button, it needs to set- and then a ufo needs to land on the lawn.
    So i think I have a pretty good grasp on the assignment, but the actionscript is throwing me off.  How can I make buttons that will control the sun movie clip to rise- stay above the house, and then set?  The ufo is a whole new matter.   The sunset button should make the sun lower and then a ufo land on the lawn.
    Please help explain/link me to the proper tutorials.   One thing that i'm worried about is that the sun will rise- and then stay above the house even if i click the sunset button.
    Your help is greatly appreciated.

    Well i can think of a few ways to do this.
    Depending on what you have been taught so far you should be able to do this if you know how to make a button, a movie clip, and the basic script for the timeline. ie. play,stop, gotoandplay etc.
    I understand you have been set a task and you want the answer straight away. But i doubt he would have given you anything you couldn't handle. Also I learnt more from trial and error and searching the net than from most of my teachers at coll and uni, It's frustrating i know, but the buzz you get when you finally crack it is amazing. Stick in there!
    That being said i remember the panic I suffered and like to help so here's a thought:
    You could just have the 2 buttons play a basic movie clip. The sky could rotate one way to make the sun rise and add a "stop" in the actions to make it stay there, and to the left to sunset with both images together but not being shown all the time by using a mask. You could even add in the ufo to the clip but this would only work if you added an extra part to the movie so that when the ufo has landed it flys out again and then begins to rotate the sun and moon again. ( buttons would be dissabled during the play modes to avoid chaos) This is just a quick thought. I'm sure there are several ways of doing this depending on how fancy it needs to be.
    If your teacher really has given you no notes on buttons,movieclips and actionscript i would sujest Adobe TV. Nice videos that explain step by step. OR try downloading a tutorial file with buttons and movie clips and look at the coding they use in the file. Thats how i have learnt most of it since finishing Uni.
    Good Luck
    Cobie

  • Movie clip plays onRollover?

    When someone rolls over a button, I would like it to play a
    movie clip.
    I place the movie clip on the rollover state though it is not
    working.
    1. Am I doing this right?
    2. What if I want the movie clip to play somewhere else on
    the stage.
    How do I position the movie clip while in button edit mode so
    it is in
    the location I want it to be when it is actually placed on
    the stage?
    Thanks.

    dave wrote:
    > When someone rolls over a button, I would like it to
    play a movie clip.
    > I place the movie clip on the rollover state though it
    is not working.
    >
    > 1. Am I doing this right?
    Not really the right way. Tho, You can place movie clip in
    over state of the
    button but then you have no control over it as the states
    reset as soon as you
    move the mouse out of the HIT area. You need to place the
    clip outside of the
    button, give it instance name and target that instance name
    using button handlers,
    like on roll over or on press.
    > 2. What if I want the movie clip to play somewhere else
    on the stage.
    > How do I position the movie clip while in button edit
    mode so it is in
    > the location I want it to be when it is actually placed
    on the stage?
    button with instance name myBtn and movie clip with instance
    name myMovie.
    On timeline frame following action:
    myBtn.onRollover = function(){
    myMovie.play();
    Best Regards
    Urami
    "Never play Leap-Frog with a Unicorn."
    <urami>
    If you want to mail me - DO NOT LAUGH AT MY ADDRESS
    </urami>

  • Movie Clip "Play" problem

    Dear all
    I have a singl movie clip which has an embedded video inside.
    I use the following actionscript commands to stop and play it
    onClipEvent(load) {
    stop();
    onClipEvent(mouseDown) {
    play(); }
    onClipEvent(mouseUp) {
    stop(); }
    The problem I face is that the movie clip should play when
    clicked by mouse ONLY on movie clip area which occupies only a
    small part of the stage. However, when I click the mouse ANYWHERE
    on the stage the movie starts to play.
    Any hint? Do I need to control the coordinates of the mouse ?
    Thanks
    Hagop

    sorry, I made a mistake- i had not re-saved my files, so it
    worked but not the way i thought...
    my code, based on your response is attached- however it
    doesnt work...
    mcOther is a mc within the "child" - other.swf.
    this code needs to be in the "parent" swf...
    thank you.

  • Making a movie clip play beyond keyframe

    Hi,
    I have a movie clip that is about 30 frames long. I've placed an instance of it on the main timeline and it follows a motion path. My motion path ends after about 20 frames. At this time, I've inserted a keyframe which is preventing my movie clip from playing the remaining 10 frames.
    I tried adding an ActionScript layer where the last keyframe is and it reads:
    instance.gotoAndPlay (20)
    Doesn't seem to work. Just a note that this is around frame 292 of the main timeline. Also note, a new keyframe begins on another layer with a different movie clip.
    Any ideas? Much appreciated.

    I think I may understand now, and your first approach to solving it should work.  What you need to be sure to do is to assign the instance name at every keyframe.  If you did not name it in its first frame of the main timeline, it will inherit that lack of a name in the keyframe at the end of the tween, regardless of your assigning it there... just a quirk of Flash.
    Another option, if this is a straight line tween of the object on the main timeline is to use actionscript to animate it rather than a timeline tween.

  • Movie Clip playing very fast

    Hi guys,
         I have a problem with my loaded movie clip, its playing very fast than its suppose to, (using loadMovie) I've tried to adjust the frame rate of the main file and the movie file, but still the problem occurs.... any suggestion on fixing this??

    If both movies do not have the same frame rate, then they need to be the same.

  • How do you make a movie clip play in CS4

    Hello, I used Flash MX a long time ago (beginner level) then
    left it for years. I'm now using CS4 and am stuck. I have a stage
    with a movie clip placed onto it. I want to create a simple 'click
    to play' button so that the movie clip only plays on click of this
    button. Can someone please give me a step by step (idiot-proof)
    guide on how to do this please

    Cases that use to be _property in AS2 are now just property
    in AS3. So _x is x, _y is y, and _visible is visible. This should
    work:
    function showPlay(event:MouseEvent):void
    play_text.visible = true;
    pause_text.visible = false;

  • Detecting Rotation Amount to Control Movie Clips

    I created a movie clip consisting of a bar and a knob.  When you click and drag the knob, the bar rotates through 360 degrees.  I want to be able to detect the degree of rotation and use that metric to control other movie clips.  The code to make the drag/rotate object work is...
    handle.knob.onPress = function(){
    handle.onMouseMove = function(){
      var angle = Math.atan2(this._parent._ymouse-this._y,this._parent._xmouse-this._x);
      this._rotation = angle*180/Math.PI;
      this.knob._rotation = -this._rotation;
      trace(angle);
      trace(angle*180/Math.PI);
    handle.onMouseUp = function(){
    if (this.onMouseMove) delete this.onMouseMove;
    I can trace the angle in radians and degrees but I don't know how to extract either value as a variable that can be used in a function to control a separate movie clip.

    assign a variable to have the value of the _rotation or angle in your onMouseMove function.   and use that variable's value wherever you like.

  • Controlling Movie Clip with actionscript Question

    Dear All,
    I have a movie clip named A which inside this movie clip
    there is another Movie clip named B and inside B there is a listbox
    component.
    Inside Movie clip A there are 20 frames which at frame 10
    there is a stop() script.
    My question is how to control Movieclip A to run
    gotoAndPlay(11) from MovieClip B when there is a click action to
    the listbox?
    Please Advise,
    Ozhee

    if A is on the _root timeline from anywhere in your _level0
    swf you can use:

  • Controlling Movie Clip with as3

    I try to controll my mc. I want put one MovieClip to other.
    i use next code:
    box_mc.addChild(pic_mc);
    but its not working.
    box_mc this is the a box movie clip, in this mc i want put my pic_mc.

    In addition to what dmennenoh said,
    DisplayObject's x and y properties are preserved no matter parent. In your case, it seems, original position of pic_mc is not 0/0. So when you place it inside the box - x and y are the same but now they are RELATIVE TO BOX. So, on screen it looks like it is outside the box but it is inside except that box's x and y are added.
    For instnace, if the original coordinates are pic_mc.x = 200, pic_mc.y = 100 and box_mc.x = 50, box_mc.y = 20, when you add pic_mc as a child, it will have the came x and y but relative to box_mc (not its original container) and on the screen it will look like it is on x = 250 (box_mc.x + pic_mc.x) and y = 120 (pic_mc.y + box_mc.y).
    box_mc's dimensions also change IF pic_mc x and y plus its width and height are outside of original box_mc boundaries. After you add child box_mc.width will be pic_mc.x + pic_mc.width and box_mc.height will be pic_mc.y + pic_mc.height.
    I suspect that because there is a border in the box, you expected objects to placed within the border. Border in the box IS NOT the box but ANOTHER object (child) inside the box. In other words, box is a container. After pic_mc is added - it will contain both border and pic_mc - not border containing pic_mc. You see the difference?

  • Controlling movie clip on timeline

    Hi, newbie question.
    If I put a movie clip on the main time line and that movie
    clip has its own time line, is there a listener I can use to detect
    when the movie clip I put on the main time line is finished
    (reached its last frame).
    Thanks.

    Here's the simplest way:
    Give the movieclip the instance name "myMC".
    Then put this code on your main timeline:
    onEnterFrame = function () {
    if (myMC._currentframe == myMC._totalframes) {
    DO THIS;
    onEnterFrame = null;
    In this function, every time a new frame turns over, it will
    check if myMC has reached its end. When it does, it will execute
    the commands I've written as DO THIS, and stop making this check.
    Let me know if you run into any problems.

Maybe you are looking for

  • Difference between Acrobat9  Pro & Acrobat 9 Pro EXTENDED

    What extras do you get in the "Extended" version of Acrobat 9. Another discussion took me here http://www.adobe.com/products/acrobat/matrix.html but that seems to be for Version X. Can anybody shed some light on V9? I notice I can't seem to capture G

  • 'Embed system time as timecode' not accurate?

    It appears that the "system time" timecodes are not updated on every frame, even when 'Embed system time as timecode' is checked, and 'Frame Interval' is set to 1. The timecodes routinely latch onto a certain value, so that several timecodes in a row

  • Output - medium Email

    Hello All, how do we configure for an output email trans.medium? and the output to shiptoparty go in PDF format, could be let me know the steps and methods. Mahesh

  • JUnit import from regular source

    SStudio autogenerated a JUnit class for me. It was put in a seperate test source folder. But now it cannot import from my regular source folder. Cannot even import the class it is supposed to test. My project is Java App. with generated ant. Why not?

  • Como Conectar 2 Iphones con agendas distintas  con una sola cuenta

    Quisiera conectar mis dos iphones a una misma cuenta pero quiero que tengan agendas y contactos distintos para usos diferentes