External swf not clickable

I'm using addchild to load an external swf into a swfContainer, but i realize that all the buttons and text links doesnt seem to be working anymore....
swfContainer.addChild(loader);
I try not loading it into a movieclip instead i load in on stage addChild(loader); and everything works fine and why is that happening?

Does the molvieclip have any mouse-related event lsiteners assigned to it?  If so, then that will block access to anything loaded into it that also has mouse-related event listeners.

Similar Messages

  • Loading external swf  not complete

    Hi, I'm trying to load external swf (with more than one frame and actionscript 3 on every frame - I used there "timeline" coding) from my main swf.
    code for loading external swf into main swf:
    var loader01:Loader;
    function openGame1(evt:Event):void
    loader01 = new Loader();
    var requestSWF01:URLRequest = new URLRequest("game01.swf");
    loader01.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, processHandler);
    loader01.contentLoaderInfo.addEventListener(Event.INIT, initHandler);
    loader01.contentLoaderInfo.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
    loader01.load(requestSWF01);
    addChild(loader01);
    function processHandler(evt:ProgressEvent):void
    var loaded:Number=evt.target.bytesLoaded;
    var total:Number=evt.target.bytesTotal;
    var stav:Number=loaded/total;
    loaded_txt.text=(Math.round(stav*100))+" %";
    function initHandler(evt:Event):void{
    loaded_txt.text="";
    function errorHandler(evt:IOErrorEvent):void
         trace ("Error: " + evt.text);
    I found out that this works only for loading swf, which has only one frame (and all actionscript on that frame)... It seems that if there are more frames, than it will not load complete swf (hmm maybe it is caused, because not all objects on frames are export in first frame). Preloading starts but after for example 20 % the event.INIT is fired and the external swf starts to play (and crashes..).
    You can see this here http://bvyborcik.xf.cz/  If you click on the blue building on the left with blinking text "Start hry" you will see what happens - preloading is not completed and after clicking on first floor btn, the swf crashes...
    Please is there a solution for this kind of problem?  Any help or pointing is welcome.
    regards Boris

    just curious, is the file you want to load the swf into set up exactly the same way with the same stage size, fps, and layers?

  • Urgent! external swf not loading with swfobject!

    hello there,
    I have a swf that loads another one into it through an empty
    movieclip - When i embed it with swfobject it doesnt appear.
    My guess is that i would have to mention the external swf in
    the flashvars ... Done that with no success.
    Does anyone have an idea of what could be causing me this
    trouble?
    thanks

    Generally the problem will be that the path of all externally
    loaded content is relative to the html page, NOT the swf location.
    If everything is in the same folder then that isn't it.
    Otherwise nice dice is correct, we will need to see your code
    to go further.

  • External .swf not loading on HTML pages

    Good morning,
    I'm having trouble and I was hoping someone could shed some light on what I'm doing wrong. I have a main .swf file from which external .swf files are being loaded through the use of buttons.
    When I preview the animation, everything works just fine. The problem occurs when I put the animation on the website where it needs to be. The main animation appears like it's supposed to, but the buttons are not successful in loading the external .swf files. I've made sure that all .swf files are on the server but still nothing. Could anyone help? I'm not sure what the problem is.
    Here's the AS:
    stop();
    var presentationLoader:Loader = new Loader();
    addChild(presentationLoader);
    //Navigation
    presentation1.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation2.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation3.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation4.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation5.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation6.addEventListener(MouseEvent.CLICK, buttonClick);
    function buttonClick(event:MouseEvent):void
    presentationLoader.load(new URLRequest(event.target.name + ".swf"));
    function homeClick(event:MouseEvent):void
    presentationLoader.unload();
    Thank you,
    - Cmarcoux

    For anyone having a similar problem in the future, the solution is in bold:
    stop();
    var presentationLoader:Loader = new Loader();
    addChild(presentationLoader);
    //Navigation
    presentation1.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation2.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation3.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation4.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation5.addEventListener(MouseEvent.CLICK, buttonClick);
    presentation6.addEventListener(MouseEvent.CLICK, buttonClick);
    function buttonClick(event:MouseEvent):void
    presentationLoader.load(new URLRequest("../../media/flash/" + event.target.name + ".swf"));
    function homeClick(event:MouseEvent):void
    presentationLoader.unload();
    For the animation to work on a website, the file path was needed.

  • Preloader in external swf not working

    I have several external SWFs that are loaded into my site and
    each one has a preloader. When I run them by themselves the
    preloader works fine, but when it is embeded into the main SWF the
    preloaders do not work. Any ideas?
    here is my actionscript -
    lBytes = _root.getBytesLoaded();
    tBytes = _root.getBytesTotal();
    percentLoaded = Math.floor((lBytes/tBytes)*100);
    loader.bar._xscale = percentLoaded;
    loader.percent.text = percentLoaded + "% of " +
    Math.floor(tBytes/1024) + "K loaded.";
    if (lBytes>=tBytes && tBytes>0) {
    if (count>=12) {
    gotoAndPlay("enter");
    } else {
    count++;
    gotoAndPlay("preload");
    } else {
    gotoAndPlay("preload");
    }

    I am experiencing the exact same problem on my site -
    www.expansiondesign.com
    It works in flash player but not when live (tested safari and
    firefox)
    I don't know if you are using the same script as I am paul.
    I execute the following when each image button is pressed:
    button1.onRelease = function () {
    startLoading("image1.jpg");
    which runs this:
    function startLoading(whichImage) {
    loadMovie(whichImage, "_root.image_holder");
    _root.onEnterFrame = function() {
    infoLoaded = _root.image_holder.getBytesLoaded();
    infoTotal = _root.image_holder.getBytesTotal();
    percentage = (infoLoaded/infoTotal*100);
    _root.loader._yscale = percentage;
    _root.loader._visible = true;
    if (percentage>=100) {
    delete this.onEnterFrame;
    _root.loader._visible = false;
    Thanks,
    Barton

  • Preloaders in external .swf not working

    Hi people.
    I have built this website to showcase our work
    http://www.perfectmarketing.co.uk
    All the movie clips shown in the centre of the screen are
    external .swfs with their own preloader.
    But when the site is live, the preloaders don't seem to be
    working, it takes a while for the movie clip to load and the
    preloader doesn't show. I want it to show so people know something
    is loading.
    anyone have any ideas.
    Thanks,
    Paul

    I am experiencing the exact same problem on my site -
    www.expansiondesign.com
    It works in flash player but not when live (tested safari and
    firefox)
    I don't know if you are using the same script as I am paul.
    I execute the following when each image button is pressed:
    button1.onRelease = function () {
    startLoading("image1.jpg");
    which runs this:
    function startLoading(whichImage) {
    loadMovie(whichImage, "_root.image_holder");
    _root.onEnterFrame = function() {
    infoLoaded = _root.image_holder.getBytesLoaded();
    infoTotal = _root.image_holder.getBytesTotal();
    percentage = (infoLoaded/infoTotal*100);
    _root.loader._yscale = percentage;
    _root.loader._visible = true;
    if (percentage>=100) {
    delete this.onEnterFrame;
    _root.loader._visible = false;
    Thanks,
    Barton

  • External Swf Not showing up (Online)

    And i truly need help. I'm creating a website for somebody, and it works perfect offline, i have two empty movie clips on the main site. And one loads an external video player(swf), and the other loads the external accordion menu (swf) of the site. I test it offline and it works perfect. But when i test it online (hosted) its not loading the accordian menu. here are the links to the site.
    http://www.affiliatemedia.cc/stride/default.html (main site) to the left of the video goes the menu. Here is the Menu that is supposed to load http://www.affiliatemedia.cc/stride/Menu.html. the only code i have for it
    stop();
    _root.menuBody.loadMovie("menu.swf");
    _root.body.loadMovie("strideplayer2.swf");
    my menu loader code is this:(code inside a movie clip, which is the txt percentage)
         onClipEvent (enterFrame) {
         loaded = _parent.getBytesLoaded();
         total = _parent.getBytesTotal();
         display = Math.round((loaded/total)*100);
             if (loaded == total)
             _parent.play();
    And that works too(offline). This is in action script 2
    could it be the code inside the accordion. Not sure, i would truly appreciate all your help.
    Thanks for taking the time to read this message!

    Are the swf's in the same server folder as the web page that holds the main swf?
    Based on your code I tried to find...
    http://www.affiliatemedia.cc/stride/menu.swf
    but it is not there.
    Also, in the code you show you use "menu.swf", but in the Menu.html page it is "Menu.swf"

  • What is or isn't possible on iOS?  (Not having Loader, loadBytes(), external swfs, etc)

    My basic question is:  "What are the classes which we should not use for iOS using the packager."
    I have been trying for a few days trying to get a simple Flash app to run on the iPad.  A very simple app (with sound!) with just 2 classes works fine (Performance is a whole other issue.  We will get to that).  But if I try anything else, all I get is a white/black screen on the iPad.  So it would be really nice to know what classes, functions, etc we CANNOT use for the Packager.
    I have fairly simple app (not as simple as 2 classes) which loads some art assets via URLRequest/Loader, puts them on the stage.  Fairly common standard practice in AS3.
    I've read about not able to load an external file using the Packager.  So to fix the situation of loading assets, I have looked into the [embed] tag, which seems to work.  I hope the blogger doesn't mind, but this page is an excellent source on what works and doesn't work with the [embed] tag in it's various flavors:  http://www.richardleggett.co.uk/blog/index.php/2010/03/08/flash_builder_and_flash_pro_asse t_workflows.  For example, AS3 in a swf is stripped out from an external swf using [embed].
    The best way to load an external swf file for iOS seems to be using [embed] with "application/octet-stream" and load the swf through ByteArray (Option #4 in the link above).  This works great on the PC.  HOWEVER, on iPad, it fails.  The [embed] tag works on the iPad with the other ways, so my guess is that loadBytes() does not work.  Is this true Adobe/Flash guys?  Can you confirm this?
    My initial question is "why is this not allowed on iOS?".  If it is because of the fact that it uses a Loader, can it be changed so it's not using a Loader to construct a MovieClip?  I have a ByteArray with the raw swf/MovieClip data.  Why can't I construct a MovieClip from it without going through Loader?
    This loadBytes() failure seems to be the only thing preventing me from using the normal pipeline of Flash development in loading external assets.  If there are other ways people have found, please share!
    Now on to performance.  Adobe, can you post some examples/samples of code which runs at decent performance?  Like a "tech demo" of what is possible using the Packager running on iPad/iPhone.  That would be extremely helpful for everyone.  I have done a lot of the optimizing suggestions on various sites and pages ( and by Adobe http://www.adobe.com/devnet/flash/articles/optimize_content_ios.html), but I am not seeing the 30 fps performance that is MORE than possible on iPhone/iPad.  Displaying and moving around Bitmaps (I don't use any vector graphics) should be blazing fast.  Quake runs on iPad without any problems and that code is 10 years old.  Moore's law dictates that drawing Bitmaps using CPU should be faster than a 3D engine written 10 years ago...  I am trying out the new iOS 4.2 which is supposed to be "significantly" better, but I am still stuck on loadBytes().
    So at this point, I am blocked on loadBytes() and my performance for a simple app which draws a few Bitmaps and MovieClips is terrible.  I am hopeful some people out there have figured out some solution (there are lots of clever people out there) and I will stumble on to something.  But being forced to go native Objective-C seems to be my only option at this point.
    In summary, here are the questions I would like to ask the Adobe/Flash group for some more help/information/advise:
    - Why is Loader not allowed on iOS?  Is it a technical limitation of the hardware/os/Flash?  Will it never be supported?  What is the future of this class on iOS?
    - Why is loadBytes() not allowed on iOS?  I have the raw embedded data in memory.  I don't need to make a remote call so security should not be an issue.  Can I create a MovieClip without using Loader?
    - Why is AS3 stripped from the timeline when a Symbol is retrieved using [embed]?  Maybe this is the same reason loadBytes() fails, but if I could use [embed] and get a copy of the Symbol, that is what I need.  (There are issues with the mx.core.MovieClipLoaderAsset/Asset, but it is better than being blocked by loadBytes())
    - What are some apps you guys have written that we can use to compare PC vs iOS?  Again, a "tech demo" or sample code of what you as experts in Packager for iOS have done which runs at decent framerate (30+fps) would be of tremendous help.  If the Adobe/Flash group hasn't gotten the current Packager for iOS to handle more than 50+ 2D Bitmaps on screen running at 30+fps, that would be good to know.  Please let us know what the experts and owners of your software are capable of getting the most throughput using the Packager.  I'd hate to sound a bit fed up/angry, but I think you are wasting a lot of people's time and energy with a piece of software that, to me, seems like it was a bit early to release.  Flash can do some great things.  If it can do it on iOS, even better.  But PROVE it to us that it's possible, before having your customers run into barriers imposed on us by trial and error.
    Thanks.

    I have hardly ever seen a post here from someone at Adobe, so you may need to be patient.
    Read this article, and get its associated demo files, to see some good performing tech demos:
    http://www.adobe.com/devnet/flash/articles/optimize_content_ios.html
    Back to your main point, loaders are working, what isn't working for you is accessing of things in the library of a successfully loaded swf, that have been set to Export for ActionScript. That means that the swf you have loaded has an ActionScript Class, to represent the library symbol. iOS Flash apps are native ARM code, and don't include the virtual machines that a browser plugin has, and so it's not able to interpret ActionScript. That may be why it would fail.
    Now, I can think of at least a couple of reasons why you might want to have external swfs with elements that you want to reuse in the main swf. One would be if you're intending to make a lot of them, like say if you wanted to have an Asteroids game and the ability to use artwork from a set of different swfs. Another reason might be if you want to skin your interface, by taking specific elements from the loaded swf and using them in the main swf. That way you could have artists preparing those swfs for you, and you just include them in your package, and load the one you want.
    There is a way to do either of those things. The second one can be done by having the item as a named symbol on the stage of the loaded swf. With a to-be-loaded swf named "inner.swf", that has a movieclip on its stage named "mc1", this script in the main swf would load that external swf and use its symbol on the main swf's stage, without having to make the inner swf's symbol use ActionScript:
    var req:URLRequest = new URLRequest("inner.swf");
    var ldr:Loader = new Loader();
    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded);
    ldr.load(req);
    function loaded(e:Event) {
    var mc:MovieClip = e.target.content as MovieClip;
    var innermc:* = mc.mc1;
    innermc.x = 50;
    innermc.y = 50;
    addChild(innermc);
    For the other case, you can take the item off the stage of the loaded swf and draw it into a bitmapdata, and then make as many bitmaps from that as you like. Here's the above example, only it adds the original movieclip to the main swf stage, and also creates a bitmap that looks the same:
    var req:URLRequest = new URLRequest("inner.swf");
    var ldr:Loader = new Loader();
    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE,loaded);
    ldr.load(req);
    function loaded(e:Event) {
    var mc:MovieClip = e.target.content as MovieClip;
    var innermc:* = mc.mc1;
    innermc.x = 50;
    innermc.y = 50;
    addChild(innermc);
    var bmd:BitmapData = new BitmapData(innermc.width,innermc.height);
    bmd.draw(innermc);
    var bm:Bitmap = new Bitmap(bmd);
    bm.x = 150;
    bm.y = 150;
    addChild(bm);
    So, the thing to learn is that a native ARM code application does not have an ActionScript interpreter in it, and if you need to do something that normally requires interpreting ActionScript, find another way to do it.

  • Once I add my .swf to Dreamweaver, the buttons are not clickable, how can I fix this?

    Hello there,
    I'd just like to start out by saying that this is the first time I have posted on these forums, so if I have done anything wrong, I apologize!
    Anyway, about my question, just like the title says, once I import the .swf into Dreamweaver the buttons are not clickable, however when tested outside of Dreamweaver, they work correctly.
    Basically I have an animated banner with some audio and two buttons, the buttons mute and unmute the music.
    The file consists of two layers, one of which has 2 keyframes, the first keyframe has the Audio with the settings; "Effect: None. Sync: Start, Loop" and a button leading to the next frame.
    The next keyframe (still on layer one) has much of the same but the Audio settings are different; "Effect: None. Sync: Stop, repeat x 1" and this will stop the music.
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    I am using Flash CS6 and Dreamweaver CS6 on a Windows 7 computer. I am also using Actionscript 2.0
    I apologize for the amount of information and I'm not very briliant at explaining things, so here are some images of the flash file, hopefully they'll help;
    Layer setup - http://i.imgur.com/iZHwfAw.jpg
    The movie clip - http://i.imgur.com/ayvPJUZ.jpg
    Keyframe one sound settings - http://i.imgur.com/LWbnQhO.jpg
    Keyframe two sound settings - http://i.imgur.com/7kS9dO2.jpg
    Actionscript for the first button/first keyframe - http://i.imgur.com/x6ROqPv.jpg   - (The second button/keyframe has the same code, but obviously the instance name and frame number has been changed)
    Again, I apologise if this all seems confusing!
    Thanks in advance for any answers to this question
    Adam.

    If you did not create this swf yourself then you won't be able to do what I am suggesting.  If you did, then open the fla in Flash and go into the Publish Settings and select the option to publish an html file as an output.  That will create an html page that embeds the Flash file.  Test that file in your browser and see if it plays properly.  IF so, then copy that code in place of whatever Dreamweaver did to embed the Flash.
    Dreamweaver is not a reliable tool for embedding Flash content... why it does not do it the same way Flash does it is anyone's guess.

  • How to detect external SWF has stopped not using totalFrames

    Trying to find a way to detect when an externally loaded SWF has stopped. Using "totalFrames" like the example below doesn't work for what I'm trying to accomplish.
    I need something that simply listens and detects when the clip has stopped. Editing the external SWF is not an option. Thanks in advance for any insight.
    function onfrm( evnt: Event ): void
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    Just did a small test, and at least with loading a swf that has a timeline the totalFrames option works fine:
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    a.load(new URLRequest("anim.swf"));
    function done(e:Event):void
      m = MovieClip(a.content);
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      addChild(m);
    function chek(e:Event):void
      if(m.currentFrame == m.totalFrames){
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  • External swf file not using URLRequest

    Good morning guys.
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    thank you

    are you loading a swf (done during runtime) or importing one (done during authortime)?
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    if you trust the swf you're loading, you can change allowscriptacess to always.  if you're importing a swf, none of its actionscript will execute anyway so it doesn't matter whether its trusted or not.

  • Clickable slide show with external SWFs

    Hi... I would really apprecaite some help with the slide show please.
    I have a slide show that loads 3 external SWFs. (The External SWFs have buttons and action script of their own as well )
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    - Have the buttons 1,2 and 3 go to respective SWFs (and not just a next button option)
    Also, as far as transitions (just basic fade in and out) is that something I should do within the external movie Clip?
    Thank you very much I appreciate all the help. Here's my code:
    // Array of external clips to use. Variable index refers to next clip to be displayed.
    var clips:Array = ["page1.swf", "page2.swf", "page3.swf"];
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    var thisLoader:Loader = new Loader();
    thisLoader.contentLoaderInfo.addEventListener(Event.INIT, doneLoading);
    var thisMC:MovieClip = new MovieClip();
    stage.addChild(thisMC);            // Add empty MC initially so the nextClip function can be generic
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        thisLoader.load(new URLRequest(clips[index]));
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    function doneLoading(e:Event):void {
        stage.removeChild(thisMC);
        thisMC = MovieClip(thisLoader.content);
        thisLoader.unload();
        thisMC.addEventListener(Event.ENTER_FRAME, runOnce);
        stage.addChildAt(thisMC, 0);
        thisMC.gotoAndPlay(1);
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    function runOnce(e:Event):void {
        if(thisMC.currentFrame == thisMC.totalFrames) {
            thisMC.removeEventListener(Event.EXIT_FRAME, runOnce);
            index = (index + 1)%(clips.length);
            nextClip()
    // "Next button" just calls a function that goes to the next file name (mod the number of files in the list)
    MovieClip(parent).bttn1_mc.addEventListener(MouseEvent.CLICK, playNext);
    function playNext(e:MouseEvent):void {
        nextClip();
        index = (index + 1)%(clips.length);
    Thank you!!!

    Have you ever successfully saved anything to that external drive? My first two thoughts are that the drive isn't formatted for the Mac or that you don't have rights to save to the drive.

  • Three external SWF's - not smooth. Fla included

    Hey geniuses.
    I have a main Flash movie that preloads three external SWF's just perfectly.  Everything is great...except the 1st movie is not smooth and really slow, the 2nd movie is a little better, and the third movie is the best.
    You can see what I mean here.
    http://www.tvnstudios.com/loadvis.html
    It's a rather simple Flash portfolio...I'm thinking it could be a stacking issue-but I've approached it from so many different ways instead of wasting my time shooting at thin air, I thought I'd give this forum a shot.
    How can I make these three movies play smoothly? 
    I've attached the main movies FLA just to assist.
    I'm SO grateful for any assistance!
    Best,
    -Tyler

    Hi Ned.
    the link is the page where the main fla exists.  That fla is the one i attached.  It loads three external swf's into a holder.  The three buttons at the top choose which swf is visible on the page.  The site just shows the three buttons, and when you click on button 1, 2, or 3, it will either load movie 1, 2, or 3.
    The frames per second are all consistent across the board.  I attached the .fla just incase there were problems that were visible in the actionscript.  It's not a lot of code, so that makes it easy to look at-but I just can't solve this one.
    And thank you again for responding!
    -Tyler

  • Can not load an external swf file from my site

    Hi ...
    I have a fla file which is loading external swf files from my local folders.
    I inserted some of the swf files to a web site and tried to load them from the site, not from my local folder...
    So it gave me a security error like below:
    *** Güvenlik Sanal Alanı İhlali ***security domain-area violation
    http://www.celiktek.com.tr/KIRIL.swf' SecurityDomain öğesi -- security domain element, 'file:///C|/Users/Acer/AppData/Local/Temp/Untitled%2D1.swf' uyumsuz bağlamına erişmeye çalıştı - tried to reach this incompatible url
    SecurityError: Error #2070: Güvenlik sanal alan ihlali -- security area violation: http://www.celiktek.com.tr/KIRIL.swf arayanı - searcher of this can not reach stage in file:///C|/Users/Acer/AppData/Local/Temp/Untitled%2D1.swf içindeki Stage'e erişemiyor. -
    at flash.display::Stage/requireOwnerPermissions()
    at flash.display::Stage/get numChildren()
    at KIRIL_fla::MainTimeline/frame1()
    so in my computer, I can load this swf , but how from a website ?
    thnx ...

    Thnaks ...
    I tried to use the securiyt panel that is openede and I added there my site
    www.celiktek.com.tr/KIRIL.swf
    but I still take the error
    *** Güvenlik Sanal Alanı İhlali ***
    http://www.celiktek.com.tr/KIRIL.swf' SecurityDomain öğesi, 'file:///C|/Users/Acer/AppData/Local/Temp/Untitled%2D1.swf' uyumsuz bağlamına erişmeye çalıştı
    SecurityError: Error #2070: Güvenlik sanal alan ihlali: http://www.celiktek.com.tr/KIRIL.swf arayanı file:///C|/Users/Acer/AppData/Local/Temp/Untitled%2D1.swf içindeki Stage'e erişemiyor.
    at flash.display::Stage/requireOwnerPermissions()
    at flash.display::Stage/get numChildren()
    at KIRIL_fla::MainTimeline/frame1()
    from my code
    var req:URLRequest=new URLRequest("http://www.celiktek.com.tr/KIRIL.swf");
    var lod:Loader=new Loader();
    lod.load(req);
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    James

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