Help with gotoAndPlay (as2.0)
Hi all,
Im trying to make a navbar in flash for my new site, and am having some problems. Last time I used flash was about 4-5 years ago, so bare with me, my actionscript might be rusty. Im trying to have a stop command at frame 1, and then when I rollover each button it will jump to a different frame, run about 10 frames, and then stop again. I feel like I used to do something like this (actionscript2.0):
\\on the frame
stop();
\\on the button
on(release) {
gotoAndPlay(10);
But it is just showing errors. I have cs4 and am trying to use as2.0 because its what I'm used to, but if someone knows how to do this in 3.0, that would also work out swell. Thanks for any help.
First, check you Flash Publish Settings and make sure they are set for AS2. Second, if you are getting error messages, include them in your posting.
Similar Messages
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I'm a noob to flash so any help is appreciated.
I have a home button on my flash page which has links to a function that calls gotoAndPlay(1) but when I click on it twice, it takes me to frame 2. I'm totally confused. here is the AS3 for frame 1.
// script start
stop();
homeButton.addEventListener(MouseEvent.CLICK, gotoHome);
function gotoHome(event:MouseEvent):void
SoundMixer.stopAll();
this.gotoAndPlay(1);
import flash.events.EventDispatcher;
import flash.display.MovieClip;
this.stop();
function startMovie(event:MouseEvent):void {
SoundMixer.stopAll();
gotoAndPlay(2);
trailerButton.addEventListener(MouseEvent.CLICK, startMovie);i assume there's a stop() on frame 1. and that's normal behavior.
to remedy, use gotoAndStop(), if that's what you want. -
Beginner needs help with gotoAndPlay syntax
Hello out there.
I am modifying a Flash template which I downloaded recently
The following code has been placed on a symbol which is defined as a button.
on (release) {
_root.link = 3;
_root.gates.gotoAndPlay ("s1");
I interpret this code to mean that _root.gates is the instance name which is located in the root timeline and it will move the play head to the frame labeled s1 in the gates instance which I assume is a movie clip.
How do I locate the gates instance in the flash file. I have looked at every symbol in the entire flash file and none of them have instance names.
Please help if you can. ThanksYou've probably narrowed it down to being an object from the library. Now you need to see if it is either on the stage or is loaded dynamically.
If you right click on the object in the library and select Linkage..., you'll be able to see if it might be loaded dynamically. In order to load it dynamically, in the Liinkage panel it will need to have the Export for Actionscript option checked (and one other) and will have an Identifier defined for it. This identifier is what will be used to pull it from the library via actionscript (using the attachMovie method).
If it doesn't have things in the Linkage established as I've described, then it likely lives on the stage. If you are unable to find it, then it may be on a masked layer, or it may be set invisible on the timeline, or it may have a blank first frame which would make it appear as a mere dot on the stage if selected.
Now, regardless of whether you find how it's added to the stage, if your intention is to edit this object in some way, You don't necessarily have to figure out the details of how its added to the stage. To check if the object in the library is the one you want to edit, edit it in some simple way so that you can tell if the item you edit is the item you want edited. If it is, then do the editing you intend. -
Looking for help with movie loading in a different spot every time page reloads.
Hello,
I have a Flash movie that I need to jump to a one of 6 chosen frames when say a user hits the back button or home in the site. I just dont want the same user seeing the flash movie replay in the same spot everytime they go back to home.
ANY help with this is appreciated.
Thanks ahead of time.
-Ann
Here is what I have scripted:
var numbers:Array = [2,114,415,687,960,1195,1485];
_root.firstTime = true;
if(firstTime) {
firstTime = false;
var frame:Number = Math.floor(Math.random() * numbers.Length);
gotoAndPlay(numbers[frame]);
I have also tried this:
Array.prototype.shuffle = function() {
for (var ivar = this.length-1; ivar>=0; ivar--) {
var p = random(ivar+1);
var t = this[ivar];
this[ivar] = this[p];
this[p] = t;
ASSetPropFlags(Array.prototype, ["shuffle"], 1, 1);
var Array_ar:Array = new Array(2,114,415,687,960,1195,1485);
Array_ar.shuffle();
index = 0;
function load_random() {
gotoAndPlay(Array_ar[index++]);
if (index == Array_ar.length) {
(index=0);
load_random();
But this keep jumping to frame 1 each time i hit back or refresh.
Thanks again.That did not work. It loops back to the frame that it first loaded to not to frame 1 the beginning.
It tried putting gotoAndPlay(numbers[frame]); on the very last frame, then I made a new keyframe after the very last frame and neither worked.
You can see the swf here:
http://www.shared-vision.net/testsites/edi/EDIflashtest2.html
Thank you for your help.
-Ann -
I need help with shooting in my flash game for University
Hi there
Ive tried to make my tank in my game shoot, all the code that is there works but when i push space to shoot which is my shooting key it does not shoot I really need help with this and I would appriciate anyone that could help
listed below should be the correct code
//checking if the space bar is pressed and shooting is allowed
if(evt.keyCode == 32 && shootAllow){
//making it so the user can't shoot for a bit
shootAllow = false;
//declaring a variable to be a new Bullet
var newBullet:Bullet = new Bullet();
//changing the bullet's coordinates
newBullet.y = tank_mc.y + tank_mc.width/2 - newBullet.width/2;
newBullet.x = tank_mc.x;
//then we add the bullet to stage
addChild(newBullet);
listed below is my entire code
import flash.display.MovieClip;
//declare varibles to create mines
//how much time before allowed to shoot again
var cTime:int = 0;
//the time it has to reach in order to be allowed to shoot (in frames)
var cLimit:int = 12;
//whether or not the user is allowed to shoot
var shootAllow:Boolean = true;
var minesInGame:uint;
var mineMaker:Timer;
var cursor:MovieClip;
var index:int=0;
var tankMine_mc:MovieClip;
var antiTankmine_mc:MovieClip;
var maxHP:int = 100;
var currentHP:int = maxHP;
var percentHP:Number = currentHP / maxHP;
function initialiseMine():void
minesInGame = 15;
//create a timer fires every second
mineMaker = new Timer(6000, minesInGame);
//tell timer to listen for Timer event
mineMaker.addEventListener(TimerEvent.TIMER, createMine);
//start the timer
mineMaker.start();
function createMine(event:TimerEvent):void
//var tankMine_mc:MovieClip;
//create a new instance of tankMine
tankMine_mc = new Mine();
//set the x and y axis
tankMine_mc.y = 513;
tankMine_mc.x = 1080;
// adds mines to stage
addChild(tankMine_mc);
tankMine_mc.addEventListener(Event.ENTER_FRAME, moveHorizontal);
function moveHorizontal(evt:Event):void{
evt.target.x -= Math.random()*5;
if (evt.target.x >= stage.stageWidth)
evt.target.removeEventListener(Event.ENTER_FRAME, moveHorizontal);
removeChild(DisplayObject(evt.target));
initialiseMine();
//declare varibles to create mines
var atmInGame:uint;
var atmMaker:Timer;
function initialiseAtm():void
atmInGame = 15;
//create a timer fires every second
atmMaker = new Timer(8000, minesInGame);
//tell timer to listen for Timer event
atmMaker.addEventListener(TimerEvent.TIMER, createAtm);
//start the timer
atmMaker.start();
function createAtm(event:TimerEvent):void
//var antiTankmine_mc
//create a new instance of tankMine
antiTankmine_mc = new Atm();
//set the x and y axis
antiTankmine_mc.y = 473;
antiTankmine_mc.x = 1080;
// adds mines to stage
addChild(antiTankmine_mc);
antiTankmine_mc.addEventListener(Event.ENTER_FRAME, moveHorizontal);
function moveHorizontal_2(evt:Event):void{
evt.target.x -= Math.random()*10;
if (evt.target.x >= stage.stageWidth)
evt.target.removeEventListener(Event.ENTER_FRAME, moveHorizontal);
removeChild(DisplayObject(evt.target));
initialiseAtm();
function moveForward():void{
bg_mc.x -=10;
function moveBackward():void{
bg_mc.x +=10;
var tank_mc:Tank;
// create a new Tank and put it into the variable
// tank_mc
tank_mc= new Tank;
// set the location ( x and y) of tank_mc
tank_mc.x=0;
tank_mc.y=375;
// show the tank_mc on the stage.
addChild(tank_mc);
stage.addEventListener(KeyboardEvent.KEY_DOWN, onMovementKeys);
//creates the movement
function onMovementKeys(evt:KeyboardEvent):void
//makes the tank move by 10 pixels right
if (evt.keyCode==Keyboard.D)
tank_mc.x+=5;
//makes the tank move by 10 pixels left
if (evt.keyCode==Keyboard.A)
tank_mc.x-=5
//checking if the space bar is pressed and shooting is allowed
if(evt.keyCode == 32 && shootAllow){
//making it so the user can't shoot for a bit
shootAllow = false;
//declaring a variable to be a new Bullet
var newBullet:Bullet = new Bullet();
//changing the bullet's coordinates
newBullet.y = tank_mc.y + tank_mc.width/2 - newBullet.width/2;
newBullet.x = tank_mc.x;
//then we add the bullet to stage
addChild(newBullet);
if (tank_mc.hitTestObject(antiTankmine_mc))
//tank_mc.gotoAndPlay("hit");
currentHP -= 10;
// remove anti tank mine
removeChild(antiTankmine_mc);
if (tank_mc.hitTestObject(tankMine_mc))
//tank_mc.gotoAndPlay("hit");
currentHP -= 10;
// remove anti tank mine
removeChild(tankMine_mc);
//var maxHP:int = 100;
//var currentHP:int = maxHP;
//var percentHP:Number = currentHP / maxHP;
//Incrementing the cTime
//checking if cTime has reached the limit yet
if(cTime < cLimit){
cTime ++;
} else {
//if it has, then allow the user to shoot
shootAllow = true;
//and reset cTime
cTime = 0;
function updateHealthBar():void
percentHP = currentHP / maxHP;
healthBar.barColor.scaleX = percentHP;
if(currentHP <= 0)
currentHP = 0;
trace("Game Over");
updateHealthBar();USe the trace function to analyze what happens and what fails to happen in the code you showed. trace the conditional values to see if they are set up to allow a shot when you press the key
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But unfortunately it didn't solve my problem. Because there
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.fla files.
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What I need to do is automatically start the HCIC.swf file
bypassing the pre-loader and play button without editing it or the
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I know this is confusing, and its difficult to explain, but
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ActionScripting is far from my strong point, so I'm
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Thanks for your help.Got my solution on another forum.
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Note, on occasion, undeterminably, that code above doesn't work for some odd reason... the animation plays to the next frame and stops... so if you run into that, just put a play(); in the second frame to help push it along.
PS GotoandPlay would actually be gotoAndPlay, and for the code above you could substitute play(); with gotoAndPlay(2); -
Need help with a simple basketball game.
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Can you help with the code to publish Flash to my own domain.
Thank you for your help, I publish the my site to my own domain, I do not use .Mac, I tested your code and ity works well on .Mac, can you help with the code to publish to my own domain.
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The suggestion I offered yesterday still stands. You should find a tutorial regarding AS3 and the atan2 function. Beyond that, what you show suggests this is a school assignment. You should seek help from your fellow students and instructor if that is the case. -
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Hi,
I hope someone can help with a simple-looking problem which
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I have a feeling that I've missed something obvious.
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FRAME 01.
Default button state is one frame with a graphic of the
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FRAME 02 to 31.
Rollover state is a 30 frame animation. Label at start
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All animations were achieved with tweens.
My initial "abs_button" code:
on (release) {
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Thanks,
Andyuse this:
on (rollOver) {
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Rob
Rob Dillon
Adobe Community Expert
http://www.ddg-designs.com
412.243.9119 -
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I’m desperate and need some help with this simple drag
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I have a feeling that the problem has something to do with my
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PLEASE HELP!var startX3:Number;
var startY3:Number;
var counter3:Number=0;
vf_A.addEventListener(MouseEvent.MOUSE_DOWN, pickUp3);
vf_A.addEventListener(MouseEvent.MOUSE_UP, dropIt3);
vf_E.addEventListener(MouseEvent.MOUSE_DOWN, pickUp3);
vf_E.addEventListener(MouseEvent.MOUSE_UP, dropIt3);
vf_I.addEventListener(MouseEvent.MOUSE_DOWN, pickUp3);
vf_I.addEventListener(MouseEvent.MOUSE_UP, dropIt3);
vf_O.addEventListener(MouseEvent.MOUSE_DOWN, pickUp3);
vf_O.addEventListener(MouseEvent.MOUSE_UP, dropIt3);
vf_U.addEventListener(MouseEvent.MOUSE_DOWN, pickUp3);
vf_U.addEventListener(MouseEvent.MOUSE_UP, dropIt3);
function pickUp3(event:MouseEvent):void {
event.target.startDrag(true);
reply2_txt.text="";
event.target.parent.addChild(event.target);
startX2=event.target.x;
startY2=event.target.y;
function dropIt3(event:MouseEvent):void {
event.target.stopDrag();
var myTargetName:String="target"+event.target.name;
var myTarget:DisplayObject=getChildByName(myTargetName);
if (event.target.dropTarget != null &&
event.target.dropTarget.name == "instance112") {
reply2_txt.text="Good Job!";
event.target.removeEventListener(MouseEvent.MOUSE_DOWN,
pickUp3);
event.target.removeEventListener(MouseEvent.MOUSE_UP,
dropIt3);
event.target.buttonMode=false;
event.target.x=myTarget.x;
event.target.y=myTarget.y;
var mySound:Sound = new vowels_NAR_goodjob();
mySound.play();
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reply2_txt.text="Try Again!";
event.target.x=startX2;
event.target.y=startY2;
var mySound2:Sound = new vowel_NAR_nopetryagain();
mySound2.play();
if (counter2==5) {
reply2_txt.text="Great Job! You did it!";
gotoAndPlay(3300);
vf_A.buttonMode=true;
vf_E.buttonMode=true;
vf_I.buttonMode=true;
vf_O.buttonMode=true;
vf_U.buttonMode=true; -
HI
I buildt an image gallery with AS2 and XML, now I want the
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Thanx for any helpWhat is your question? You're subject implies you want help
with a checkbox,
but then you ask about exporting an image from Flash, and you
include a
whole bunch of code with no explanation. Nobody is going to
look through all
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then Google
'flash export image' or similar. There's a lof of info on
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Dave -
Head Developer
http://www.blurredistinction.com
Adobe Community Expert
http://www.adobe.com/communities/experts/ -
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Hey,
Rookie to Flash and AS3. Just needed some help with my buttons. Im making a flash program about pancakes (random I know). I have a "Mainmenu" scene and then a "Recipe" scene. I have a button on my mainmenu which takes me to the recipe page when I click it, the code behind the button is
"stop();btn_recipe.addEventListener(MouseEvent.MOUSE_DOWN, mouseDownHandler);function mouseDownHandler(event:MouseEvent):void {
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Please helpFirst, hopefully having all your code mushed onto the same line is a copy/paste error, otherwise it should look like...
stop();
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If the intention is to click the buttons to make them work, then you should use CLICK instead of MOUSE_DOWN. MOUSE_DOWN can be a persistent state whereas CLICK involves releasing it afterwards.
As for the code to get you back home, where is it located on the timeline? Are you getting any error messages when you try to use it?
One thing you should learn to use is the trace() function. It is useful for troubleshooting. You can use it now to see if your second button is talking to the function at all...
stop();
btn_home.addEventListener(MouseEvent.CLICK, mouse5DownHandler);
function mouse5DownHandler(event:MouseEvent):void {
trace("the button works okay");
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If you don't get that message in the output panel, you'll know the button is not properly coded to work.
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I have a flash file that plays multiple videos. I'm trying to
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child:
~~~
stop();
var loadVideo:URLRequest = new URLRequest("videoinset.swf");
var videoLoader:Loader = new Loader();
videoLoader.load(loadVideo);
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var vidclip:String = "intro";
function swfLoaded(myEvent:Event):void {
stage.addChild(videoLoader);
var mycontent:MovieClip=myEvent.target.content;
videoLoader.x = 210;
videoLoader.y = 150;
mycontent.gotoAndPlay(vidclip);
videoLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
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~~~
How can I tell it that when the child gets to frame(#), to go
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I am using netstream to play the videos. There are 6, each
called by a different frame in the videoinset child swf.
Thanks for any help with this.Any help with this really would be appreciated; if I have not
explained it clearly enough, by all means please let me
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Join remote computers in a branch office over vpn(GRE)
Hi I have a problem with joining computers located in a branch office described in the following, It would be grateful if anyone help me. I have a FG1240B firewall as edge firewall in my network and a FG60C in branch office, these firewalls can see e
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Need help in datetime format.
hi there, currently, i have problem in converting datetime format into this pattern (yyyy-MM-dd). I could able to convert it in JSTL which is <c:set var="dates"><fmt:formatDate value="${now}" type="DATE" pattern="yyyy-MM-dd"/></c:set> <sql:query var=
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Hi I am wanting to install the sneak preview of NetWeaver 04 Sp16 and have just noticed that the Sun Java SDK requirement is rather specific(1.4.2_08). I have 1.4.2_01 installed. Is this going to be OK? The NetWeaver notes mention that "1.4.2_10 m