Help with on release gotoAndPlay
Hello -
I am working on a Flash project that was using AS2. I now need to update it to AS3. This specific item is for a button that will Close when clicked on and then start playing at frame 400. The button has an instance name of Close.
Can anyone teach or tell me how to convert the following code to AS3?
on (release) {
gotoAndPlay(400);
Thank you!!!
Thank you again for helping me learn this. I am taking an AS3 class next month.
I keep getting the following error now. I updated the button instance name to lowercase and also gave the movie clip that the button resides in an instance name of disclosuremc. The movie ends on frame 450 but I want the button to start at frame 400 on the main timeline (scene 1) when clicked on. All of the other code works fine, it's just the last few lines that deal with the button named closebtn.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at Sample_fla::MainTimeline/frame450()
Here is my AS3
stop();
Link_2.addEventListener(MouseEvent.MOUSE_UP, function(event: MouseEvent): void {
var sURL: String;
if ((sURL = root.loaderInfo.parameters.clickTag2)) {
navigateToURL(new URLRequest(sURL), "_blank");
Link_3.addEventListener(MouseEvent.MOUSE_UP, function(event: MouseEvent): void {
var sURL: String;
if ((sURL = root.loaderInfo.parameters.clickTag3)) {
navigateToURL(new URLRequest(sURL), "_blank");
Link_4.addEventListener(MouseEvent.MOUSE_UP, function(event: MouseEvent): void {
var sURL: String;
if ((sURL = root.loaderInfo.parameters.clickTag4)) {
navigateToURL(new URLRequest(sURL), "_blank");
Link_5.addEventListener(MouseEvent.MOUSE_UP, function(event: MouseEvent): void {
var sURL: String;
if ((sURL = root.loaderInfo.parameters.clickTag5)) {
navigateToURL(new URLRequest(sURL), "_blank");
legal.addEventListener(MouseEvent.CLICK, clickFunction);
function clickFunction(evt:MouseEvent):void {
gotoAndStop(341);
replay.addEventListener(MouseEvent.CLICK, onClick);
function onClick(event:MouseEvent):void
gotoAndPlay(1);
disclosuremc.closebtn.addEventListener(MouseEvent.CLICK, onClick2);
function onClick2(event:MouseEvent):void
gotoAndPlay(400);
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How can I make the second on release work with the first
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ThanksHer is the correct code that works
on (rollOver) {
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Can someone help with this Actionscript 2.0 URL link problem
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What is wrong with this code? on(release) gotoAndPlay("2")'{'
Please could someone tell me what is wrong with this code - on(release)
gotoAndPlay("2")'{'
this is the error that comes up and i have tried changing it but it is not working
**Error** Scene=Scene 1, layer=Layer 2, frame=1:Line 2: '{' expected
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Total ActionScript Errors: 1 Reported Errors: 1
ThanksIf you have a frame labelled "2" then it should be:
on (release) {
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or other wise just the following to go to frame 2:
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Folks,
I have designed a release strategy with three characteristics:
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1.PRQuantity with table name MEREQ3211GRID and Field :MENGE
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the value for PRQuantity is >= 10000,000.
Also, I have set the indicator for (allow interval) in characteristics
Classes, procedure with classification, Release startegies are all proper.
I am getting the Release startegy tab in PR, but the problem is when I adopt a PR to create a PO with PO quantity >=10000, the release starategy gets picked up, which is perfect but it is also getting picked up with PO Quantity <=10000.
I dont understand why is it getting picked up for <=10000..Please suggest!!
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MeghaMegha,
In your original post you said,
"1.PRQuantity with table name MEREQ3211GRID and Field :MENGE
2.PRmaterial # with table name RMMG1 and Field :MATNR
3.PRPlant with table name RMMG1 and Field :werks"
Per documentation I have seen, the table you should use for your characteristics for PRs should be CEBAN and CEKKO for POs. Here are some links to SAP notes you may find useful.
[365604 - Release strategies in purchasing|https://websmp230.sap-ag.de/sap(bD1lbiZjPTAwMQ==)/bc/bsp/spn/sapnotes/index2.htm?numm=365604]
[493900 - Release Strategy|https://websmp230.sap-ag.de/sap(bD1lbiZjPTAwMQ==)/bc/bsp/spn/sapnotes/index2.htm?numm=493900]
[672719 - Release strategies in the service|https://websmp230.sap-ag.de/sap(bD1lbiZjPTAwMQ==)/bc/bsp/spn/sapnotes/index2.htm?numm=672719]
Note 365604 may be by far the most descriptive of how to set up the entire process. Hope this helps if you are still having problems.
Regards,
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Hi,
Flash Builder 4.5 serial number will not work directy in Flash Builder 4.7. You can use FB 4.5 key in upgrade scenario (upgradation from FB 4.5 to FB 4.7).
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Where the number changes in relation to which keyframe the
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I have 10 movies, total, but they are only movie clips,
essentially photo slide shows with audio, made all in the library.
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Hi -
I'm having a problem with my movie clips playing
simultaneously and cannot, for the life of me, figure out what I
have done wrong. I'm new to flash, so I may have set something up
incorrectly, but here's what I have so far:
11 layers, total: 1 layer with 10 control buttons, each
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on (release) {
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Where the number changes in relation to which keyframe the
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I have 10 movies, total, but they are only movie clips,
essentially photo slide shows with audio, made all in the library.
The problem happens when I click on a the second or third
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I have tried to add a stopAllSounds command, but I'm afraid
that doesn't do anything because it is not a "sound file" per se,
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I'm at the end of my rope and really need some help in
figuring this one out. My project is hanging in the balance on
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beautifully.
Please help!
Thanks,
CarolineThey do not have to be on the same layer, but they should not
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Lets say you have three movieclips ten frames apart on the
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Mc3 is on frame 21. Mc1 should only be on the timeline from frame
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anymore.
They do not have to be on the same layer.
It may help if you email me the file. My address is on my
name on the lefthand side of this forum post. -
Need help with actionscript (flash professional)
Ok so its been a while since I've used flash and i need a
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I'm trying to make a menu along the left side that when you
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The reason I say something seems corrupted with the file is
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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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Within the "abs_button" movie clip there are 5 layers.
Labels, actions, default button state, rollover state and rollout
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Technically, default button state, rollover state and rollout
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FRAME 01.
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FRAME 02 to 31.
Rollover state is a 30 frame animation. Label at start
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FRAME 32 to 62.
Rollout state is a 30 frame animation. Label at start
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on (release) {
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gotoAndPlay("abs_button", "abs_over");
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gotoAndPlay("abs_button", "abs_out");
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I need the "abs_over" animation to always play through to the
end, as the "abs_out" is "abs_over" in reverse (i.e. image grows
large on rollover and shrinks again on rollout.
I've tried for 2 days to solve this, but I clearly need help.
My experiments with variables simply didn't work.
I would be grateful if someone could tell me where I'm going
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Thanks,
Andyuse this:
on (rollOver) {
gotoAndPlay("abs_over");
Since the code is attached directly to the movieclip, you
don't have to
identify the clip. A gotoAndPlay() function takes a frame
number or a
frame label name as its argument, never the name of the clip
that
contains the frame number or name.
Rob
Rob Dillon
Adobe Community Expert
http://www.ddg-designs.com
412.243.9119 -
Help with linking buttons to Scenes
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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
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stop();
btn_home.addEventListener(MouseEvent.CLICK, mouse5DownHandler);
function mouse5DownHandler(event:MouseEvent):void {
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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
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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
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newBullet.x = tank_mc.x;
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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;
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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;
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minesInGame = 15;
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mineMaker = new Timer(6000, minesInGame);
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mineMaker.start();
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tankMine_mc = new Mine();
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tankMine_mc.x = 1080;
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tankMine_mc.addEventListener(Event.ENTER_FRAME, moveHorizontal);
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evt.target.x -= Math.random()*5;
if (evt.target.x >= stage.stageWidth)
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removeChild(DisplayObject(evt.target));
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atmMaker.start();
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//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;
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// 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
-
Issue with PO release (multi level approval)
Hi,
Need help regarding PO release. I am working with 4 level approval process.
Information:
it is sequential release as I can see in workflow log, a new workflow gets generated for next level only after previous level executes the workitem.
Facing following issue at 2nd Level :
Level 2 releases item and it goes to Level 3, but workitem doesnt disappear from inbox.Once Level 3 releases item, an acceptance mail goes to Level 2. But along with the mail, updated workitem (i.e. showing release by 3rd level) also appears in inbox of Level2. Now two work items appear in Level2 Inbox.
In Workflow Log, this is how its behaving:
WORKFLOW STARTED-->
1st WF appears in WF log.
Level 1 releases WI ->
2nd workflow appears in WF log +
1st workflow with (in process status)
Level 2 releases WI ->
3rd WF appears +
2nd workflow with (in process status) +
1st workflow with (in process status)
Level 3 releases WI ->
3rd WF appears +
2nd workflow with (in process status) +
1st workflow with (in process status)
ISSUE: As soon as Level 3 sends back acceptance to Level 2, updated WI item appears( i.e. with latest release status which in this case is: released by level1, Level2 and Level3) along with the mail.
Level 4 releases WI ->
4th WF appears +
3rd WF appears (in process status) +
2nd workflow with (in process status) +
1st workflow with (STATUS COMPLETED)
ISSUE: As soon as Level 4 sends back acceptance to Level 2, updated WI item appears( i.e. with latest release status which in this case is: released by level1, Level2, Level3 and Level 4) along with the mail.
Result:
PO gets released.
In workflow log 2nd, 3rd and 4th workflow appear with IN PROCESS STATUS. All of them show process stopped at LEVEL2.Hi Kjetil,
Release strategy is being used. Configuration for release strategy is given as following.
RGroup Rcode Workflow Agent
Z6 R1 1 Blank
Z6 R1 1 Blank
Z6 R1 1 Blank
Z6 R1 1 Blank
Release is sequential.
For column 'Agent' mentioning position or User is not really useful because we are getting agents through Z table. Reason is: current org structure supports 1 position with multiple users from same department. In our scenario we need to find initiators department then find relevant approval levels for that departemnt. So I cannot mention any position in 'Agent' Column as release code will be locked against one position and one departetment.
Agents picked through Z table. Table has fields Agent/ UserID , level, department.
Logic to pick agents( Object and method created ):
When workflow starts, it finds department of the initiator.
For that department-> find approval levels available(L1, L2, L3).
For these levels -> Find Agent mentioned for that level.
Onece Agents are found for all levels -> Pass them to WF container.
In task activity, These agents are passed back to the rule and the task comes to know which agent it should go to.
Result : Four workflows start in sequence. When last level releases, only 1st workflow shows COMPLETED status. Rest three hang at level 2. If I see Me29N , release for that item is shown completed. To me it seems triggering of only first workflow is enough for release. Is there any way I can avoid trigerring of other three workflows?
Edited by: User112 User112 on Jan 25, 2008 6:30 AM
Edited by: User112 User112 on Jan 25, 2008 6:31 AM
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