Load swf and play movieclip inside it

I want to load  a swf and play a moveclip inside it, but the SWFLoad.content always is null. Does sombody know how to resolve this problem?
  private var SWFLoader:Loader;
  public function myApp3()
   SWFLoader = new Loader();
   var request:URLRequest = new URLRequest("FlashAS3_2Flex.swf");
   SWFLoader.load(request);
   this.addChild(SWFLoader);
   var currentSWF = MovieClip(SWFLoader.content);//SWFLoader.content is null
   currentSWF.myClip.gotoAndPlay(1);

The code you show works fine for me.  How is btn1 created/named in the second swf file?  If you create it dynamically and do not assign a name property to it, it does not have the name you think it does.

Similar Messages

  • Videos do play but are not loading properly and plays choppy.

    Videos on websites as www.omesakevideo.nl do play but are not loading properly and plays choppy, I don't have this problem in Safari or Chrome

    Try the basics from the manual:
    restart.
    reset.
    restore.
    iPod touch User Guide (For iOS 4.3 Software)

  • Loading two swfs and playing them sequentially

    Hello Team,
               I have searched, but can't seem to find an answer to my question.  I'm working in Flash cs6 on Windows platform. I do not understand how to load two external swf files into another swf file(Main swf) and have them play sequentially. I certain that this task is extremely small to a lot of members of this forum, but if someone could be so kind to assist me with this inquiry I will be over-joyed.
    I am able to load one swf with the following code:
    var swf:MovieClip;
    var loader:Loader = new Loader();
    var defaultSWF:URLRequest = new URLRequest("swf/gallery.swf");
    loader.load(defaultSWF);
    addChild(loader);

    AS3 - Dispatch Event
    Example:
    Add something to trigger the event in the child:
    dispatchEvent(new Event("eventTriggered"));
    (if dispatchEvent problem, see: http://www.kirupa.com/forum/showthread.php?p=1899603#post1899603)
    The listener for this event has to be added to the main file AFTER the external file has been loaded.  In your loading/parent swf, listen for the complete event on the Loader.contentLoaderInfo. 
    yourLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loaderCompleteHandler);
    In the complete event handler, add a listener for the event on the loaded swf.
    // event handler triggered when external swf is loaded
    function loaderCompleteHandler(event:Event) {
        MovieClip(event.currentTarget.content).addEventListener("eventTriggered", eventHandler);
    Then just create the event handler for the dispatched event listener that was created in the loaderCompleteHandler function.
    function eventHandler(event:Event):void {
        trace("event dispatched in loaded swf");
        // load/play your second swf now

  • Load swf AFTER playing to end of root timeline

    Don't know if this can be done or not...
    I have my Home page - 5 Navigation buttons on the page. Each
    button "onRelease" will load an external swf file ( a new page).
    The problem i'm having is getting the the buttons to play the rest
    of the root timeline (after "Stop) before it loads the external
    swf. The rest of the timeline is just a short fade to Alpha 0 of
    all buttons before the new page comes in.
    any help?
    thanks in advance.

    michaeltowse wrote:
    > Could you not assign a variable which is then picked up
    at the end of the main
    > timeline. This variable could be used within a loadMovie
    command. Your buttons
    > would have the variable declaration and then a play()
    command.
    >
    What you seem to need is some sort of non unloading loading
    of the movie.
    You got the level loading method, the movieclip loading
    method and the
    dedicated loader class.

  • Load SWF into empty movieClip?

    Hello,
    Could anyone please point me in the right direction to find
    out how to load an external SWF into an already existing movieClip
    instance that is already placed on the stage? This is the way I've
    always worked in AS2, but I can't find how to do it in AS3. Can
    anyone point me to an example where URLRequest works with a
    specified movieClip instance?
    Thank you!

    I understand why you might think I was ignoring your advice,
    but this isn't the case. You're expertise is much valued and
    respected.
    My purpose for continuing to experiment with loading into a
    movieClip was an attempt to find an easy way to layer the SWF
    behind other elements, but as you know, although it works for this
    purpose, it doesn't allow control of the loaded SWF from the main
    timeline. For others struggling to learn as I am, here's a link
    where I found the answer to my question above:
    http://www.hostingforum.ca/776586-as3-controlling-loaded-swf.html
    The transition to AS3 is not as easy for some as for others,
    and there are new concepts to understand.
    Don't know what "nvm" means... curious, but might be better
    off not knowing ;) Thanks again for all the help you offer to all
    of us who are struggling.

  • Load swf and get a SimpleButton in it

    I load a swf and want to get a button in the swf. But the button I get is NULL. I am sure the button's name is right and exists. Could somebody help me to solve this problem?
    package
    import flash.display.MovieClip;
    import flash.net.URLRequest;
    import flash.display.Loader;
    import flash.events.Event;
    import flash.events.ProgressEvent;
    import flash.display.SimpleButton;
    import flash.display.LoaderInfo;
    public class MyClass1 extends MovieClip
      public function MyClass1()
       super();
       var swfLoader:Loader = new Loader();
       addChild(swfLoader);
       var bgURL:URLRequest = new URLRequest("secondFlash.swf");
       swfLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadProdComplete);
       swfLoader.load(bgURL);
       var currentSWF:MovieClip = new MovieClip();
       function loadProdComplete(e:Event):void {
         var loaderInfo:LoaderInfo = e.target as LoaderInfo;
          var mv:MovieClip= MovieClip(loaderInfo.content);
        var btn1 = mv.getChildByName("btn1") as SimpleButton;
        trace("mv"+mv);
        trace("btn1="+btn1);

    The code you show works fine for me.  How is btn1 created/named in the second swf file?  If you create it dynamically and do not assign a name property to it, it does not have the name you think it does.

  • Loading SWFs and setting z-index

    I have a project that involves 10 SWFs files. I know how to load them using one container. The problem I have is that when a new SWF loads, it covers the main navigation's drop menus from main container. The navigation bar on main container is a movie clip labeled nav_btns.
    Can someone help me set the z-index of main container and other SWFs as they load?
    Here is my code, which works when loading SWFs
    import flash.display.MovieClip;
    import flash.display.Loader;
    import flash.net.URLRequest;
    import flash.events.Event;
    var Xpos:Number=10;
    var Ypos:Number=115;
    var swf:MovieClip;
    var loader:Loader=new Loader();
    var loader1:Loader= new Loader();
    var defaultSWF:URLRequest = new URLRequest("homePage.swf");
    loader.load(defaultSWF);
    loader.x=Xpos;
    loader.y=Ypos;
    addChild(loader);
    function buttonClick(event:MouseEvent):void {
    removeChild(loader);
    var newSWFRequest:URLRequest= new URLRequest("Movies/"+ event.target.name+".swf");
    loader.load(newSWFRequest);
    loader.x=Xpos;
    loader.y=Ypos;
    setChildIndex(this, -1);
    addChild(loader);
    nav_btns.homePage.addEventListener(MouseEvent.CLICK, buttonClick);
    nav_btns.homePage.txt.text="HOME";

    add (or re-add) the menu to the display list after you add the loader.

  • Loading SWF  x Embedding MovieClip

    Hello there!
    Suppose I am making something like a game which has lots (like hundreds) of minigames that the player can choose to play. Each minigame is developed separately by different programmers for instance. This game is going to be running on android.
    What is the pros and cons of:
    1) making every minigame a separeted SWF and loading it whenever the player chooses to play that minigame
    2) Making each minigame a class that can be called as currentMinigame = new MyMinigame(); and then adding it/removing it from stage?
    Which one enhances performance and which one enhances memory use?
    Hope you can help me here

    I'd go with having everything as a separate swf.  That way you do not have to edit the main file every time something new gets added.

  • Export animation to SWF and plays as MovieClip

    Hi to EveryBody.
    We are evaluating the Rome AIR  applicaction in order to create presetations and swf animations.
    We  have made an animation, the Anim Clips Animation,  without anything  more.
    We have exported to SWF (Flash Player Compatible)  and everything went ok.
    We have a special player made  in flex that plays de SWFs Casting it as a MovieClip and when the object  is Casted the result is a null object.
    We have had  this problems  with SWFs compiled with flash player in AS2 but if it was  compiled in AS3 it works.
    Any idea or solutions.
    Thanks
    The player Code for Flash Builder 4: When you  click the button de conversión is realized and the movie variable is  null.
    <?xml version="1.0"?>
    <!-- controls\swfloader\SWFLoaderSimple.mxml-->
    <s:Application xmlns:fx="http://ns.adobe.com/mxml/2009"
                    xmlns:s="library://ns.adobe.com/flex/spark"
                    xmlns:mx="library://ns.adobe.com/flex/mx">
         <fx:Script>
             <![CDATA[
                 function convert():void{
                     var movie:MovieClip = player.content as MovieClip;               
                     movie.gotoAndPlay(1);
             ]]>
         </fx:Script>
         <s:VGroup>
             <mx:SWFLoader source="Rome.swf" id="player"/>
             <s:Button label="Convert" click="convert()"/>
         </s:VGroup>
    </s:Application>

    Fixed Layout EPUB files support most of the animation you can do in InDesign.
    https://indesignsecrets.com/lynda-com-course-creating-fixed-layout-epubs-indesign-cc.php

  • Sound objects in loaded swfs not playing

    I'm working in ActionScript 2.  I have a series of swfs with Sound objects.  Works just fine when I play the swf.  However, when I load them into a loader, no sound.  HELP!!!

    when you instantiate your sound, instead of using something like:
    var s:Sound=new Sound()
    use
    var s:Sound=new Sount(this);

  • Can't Access MovieClips and Functions in Loaded SWF

    Hi everybody,
    I'm trying to simply access anything inside this loaded SWF and all I get is 'null'.
    I have code in the parent SWF that needs to tell the child SWF movieclip what to do but nothing works. This was a piee of cake in AS2 and I can't seem to get anything to crossover in AS3.
    Here's my code:
    import com.greensock.TweenMax;
    import flash.display.MovieClip;
    var myLoader:Loader = new Loader();
    var url:URLRequest = new URLRequest("SWCS_S3_500x250_exp_panel_2.swf"); // in this case both SWFs are in the same folder
    myLoader.load(url);  // load the SWF file
    panel2.addChild(myLoader);   // add that instance to the display list, adding it to the Stage at 0,0
    panel2 = myLoader.content as MovieClip;
    photo_about.alpha = 0;
    photo_downloads.alpha = 0;
    //panel2.content_about.alpha = 0;
    //panel2.content_downloads.alpha = 0;
    function closeSection():void
              panel2.controlsMC.forcePause();
              TweenMax.to(photo_about, .5, {alpha:0});
              TweenMax.to(photo_downloads, .5, {alpha:0});
              TweenMax.to(photo_home, .5, {alpha:0});
              TweenMax.to(panel2.content_about, .5, {alpha:0});
              TweenMax.to(panel2.content_downloads, .5, {alpha:0});
              TweenMax.to(panel2.controlsMC, .5, {autoAlpha:0});
              TweenMax.to(panel2.content_home, .5, {alpha:0});
    panel2 traces null and all the clips loaded within pull up undefined property errors.
    Can somebody please tell me what I'm doing wrong? I'd be stoked to know what I'm missing and feel like this should be a piece of cake.
    Thanks for any help!

    You are not adding the content to the stage at 0,0, you are adding it to panel2 at 0,0.  THen you take panel2 and assign it to be something that likely doesn't exist by the time you assign it.  You need to wait until the loader completes loading before you attempt to do anything with its content, otherwise it has no content (null).  Similarly, you cannot control anything in the loaded swf until it has finished loading.  So assign an event listener to the contentLoaderInfo property of the Loader to determine when loading is complete, and have the event handler function deal with starting the interaction with it.
    var myLoader:Loader = new Loader();
    var url:URLRequest = new URLRequest("SWCS_S3_500x250_exp_panel_2.swf");
    myLoader.contentLoaderInfo.addEventListener(Event.COMPLETE, processLoadedSWF);
    myLoader.load(url);
    function processLoadedSWF(evt:Event):void {
        // deal with the loaded swf here
        // but you don't want to be assigning it to the panel2 object that contains the loader
    As far as controlling anything inside the swf you load, is it an AS1/2 or an AS3 swf?

  • Trying to get a movieclip to display on top of an externally loaded swf

    I am trying to ensure that a movieclip named "Incorrect"
    displays on top of a swf file that loads with the following:
    loadMovieNum("map.swf",1);
    I'm sure it's pretty simple, but I couldn't find any good
    reference to a movieclip loading on top of an external swf. I tried
    loading the map.swf into a placeholder movieclip and doing a
    swapDepth, but then the code within the map.swf would no longer
    function properly.
    thanks.

    you must load that movieclip into a _level greater than 1.
    there is no work-around if you load map.swf into _level1.
    you could load map.swf into a target movieclip and then use
    the swapDepths() method of movieclips to control the apparent depth
    of map.swf and your movieclip.

  • Loading External SWF and setting variables

    Hello Everyone.
    I'm sure you are all a where of the FlashVars attribute for
    Flash embeds which holds variables for SWF's when they are
    rendered. I'm attempting to load an External SWF dynamically
    from within my own SWF and need to provide it with the values
    normally stored in the FlashVars. For the example below I
    wait until the External SWF is completely loaded using the
    onLoadInit event from moviecliploader and then i attempt to
    set the required variables that the loaded SWF needs. This works
    great in test and debug mode (ie. Test Movie and Debug Movie
    from the Control menu), but when i publish my FLA to SWF and run
    the SWF the variables will NOT get set in the loaded External SWF.
    From my readings ive people have mentioned that the player is only
    able to access Methods of an External SWF. If this is the case then
    how do they expect people to set the FlashVars of dynamically
    loaded SWFs? I investigated the loadVariables procedure as well and
    had the same results in test mode and was wasn't reliable because
    of timing issues.
    The sample source is below... if anyone has any ideas or has
    come across this issue before, I would really appreciate some
    insight.
    Thank you in advance for your time.
    var loader_mc:MovieClipLoader = new MovieClipLoader();
    var mclListener:Object = new Object();
    loader_mc.addListener(mclListener);
    mclListener.onLoadProgress = function(target_mc:MovieClip,
    numBytesLoaded:Number, numBytesTotal:Number) {
    // DO NOTHING
    mclListener.onLoadComplete = function(target_mc:MovieClip) {
    // DO NOTHING
    mclListener.onLoadInit = function(target_mc:MovieClip) {
    // WORKS IN TEST MODE NOT IN PUBLISH/SWF MODE
    target_mc._root.param1 = "value1";
    // WORKS IN TEST MODE NOT IN PUBLISH/SWF MODE
    _level0.container_mc.param1 = "value1";
    this.createEmptyMovieClip("container_mc",
    this.getNextHighestDepth());
    container_mc._lockroot = true;
    loader_mc.loadClip("somecoolflash.swf", container_mc);

    I've tried that as well and it behaves the same as onLoadInit
    ... Works when i test but doesnt when i publish to a swf. I think
    this is security related and the flash player just cant write to a
    loaded swf and set variables.

  • Can't load facebook flash games completely, can load and play games anywhere else

    I have adobe flash player 10.2 for firefox installed. I've got 3.5.18 Firefox. Up until about February I was able to play flash games just fine, even with an apparently outdated Firefox and flash player 10.
    Then I suddenly couldn't completely load games like Frontierville or Treasure Isle. No matter what I would do; including clearing the cache, clearing temporary internet files, reloading the page repeatedly, restarting my computer and uninstalling/reinstalling my flash plugin and my browser, the loading screen would hang at about 98% completion. This is now a common issue across the site for me. No games at all will load.
    I can go to any other site however, and play any flash movie or flash game I wish. It will load properly, and play as normal.
    Any and all addictinggames.com games and any and all miniclip.com games work just fine, as an example.

    I have played the facebook games on firefox, they run perfectly fine on firefox. no problem with the games. All the games are working fine. Facebook games, chrome games or be it online games, they work absolutely fine on my firefox. There might be some problem with your computer. Try to fix it yourself. My firefox runs absolutely fine. The favicon on my site is a movable one which keeps sliding. Even the favicon works on my firefox which does not work on Google chrome. Internet explorer completely messes up my website but firefox is absolutely working good. I play games on [[Racing Games|http://www.racinggames9.com/]] and i haven't had any problem with any of the games here. Miniclip is also working fine on my firefox.

  • Can you tell when a loaded SWF has reached its final frame?

    I used loadMovie to load an external SWF into the bottom-half
    of a main "shell" swf. When that loaded SWF finishes playing (it's
    just an animation), I need to populate a text field with the word
    "DONE" . The text field resides on the _root, so I need some way to
    know when the loaded SWF has reached its last frame...
    This would obviously be easy if I had the .FLA of the loaded
    SWF because I could just write the actionscript on the last frame
    of that SWF to populate the _root textfield. Alas, I do not have
    the source FLA of that loaded SWF, so I need some way to have the
    main "shell" SWF/FLA know when that loaded SWF has reached its end.
    Is this possible???
    Thanks!!!

    DIY_Lobotomy,
    > The reality of my situation is that there's a "menu" of
    sorts that
    > gets loaded into "contentClip". This "menu" has a bunch
    of links.
    So far, so good.
    > When clicked, each link loads a DIFFERENT swf into
    "contentClip".
    > It is THOSE swfs that I need to note the end of.
    That's still okay.
    > So, there's actually more than one, and they're not
    exactly being
    > loaded directly from my main movie, since they're
    actually loaded
    > based on a link being clicked in the movie that is
    currently loaded
    > into "containerClip"
    The concept is still the same, no matter what. No matter how
    deep the
    one-clip-loads-another chain goes, you have to keep taps on
    each chain link.
    When the final link has loaded, you'll be able to make your
    object reference
    to that movie clip. That movie clip -- because it's an
    instance of the
    MovieClip class -- will have the _currentframe and
    _totalframes properties.
    You'll just be checking *that* cliip's properties instead of
    the one named
    contentClip in my own example.
    You can loop using onEnterFrame or, if you prefer, with
    setInterva().
    That doesn't much matter either, so long as you repeatedly
    poll the deepest
    clip to test its current frame against its last frame (this
    all assumes that
    the clip being tested is a linear animation whose end
    corresponds to its
    last frame; otherwise, you could check _currentframe against
    any arbitrary
    frame number).
    > I hope that wasn't too confusing! Do you still have a
    solution???
    Not too confusing to understand, but it might be confusing
    to route
    through in practice. Not confusing, actually, but meticulous
    ... you'll
    have to be careful with your pathing. Nested movie clips are
    very much like
    nested folders on your hard drive. Their instance names
    relate to the
    folder names.
    Now, if that menu doesn't have an instance name you provided
    -- or if
    any fork along the path has an instance name you can't
    control -- you can
    still reference the nested movie clips. If you test your file
    in the
    Debugger panel, you'll see all the instances laid out in
    hierarchical order.
    You'll see that automatic instance names are provided
    (something like
    "instance1", "instance2", etc.).
    David Stiller
    Contributor, How to Cheat in Flash CS3
    http://tinyurl.com/2cp6na
    "Luck is the residue of good design."

Maybe you are looking for