Loadvars and the "&" Delimiter
I have a picture gallery that gets its data from a text file
using the loadvars object. Currently, I have a text file with 2
different variables, one is the picture location URL and the other
is a description of the picture. These variables, as per flash
standards, are separated in the text file by the & delimeter.
My client now wants to change the URL to be dynamic meaning the URL
will have the ampersand (&) character in it. The loadvars
object will now split the dynamic URL thinking it has hit the end
of the variable. Does anyone have a work around for this? Is there
a way to change th delimiter in flash? Is there a piece of code
that does a text string search and change that maybe I can change
all of the & in the URL to ~ and change it back to & once
it is in flash?
Use the URL encoding %26 instead of &
Check out
http://www.adobe.com/cfusion/knowledgebase/index.cfm?id=tn_14143
for more info
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functionality to the script above? Many thanks!!You need a stop() on the frame doing the load and onLoad.
Then in the onLoad
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the UI and in
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Declare the results LoadVars object on the timeline outside
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Lon Hosford
www.lonhosford.com
May many happy bits flow your way!
"nagromme" <[email protected]> wrote in
message
news:e4fpvm$qmq$[email protected]..
I'm using LoadVars in Frame 1, and I need to use the
resulting variables in
other scripts afterwards. (But all the examples I find online
only use the
variables right in the same script.)
The problem I'm having is, the onLoad function doesn't
actually make it
wait.
It goes ahead to the next frame whether fully loaded or not.
It depends on
the
connection at the moment--if the vars haven't fully loaded,
hilarity ensues.
<b>My script in Frame 1:</b>
_root.myloadvars = new LoadVars();
_root.myloadvars.load("datapairs.txt");
_root.myloadvars.onLoad = function(success) {
if (success) {
//trace("TXT RETRIEVED");
gotoAndPlay(2);
} else {
trace("TXT NOT RETRIEVED");
gotoAndPlay(1);
<b>It's SUPPOSED to hold in Frame 1 until ready to
proceed and make use of
the
variables in Farme 2.
Things I have tried:</b>
* Moving the above to Frame 2, so the "not retrieved" loop
actually has two
frames to cycle (back to 1, then forward to 2 where the
script it).
* Adding an additional gotoAndPlay(1) BELOW the above.
But regardless, it never goes back to Frame 1, it always
goes forward. It
reports success, but half the time the variables (or some of
them) are still
Undefined.
What's the RIGHT way to wait in a frame for LoadVars, and
then let other
scripts use the variables afterwards?
<b>Many thanks for any advice!</b>
(PS, this is Flash MX--I'm waiting for Universal Binary
before I upgrade.) -
I'm using LoadVars in Frame 1, and I need to use the
resulting variables in other scripts afterwards. (But all the
examples I find online only use the variables right in the same
script.)
The problem I'm having is, the onLoad function doesn't
actually make it wait. It goes ahead to the next frame whether
fully loaded or not. It depends on the connection at the moment--if
the vars haven't fully loaded, hilarity ensues.
My script in Frame 1:
_root.myloadvars = new LoadVars();
_root.myloadvars.load("datapairs.txt");
_root.myloadvars.onLoad = function(success) {
if (success) {
//trace("TXT RETRIEVED");
gotoAndPlay(2);
} else {
trace("TXT NOT RETRIEVED");
gotoAndPlay(1);
It's SUPPOSED to hold in Frame 1 until ready to proceed and make
use of the variables in Farme 2.
Things I have tried:
* Moving the above to Frame 2, so the "not retrieved" loop
actually has two frames to cycle (back to 1, then forward to 2
where the script it).
* Adding an additional gotoAndPlay(1) BELOW the above.
But regardless, it never goes back to Frame 1, it always goes
forward. It reports success, but half the time the variables (or
some of them) are still Undefined.
What's the RIGHT way to wait in a frame for LoadVars, and
then let other scripts use the variables afterwards?
Many thanks for any advice!
(PS, this is Flash MX--I'm waiting for Universal Binary
before I upgrade.)You need a stop() on the frame doing the load and onLoad.
Then in the onLoad
you move to the next frame. Other approaches include hiding
the UI and in
the onLoad, revealing the UI such as a MovieClip cover is
made invisible.
Declare the results LoadVars object on the timeline outside
of a function
and it is accessible for the entire movie at all levels.
Lon Hosford
www.lonhosford.com
May many happy bits flow your way!
"nagromme" <[email protected]> wrote in
message
news:e4fpvm$qmq$[email protected]..
I'm using LoadVars in Frame 1, and I need to use the
resulting variables in
other scripts afterwards. (But all the examples I find online
only use the
variables right in the same script.)
The problem I'm having is, the onLoad function doesn't
actually make it
wait.
It goes ahead to the next frame whether fully loaded or not.
It depends on
the
connection at the moment--if the vars haven't fully loaded,
hilarity ensues.
<b>My script in Frame 1:</b>
_root.myloadvars = new LoadVars();
_root.myloadvars.load("datapairs.txt");
_root.myloadvars.onLoad = function(success) {
if (success) {
//trace("TXT RETRIEVED");
gotoAndPlay(2);
} else {
trace("TXT NOT RETRIEVED");
gotoAndPlay(1);
<b>It's SUPPOSED to hold in Frame 1 until ready to
proceed and make use of
the
variables in Farme 2.
Things I have tried:</b>
* Moving the above to Frame 2, so the "not retrieved" loop
actually has two
frames to cycle (back to 1, then forward to 2 where the
script it).
* Adding an additional gotoAndPlay(1) BELOW the above.
But regardless, it never goes back to Frame 1, it always
goes forward. It
reports success, but half the time the variables (or some of
them) are still
Undefined.
What's the RIGHT way to wait in a frame for LoadVars, and
then let other
scripts use the variables afterwards?
<b>Many thanks for any advice!</b>
(PS, this is Flash MX--I'm waiting for Universal Binary
before I upgrade.) -
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