Making a movie clip an invisible button
HI
Does any one know how to make a movieclip invisible so I can
use it as an invisible button?
Yes "evt" is the variable name referring to the Event object
that gets passed in, you can make it whatever you want, though...
actually, now that you mention it, Adobe says you 'should' always
make it "event", for what it's worth. :)
Similar Messages
-
Loading Movie Clip from a button
Hi,
How do I load a movie clip from a button? So far on my button
(b1), I have this AS: and I want the button to load the movie clip
"char1." My button already has some AS:
b2.onRollOver = function() {
_root.captionFN(true, "Hi!", this);
this.onRollOut = function() {
captionFN(false);
How would I go about adding more script to load a movie clip
to my button b2?
ThanksHey - Unfortunately I'm going to be in meetings for most of
the day, so
it'll take me a while before I can go through this in any
detail. One thing
that struck me though is that your two functions (captionFN
and
hoverCaption) are in the main1_mc not on the main timeline.
Then the
buttons are calling _root.captionFN(); which refers to the
main timeline.
I would expect that they should be calling
_root.main1_mc.captionFN(),
because that is the path to where the function is. Does that
make any
sense?
One thing that I do when I'm writing code is to always keep
all functions on
the main timeline. That way you are sure that they are being
registered
(i.e. if you call a function before the playhead reaches
where that function
is written, the function won't work. If the function is in
the first frame
of the main timeline, you know that the playhead has reached
it). What you
might want to do is to move all your functions to the very
first frame of
your movie. Then you can call them with the path:
_root.myFunction() and
you are sure that they will be found.
Maybe give that a try and let me know if it helps. In the
meantime, I'll
try to go through your code, but like I said, today's a bit
of a gong show
for me.
Sorry - I don't mean to just sluff you off or anything.
Cheers,
Brock
"respondplease" <[email protected]> wrote in
message
news:[email protected]...
> Hi Brock,
>
> Thanks again, your sample file really helps but I'm
still having problems.
> What it boils down to is that my buttons don't fully
function properly. It
> works correctly sometimes, but not consistently enough.
So if I fast
> forward
> too much or rewind and then FF, the buttons aren't
either isn't clickable
> or
> the hover text and caption box doesn't show up, etc.
This usually happens
> when
> I press FF too many times or too fast. But regardless of
how many times I
> press
> FF I would like my buttons to work
>
> Your sample file is very useful but unlike mine I have
perhaps too many
> MC's
> w/in MC's, etc. I will try to clarify my setup in hopes
of finding a
> (better)
> solution to my problems. My main timeline has my "prev",
"next", and
> "pause"
> buttons which also has the actionscript for my NEXT
BUTTON, PREV BUTTONS.
> And
> now I've added your SHOW BUTTONs function as well. I've
minorly modified
> your
> showButtons function adding a couple of more lines and
actually deleting
> the
> _root because I found that it doesn't work sometimes.
Anyhoo, here it my
> entire
> code in one frame on my main timeline:
>
> // ===== NEXT BUTTON ===== \\
> next.onPress = function() {
> _root.screen.showButtons();
> _root.createEmptyMovieClip("controller_mc", 1);
> controller_mc.onEnterFrame = function() {
> _root.screen.gotoAndPlay(_root.screen._currentframe+10);
> if
(_root.screen._currentframe+10>_root.screen._totalframes) {
> _root.screen.gotoAndStop(_root.screen._totalframes);
> }
> };
> };
> next.onRelease = function() {
> controller_mc.removeMovieClip();
> _root.screen.showButtons();
> };
> next.onReleaseOutside = function() {
> controller_mc.removeMovieClip();
> _root.screen.showButtons();
> };
>
> // ===== REWIND BUTTON ===== \\
> prev.onPress = function() {
> _root.createEmptyMovieClip("controller_mc", 1);
> controller_mc.onEnterFrame = function() {
> _root.screen.gotoAndStop(_root.screen._currentframe-10);
> if (_root.screen._currentframe-10<1) {
> _root.gotoAndStop("screen");
> }
> };
> };
> prev.onRelease = function() {
> controller_mc.removeMovieClip();
> };
> prev.onReleaseOutside = function() {
> controller_mc.removeMovieClip();
> };
> // ===== SHOW BUTTONS ===== \\
> function showButtons() {
> for (i=1; i<=6; i++) {
> _root["b"+i]._visible = true;
> _root["char"+i].removeMovieClip();
> chars._visible = true;
> cap.desc._visible = true;
> cap._visible = true;
> }
> }
> Still from my main timeline, my main1_mc is called from
the frame labeled
> "screen." My main1_mc has the b1 - b6 buttons which has
the HOVER CAPTIONS
> and
> HIDE BUTTONS FUNCTION coding. And each button calls each
movie clip ie.
> char1_mc, char2_mc, etc. Here's all my code on one frame
(in my main1_mc):
> // ===== HOVER CAPTIONS =====
> b1.onRollOver = function() {
> _root.captionFN(true, "pick me!", this);
> //display the function (true) or to hide the function
(false)
> this.onRollOut = function() {
> captionFN(false);
> };
> this.onRelease = function() {
> hideButtons();
> _root.attachMovie("char1_mc", "char1",
_root.getNextHighestDepth(),
> {_x:595,
> _y:345}); //this attaches movie to the _root timeline,
and renames it to
> "char1".
>
> _root.char1.swapDepths(_root.cursor_mc);
> //swaps the depth that the cursor is on and the new
movieClip is on. So
> the
> cursor will stay on top.
> };
> };
> b2.onRollOver = function() {
> _root.captionFN(true, "Hi!", this);
> this.onRollOut = function() {
> captionFN(false);
> };
> this.onRelease = function() {
> hideButtons();
> _root.attachMovie("char2_mc", "char2",
_root.getNextHighestDepth(),
> {_x:605,
> _y:345});
> };
> };
> b3.onRollOver = function() {
> _root.captionFN(true, "Get Jac'd Up!", this);
> this.onRollOut = function() {
> captionFN(false);
> };
> this.onRelease = function() {
> hideButtons();
> _root.attachMovie("char3_mc", "char3",
_root.getNextHighestDepth(),
> {_x:605,
> _y:345});
> };
> };
> b4.onRollOver = function() {
> _root.captionFN(true, "Boo!", this);
> this.onRollOut = function() {
> captionFN(false);
> };
> this.onRelease = function() {
> hideButtons();
> _root.attachMovie("char4_mc", "char4",
_root.getNextHighestDepth(),
> {_x:605,
> _y:345});
> };
> };
> b5.onRollOver = function() {
> _root.captionFN(true, "I'll be your guide", this);
> this.onRollOut = function() {
> captionFN(false);
> };
> this.onRelease = function() {
> hideButtons();
> _root.attachMovie("char5_mc", "char5",
_root.getNextHighestDepth(),
> {_x:605,
> _y:345});
> };
> };
> b6.onRollOver = function() {
> _root.captionFN(true, "Welcome!", this);
> this.onRollOut = function() {
> captionFN(false);
> };
> this.onRelease = function() {
> hideButtons();
> _root.attachMovie("char6_mc", "char6",
_root.getNextHighestDepth(),
> {_x:605,
> _y:345});
> };
> };
> _root.captionFN = function(showCaption, captionText,
bName) {
> if (showCaption) {
> createEmptyMovieClip("hoverCaption",
this.getNextHighestDepth());
> cap.desc.text = captionText;
> // cap._width = 7*cap.desc.text.length;
> cap._alpha = 75;
> if ((bName._width+bName._x+cap._width)>Stage.width) {
> xo = -2-cap._width;
> yo = -17;
> } else {
> xo = 2;
> yo = -17;
> }
> hoverCaption.onEnterFrame = function() {
> cap._x = _xmouse+xo;
> cap._y = _ymouse+yo;
> cap._visible = true;
> };
> } else {
> delete hoverCaption.onEnterFrame;
> cap._visible = false;
> }
> };
> // ===== END OF HOVER CAPTION ===== \\
>
> // ===== HIDE BUTTONS FUNCTION ===== \\
> function hideButtons() {
> for (i=1; i<=6; i++) {
> this["b"+i]._visible = false;
> }
> chars._visible = false;
> cap.desc._visible = false;
> }
> Sorry for copying and pasting all my code - I know it
must be annoying,
> but I
> can't seem to find what's wrong. Again, ANY help would
be greatly
> appreciated.
> Thanks for your patience. Your talent is very much
appreciated and I'm
> very
> grateful for all your help.
>
> Kindest regards
> -
Help making a movie clip hyperlink
I have several different movie clip components in a flash file that I need to hyperlink to different addresses. I cannot for the life of me figure out how to add a url to these objects. Any help would be greatly appreciated.
Tad A.
edit: I should add that I see an invisible button as being one solution. My real question would be is this the best way to accomplish this?use:
kglad wrote:
then use navigateToURL():
yourbutton.addEventListener(MouseEvent.CLICK,f);
function f(e:Event){
navigateToURL(new URLRequest("http://www.adobe.com"), "_self"); -
Attempt to move main timeline from inside a movie clip breaks menu buttons.
I am attempting to have the main timeline move from a stopped position over a movie clip to frame 1, where my start menu is.
The code I'm using does move the timeline but in doing so it somehow breaks the 4 buttons I have in frame 1.
My code in the movie clip:
stop()
function replayMovie(event:MouseEvent):void
MovieClip(parent).gotoAndStop(1);
Menu.addEventListener(MouseEvent.CLICK, replayMovie);
My code in frame 1 of the main timeline:
stop();
function bo(event:MouseEvent):void
gotoAndPlay(21)
SoundMixer.stopAll()
espesp.addEventListener(MouseEvent.CLICK, bo);
function ho(event:MouseEvent):void
gotoAndPlay(31)
SoundMixer.stopAll()
espeng.addEventListener(MouseEvent.CLICK, ho);
function yo(event:MouseEvent):void
gotoAndPlay(41)
SoundMixer.stopAll()
engesp.addEventListener(MouseEvent.CLICK, yo);
function go(event:MouseEvent):void
gotoAndPlay(51)
SoundMixer.stopAll()
engeng.addEventListener(MouseEvent.CLICK, go);
The error output when I use my Menu button at the end of the movie clip.
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at SSubjunctiveProjNewgrounds_fla::MainTimeline/frame1()
at flash.display::MovieClip/gotoAndStop()
at SSubjunctiveProjNewgrounds_fla::Esp_5/replayMovie()
Any help would be greatly appreciated.For the sake of space, I'll leave out all the package declarations and class declarations and just talk about the functions.
First, the Game class, it has two functions. The first one is the constructor function and it launches at the beginning of the game: First the Game function:
public function Game():void
//Game code goes here
}//Game
We want to listen for someone to click the mouse on the MenuPage, so lets create a new MenuPage and add a listener to the button contiained within it.
public function Game():void
menuPage = new MenuPage;
menuPage.startButton.addEventListener(MouseEvent.CLICK, startGame);
addChild(menuPage);
}//Game
You will notice that before I declared a variable var menuPage:MenuPage, but that's all I did was declare it. I didn't really make a new instance of it, I just set aside space for it. In the first line within the Game function, I'm actually turning that variable into a new instance of a MenuPage.
We don't have a picture of this imaginary menuPage instance, but lets' assume that in our MenuPage MovieClip in the library, we created a SimpleButton called startButton. Here, I'm adding an EventListener that patiently waits for someone to click that button. Once we receive that event, Flash is told to call the startGame function.
As you get better at this, you'll get into custom events, and the eventListener for the button will exist in the MenuPage class file, or even in another class file that you create just for the button. Something like StartButton.as But for now, we can do it as above.
Now the startGame function:
public function startGame(evt:MouseEvent):void
//Remove the start Page
//Add the zombie
//Add the gun
}//startGame
And we'll replace those comments with real code. It follows along with what we just did above.
public function startGame(evt:MouseEvent):void
zombie = new Zombie;
addChild(zombie);
gun = new Gun;
addChild(gun);
And we also want to clean up some by removing the menuPage, and throwing out the eventListener.
public function startGame(evt:MouseEvent):void
zombie = new Zombie;
addChild(zombie);
gun = new Gun;
addChild(gun);
menuPage.startButton.removeEventListener(MouseEvent.Click,startGame);
removeChild(menuPage);
}//startGame
Now our Game class is complete.
The Zombie Class
public function zombieWalk(evt:Event):void
this.addEventListener(Event.ENTER_FRAME,zombieWalk);
this.x = this.x + 10;
}//zombieWalk
Notice we've added a function to the Zombie Class.
The first function adds an EventListener to the zombie. We can use the word this and actionScript knows we're talking about the zombie that the class is written for. This listener fires off every frame. If our FLA file is set to 12fps, then 12 times every second it will call on the zombieWalk function.
The zombie walk function moves the zombie 10 pixels to the right every time the function is called.
On a more advanced level, you'll want to add animation in the MovieClip to move the zombie legs. You'll also want to use Timer events to space out how often the funtion fires and not ENTER_FRAME events. And you'll want to use a static constant to establish how far the zombie moves. We have it now set to 10 pixels, but that can get irritating if we want to change that value later. But again, baby steps.
And finally, the Gun class
public function Gun():void
this.addEventListener(MouseEvent.CLICK, fireGun);
}//function
public function fireGun(evt:MouseEvent):void
this.gotoAndPlay(2);
}//fireGun
First we add an EventListener for when someone clicks on the gun. Once this happens, the listener calls on the fireGun function.
The fireGun function takes advantage of the frames within the Gun MovieClip. Say we have three frames in the Gun MovieClip. The first is just a picture of the gun. The second is the gun with a flash coming out of the nozzle. And the third is the gun at rest again. The line this.gotoAndPlay(2) sends the gun to the second frame with the flash graphic.
For this to work, each frame in the Gun MovieClip has to have some stop and play commands.
But.. you said no code on our timeline!! Liar!
I know. This is the exception. You will need basic stop() commands and gotoAndPlay commands to loop animations. Any MovieClip that has more than one frame will need something to control it.
So our Gun MovieCLip has the following:
Frame 1: stop();
Frame 2: no actionScript... and I mean nothing, not even the words, "no actionScript"
Frame 3: gotoAndStop(1);
This will loop the gun to the beginning and wait for the next time the user clicks the gun.
Advanced features of the Gun class might include a Bullet.as sub-class that creates a bullet MovieClip to fly across the screen. Sound to play when the shooting takes place. Object collision detection to see if the bullet hits the target. And a means by which a custom event will tell the Game.as class that a zombie has been hit and it should be removed from the stage.
As you go down the rabbit hole of ActionScript 3, you will find yourself at a point where it's just a matter of getting the syntax right for all the built in functions and classes. Arrays, Loaders, casting variable types.. all that stuff will come.
I hope this has been helfpul. It's been on my to-do list for a long time. When I first started out, no one could provide me with basic answers for how all these classes and whatnot worked. After teaching myself AS3 for 2 years and reading a gabillion books, I think I've gotten to a point where I'm pretty comfortable with it all. -
Playing Movie clip backward using buttons?
Im trying to create a series of images that scroll acoss the page left and right using arrows at either side of the stage. The arrows use mouse over events to play a movie clip of the images foward and backward.
There are a few issues I am having. I have a mouse over and mouse out events in place to start and stop the clip on to different buttons. However when playing the clip backward with my current script the mouse out doesnt do anything so the clip just keeps playing backward to the beggining. Once this has happened neither button then does anything.
Another issue is once the clip has played foward once in total and I mouse over the same arrow button again it flicks back to the begginging of the clip.
Here is my current scrpit:
panel.stop();
leftarrow_btn.addEventListener(MouseEvent.MOUSE_OVER, fl_MouseOverHandler_7);
leftarrow_btn.addEventListener(MouseEvent.MOUSE_OUT, fl_MouseOutHandler_4);
function fl_MouseOverHandler_7(event:MouseEvent):void
panel.play();
function fl_MouseOutHandler_4(event:MouseEvent):void
panel.stop();
rightarrow_btn.addEventListener(MouseEvent.MOUSE_OVER, fl_MouseOverHandler_9);
rightarrow_btn.addEventListener(MouseEvent.MOUSE_OUT, fl_MouseOutHandler_7);
function fl_MouseOverHandler_9(event:MouseEvent):void
panel.addEventListener(Event.ENTER_FRAME, everyFrame);
function everyFrame(event:Event):void
panel.prevFrame();
function fl_MouseOutHandler_7(event:MouseEvent):void
panel.stop();
Please Help!!
Patrickuse:
panel.stop();
leftarrow_btn.addEventListener(MouseEvent.MOUSE_OVER, fl_MouseOverHandler_7);
leftarrow_btn.addEventListener(MouseEvent.MOUSE_OUT, fl_MouseOutHandler_4);
function fl_MouseOverHandler_7(event:MouseEvent):void
panel.play();
function fl_MouseOutHandler_4(event:MouseEvent):void
panel.stop();
rightarrow_btn.addEventListener(MouseEvent.MOUSE_OVER, fl_MouseOverHandler_9);
rightarrow_btn.addEventListener(MouseEvent.MOUSE_OUT, fl_MouseOutHandler_7);
function fl_MouseOverHandler_9(event:MouseEvent):void
panel.addEventListener(Event.ENTER_FRAME, everyFrame);
function everyFrame(event:Event):void
panel.prevFrame();
function fl_MouseOutHandler_7(event:MouseEvent):void
panel.removeEventListener(Event.ENTER_FRAME,everyFrame); -
Multiple movie clips within a button
I'm having trouble with working a movie clip played one after another within a button. Can anybody help? or is there a simpler way of getting multiple movie clips to play?
for my project, when you hover over the button and vines grow out. currently, i have one working in a button but i can't seem to get other vines to work.use a movieclip (or sprite) button. you can then control the child movieclips with actionscript.
-
Flash CS4 had been working regularly on my Macbook Pro (Intel - Tiger) for a while, and then suddenly, I opened a file and all the movie clips went from being visible "stills" to invisible and represented only by an "o". I have tried settings, preferences, even uninstall/reinstall, but somehow my settings or something got messed up and I can't view movie clips on the stage.
I have tried a variety of different .fla files and none allow movie clips to be visible on the stage.The files were created in CS4.
This is true for movie clips that have 1 frame to many frames.
When I Publish or Test Movie, the clip is visible and normal, but it is impossible to edit the file without being able to see the movie clips.
I know that the issue is with my installation of Flash/settings being messed up, not with the file(s) because when opened on other computers (CS4 and CS5), movie clips are visible on the stage, as they should be.
Example below: In Flash CS4, the stage just has "o"s where I used to be able to see my movie clip, but in the Test Movie, everything is there. To be clear, I could see the movie clips in this exact file, and then the next time I opened it I could no longer see them.
I am hoping there is an obvious solution that I have overlooked. Help is appreciated in designer-friendly (non-developer) terms.
Thank you!Hi,
Can you please try a few things for me? This will help us narrow down the issue.
Test 1: Switch from ActionScript 3.0 to ActionScript 2.0.
1. Open up the file where you see the "o" instead of your movieclips.
2. Go to File > Publish Settings.
3. Switch player target to ActionScript 2.0.
** Did your movieclips reappear or is it still showing "o"?
Test 2: Delete user configuration folder and recreate preferences files.
1. Quit Flash if it is running.
2. Delete the following 6 files:
Volume/Users/<username>/Library/Application Support/Adobe/FlashCS4
/Users/<username>/Library/Preferences/Flash CS4 Preferences
/Users/<username>/Library/Preferences/Flash 10 MRU
/Users/<username>/Library/Preferences/com.adobe.flsh-10.0.plist
/User/<username>/Library/Application Support/Adobe/Flash CS4/
/Library/Application Support/Macromedia/FlashAuthor.cfg
3. Relaunch Flash and these files will be recreated.
** Did this solve your issue?
Please let me know. Thanks!
Quynh
Flash Authoring, QA -
i created a movie clip to serve as a button loaded at
runtime.. now i need to know how do i add the functionality to it..
i want the movieclip to perform some actions when the user clicks
on it..For as2:
How are you loading it at runtime?
If you're using a MovieClipLoader (recommended) then in the
loader's onLoadInit handler, assign the target_mc an onPress or
onRelease handler.
example of the listener object (only) for the MovieClipLoader
var mclListener:Object = new Object();
mclListener.onLoadInit = function(target_mc) {
target_mc.onRelease = function() {
trace('I should put my actionscript here'); -
Working with an Movie Clip as a button.
I am creating a button with a 20 frame disolve into a page upon entry. I want the button to play a 20 frame disolve back to it's original state when the user rolls out. I want the movie clip to play from frame 21 to the end of the mc and then become inactive. I can get the button to disolve out but the user will not be able to use it after that first roll over. I was thinking of trying to add a time delay from when the first action of the rollout occurs to when the disolve is complete. How do I include a 20 frame delay in the roll out sequence?
Here is my code so far:
//Index Button
mc_buttons.mc_index.onRollOver = function ()
this.active = 1;
mc_buttons.mc_index.onRollOut = function ()
this.gotoAndPlay (21);
//This is were I might include the time delay. Any suggestions?
this.active = 0;
mc_buttons.mc_index.onEnterFrame = function ()
if (this.active == 1 && this._currentframe == 1)
this.gotoAndPlay (2);
}else if (this.active == 1){
}else{
this.gotoAndStop (1);
mc_buttons.mc_index.onPress = function ()
getURL ('#');The clip has a stop action at frame 1. On rollover I want it to play at frame 2 until it hits the next stop action command at frame 20. On roll out I want the clip to play at frame 21 and continue to the last frame (40) then loop back to frame one and stop.
So that the user can go back to the button after the first time I want the link to become inactive. The frame rate is 32 fps so I only need a one second delay from the this.gotoAndPlay (21) command to the point where the link is de-activated, this.active = 0;, so that it can be activated again, this.active = 1;.
I found a line of code on another forum, setInterval(nextThing, 1000);, but it didn't work.
Any Thoughts?
Thanks -
Making a movie clip play beyond keyframe
Hi,
I have a movie clip that is about 30 frames long. I've placed an instance of it on the main timeline and it follows a motion path. My motion path ends after about 20 frames. At this time, I've inserted a keyframe which is preventing my movie clip from playing the remaining 10 frames.
I tried adding an ActionScript layer where the last keyframe is and it reads:
instance.gotoAndPlay (20)
Doesn't seem to work. Just a note that this is around frame 292 of the main timeline. Also note, a new keyframe begins on another layer with a different movie clip.
Any ideas? Much appreciated.I think I may understand now, and your first approach to solving it should work. What you need to be sure to do is to assign the instance name at every keyframe. If you did not name it in its first frame of the main timeline, it will inherit that lack of a name in the keyframe at the end of the tween, regardless of your assigning it there... just a quirk of Flash.
Another option, if this is a straight line tween of the object on the main timeline is to use actionscript to animate it rather than a timeline tween. -
Basic invisible button movie clip frame actions not working, pls. help!
Hi,
I've got a basic little slide show player which is timeline-based, rolling through 5 images with alpha transitions, and on the topmost layer, I have 5 invisible movie clips which have actions applied to them as follows:
on (press) {
gotoAndPlay(21);
This action should allow for the on click button to navigate to that specific frame, or image, but for some reason it is not working.
Did I do something wrong? I feel like I've done this before but I'm rusty with Flash since I don't use it all the time.
Any help is greatly appreciated!
Thanks,
SeanThe invisible movie clip is something I know I've done over the years on many occasions - I'm not sure I'm understanding your alternate technique, can you explain it better? The way my movie clips are invisible is just by setting the alpha to zero in the properties for the movie clip instance (clicking on the object on stage, then setting it in properties)..
Also, the actions are on the invisible movie clips (buttons) and not the timeline.
Cheers,Sean -
Buttons in Movie Clips, Movie Clips in Movie Clips
Here goes. I have a scene with a button in the timeline, that
targets a frame in a movie clip, which is essentially the content
area of the layout. this is the code used:
on (release) {
textmov.gotoAndPlay ("challenge");
This works fine and dandy. Now the problem. Within this
"Content" movie clip, i have another movie clip with a button in
it. This clip is designed to tween in then upon clicking a close
button tween out. When I test it the button doesn't have rollovers
like and I can't get it to talk to the clip above it to play the
close tween.> I am still struggling with the fact, that upon testing,
buttons in movie clips
> do not exhibit their various states. Up, Over etc. I'm
relatively sure that you
> can have buttons in Movie Clips. I've also noticed that
any graphic symbols
> within a Movie Clip produce the hand, when the mouse
cursor is Over them, just
> like a button would. All of this happens, when testing
in the FlashPlayer.
is there any place you could kindly upload the source file
for me to check ?
> Do buttons operate independently of the Movie Clip
timeline they are placed in?
that is correct, button should work independently to movie
clip.
it only react to mouse upon entering the HIT state (which is
invisible to user)
and stops reacting once the mouse is off that state.
> I have one Movie Clip with a one frame time line, should
a Button symbol work
> it it?
of course it should work...
Try to upload the source, let us check it out for you, spare
you time on guessing :)
Best Regards
Urami
<urami>
If you want to mail me - DO NOT LAUGH AT MY ADDRESS
</urami> -
I have a simple movie clip/ button question
I have a simple movie clip on my scene 1 frame 1. Inside that movie clip I have another movie clip, with a button on top that controls that mc. Also have another movie clip with a button on top that I would like to take me back to scene 1, frame xyz. I cannot remember how to do it.
Well, I don't know the code to use, so I haven't tried anything unfortunately. I havent typed code in the past couple of years, so I vaguely remember having to type in something pertaining to a _root or something like that ...here are a few screen shots, like I said, the button nested in the movie clip I need to take me back to the main page and goto a different frame. I only have one scene, as2,
on scene 1, the movie clip is the cube at bottom left. inside the mc the button i need to take me back is bottom right-thanks! -
How do I stop a Movie Clip (Button) from working once clicked?
Ok,
I'm using a movie clip as a button to show content on a page, effectively its like a new page of the website. Problem is, with the script im using for it, once the content is show, the button is still active and if clicked again, will re-load the content. I want a way to effectively disable the button whist the content is shown.
Thanks.
this.services_inner.buttonMode = true;
this.services_inner.addEventListener(MouseEvent.MOUSE_OVER, rollOver_services);
this.services_inner.addEventListener(MouseEvent.CLICK, onClick_services);
function rollOver_services(evt:MouseEvent):void {
this.services_inner.play();
function onClick_services(event:MouseEvent):void {
MovieClip(root).mov.backgrounds.colour.gotoAndPlay(2);Thanks, that does stop it, however, i now need it to work again if a different button is clicked... there are 4 buttons (movie clips) in total, so I assume I'd just need to add the event listener back again on click of the others?
This is the "Services" Button, with the event listener removal.....
this.services_inner.buttonMode = true;
this.services_inner.addEventListener(MouseEvent.MOUSE_OVER, rollOver_services);
this.services_inner.addEventListener(MouseEvent.CLICK, onClick_services);
function rollOver_services(evt:MouseEvent):void {
this.services_inner.play();
function onClick_services(event:MouseEvent):void {
MovieClip(root).mov.backgrounds.colour.gotoAndPlay(2);
this.services_inner.removeEventListener(MouseEvent.CLICK, onClick_services);
This is the "Contact" Button, which when clicked would need to "re-activate" the Services button.
this.contact_inner.buttonMode = true;
this.contact_inner.addEventListener(MouseEvent.MOUSE_OVER, rollOver_contact);
this.contact_inner.addEventListener(MouseEvent.CLICK, onClick_contact);
function rollOver_contact(evt:MouseEvent):void {
this.contact_inner.play();
function onClick_contact(event:MouseEvent):void {
MovieClip(root).mov.backgrounds.art.gotoAndPlay(2);
this.services_inner.removeEventListener(MouseEvent.CLICK, onClick_contact); -
Ok, i'm new at action script so i have a problem
I have a sound inside a movie clip (sound_MC) in the main
timeline, and i have another movie clip with a button inside, and I
need that button to control that sound movie clip
on (release) {
gotoAndStop("off_radio"); // this goes to another frame in
the movieclip with the button (works fine)
on (release) {
_root.gotoAndPlay("stop_loop"); // this goes to another
frame of the sound MC (doesn't work)
// i have this in the stop button
on (release) {
gotoAndStop("on_radio");
on (release) {
_root.gotoAndPlay("start_loop");
// and this for the play button
whats the code for that ?
what should i do?i solve the problem !! :-D
but now i hold like to now how i make a fade out sound
command when i enter a frame and a fade in when i enter in another
frame
here are the examples:
http://tubo_centeno.web.simplesnet.pt/problem/problem.html
http://tubo_centeno.web.simplesnet.pt/problem/problem.fla
can anyone help me?
Maybe you are looking for
-
DES output size bigger than input size
If I try the code below for passwords and data of each 8 bytes, I get encrypted data of 16 bytes. Why is this so? I thought with DES the number of output bits equals the number of input bits. Thanks, J�rgen static String A="DES"; private static byte[
-
Hi All, I am doing a RFC-File Schenario. I had done all the configuration. I am triggering the RFC thru a ABAP Report. The first time i ran the report i could see the message generated in XI(SXI_MONITOR). But in the payload i can see nothing. Do i ne
-
Ical unexpectedly quits. I think it's an outlook problem
Geez, My friend at work tried to help me get my ical stuff off my work computer when I was laid off. Now I'm getting this error. Can someone please help me resolve my issue? I would be most grateful. Karen Here is the report. Date/Time: 2010-05-10 12
-
I just got my iphone5 and after 2 weeks, I find it not what expected. And now out of the blue, I can not hear the others but they can hear me. Why? Can someone help? I really donot want to go to Apple Store and line up. Thanks
-
Hi all! Three times I have downloaded biseone_windows_x86_101321_dvd.zip and biseone_windows_x86_101321_dvd.z01 (using IE), but the zips are always corrupt. The cli unzip works (showing errors) but a lot of files are missing. And the setup does not s