Movie clips stop rotating

I have a rotating image (swf files) array on
Apple Site that is displaying
properly, but dies after an indeterminate amount of time. I have no
idea why the bitmaps aren't being cached so that the files would
continue to appear. There is no logical explanation for the script
to just stop displaying, there is no limiting variable to stop the
display. code is:
import flash.filters.BlurFilter;
stop();
var myMCL:MovieClipLoader = new MovieClipLoader();
filename = ["Curealty_MC", "fetch2_MC", "homepossible_MC",
"treasure_MC", "sterling_MC"];
path = "
http://www.applefcu.org/flash/";
counter=1;
currentTop=0;
i = filename.length;
//Get the percentage loaded of the next image
function getPercentLoaded(){
return(100*eval("displayImage"+currentTop).getBytesLoaded()/eval("displayImage"+currentTo p).getBytesTotal());
//Reset the delay counter, swap the images in depth, and make
the top invisible
function nextImage(){
counter=72;
currentTop=(currentTop+1)%2;
eval("displayImage"+currentTop).swapDepths(eval("displayImage"+(currentTop+1)));
eval("displayImage"+currentTop)._alpha=0;
return currentTop;
onEnterFrame=function(){
counter--;
//if the delay counter hits 0, load the next image
if(counter==0){
//random number generated
k = Math.floor(Math.random()*i);
//checks existing position in array to eliminate immediate
duplicate image
if(p==k){
if(k==5){
k=0;
}else{
k++;
myMCL.loadClip(filename[k],
eval("displayImage"+nextImage()));
Trace (filename[k]);
//start the transition after the next image has loaded
if(eval("displayImage"+currentTop)._alpha!=100){
Trace(eval("displayImage"+currentTop)._alpha);
eval("displayImage"+currentTop).getNextHighestDepth();
if(eval("displayImage"+currentTop)._alpha<100 &&
eval("displayImage"+currentTop).getBytesLoaded()==eval("displayImage"+currentTop).getByte sTotal()
&& eval("displayImage"+currentTop).getBytesLoaded()>0 ){
//quality of the blur
quality = 2;
p = k;
//The next 4 lines apply a blur to the transition. Remove
these lines if the applet runs slow
var filter:BlurFilter = new
BlurFilter(eval("displayImage"+((currentTop+1)))._alpha,
eval("displayImage"+((currentTop+1)))._alpha, quality);
eval("displayImage"+currentTop).filters=[filter];
var filter2:BlurFilter = new
BlurFilter(eval("displayImage"+currentTop)._alpha,
eval("displayImage"+currentTop)._alpha, quality);
eval("displayImage"+((currentTop+1))).filters=[filter2];
//fade one in and one out
eval("displayImage"+currentTop)._alpha+=4;
eval("displayImage"+((currentTop+1)))._alpha-=4;
//image is still loading
Trace (currentTop);
}else
if(eval("displayImage"+currentTop).getBytesLoaded()!=eval("displayImage"+currentTop).getB ytesTotal()){
counter=72;
}

lloks like the problem is with the random check sequence. 'p'
has not been declared previous to the first loop iteration (but
this is imaterial because the loop wil continue as p=undefined not
satisfing the condition), and increamenting k, if k does not equal
5? maybe write this check as:
while(p==k) {
k = Math.round(Math.random()*(i - 1));
k will never equal anything outside the length of the array,
and always return a value that doesn't equal current p. But declare
the two equal at the top of your script to initiate the choice:
var p:Number = 0;
var k:Number = 0;

Similar Messages

  • Movie clip stops playing for no reason

    I am making a banner that has multiple movie clips sharing the same area, creating different rainbow effects when different areas (invisible buttons) are moused over.
    First of all I couldn't figure out if there was a way to have one invisible button over the whole area that changed to a different colored effect with each mouse over (first mouse over the black and whites would change to reds, second would change it to blues, third would change it to browns, etc.). Since I couldn't figure this out I settled on creating three buttons covering a third of the banner each, so when the mouse passes over one button it changes to reds, over another button it changes to blues, over the third it changes to browns.
    The effects are movie clips where each frame has another stripe changing color so it goes in a wave effect from one to the next, and then goes back to white and black in the same manner.  The first frame of each movie clip I had to turn into a nested movie clip so I could turn the alpha to 0, since I was going to have these color effect movie clips on top of one another in the main timeline on different layers, and so you could see the effect even if that color layer wasn't on top. I used the same nested movie clip with zero alpha for the first frame of each color effect clip (reds movie clip, blues movie clip, etc), so I dont' know if that's an issue.
    Anyway, it seemed to work fine for a while, but after working on it for a while longer (and not getting any further since I removed most of the changes I made), now when I test the movie the mouse over does not seem to work correctly. It works fine, seemingly, for the first time I mouse over each button, but in order to have it work again I have to mouse over the button twice, and then it will pause randomly during a part of the clip and I have to move my mouse back over for the movie clip to continue.
    I can't tell if this is because of the overlapping movie clips, or because my buttons are messed up, or if my actionscript is messed up, or if the timeline has to be longer, or what. Currently the timeline is 55 frames, the same as each movie clip.
    I put a movieclip_instance.stop(); command in the first frame of the main timeline, is there a better way to do this? Should I put the stop command in the movie clip itself?
    Here is a section of my AS in the main timeline, this is my first time programming ever, in any language, and trying to learn from the internet is more difficult than I thought it would be.
    redmovie.stop();
    red_btn.addEventListener(MouseEvent.ROLL_OVER, playRed);
    function playRed(event:MouseEvent):void
              redmovie.play();

    I am not sure of what the problem is, so I don't know if this will help or not.  One thing I might suggest is that you use gotoAndPlay(1) instead of play().  That way, if your movieclip is in the middle of playing it won't continue but will start from the beginning.
    You could use one button to have the different movieclips play in sequence if you prefer that.  You would just need to have some form of counter that keeps track of which is the next to play. Somethin like...
    var mcCounter:uint = 0; // start at 0 since an array is being used to identify which movieclip to play
    var mcs:Array = new Array(redmovie, bluemovie, brownmovie);
    only_btn.addEventListener(MouseEvent.ROLL_OVER, playMC);
    function playMC(event:MouseEvent):void
             mcs[mcCounter].play();                  // tell the current mc to play
             mcCounter += 1;                            // increment for the next mc
             if(mcCounter == 3) mcCounter = 0;  // reset the counter if it exceeds the array

  • Looping movie clip stops in middle

    I am using a movie clip as part of a game. It's a clip of a
    spaceman walking.
    When the game is being played, the movie seems to loop one
    time (the spaceman walks one cycle), and on the second time around
    the animation seems to stop right in the middle of the cycle. it
    always stops on the same frame.
    What is happening here?
    Thank you

    Okay, great, and what about the last line? What is that for?
    Do i put my keylistener info after that line?
    I'm still a little puzzled about where to put the script that
    you just offered me.
    But before I get to that, let me ask you a question about my
    current code. Below I've pasted the beginning of the code that I
    have for Key Down. My question is: Is this code going to execute
    over and over again? Is this code a "key listener"?
    _root.onKeyDown = function() {
    ///keyDOWN!!!
    whichKey = Key.getAscii();
    if ((whichkey == _root.jumpkey) or (whichkey ==
    _root.jumpkeycaps)) {
    if (_root.mov == "walkleft") {
    _root.mov = "jumpleft";
    _root.vertspeed = 24;
    if (_root.mov == "walkright") {
    _root.mov = "jumpright";
    _root.vertspeed = 24;
    if (mov.toLowerCase().indexOf("stop") != -1) {
    _root.mov = "jumpup";
    _root.vertspeed = 24;
    }

  • Why won't my movie clip stop playing

    when i press shift + enter it just loops without stopping when i press the first button to launch it

    movieclip timelines loop by default.  you need a stop() in the last (or some other) frame to stop the timeline from continuing to play.

  • How to stop a movie clip that is loaded dynamically

    Hello Flash Forum,
    I am using the loadmovie method to load a swf file into a
    movie clip "container"
    Code snippet:
    var mc:MovieClip = this.createEmptyMovieClip("mc",1);
    mc.loadMovie('bbc_module1.1.swf','bbc_audio',container.getNextHighestDepth(),
    {_x:300.8, _y:240});
    mc._lockroot = true;
    The movie clip I load does not have a stop action in frame 1,
    but comes up playing (audio and images). I am not using video. It
    is a series of still images synced to the audio.
    I would like to be able to load the movie clip, stop it from
    playing, and by clicking buttons, get it to play, pause, etc like
    the buttons and skin on the FLVPlayer.
    Any tips on how to do this?
    Thanks,
    eholz1

    Many thanks ClBeech!!!
    I've tried the code you suggested but it doesn't seem to work
    :0(
    I'm working on a Mac using Flash Pro 8 which only has the
    option to publish as 'actionscript 1.0 or 2.0' is the script you
    supplied an actionscript 3.0?
    Below is the script with the amendments, I've changed my
    button instance names to match the script you supplied (left_btn /
    right_btn)
    stop();
    import mx.transitions.Tween;
    import mx.transitions.easing.Strong;
    var rposX = 369;
    //the ending x of the right position
    var rposY = 84;
    //the ending y of the right position
    var lposX = 116;
    //the ending x of the left position
    var lposY = 154;
    //the ending y of the left position
    right_btn.onPress = function() {
    new Tween(content1, '_x', Strong.easeOut, content1._x,
    rposX, time, false);
    new Tween(content1, '_y', Strong.easeOut, content1._y,
    rposY, time, false);
    left_btn.onPress = function() {
    new Tween(content1, '_x', Strong.easeOut, content1._x,
    lposX, time, false);
    new Tween(content1, '_y', Strong.easeOut, content1._y,
    lposY, time, false);

  • A question about movie clips and the eraser

    So I'm kinda new to flash and whatnot, probably not nearly as
    good as half you people with the scripting and I donno what half of
    things you say are.. and yeah.. but I'll learn one day. :]
    Anyways.. so I want to use the eraser tool to erase a
    graphic, but it doesn't seem to be able to do that. Basically I
    have this picture of an eraser and when I l click the link I want
    the eraser to erase the page, but the thing that actually could
    erase doesn't seem to erase things unless they're made in flash.
    Suggestions???
    Also, how do you make a movie clip stop moving when you hover
    over it?

    Ok - let's go step by step:
    Re-re wrote:
    > In flash CS3 there's an eraser tool that lets you erase
    things, but doesn't let
    > you erase graphics from what I can see.
    "Graphics" is a pretty general term - it can mean anything
    from vectors to bitmaps to symbol
    instances. I have to assume that you are referring to
    imported graphics. Please clarify.
    If you are finding the eraser tool does not erase "graphics"
    then you are either trying to erase a
    bitmap or an instance.
    If bitmap: you must break it apart or Trace Bitmap (convert
    to vectors) before using the eraser
    tool. More importantly, if you are trying to erase part of a
    bitmap, it is probably more
    advantageous to go back to the original source file and edit
    it in your graphics editor and
    re-import into flash.
    If it is an instance of a Graphic symbol, double click the
    symbol to enter Edit Mode - then use the
    eraser tool (assuming the artwork inside this symbol is
    vector art. If a bitmap refer to the
    previous steps.
    >
    > But I have this button that looks like an eraser, and
    when it's clicked I want
    > the eraser to swipe across the page and erase it,
    leaving it white from behind,
    > but sence the ereaser tool in flash doesn't seem to let
    me erase graphics, I
    > was trying to figure out how to exicute my idea.
    Here's where my confusion increases - this is a different
    issue from the first one right? The eraser
    tool and this eraser button are 2 different things? Let's
    assume this eraser button is something you
    made ok? But your last scentence still confuses me - what
    does the Flash eraser tool have to do with
    your eraser button?
    What I think you want might be found by going to
    www.flashkit.com and searching for "scratch lottery
    ticket" or similar.
    >
    > Also, I have a movie clip with a botton on it, and the
    movie clip rotates
    > consantly. I want it to stop rotating when I hover over
    the botton. How do I do
    > that?
    Give the MC an instance name and target it on rollOver of the
    button:
    on (rollOver) {
    myMC.stop();
    Chris Georgenes
    Adobe Community Expert
    www.mudbubble.com
    www.keyframer.com
    www.howtocheatinflash.com

  • 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.

  • Difficulties with movie clips and frames

    This is really irking me.
    I am extremely new to Flash so please bear with me. I am assuming that this is a simple, easy to fix problem that I am having. I have Adobe Flash Professional CS5.5.
    What I am trying to do is display a sequence of images after other movie clips stop playing.
    The image sequence itself does what it is supposed to and works properly, and the other movie clips also are successful. However, whenever I try to put the movie clips for the images in frames or keyframes, the beginning movie clips only play part of the way before the images show up. This happens even though the images' movie clips are on frames/keyframes (I've tried both) after the other movie clips.
    The movie clips that are supposed to play first are each on a separate layer and there are two of them.
    The first layer is called "tree" and the second is called "text"
    The tree layer has a 45-frame gif animation that I have turned into a movie clip. I have created a motion tween and changed its alpha so that the gif has a fading in and out effect. I also have it so that it stops replaying once it reaches the last frame. I am using stop(); for this.
    The text layer has a 40-frame gif animation that I have also turned into a gif. This gif is also a movie clip and also has motion tween. Its alpha has also been changed.
    Both tree and text play together successfully and how I want them to.
    The sequence of images is three separate images, each a different layer, that fade into eachother. These images are pngs, therefore they aren't gifs nor do they have their own frames.
    The bottom layer is called floor1 and has frames 1 through 50 of motion tween and alpha adjustments fading the png image. The image is a movie clip.
    The layer on top is called floor2 and has frames 51-100 of a different png image fading.
    The very top layer is called floor3 and has frames 101-150 of yet another png fading.
    The images are successful in doing what they are supposed to.
    Layers tree and text are one fla file, and layers floor1, floor2, and floor3 are a separate fla file.
    When I copy the frames from layers floor1, floor2, and floor3 into a keyframe after layers text and tree, they transfer properly, but when I test the animation, the image sequence shows up a lot sooner than it is supposed to, interrupting the movie clips on the layers text and tree. I have tried moving the floor# layers' keyframes farther down the timeline, but then the other movie clips just stop.
    In the fla file with layers text and tree, I've imported the gifs into the library and then put them onto the stage.
    In the fla file with the floor# layers, I've imported the pngs into the stage.
    Here's what the text and tree layers look like:
    Here's what the floor# layers look like:
    The rest of the frames for the floor#s...
    So, I thought that the problem was that I needed to delay the image squence. I looked around and found no code or anything for that..
    Afterwards, I thought that it was because I had imported the tree and text gifs to the library before putting them on the stage.
    I opened a new fla and imported the "tree" gif straight to the stage.
    I figured that this should work because then it would show each of the individual frames in the movie clips, which it doesn't do in the above pictures. By importing the gif like this, it does show the individual frames. I've tested this with the image sequence and it works fine. But I have a problem with this method too..
    I select all of the frames for the gif to convert into a symbol, so I can add a motion tween and mess with the alpha. However, only the last frame is converted into a movie clip. Well actually no... Only the circled frames below are turned into the movie clip. Even when all of the frames are selected.  This isn't very helpful because then I can't change the alpha for the entire gif nor can I create a motion tween without getting a message saying that the motion tween could not be applied to all of the frames.
    Here's what this version of "tree" looks like.
    And the frames continue like so until 135.
    The frames that are turned into the movie clip are circled below.
    If I can solve the issue that I'm having with the tree shown in the two pictures above this sentence, then I can display the movie clips and image sequence without a problem. It wouldn't be quite how I had intended it to be, but it would be successful and would still work.
    If I can fix the problem with the image sequence showing up to early, and of the tree and text movie clips being cut off, then this project would also be successful and it would be how I had wanted it to be.
    If you need clarification, let me know and I'll explain something better.
    I am not willing to provide a download link in this forum for my fla files, but I can email them to you if you would like a look. I just don't want someone to be able to find them and take them by doing a google search.
    I have uploaded two swfs though.
    The first is of the tree and text layers/movie clips working as they are supposed to. The second is of the image sequence (floor1, floor2, floor3) doing what it is supposed to.
    Text and tree: http://glassoliverdesigns.weebly.com/uploads/1/0/6/5/10653451/tfg1.swf
    Floor1, floor2, floor3: http://glassoliverdesigns.weebly.com/uploads/1/0/6/5/10653451/tfg2.swf
    Notice how at the end of the text and tree swf, when the text stops the thing in the background keeps flashing. If that can keep flashing WHILE the images appear, then that would be great.
    TL;DR: I want the floor# flash to show up after the text and tree flash but I keep having problems and nothing I try is working properly.

    Very concise question, appreciate the screenshots. One thing that motion tweens don't always show very well is keyframes. Let me clear a few things up and see if it helps.
    Go back to what you wanted to do originally, which is copying the frames from one document to another. This is perfectly fine and to clear it up, it will also copy any library elements (images, clips, etc) that are required to copy those frames for you, so you do not need to import them yourself.
    To successfully copy frames (not symbols), select the first frame of the frames you want to copy, hold shift and select the last frame (alternatively double clicking anywhere in the blue motion tween should select it all as well). Now right-click and "Copy Frames". Now go into your new document, select a frame, right-click and select Paste Frames. You will see the same frames copied over, the blue representing the tween and keyframes came with it and you finally will notice all your images/etc were copied into your library.
    Now is a good time to manage the library clutter that was just copied in, if you're a clean freak like me.
    This process is the same, as you tried, for the other documents you want to copy in. If any resources match in name then Flash will ask you if you want to "overwrite" that library item. If you do that,  you will break one of your previous animations. Make sure that's not the case.
    The common gotcha here is not knowing how to slide frames over properly. If overwriting isn't the issue, this is what I suspect your problem is and as you expand/contract the timeline the keyframes aren't going with you.
    For example if I import 2 clips with fade in/out and move keyframes as you did I'll get something like this:
    Now moving them over I would be very careful to select all of the frames I want to move via the methods above. Click the first frame, hold shift and select the last frame, or double-click anywhere in the middle of the blue. The selection of frames:
    Now I simply drag my selected frames to the right, notice the keyframes stay as they should (the black dots):
    The animation plays as expected.
    Lastly I'm not sure if you've ever used the panel but you should really get used to the Motion Editor. This gives you control over easing as well as shows you an in-depth view of the keyframes that exist in a selected motion tween.
    At first this panel may look complex but it simply represents the basic properties you can animate. Any more properties you animate can be added in here. I moved the X, Y and Alpha properties of my object. So you can see over the frames 30-60 what I did. You can also adjust basic easing here.
    If your animations don't look correct you can select a motion tween, open the motion editor and verify the keyframes look correct. Scrub the timeline and look at the values you're interested in. Alpha for example, for you.
    If you don't see any keyframes when you scrub the timeline, you moved your frames over incorrectly and the keyframes probably exist in a different place and therefore it appears incorrect.

  • Boundary for movie clips following the mouse

    here's my AS...
    myInterval = setInterval(KBMOglobal,15);
    function KBMOglobal () {
    KBMOglobal1._x -= (KBMOglobal1._x - _xmouse)/10;
    KBMOglobal1._y -= (KBMOglobal1._y - _ymouse)/10-2;
    ok, so my movie clip follows the mouse around, with a small
    delay and the y axis is slightly lowered. the stage of my movie is
    380 x 640. does anyone have any suggestions on how to create a
    boundary, equal to the size of my stage, that does not let the
    movie clips that follow the mouse extend past? does that even make
    any sense? essentially, i would like the movie clips to follow the
    mouse, the entire movie clip stay visible on the stage. because of
    the positioning of the items on the stage that initiate this
    function, i only have to consider the width of each movie clip,
    which luckily is a constant = 200. does that make any sense? let me
    try this all again....
    how do adjust the above function so that the movie clip,
    KBMOglobal1 (which has a width of 200) stay within the horizontal
    limits of the stage (which is 380)?
    thanks for your time and to everyone in this forum that has
    been so very helpful with all my questions in this project so far,
    yall rock!

    quote:
    Originally posted by:
    NickTheNameless
    this is almost working perfectly, however i need to adjust
    the boundary of the x axis. for some reason, the movie clip stops
    following the mouse when it reaches half way across stage,
    horizontally.
    would you please be so kind to explain what your script is
    doing? because i'm not a total idiot, i realize i could probably
    replace 380 with 760 (double the width of the stage) and it would
    work as expected. however, if you could spare the time to explain
    what the following two lines are doing, step by step....i'll give
    you my first born.....
    KBMOglobalGeneralCancelDispatch._x<0?KBMOglobalGeneralCancelDispatch._x=0:KBMOglobalGenera lCancelDispatch._x;
    KBMOglobalGeneralCancelDispatch._x>380-KBMOglobalGeneralCancelDispatch._width?KBMOglobalG eneralCancelDispatch._x=380-KBMOglobalGeneralCancelDispatch._width:KBMOglobalGeneralCancel Dispatch._x;
    thanks again for your time!
    do you know ?: operator? it is like if...else... statements,
    when we say:
    somethingIsTrue ? do1() : do2();
    it is exactly same meaning like:
    if (somethingIsTrue) {
    do1();
    } else {
    do2();
    Now, we look at this line:
    KBMOglobalGeneralCancelDispatch._x<0?
    KBMOglobalGeneralCancelDispatch._x=0:
    KBMOglobalGeneralCancelDispatch._x;
    it is same like
    if (KBMOglobalGeneralCancelDispatch._x<0) {
    KBMOglobalGeneralCancelDispatch._x=0
    } else {
    KBMOglobalGeneralCancelDispatch._x

  • Button movie clip

    hello,
    i am building a full flash site, and i have created animated
    buttons seperatley,outwith the main fla, and i have imported them
    into the main timeline. The button file is a movie clip,and works
    beautifully when testing from its own fla,but it does not work (no
    animation on roll over) when i embed it into my main site. Below i
    have trhe action script
    On top level main timeline,where movie clips reside,in one
    keyframe -
    this.onEnterFrame = function(){
    if(rewind == true){
    prevFrame();
    this.onRollOver = function(){
    rewind = false;
    play();
    this.onRollOut = function(){
    rewind = true;
    this.onRelease = function(){
    getURL("
    http://www.kirupa.com","_blank");
    within each button movie clip
    stop();
    this.onEnterFrame = function(){
    if(rewind == true){
    prevFrame();
    this.onRollOver = function(){
    rewind = false;
    play();
    this.onRollOut = function(){
    rewind = true;
    this.onRelease = function(){
    getURL("
    http://www.siteName.co.uk","_blank");
    any ideas ?
    hope you can help !

    This is what I came up with and it seems to work... can this
    be refined and improved on?
    For example, what if I want it to return to its original
    value when clicked a second time?

  • Flash Buttons and a nested movie clip

    I have made my movie clip and now I want to nest it into a
    button. I am not sure what code I need to use for this and how to
    nest it. I want, when a person rolls over the button for the movie
    clip to run. When they roll off of the button the movie clip stops.
    When they click on the button it takes them to a link. If anyone
    can please help me with this, I would SO greatly apprecaite it.
    Thank You ahead of time.

    Thank You SOOOO Much for replying to this. I can't tell you
    how much I appreciate your help.
    I just assumed that was the only way I could do it, (nest
    it.) So, my MC is called jiggle.
    So everywhere you have the my_mc. Should I replace it with
    jiggle.onRollOver etc....?
    ALso you say to attach the code to the action layer in the
    frame the MC appears, not in the MC itself.
    So, in the timeline that I have my MC , I have an actions
    layer. Do I not want an actions layer there? Should I just save the
    timeline with my MC and then cut and paste it into another timeline
    that has the actions layer?
    I actually have 5 of these MC.that all need to do the same
    thing, they are each for a different button.

  • Multiple Movie clips and rollovers

    Hi, I need some help. I am putting together a flash file with
    3 movieclips. I have three movie clips I made - one for each of the
    3 big circles. When they roll over the other circles are supposed
    to disappear under the circle that they have their mouse on. I
    placed all 3 movie clips on the first scene, but when they roll
    over one of the circles the other circle movie clips stay there
    while the other one runs on the mouse over. I need the other ones
    to disappear. You can view what I have so far:
    http://www.feeco.com/Portals/0/encap.swf.
    If you need to see my fla file I can email it to you. Thanks!
    Stephanie

    use:
    stop();
    yourplaybutton.addEventListener(MouseEvent.CLICK,playF);   // replace yourplaybutton with the name of your play button.
    function playF(e:MouseEvent):void{
    play();
    /* Click to Go to Frame and Play
    Clicking on the specified symbol instance moves the playhead to the specified frame in the timeline and continues playback from that frame.
    Can be used on the main timeline or on movie clip timelines.
    Instructions:
    1. Replace the number 5 in the code below with the frame number you would like the playhead to move to when the symbol instance is clicked.
    button_19.addEventListener(MouseEvent.CLICK, fl_ClickToGoToAndPlayFromFrame_15);
    function fl_ClickToGoToAndPlayFromFrame_15(event:MouseEvent):void
        gotoAndPlay(2);
    /* Click to Go to Next Frame and Stop
    Clicking on the specified symbol instance moves the playhead to the next frame and stops the movie.
    button_20.addEventListener(MouseEvent.CLICK, fl_ClickToGoToNextFrame_6);
    function fl_ClickToGoToNextFrame_6(event:MouseEvent):void
        nextFrame();
    I also have added a keyframe to the end of my actions to stop(); this does not appear here with this code but on a separte screen but under the same actions folder the stop works just as I want to the last movie clip stops at the end
    Just can not figure out how to get the play to not start over from begining but to continue.

  • Button in movie clip linking to next frame

    I've included a button in a movie clip on frame 1 of the main
    timeline. The button has a motion tween that ends on frame 76 of
    the movie clip. I want the button to link to frame 2 on the main
    timeline. However, when I test the movie, it cycles endlessly
    without stopping at the end of the movie clip to allow the user to
    click on the button.
    Here's the AS3 code I put on the Actions layer on Frame 76 of
    the movie clip:
    stop();
    link_btn.addEventListener(MouseEvent.CLICK,link_btnClick);
    function link_btn(event:MouseEvent):void {
    gotoAndStop(2);
    Any ideas? It's for school and I need it done tonight or
    tomorrow morning by 8 a.m. Central. Yikes.

    I'm getting compiler errors S1061 and S1120 attached to code:
    link_btn.addEventListener(MouseEvent.CLICK,link_btnClick);
    S1061:
    Call to a possibly undefined method addEventListener through
    a reference with static type Function.
    S1120:
    Access of undefined property link_btnClick.
    I don't know what the errors mean. Anybody?

  • Pause Playback for Nested Movie Clips

    Anybody know a script solution for how to target pause of a
    myriad of different movie clips from a button script on the root
    timeline?
    I'm using this script which works fine for pausing the root
    timeline, but if I've passed off control to a movie clip, you would
    have to press this button again to make the movie clip stop.
    Here is the button script:
    on (release) {
    if (global_sound.getVolume() == 100) {
    global_sound.setVolume(0);
    stop();
    Help appreciated. Thanks!

    kglad,
    I mean I've issued a stop(); in the root timeline and now the
    movie clip is going to play until it is done. Once it is finished,
    I issue a resume back to the root timeline with a _root statement
    and the playback continues in the root timeline. Essentially the
    movie clips need to complete their playback and then they can
    return back to allowing the root timeline to continue.

  • Flash html5 - How can i make an internal movie clip slow down and stop when it get to a certain frame?

    I am creating an automotive braking system using flash and have a wheel turning. I want the wheel to slow down and stop after the brake pedal is pushed at a certain frame. I know I could do this with frame by frame animation but was hoping there was a short cut - javascript?? If not the slowing down portion then is there code for just making the internal movie clip (wheel turning) to stop when it gets to a frame.? Thanks

    you can use the ticker class to create a loop that you use to control the wheel's rotation or frame, TweenJS v0.6.0 API Documentation : Ticker

Maybe you are looking for

  • HT1296 If my iPhone 5 is syncing to new computer?

    So my iphone 5 is synced to my grandparents computer, but i now want to connect it to my macbook. But im scared to! i dont have anymore space in my memory and want to put some of my pictures on my computer so that i can free up space on my phone. If

  • Intel imac G5, Safari and Godaddy problems

    I have an intel imac G5 with OS 10.4.5 with Safari 2.0.3 and can not access my GoDaddy hosted website directly or with forwarding (on or off)... I can however access the GoDaddy hosted website with my imac G5 (non-intel) with the same version Mac OS

  • MY IPOD SHUFFLE WON'T WORK!!!!!! (2nd generation)

    Last night I accidentally dropped my ipod into the toilet. I immediately took it out and dried it. I even dried the little hole for the head phones. Now I know that it did stay in the water but shouldn't it work just a little? What do I do and does m

  • When i go to sync my new songs itll only sync my old songs

    It wont let me sync my new songs onto my Nano , it'll only sync the songs I all ready have. Or it won't show any songs .

  • Question on organisational structure!

    Hi all SAP experts. I had a problem : I've created my organisational structure on 1st June 2010, I want to check is there any way i can change the start date for my organisational structure? Thanks for all advices. Regards, HongLing