Navigating to Frame Label in mc from main timeline

Lets say that in my main timeline, I have a number of frame
labels. On stage I have a movie clip (let's call it bg_mc) which
contains a tweened animation that has been looping repeatedly (so
it has its own timeline with its own frame labels).
I would like this to happen:
- On the main timeline, the playhead enters a specific frame
called "newBackground."
- When that happens, I want the playhead in bg_mc to jump to
the first frame in its timeline, "beginLoop."
How do I accomplish this?
Thanks so much for your help!
David

Now, this brings on another question... that is, what if the
opposite is true?
For instance:
The main timeline plays to a stop(); at frame 10.
At frame 10, a movie clip (countdown_mc) which contains a
countdown timer, begins.
When the timer reaches 00:00, I want to trigger the main
timeline to continue and play the next frame (11).
Thanks again for the great advice,
David

Similar Messages

  • Goto next frame in a movieclip from main timeline button

    So what I have is a button (named Next) on the main timeline. I have a movie clip on that frame (on the main timeline) and the movie clip has 3 frames that I want to be able to cycle through using the "Next" button that is on the main timeline. How can I go about doing this?
    Thank you,

    Thanks kglad! Works like a charm. :-)
    I had already named the instance of the movieclip and button so I just needed to change the code to match and it's working great.
    One other issue I've come up with now is that when it goes to the 3rd frame of the movieclip and I click next, it doesn't do anything. shouldn't it go back to frame 1 of the movieclip?

  • Navigating to Frame Label In a MC

    Hi All,
    I need some help and I will try to explain what I am trying
    to do the best i can.
    I have a flash movie that has a mc called "pages" in Scene1.
    In the mc "pages" I have 4 key frames each representing 4 pages
    (i.e. 4 movie clips each one representing a page).
    I have buttons in each of these pages. My question is this.
    How can I navigate from a button in a page to another page
    specifically going to a frame label? I can get to the page using
    this ActionScript:
    on (release) {
    _root.pages.gotoAndPlay(_root.link = 3);
    This works. The above example takes me to page 3. However, I
    not only want to get to page 3 but specifically go to a frame label
    in the mc that I am identifying as page 3.
    Any help is much appreciated.
    Scott

    you do not assign a value to a variable within the
    gotoAndPlay method. you should state this call as:
    _root.pages.gotoAndPlay(3);
    if navigating to a label within that MC, ie:'pages.MC3', you
    may need to assign a variable like you're trying to do above, but
    in a different manner. since you already have 'link' on the root
    timeline, assign the label value to it instead of a number (change
    it to a String var), then in the four MCs, add a conditional
    statement to the first frame which then 'decides' where to go when
    the MC is instantiated. like for instance:
    if(_root.link == 'home') {
    gotoAndStop('home');
    }else if(_root.link == 'about') {
    gotoAndStop('about');
    }else if( ...
    but make you assignment of this var separate from the call
    that you'd used above, as in:
    on (release) {
    _root.link = 'home';
    _root.pages.gotoAndPlay(3);
    EDIT: sorry kg, typing ... as per usual :)

  • Jumping from Main Timeline to a specific frame of a MovieClip

    Hello there!
    I'm a begginer with Flash... and I am attending a course of fundamentals of Flash... so I apologize if my doubt is a too obvious answer to some of you.
    The situation is as follows:
      I'm using Action Script 2.0 --- I'm obligated to in the course I'm attending.
      I have a main timeline that has 3 frames. On the 2nd frame I have a movieclip named mc_nbr. On the 3rd frame I have a button "voltar" that when pressed I want it to "Go and Stop/Play" at frame 3 of the movieclip (that is embedded on frame 2 of the main timeline).
    I used the folowing code for the button btn_voltar:
    on (press)
        _root.mc_nbr.gotoAndStop("3");
    I tried as well with
    on (press)
       this.mc_nbr.gotoAndStop("3");
    None of them works!
    I tried to see wheather the button even works and it does.
    I included a input text box and the stament before the code shown above  like the one that follows:
    feedback.text = "Pressionei o botão!";
    So the part missing (and the important one) is jumping to the movieclip. I can't figure out how to do it !!!
    I uploaded the "project" at http://www.megaupload.com/?d=A6M581US
    Could anyone, please help me.
    Thank You for your feedback.

    Ron ron,
    Thank you for your help... but either I'm not following You or I'm doing something really wrong.
    I tried what you suggested but it doesn't solve my problem...
    Were we talking about the same button ? (btn_voltar, from the 3rd frame)
    Could you take a look at my file in http://www.megaupload.com/?d=A6M581US   ??

  • Control swf from main timeline

    i know i've done this before! i have a swf. 4 labels. a stop
    at frame 1. i embedd this into my main timeline. i have 4 butons in
    an MC in my main project, going to specific labels in my main
    timeline, where i have the following code, attempting to load the
    swf and jump to that label:
    this.container_shell.loadMovie("interact01.swf");
    interact_shellb.gotoAndStop("label1");
    its not working. the swf loads, but i can't jump to the
    label.
    any ideas? appologize for the basic question, i'm a designer,
    not a programmer!

    If you have a question to ask, you should start a new posting and include the code/info pertinent to your problem.  The one you are trying to catch a ride from is flawed and requires some questions to be answered.  Being that the posting is over 4 years old, it is unlikely the original poster is going to be answering any.

  • Controlling loaded swf from main timeline

    Hello,
    I'm working on loading external swf files for ios. I am able to load the swf files and set them to visible or invisible in different frames. I am having trouble controlling the loaded swf files from the main timeline. Specifically, I would like to have a button on the main timeline, that when clicked will move a loaded swf to frame 1.
    Here is a code that loads one swf file:
    var myLoader1:Loader;
    var loaderContext1:LoaderContext = new LoaderContext(false, ApplicationDomain.currentDomain, null);
    if(myLoader1 == null)
              myLoader1 = new Loader();
              addChild(myLoader1);
    myLoader1.load(new URLRequest("folder/file1.swf"),loaderContext1);
    myLoader1.visible = true;
    backbutton.addEventListener(MouseEvent.MOUSE_DOWN, backbutton1);
    function backbutton1(myEvent:MouseEvent):void {???????????? myLoader1.gotoAndStop(1);}  (this line does not work)
    (Once I load file1.swf, within the file1.swf I click a forward button to move to different frames. My question is: how do I code the 'backbutton' on the main timeline so that it causes the loaded file1.swf to go to frame 1?)
    Thank you for your help.

    sure.
    if the movieclip on the loaded swf's main timeline has reference mc, you would use:
    MovieClip(myLoader.content).mc.gotoAndStop(1);
    p.s.  you might find the following helpful,  http://kb2.adobe.com/community/publishing/918/cpsid_91887.html

  • How to add button inside move clip and call it from main timeline?

    Hi,
    On the main timeline I  have a movie clip called clock_mc and playBtn
    playBtn is  placed in the center of clock_mc
    When you press playBtn clock_mc starts playing
    playBtn.addEventListener(MouseEvent.CLICK, playClock);
    function playClock(event:MouseEvent):void
        if (event.target == playBtn)
            clock_mc.play();
            playBtn.visible = false;
            trace ("play button was clicked");
    This is working fine for me.
    But I want to add replayBtn to the last frame of clock_mc and set up the function on main Timeline.
    Another words when the clock_mc rich last frame you see replayBtn.
    code example:
    replayBtn.addEventListener(MouseEvent.CLICK, playClock);
        if (event.target == replayBtn)
            clock_mc.play();
            replayBtn.visible = false;
            trace ("replay button was clicked");
    I've tryed to placed the replayBtn on the stage on the main timeline and I've set it up to replayBtn.visible = false;
    And then I add replayBtn.visible = true; to last AS frame of clock_mc but it wont work
    Even when I put the button physically to the last frame of clock_mc it will not work either.
    Please help

    I've solved the problem:-)
    I've set replayBtn.visible = false; on first frame of clock_mc
    and  replayBtn.visible = true; at the last frame
    and than as you sugested I'v add:
    clock_mc.replayBtn.addEventListener(MouseEvent.CLICK, replayClock);
    function replayClock(event:MouseEvent):void
            clock_mc.play();
            trace ("replay button was clicked");
    I couldn't see replayBtn at the firs stage because I have clockTween assosiated with clock:
    clockTween = new Tween(clock_mc, "x", Regular.easeOut, -469,438, .5, true);
    and I had replyBtn in the wrong place so when clock_mc was coming up on the stage replayBtn was on the left side of the stage :/
    Now I have to solve only one thing.
    Maybe you would have any suggestions please.
    I've set up stop(); in a first frame of clock_mc
    that when you see clock_mc sliding in it has to wait for playBtn to be clicked
    because I have two tween:
            clockTween = new Tween(clock_mc, "x", Regular.easeOut, -469,438, .5, true);
            playTween = new Tween(playBtn, "x", Regular.easeOut, -720,514, .5, true);
            playBtn.visible = true;
    so when you click on playBtn:
    function playClock(event:MouseEvent):void
        if (event.target == playBtn)
            clock_mc.play();
            playBtn.visible = false;
            trace ("play button was clicked");
    everythink is working fine except when I clik on replayBtn it play for I sec because there is stop(); on the first frame of clock_mc

  • Accessing class var from main timeline

    Hi all! Well I've been working on this for a couple of days
    now and just can't seem to get it to work right...... I'm still
    getting my feet wet with as3 and like it more and more everytime I
    use it.... almost.
    Anyways, here's where I'm running into trouble.
    Here's a dumbed down version of my project with all the other
    usless drivel excluded. Basically what I'm trying to do is declare
    a var and give it a value in my class. Then I want to be able to
    display that value on the stage and use it in the main timeline.
    Seems simple enough....
    I need to be able to pass the var from the class to the main
    timeline for use.... Any help on this would be GREATLY appreciated.
    Thanks.

    kglad, worked like a charm in my short test file... however
    in my real world flash file the class takes a short time to
    actually compute the value of the variable. If I fire the trace
    from the main timeline it will display NaN b/c at the moment it
    fires the value of the var doesn't exist b/c it has yet to be
    calculated......
    I don't really know the best way to delay this... would the
    best way be to somehow add an event listener to listen to the var
    to see when it is assigned a value?.... I'm open to suggestions.
    btw, good catch on the assignment of a string value!!
    Thanks!

  • Controlling movieclip from main timeline & Child

    Hi,
    This code is currently contained within my "mc_1" movieclip. I want to be able to have this code on my main timeline, however no matter what I try I constantly get errors, multiple different versions. I've tried adding mc_1 infront of everything, but that just gives an output error about a Sprite.
    Also, I'm currently using visible to control whether the back image to the textbox should show - What I'd really like to do is control it using a child, but they're movieclips not buttons, so when I try to addChild within the function it errors saying I'm trying to control a movieclip within a simplebutton function.
    import flash.events.MouseEvent;
    stop();
    mc_textbox.visible = false;
    for(var i:uint=1; i<8; i++){
        this["line"+String(i)].addEventListener(MouseEvent.ROLL_OVER, line_in, false, 0, true);
        this["line"+String(i)].addEventListener(MouseEvent.ROLL_OUT, line_out, false, 0, true);
    function line_in(e:MouseEvent):void // Defineing the function as line_in
        var lineTarget:SimpleButton = SimpleButton(e.currentTarget); // The variable is lineTarget
        switch(lineTarget) // Each case should swap the lineTarget
            case line1: // line 1 is the first button
            line_output.text = "1"; // This text should display
            mc_textbox.visible = true; // The textbox should display
            break; // If this is not the case, break and check next
            case line2:
            line_output.text = "2";
            mc_textbox.visible = true;
            break;
            case line3:
            line_output.text = "3";
            mc_textbox.visible = true;
            break;
            case line4:
            line_output.text = "4";
            mc_textbox.visible = true;
            break;
    /* This case has much more text than the rest, as such the textbox is enlarged for this case only
    and changed in position. The line_output dynamic text field is also moved on the Y axis for this.
    This is reset to default using the line_out function.
            case line5:
            line_output.text = "55";
            line_output.y = 427.65;
            mc_textbox.visible = true;
            mc_textbox.height = 100;
            mc_textbox.y = 417;
            break;
            case line6:
            line_output.text = "6";
            mc_textbox.visible = true;
            break;
            case line7:
            line_output.text = "7";
            mc_textbox.visible = true;
            break;
            default: // If none of the cases are true, this should display
            line_output.text = ""; // line_output should be blank
            mc_textbox.visible = false; // mc_textbox should be invisible by default
    function line_out(e:MouseEvent):void
            line_output.text = "";
            line_output.y = 474.65;
            mc_textbox.visible = false;
            mc_textbox.height = 61.95;
            mc_textbox.y = 454;

    I've resolved the timeline issue. Now my only issue is the Child not working.
    What I'm trying to do:
    addChild(mc_1.mc_textbox) to appear upon rollover of a button. On rolloff, for the child to be removed.
    Add mc_textbox inside mc_1 on rollover, at a specific XY and height. On rolloff, for the child to be removed.
    I have also been told that I should not have a dynamic textbox on the scene and should call that in using AS3 - If you have time, could you inform me how this would be done?
    Thanks alot for the help,
    ERROR:
    TypeError: Error #2007: Parameter child must be non-null.
        at flash.display::DisplayObjectContainer/addChild()
        at Main_new_fla::MainTimeline/line_in()
    TypeError: Error #2007: Parameter child must be non-null.
        at flash.display::DisplayObjectContainer/removeChild()
        at Main_new_fla::MainTimeline/line_out()
    import flash.events.MouseEvent;
    stop();
    for(var i:uint=1; i<8; i++){
        this.mc_1["line"+String(i)].addEventListener(MouseEvent.ROLL_OVER, line_in, false, 0, true);
        this.mc_1["line"+String(i)].addEventListener(MouseEvent.ROLL_OUT, line_out, false, 0, true);
    function line_in(e:MouseEvent):void // Defineing the function as line_in
        var lineTarget:SimpleButton = SimpleButton(e.currentTarget); // The variable is lineTarget
        switch(lineTarget) // Each case should swap the lineTarget
            case mc_1.line1: // line 1 is the first button
            mc_1.line_output.text = "1"; // This text should display
            addChild(mc_1.mc_textbox); // The textbox should display
            break; // If this is not the case, break and check next
            case mc_1.line2:
            mc_1.line_output.text = "2";
            addChild(mc_1.mc_textbox);
            break;
            case mc_1.line3:
            mc_1.line_output.text = "3";
            addChild(mc_1.mc_textbox);
            break;
            case mc_1.line4:
            mc_1.line_output.text = "4";
            addChild(mc_1.mc_textbox);
            break;
    /* This case has much more text than the rest, as such the textbox is enlarged for this case only
    and changed in position. The line_output dynamic text field is also moved on the Y axis for this.
    This is reset to default using the line_out function.
            case mc_1.line5:
            mc_1.line_output.text = "55";
            mc_1.line_output.y = 427.65;
            addChild(mc_1.mc_textbox);
            mc_1.mc_textbox.height = 100;
            mc_1.mc_textbox.y = 417;
            break;
            case mc_1.line6:
            mc_1.line_output.text = "6";
            addChild(mc_1.mc_textbox);
            break;
            case mc_1.line7:
            mc_1.line_output.text = "7";
            addChild(mc_1.mc_textbox);
            break;
            default: // If none of the cases are true, this should display
            mc_1.line_output.text = ""; // line_output should be blank
            addChild(mc_1.mc_textbox); // mc_textbox should be invisible by default
    // Removes any text that has been displayed from the Dynamic text box, also resetting the sizes to default.
    function line_out(e:MouseEvent):void
            mc_1.line_output.text = "";
            mc_1.line_output.y = 474.65;
            removeChild(mc_1.mc_textbox)
            mc_1.mc_textbox.height = 61.95;
            mc_1.mc_textbox.y = 454;

  • Controlling multiple external swfs from main timeline

    Hi, I've been trying to combine the features of two tutorials I found, one that deals with controlling external swf's from the main timeline and the other that explains how to load and unload multiple external swf's.  I'd like to be able to load and unload multiple external swf's, and control these swf's buttons from the main timeline. 
    I asked this same question on the forum of the site where I found these tutorials, and receive only one reply saying that "it should'nt be hard to do." but they did not elaborate any further.  This left me think that I was missing something very obvious and I've spent too much time now trying to work what it is now.  I understand pretty much how both pieces of code work, but just can't work out how to combine them.
    If someone could explain it to me, I'd much appreciate it.
    Tutorial One code - controlling an external swf from the main timeline.
    var ldr:Loader = new Loader();
    var urlReq:URLRequest = new URLRequest("swfs/balls.swf");
    ldr.load(urlReq);
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    ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, loadHandler);
    Tutorial Two code - loading and unloading multiple external swfs.
    var Xpos:Number = 110;
    var Ypos:Number = 180;
    var swf:MovieClip;
    var loader:Loader = new Loader();
    var defaultSWF:URLRequest = new URLRequest("swfs/eyesClosed.swf");
    loader.load(defaultSWF);
    loader.x = Xpos;
    loader.y = Ypos;
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    function btnClick(event:MouseEvent):void {
    removeChild(loader);
    var newSWFRequest:URLRequest = new URLRequest("swfs/" + event.target.name + ".swf");
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    eyesClosed.addEventListener(MouseEvent.CLICK, btnClick);
    stingray.addEventListener(MouseEvent.CLICK, btnClick);
    demon.addEventListener(MouseEvent.CLICK, btnClick);
    strongman.addEventListener(MouseEvent.CLICK, btnClick);

    I will not be able to help you with whatever relaxatraja provided though it is purported by relaxatraja to be clearly explaining what I was explaining (???).
    Your loadHandler function appears a bit confused.  For the code you show I don't see you assigning any event listeners for the events that will be dispatched in the loaded file.  As I showed earlier, your loadHandler function should be assigning a listener for the event that will be dispatched (modified slightly below). and if you have three different events being dispatched in the loaded file, then you'll do better to have three different listeners.  I show only one below for one of the events you dispatch...
    function loadHandler (event:Event) {
      // assign a listener for the loaded file's goExit function's event
       MovieClip(event.currentTarget.content).addEventListener("close", event1Handler);
    // I can't make sense of what you have here
        removeChild(myClip); // why ?? - it hasn't been added yet as far as I can see - error 2007?
        var newSWFRequest:URLRequest = new URLRequest("swfs/" + event.target.name + ".swf"); // the event.target is the Loader
        ldr.load(newSWFRequest); // this will load over the file you just finished loading??
        ldr.x = Xpos;
        ldr.y = Ypos;
        addChild(myClip);  // why?? it has nothing in it
    function event1Handler(e:Event):void {
        // do whatever is involved with what the "close" event is supposed to do
        trace("goExit function executed");
    As far as what you have in the loaded file, you appear to be trying to pass the files names as if they were parameters.  The file naming should be done at the receiving side for the event handler function for the event listener.  While you could create a custom event that include parameters that you can pass, that's another level of coding that is better left for a future experience.
    Study the following - understand it before you try to use it.
    Below is a link to some files I made for another posting that demonstrates what I have been explaining.  The neurope file is the main file.  Publish the netherlands file so that you have an swf to load for it, and then run the neurope file.  The file that gets loaded (netherlands) only has a button in it that when clicked dispatches an event for which the main file (neurope) has assigned a listener.  The main file displays a message when the button gets clicked in the loaded file.
    http://www.nedwebs.com/Flash/neurope.zip

  • GotoAndPlay specific frame in external swf from main swf

    I have a main swf that loads 2 external swfs.
    I click on button to see content of external swf #1 and see stuff. I do something that causes external swf to show other stuff (i.e. not at beginning state)
    In the main swf I click on button to see content of external swf #2. External swf #1 content is made invisible and I see content of external swf stuff.
    NOW, if I click on button to take me back to see external swf #1, I see it's content in current state. I want to force it to start over again at frame #1 which will reset content.
    However, no matter what I try, I can't seem to control which frame to go to in external swf using gotoAndplay.
    Here is code in frame #1 of main swf to load external swfs:
    //load academic movie
    var swfLoader1:Loader = new Loader();
    container1.addChild(swfLoader1);
    var url1:URLRequest = new URLRequest("academic.swf");
    swfLoader1.load(url1);
    //load wisdom movie
    var swfLoader3:Loader = new Loader();
    container3.addChild(swfLoader3);
    var url3:URLRequest = new URLRequest("wisdom.swf");
    swfLoader3.load(url3);
    Here is code in frame 2 of main swf that checks button to see where to go in external swf:
    //academic button clicked
    function academicClick(event:MouseEvent){
       container3.alpha = 0;
       container3.visible = false;
       container1.visible = true;
       container1.gotoAndPlay(1); //this is where I am trying to force it to start at frame 1
       container1.alpha = 1;
    I don't want to reload the external movie to force it to start over.
    Any help would be much appreciated.

    You can easily control this by making the external swf to load with your movieclip, The below is the code snippet that clear on accessing the specific frame on external swf.
    //Loading clips content
    var ldr:Loader;
    var mcExt:MovieClip;
    //Loading
    loadswf("external.swf");
    function loadswf(tmp:String):void{
        unloadSwf();
        ldr= new Loader();
        ldr.contentLoaderInfo.addEventListener(ProgressEvent.PROGRESS, progressListener);
        ldr.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded);
        ldr.load(new URLRequest(tmp));
        function progressListener (e:ProgressEvent):void{
            ploader.visible=true;
        function swfLoaded(e:Event):void {
            mcExt = e.target.content as MovieClip;
            ldr.contentLoaderInfo.removeEventListener(Event.COMPLETE, swfLoaded);
            mcExt.addEventListener(Event.ENTER_FRAME,onEnterfn);
            ploader.visible=false;
            addChild(mcExt);
    //UnLoading
    function unloadSwf():void{
        if (ldr!=null){
            ldr.unloadAndStop();
            removeChild(mcExt);
            mcExt=null;
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    function onEnterfn(e:Event):void{
        var num:int=mcExt.currentFrame;
        if (num==1) mcExt.play();
        if (num==9) {
                mcExt.skipmc.addEventListener(MouseEvent.CLICK,skipfn);
                function skipfn(e:MouseEvent):void{
                    mcExt.stop();
                    mcExt.removeEventListener(Event.ENTER_FRAME,onEnterfn);
                    gotoAndStop("help");
        if (num==mcExt.totalFrames){
            mcExt.removeEventListener(Event.ENTER_FRAME,onEnterfn);
            gotoAndStop("help");
    hope it solve

  • Help me Create gotoAndPlay from Main Timeline to a MovieClip frame

    Sounds stupid, but I'm barely stepping up from AS 1.0, and
    3.0 is super cool, but also making my head spin. I'm knee deep in
    learning C# and AS 2.0 as it is, as well as working in VS 2005 for
    the first time, and I'm working very hard to get all of my asp.NET
    software to be running data driven Flash AS 3.0 UIs.
    So this stupid noob question when answered, is going to help
    a ton, and I've searched for hours so far, and finally resorted to
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    Chris

    Hi, you can set an instance name( for example mcClip ). Then
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    using dot: mcClip.gotoAndPlay

  • Flash CS6 requires trace from main timeline to embed flex assets

    I've been repeatedly advised on twitter by the @CreativeCloud account to make a thread on this subject.
    This only occurs with large projects that use a lot of memory. I have tried to recreate the problem with the minimum amount of code but it is not possible. This issue does not occur with only the flex.swc, a class file and a .fla project. Changing the value in jvm.ini makes no difference. Importing other swcs makes no difference. Please re-read this line before responding.
    The issue: If I include flex.swc to use the [Embed] tag feature in a class file with Flash CS6, the feature will silently fail. The assets will return the value of null.This issue has existed since Flash CS5 dropped support for flex and has caused our company to lose hundreds of hours in programming workarounds for the problem. We are exceptionally disappointed in Adobe for encouraging use of [Embed] tags and then leaving us with scores of broken projects that cannot be compiled in the latest version of the Flash IDE.
    However: this week I discovered that the problem disappears if I import the class on the timeline and trace() the value of any asset in the class. Importing the class is not the part that solves the problem. If I have the "omit trace" checkbox ticked, the assets still return null. It is only when the assets are fed to trace() that they begin to exist.
    Think this through for a second.
    The workaround for a critical bug in Flash is solved by trace(). "Hello World!" is the solution to the Flash IDE's ongoing mismanagement of memory.
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    I've been repeatedly advised on twitter by the @CreativeCloud account to make a thread on this subject.
    This only occurs with large projects that use a lot of memory. I have tried to recreate the problem with the minimum amount of code but it is not possible. This issue does not occur with only the flex.swc, a class file and a .fla project. Changing the value in jvm.ini makes no difference. Importing other swcs makes no difference. Please re-read this line before responding.
    The issue: If I include flex.swc to use the [Embed] tag feature in a class file with Flash CS6, the feature will silently fail. The assets will return the value of null.This issue has existed since Flash CS5 dropped support for flex and has caused our company to lose hundreds of hours in programming workarounds for the problem. We are exceptionally disappointed in Adobe for encouraging use of [Embed] tags and then leaving us with scores of broken projects that cannot be compiled in the latest version of the Flash IDE.
    However: this week I discovered that the problem disappears if I import the class on the timeline and trace() the value of any asset in the class. Importing the class is not the part that solves the problem. If I have the "omit trace" checkbox ticked, the assets still return null. It is only when the assets are fed to trace() that they begin to exist.
    Think this through for a second.
    The workaround for a critical bug in Flash is solved by trace(). "Hello World!" is the solution to the Flash IDE's ongoing mismanagement of memory.
    I can't even begin to wrap my head around how stupid this situation is. Or even how much money has been lost trying to deal with the situation.
    I don't even expect a workaround or solution in response to this because we already have a workaround - even though it is insane.

  • FLV/Mp3 Cue Points for Accessing Frame Labels on the Main Timeline in Flash 8

    Hello,
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    Thank you!
    James
    [email protected]

    I usually start off solving problems with the livedocs, as I
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    http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context= LiveDocs_Parts&file=00002561.html
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  • Moving to a frame in Movieclip timeline from the main timeline

    I am in the learning process. Working with FlashCS5 and AS3.
    Please bear with me if the issue appears to be too simple for you. Placed a movieclip(mcassessJohn) on the main timeline and moved to the frame labelled "johnFeedback" in the movieclip timeline using the following actionscript code.
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    function onJohnClick(evt:MouseEvent):void {
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    This works fine. However problem starts when I place a button "questionJohn" in the movieclip(mcassessJohn) time line at frame "johnFeedback" and try to move to another frame by clicking the button and using the following actionscript code;
    questionJohn.addEventListener(MouseEventClick,onClick);
    function onClick(evt:MouseEvent):void {
      gotoAnd Play("johnFeedback");
    Placed the above code in actions layer in the movieclip timeline at frame "johnFeedback". I had placed the button also in the movieclip timeline at Frame "johnFeedback in layer buttons. No compiler error.No runtime error. Just nothing happens when I click on the button "questionJohn".
    Would appreciate if you can let me know where I am going wrong.

    Thats because if u assign the listeners to a parent movieclip it will not pickup listener assigned to its child.
    A work around is put a invisible btn inside mcassessJohn movieclip on frame 1 and assign onJohnClick function to that.
    And one more thing, i think u r trying to perform same operation on both the btns
    http://www.darshanrane.com

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