Target movie clip fade within function
I'm working with this function that is loading in different .swf files based on buttons that are clicked:
this.createEmptyMovieClip("targetMC",this.getNextHighestDepth());
function loadF(y:Number, d:Number) {
targetMC.loadMovie("floors_swf/"+y+"_"+d+".swf");
I want the targetMC to fade in and out, can I add that functionality into the function above
or is that something that needs to be done in each .swf file that I'm loading in?
When I load in a new .swf file into my main movie, it appears to load on top of the main movie.
This is the load function that we set up:
this.createEmptyMovieClip("target1MC",this.getNextHighestDepth());
this.createEmptyMovieClip("target2MC",this.getNextHighestDepth());
var currMC:MovieClip = target2MC;
target1MC._alpha = 0;
function loadF(y:Number, d:Number) {
otherTargetF(currMC).swapDepths(Math.max(target1MC.getDepth(), target2MC.getDepth()));
mcl.loadClip("floors_swf/"+y+"_"+d+".swf",otherTargetF(currMC));
Is there a way to get the .swf file that gets loaded in to load behind the graphics in my main movie?
It appears to be loading into the target1MC, but I don't see where to set the level that it loads into?
Thanks
Similar Messages
-
Hello everyone,
I've worked on some code with a little help from some people
here and I've gotten everything to work. The problem I am having
right now is getting my cross fading images to sit inside separate
movie clips that are on my home .swf. The code I have so far is as
follows:
var showTime:Number = 5000 // milliseconds the picture shows
at 100% alpha.
mc_Mon1 = createEmptyMovieClip("img1_mc", 0);
loadMovie("images/home/image01.jpg", img1_mc); // load
picture from the file directory that your .swf is in.
mc_Mon1 = createEmptyMovieClip("img2_mc",
getNextHighestDepth());
loadMovie("images/home/image02.jpg", img2_mc);// load picture
from the file directory that your .swf is in.
img2_mc._alpha = 0; // hide 2nd picture
var duration:Number = 30; // milliseconds per alpha change
(framerate).
var count:Number = 0;
var alphaPhase:Number = 1;
var alphaCount:Number = 0;
function picSwap():Void {
count++;
if(count >= (showTime/duration)) {
alphaCount += alphaPhase;
img1_mc._alpha = 100-alphaCount;
img2_mc._alpha = alphaCount;
trace("img1 alpha: " + img1_mc._alpha);
trace("img2 alpha: " + img2_mc._alpha);
if(alphaCount >= 100 || alphaCount <= 0) {
count = 0;
alphaPhase *= -1;
var intervalId:Number = setInterval(picSwap, duration);
// End of script.
I am trying to make img1_mc and img2_mc sit inside mc_Mon1.
So I am thinking that I would need mc_Mon1 to
"createEmptyMovieClip" named "img1_mc and img2_mc. I thought thats
what I did with the code but so far my cross fading images just sit
up on the top left of the screen. Does anyone have any idea how to
set the target movie clip to load the other movie clips?
Thanks,
Kylehi,
you should make few changes in your code for it to work,
starting with this:
instead of - "mc_Mon1 = createEmptyMovieClip("img1_mc", 0);"
and the
following line, try - mc_Mon1.createEmptyMovieClip("img1_mc",
mc_Mon1.getNextHighestDepth());
mc_Mon1.img1_mc.loadMovie("images/home/image01.jpg");
and then -
mc_Mon1.createEmptyMovieClip("img2_mc",
mc_Mon1.getNextHighestDepth());
mc_Mon1.img2_mc.loadMovie("images/home/image02.jpg");
mc_Mon1.img2_mc._alpha = 0;
and then in picSwap function, it should be -
mc_Mon1.img1_mc._alpha = 100-alphaCount;
mc_Mon1.img2_mc._alpha = alphaCount;
that should do it i think.
just so you'd learn, in your original code, 'mc_Mon1'
actually is variable
reffering to 'img1_mc' (which, if i'm not mistaken, is
created in _level0),
but then 2 lines later you overwrite the refference to
'img1_mc' with a
refference to 'img2_mc' (which is also created in _level0).
one more thing which i didn't check - when you declare you
'intervalId',
don't u need to use 'showTime' instead of 'duration'?
good luck,
eRez
"kypsul" <[email protected]> wrote in
message
news:[email protected]...
> Hello everyone,
>
> I've worked on some code with a little help from some
people here and I've
> gotten everything to work. The problem I am having right
now is getting my
> cross fading images to sit inside separate movie clips
that are on my home
> .swf. The code I have so far is as follows:
>
> var showTime:Number = 5000 // milliseconds the picture
shows at 100%
> alpha.
> mc_Mon1 = createEmptyMovieClip("img1_mc", 0);
> loadMovie("images/home/image01.jpg", img1_mc); // load
picture from the
> file
> directory that your .swf is in.
>
> mc_Mon1 = createEmptyMovieClip("img2_mc",
getNextHighestDepth());
> loadMovie("images/home/image02.jpg", img2_mc);// load
picture from the
> file
> directory that your .swf is in.
>
> img2_mc._alpha = 0; // hide 2nd picture
>
> var duration:Number = 30; // milliseconds per alpha
change (framerate).
> var count:Number = 0;
> var alphaPhase:Number = 1;
> var alphaCount:Number = 0;
>
> function picSwap():Void {
> count++;
> if(count >= (showTime/duration)) {
> alphaCount += alphaPhase;
> img1_mc._alpha = 100-alphaCount;
> img2_mc._alpha = alphaCount;
> trace("img1 alpha: " + img1_mc._alpha);
> trace("img2 alpha: " + img2_mc._alpha);
> if(alphaCount >= 100 || alphaCount <= 0) {
> count = 0;
> alphaPhase *= -1;
> }
> }
> }
> var intervalId:Number = setInterval(picSwap, duration);
> // End of script.
>
> I am trying to make img1_mc and img2_mc sit inside
mc_Mon1. So I am
> thinking
> that I would need mc_Mon1 to "createEmptyMovieClip"
named "img1_mc and
> img2_mc.
> I thought thats what I did with the code but so far my
cross fading images
> just
> sit up on the top left of the screen. Does anyone have
any idea how to set
> the
> target movie clip to load the other movie clips?
>
> Thanks,
>
> Kyle
>
> -
Target movi clip in separate swf
Hi, i am updating a website and am trying to move the "skip"
button to appear earlier. To do this I have to move the button to
another swf file.
now I can load the swf (dbo.swf) into an empty movie clip
(named empty_mc) easily enough, but I am trying to target different
things to happen inside of the newly loaded swf instead of playing
from the beginning. I tried this:
on (release) {
empty_mc.loadMovie("swfs/dbo.swf");
empty_mc.boxes_mc.gotoAndPlay("quickbuild");
empty_mc.gotoAndPlay("jump_home");
empty_mc.stopAllSounds();
...but it still plays from the first frame of dbo.swf instead
of playing the appropriate movies and frames. any suggestions?When I load in a new .swf file into my main movie, it appears to load on top of the main movie.
This is the load function that we set up:
this.createEmptyMovieClip("target1MC",this.getNextHighestDepth());
this.createEmptyMovieClip("target2MC",this.getNextHighestDepth());
var currMC:MovieClip = target2MC;
target1MC._alpha = 0;
function loadF(y:Number, d:Number) {
otherTargetF(currMC).swapDepths(Math.max(target1MC.getDepth(), target2MC.getDepth()));
mcl.loadClip("floors_swf/"+y+"_"+d+".swf",otherTargetF(currMC));
Is there a way to get the .swf file that gets loaded in to load behind the graphics in my main movie?
It appears to be loading into the target1MC, but I don't see where to set the level that it loads into?
Thanks -
Attach movie clips using seperate functions
I'm having a little trouble with the following code. I'm
calling two functions: init() and inittwo() to attach some movie
clips to the stage. If I comment one of them out, the other works
fine and the movement is okay. But as it is, only the "cloud" movie
clips are being attached. I need for the clips in the "dreamarray"
to be attached, and then for the "clouds" to be attached with a
second function. I'm probably not going about this the right way,
but I could sure use some help!
It would also be cool if I could attach the dreams at set "x"
values instead of random distribution. I'm not sure how to set a
seperate x value for each item in the array being attached.
var numClouds:Number = 10;
var fl:Number = 250;
var gravity:Number = .5;
var vx:Number = 0;
var vy:Number = 0;
var vz:Number = 0;
var friction:Number = .97;
var vpX:Number = Stage.width / 2;
var vpY:Number = Stage.height / 2;
var vpY:Number = 400;
var dreamarray:Array = new Array();
dreamarray[0] = "dreamone";
dreamarray[1] = "dreamtwo";
dreamarray[2] = "dreamthree";
init();
inittwo();
function init() {
for (var i:Number = 0; i<dreamarray.length; i++) {
var dream:MovieClip = attachMovie(dreamarray
, "dreamarray" + i, i);
//var dream:MovieClip = attachMovie("dreamone", "dreamone" +
i, i);
dream.x = Math.random() * 1600 - 800;
dream.y = 50;
dream.z = Math.random() * 800;
//trace("functioncall");
//tree.x = Math.random() * 2000 - 1000;
//tree.y = 50;
//tree.z = Math.random() * 10000;
function inittwo() {
for (var j:Number = 0; j<numClouds; j++) {
var cloud:MovieClip = attachMovie("cloud", "cloud" + j, j);
//tree.x = 400;
cloud.x = Math.random() * 1600 - 800;
cloud.y = 50;
cloud.z = Math.random() * 800;
function onEnterFrame():Void {
if(Key.isDown(Key.UP))
vz -= 1;
else if(Key.isDown(Key.DOWN))
vz += 1;
if(Key.isDown(Key.LEFT))
vx += 1;
else if(Key.isDown(Key.RIGHT))
vx -= 1;
if(Key.isDown(Key.SPACE))
vy += 1;
vy -= gravity;
vx *= friction;
vy *= friction;
vz *= friction;
for (var i:Number=0;i<dreamarray.length;i++) {
//i think there is a error here
var dream:MovieClip = this["dreamarray" +i];
dream.x += vx;
dream.y += vy;
dream.z += vz;
if(dream.y < 200)
dream.y = 200;
vy = 0;
if (dream.z <= -fl) {
dream.z += 1000;
else if(dream.z > 1000 - fl)
dream.z -= 1000;
var scale:Number = fl / (fl + dream.z);
dream._xscale = dream._yscale = scale*100;
dream._x = vpX + dream.x * scale/2;
dream._y = vpY + dream.y * scale/2;
//dream._x = dream.x * scale/2;
dream._alpha = scale * 60 + 40;
dream.swapDepths(-dream.z);
for (var j:Number=0;j<numClouds;j++) {
var cloud:MovieClip = this["cloud" + j];
cloud.x += vx;
cloud.y += vy;
cloud.z += vz;
if(cloud.y < 50)
cloud.y = 50;
vy = 0;
if (cloud.z <= -fl) {
cloud.z += 500;
else if(cloud.z > 10000 - fl)
cloud.z -= 10000;
var scale:Number = fl / (fl + cloud.z);
cloud._xscale = cloud._yscale=scale*200;
cloud._x = vpX + cloud.x * scale;
cloud._y = vpY + cloud.y * scale;
cloud._alpha = scale * 60 + 40;
cloud.swapDepths(-cloud.z);Hi Ive just taken a very quick look at your code and Ive
noticed at least one or two mistakes.
you are calling:
init();
inittwo();
before the actual functions have been declared.
Flash works from top to bottom when actioning code so by
calling:
init();
inittwo();
bofore the function has been declared and this will do
nothing as it cannot find the functions to call as they have been
declared AFTER the function calls.
The best thing to do is put any calls right at the bottom and
then you will know everything is ready to be triggered. -
Use movie clip event handler function, but not via an event
Let's say I have the following code:
var initObj = new Object();
initObj.mood = "happy";
mc = attachMovie("mcBox","instBox",100,initObj);
mc.onPress = boxPress;
function boxPress() {
trace("Box mood: " + this.mood);
Now, let's say there are times that I want to call boxPress()
other than when the onPress event happens. In other words, I want
to call boxPress() for a movie clip via my AS code, but not when an
onPress event has occurred for that movie clip. Is this possible?
Or is it possible to simulate or force an onPress event for a movie
clip so that the handler function gets called for that movie clip?addEventListener only works with components in ActionScript 2
"workingonasite" <[email protected]> wrote
in message
news:f1vu8r$92i$[email protected]..
> So I am trying to get my head around event Listeners.
When I use this
> example
> on a button it works fine:
>
> but when I add the same listener to a movie Clip on the
stage with an
> instance
> name of "box", it does not work. Is there something
basic I am missing?
>
>
>
> var buttonListener:Object = new Object();
> buttonListener.click = function(eventObj:Object) {
> trace("click");
> };
> mybutton.addEventListener("click", buttonListener);
> -
Help with some movie clips and an function...
Hi all..
I`m having trouble with an function used to animate two movie
clips....
I want to use the function like this " fSwitch("movie1",
"movie2"); "
I`ve checked to see if I had typoes but I don`t and the
scripting looks good to me...
In spite of this fact , when I test the code or movie i get
this erros :
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 32:
There is no property with the name '_x'.
sItem2._x = 10;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 33:
There is no property with the name '_y'.
sItem2._y = 10;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 34:
There is no property with the name '_xscale'.
sItem2._xscale = 10;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 35:
There is no property with the name '_yscale'.
sItem2._yscale = 10;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 36:
There is no property with the name '_alpha'.
sItem2._alpha = 0;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 37:
There is no property with the name '_y'.
while(sItem2._y <= Stage.height/2 -1) {
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 38:
There is no property with the name '_alpha'.
if(sItem2._alpha <= 97) {
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 39:
There is no property with the name '_alpha'.
sItem2._alpha += 3;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 40:
There is no property with the name '_alpha'.
sItem1._alpha -= 3;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 42:
There is no property with the name '_x'.
sItem2._x +=2;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 43:
There is no property with the name '_y'.
sItem2._y +=1;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 44:
There is no property with the name '_x'.
sItem1._x +=2;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 45:
There is no property with the name '_y'.
sItem1._y +=1;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 48:
There is no property with the name '_y'.
if(sItem2._y >=98) {
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 50:
There is no property with the name '_xscale'.
sItem2._xscale +=1;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 51:
There is no property with the name '_yscale'.
sItem2._yscale +=1;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 53:
There is no property with the name '_xscale'.
if(sItem2._xscale >= 100) {
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 58:
There is no property with the name '_xscale'.
sItem1._xscale -=1;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 59:
There is no property with the name '_yscale'.
sItem1._yscale -=1;
**Error** Scene=Scene 1, layer=Layer 1, frame=1:Line 61:
There is no property with the name '_xscale'.
if(sItem1._xscale <=10) {
Total ActionScript Errors: 20 Reported Errors: 20
Please help me out :-<
The code :sItem2 is a string and strings don't have _x etc properties.
"movie1" should be a movieclip, not a string when passed to
fSwitch() and fSwtich parameter typing should be changed. or
convert "movie1" into a movieclip in fSwitch()
to remedy the issue with sItem2, use a reference to your
movieclip created by attachMovie().
for example: -
Movie Clip Button not working within an Movie Clip
Hi,
I'm trying to create a movie clip on my my main timeline that has a movie clip button within it that pops up a box in the middle of the site that contains text and links. On Frame 1 I have the Up state, frame 2 the roll over state, and frame 3 my Down State (where Box appears).
on (rollOut) {
this.gotoAndStop("1");
on (rollOver) {
this.gotoAndStop("2");
on (release) {
this.gotoAndStop("3");
I have stop(); on each of the 3 keyframes
The problem is that on the main time line, the button is clickable but doesnt do anything
Any suggestions, what am i missing?
CheersOk, i have this assigned to a movieclip, is this wrong? Especially for MovieClip Buttons. Anyway, just tried this and it works!
on (rollOut) {
this._parent.gotoAndPlay(1);
on (rollOver) {
this._parent.gotoAndPlay(2);
on (release) {
this._parent.gotoAndPlay(3); -
Controlling a movie clip timeline
I am using a loaded movie clip in my movie. This script is on
a button:
loadMovie("largeWorks_mc.swf",_root.largeWorksE_mc);
Why can''t I control this loaded movie clip from a button in
another movie clip:
large1_btn.onPress = function (){
_root.largeWorks_mc.gotoAndStop(5);quote:
Originally posted by:
Opera Rat
Yes, I'm loading largeWorks_mc into the target movie clip
_root.largeEmpty_mc.
Let me see if I can explain this better. If you look at the
old version (the one that loads the entire flash file at once), you
can see the different areas of the movie I am talking about. You
can see it at anthonysmithjr.com
There is nothing there for me.
and then view the gallery. I've just added about 50 new pics
and don't want to keep the gallery the way it is now - loading
everything at once. So each section of the gallery will load when
you go to it - large works and small works.
The thumbnails are a movie clip within the root movie. Then
the large version of the pics are another movie clip in the root
movie. So when your looking at the large work section your seeing
the main movie (the purple background and buttons) and 2 movie
clips (thumbnails and largeWorks). I no longer want large works
movie clip to load when the movie is opened because it takes too
long. So in a version that I have not put up yet I have the code:
gotoAndStop(6)
loadMovie("largeWorks_mc.swf",_root.largeWorksE_mc);
Ok.. this code will work just fine, but instead of having
both LoadMovie() and gotoAndStop() on the same frame, it might be
easier to simply have
gotoAndStop() on your buttons, THEN, on the frame that it
goes to and stops, have the loadMovie()
when you click on the large works tab. This loads the movie
clip of the large version of the pics and it also take you to frame
6 or the root timeline (where the large works thumbnail clip is
located).
So if you were to do what i suggested, on frame six you would
also have your LoadMovie() command.
When I click on a thumbnail in the movie clip
largeThumbnails_mc in the root movie it should tell the movie clip
that loaded next to it to go to the frame that contains that the
large version of that thumbnail.
yes you would use something like this to target it...
this. HOLDER . WHAT WAS LOADED . gotoAndStop()
im using that instead of your instance names because im still
abit fuzzy on what is loaded and when.
So I do want to control the only timeline in largeWorks_mc
(just 50 frames of pics) from the other movie clip in the root
movie. See the site and see if this is any clearer.
I really appreciate your help. I'm gutting my bathroom at the
same time I'm trying to get this thing to work and it's driving me
insane.
No problems.
________________________________________________ -
Button w/in movie clip not working
I know this question has been raised before and it usually
just boils down to using the frame #'s and labels. But, even with
that it is not working.
I have a map of the US and when each state is rolled over I
would like a menu to appear - this menu is a list with several
options and all of the options are buttons. I have it set up so
that each state is its own MovieClip and each has an invisible
button over it for the hit area and the menu to appear. (i didn't
want it to be simply when it rolls over the state movie clip
because the hit would be square, covering other states and causing
a mess of pop up menus)
Anyway, the menu pops up fine, but the buttons within do not
work. Any ideas of what I'm doing wrong? Thanks Much!!!!
wi_mc.stop(); // wi_mc is the state movie clip
wi_btn.onRollOver = function(){ //wi_btn is the invisible
button
wi_mc.gotoAndStop(15); //frame 15 is where my menu resides
wi_btn.useHandCursor = false;
wi_mc.onRollOut = function(){
wi_mc.gotoAndStop(1);Alright, I've made adjustments to how I've got it all set up.
I've made the menu it's own swf file, (seeing as how I'm going to
have 48 of them in total I figured it was less messy to have each
as their own file). Anyways... here's the current problem and I'm
hoping someone has a good explaination for why this would be
happening...
on my main file I have 2 invisible buttons - 1 is calling the
movie to load when rolled over and the other is calling the movie
to unload when a roll-out occurs. RollOver works great - fully
functional menu shows up. Roll out, however, is having some issues.
The invisible button is in the same location of the menu, same size
etc. so that when the user rolls away from this the menu should
"unload".
For some reason it's acting as if the hit area for the roll
out is off. I did a trace to find out where it's saying the rollout
areas are and the first is actually when I roll onto it, then only
again when i roll out from the left side of the graphic. I've tried
deleting the button and creating a new one but the same thing is
happening.
Any ideas for a very confused person trying to complete this
simple task of unloading a swf via rollout? MUCH appreciated!!!!
this.createEmptyMovieClip("ExternalSWFHolder",
this.getNextHighestDepth());
var SWFLoader:MovieClipLoader = new MovieClipLoader();
wi_btn.onRollOver = function(){
SWFLoader.loadClip("wi_menu.swf", ExternalSWFHolder);
wi_rollout.onRollOut = function (){
SWFLoader.unloadClip(ExternalSWFHolder); -
Can anyone point me in the right direction?
I've been playing around with making a draggable movie clip.
This movie clip appears within a container, holder_mc, which is
masked by a mask layer to control what is seen. I can drag
holder_mc around the screen, but the mask does not move with it.
When I hit the movie_btn, I cannot see my VideoPlayer.swf file. If
I do not drag holder_mc anywhere, and just press my movie_btn, I
cannot drag my swf file. Is there an easy way to have the mask and
holder_mc drag together, and have drag functionality even after my
swf is playing?
Here is what I'm using:
movie_btn.onRelease = function (){
holder_mc.loadMovie ("VideoPlayer.swf");
holder_mc.onPress = function(){
this.startDrag(false);
holder_mc.onRelease = function(){
stopDrag();
Thanks for any help.Couple of ways... simple enter_frame, or enter_frame TweenLite
addEventListener(Event.ENTER_FRAME, updateReflection, false, 0, true);
function updateReflection(e:Event):void
refClip.x = mouseX;
refClip.y = mouseY;
or using TweenLite to give it a little softer motion:
function updateReflection(e:Event):void
TweenLite.to(refClip, .5, {x:mouseX, y:mouseY}); -
Making a button rollover change a movie clip's frame
Hi again everyone,
I knew how to do this in AS2 but now I am having problems
with making a button on the stage goto a frame in a movie clip on
the stage.
I've attached a sample of my code below, hopefully you'll see
the error and be able to point it out to me?
I have a movie clip on the stage that has different
information in different frames. I want to make it so that when
someone rolls over the button, the movie clip fades in and goes to
the correct frame to display the information.
With this setup the way it is below, I keep getting "Warning:
3590: void used where a Boolean value was expected. The expression
will be type coerced to Boolean.
I know where the problem is happening, "function
XXX(event:MouseEvent):void {navigateToURL(XXXweb)}"
How can I write this differently and eliminate this problem?
Thanks,
JeremiahI'll give that a shot, thanks!
A follow up question to that one, is there a way to make it
so that I can have one rolled over function applied to several
buttons / frames in the movie clip? This movie clip has 50+ frames
in it and if I could reduce my coding, it would make life a lot
easier.
Thanks,
Jeremiah -
Selecting a frame in a movie clip
Hi,
A little help is required.
I have a movie clip, that i need to display on all frames on
the main timeline. I have animated the movie clip on its own
timeline. However I don't want the movie clip to play intially when
i load the movie. I only want it to play when a button is selected.
Can anyone please help me to get the movie clip to only play once a
button is clicked.
ThanksI have all my movies etc working so that each button plays a
separate movie clip.
Within each movie I have start and stops mid way through the
movie.
What i want to happen is, when a button is clicked once, i
want it to play frame 2-10 then when it is clicked again I want it
to play 11-20. How do I make it recognise its a second click. I was
thinking of using the boolean feature, but i'm not sure how this
would be used.
Can anyone help point me in the right direction? -
How to stop , play nested movie clips....
Hi all,
I'm calling a swf file in a container_mc, which is in
another swf file(Interface), by loadMovie() method. The Major
problem I've stucked with is that in the interface I'm having a
Play/Pause Button, which is not stopping the nested movieclips of
the external swf file which is loaded in the container_mc
movieclip.
The other major issue is that I'm not able to add a
progressbar(sliderbar) which runs according to the animation, to
this interface. Please help ASAPI have a similiar situation however the container_mc has me
puzzled, I'm not sure what that is - perhaps you can answer my
question:
I have a master swf called index.swf. The index.swf has a
main tool bar of buttons which load frames; each frame is named to
coincide with the main bar button (i.e. genInfo, setup,
mainentance, etc). This works perfectly. My problem is with Movie
Clips.
Each frame has a sidebar which loads external swfs (i.e.
genInfo.swf) - each external swf is made up of a series of Movie
Clips which run in succession along the timeline; each Movie Clip
belongs within its own frame (i.e. MCseg1 is in frame seg1; MCseg2
is in frame seg2, etc).
I need to pause and play each individual Movie Clip at will;
I have built two buttons (pauseBtn and playBtn) into a Movie Clip
called MCpausePlay. The first frame of MCpausePlay contains the
pauseBtn; this frame is coded with the global "stop();" In order to
move to frame(2) which contains the playBtn, the pauseBtn is coded
with -
on(release) {
gotoAndPlay(2);
The playBtn is coded:
on(release) {
gotoAndPlay(1);
When clicked, the MCpausePlay moves from pause to play.
That's all I have been able to get this to do.
How do I code MCpausePlay to pause and then play each
individual Movie Clip? (How do I get a Movie Clip to control other
Movie Clips?). Should I code the Movie Clip, the frames within the
Movie Clip, or each individual button within the Movie Clip? And,
does this MCpausePlay belong on the Index.swf file, or should it be
on each external swf? Or perhaps built in to every Movie Clip? I
have tried all and have not had any success. -
Please help! Nested Movie Clips as navigation bar
Hi everyone,
I just had my first flash lesson a couple of days ago, but decided to venture myself into trying to build a navigation tool bar with movie clips grouped together. My intention is that once the mouse rolls over one particular movie clip, another movie clip fades in under it (my version of a "drop down" menu). Just so it happens, the movie clip that fades in, is also comprised of particular movie clips with their own behaviors (roll over tween effects).
I can make each individual movie clip behave as it should, but I cannot get them to work once they are pieced together. I'm attaching a link that contains the file I'm talking about (submenu), in the hopes that one of you good Samaritans would take a look at it and tell me where I went wrong.
Hopefully I haven't absolutely shocked you guys with my level of ignorance.
http://docs.google.com/fileview?id=0B09iy1xwVTUYZmY0NjdhM2EtZDRjYS00MGNlLWJmNmEtMDJmOTI4ZT ZjYWFi&hl=en
Gabyits just with the frame labels you have given every where.
and its the same "over" and "out"
the player is confused to play which one fist
i removed some lables and saw that it works partially. (did not debug the whole fla)
hope you will got the way -
Putting movie clips in AS3 package into movie clip on stage
Hi - I am a as2/flash animator and am working on an AS3
project. The AS is in a separate file, inside a package. I am
modifying existing code.
The script adds movie clips in a function via addchild.
What I am hoping to do, is have the movieclips added to a
clip that already exists on the stage.
I put a clip on the stage named holder, with the instance
name holder_mc - and I tried to add the clip with
holder_mc.addchild in the AS3 file - it seemed to work, but
manipulating the holder_mc - it looks like the added clips are not
affected?
Any help is appreciated.Child_array is a property of the Parent class.
It's only added to in one point, in a function that creates a
Child and adds it to the array.
I think I might have found out the problem with my code after
adding a trace to the function, think I'm creating twice the number
of clips I'm removing, and the deletion part of my code is fine!
Turns out AS3 is maybe not so bad after all :P
Thanks alot for taking the time to reply though kglad!
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