Targeting a nested mc timeline from a main timeline

I have a main.fla which has 3 movieclips inside it. All 3 mc's have timelines that run 40 frames. The main.fla timeline has each mc instance on a frame.
mc_1 is on frame 1
mc_2 is on frame 40
mc_3 is on frame 81
as the main timeline plays the clips each one fades to the other.
I need to know how to target this scenerio
after mc_3 plays I need to have a goToAndplay (20) set up so the animation inside mc_1 starts playing (frame 20) of mc_1.
the action needs to happen when the playhead reaches the last frame of the main timeline in main.fla
any help?
rdefr

you want to play frame 20 of the main timeline and frame 20 of mc_1?  if so, on the last frame of your main timeline you can use:
stage.invalidate();
stage.addEventListener(Event.RENDER,f);
gotoAndPlay(20);
function f(e:Event){
mc_1.gotoAndPlay(20);

Similar Messages

  • Control a mc timeline from the main timeline

    Hi there,
    On my main timeline, I load a mc from the library with:
    text_content.attachMovie("text_content", "text_content", 10);
    There is a marker inside this mc called "news". I need a script in the main timeline that will gotoandStop "news" within the "text_content" mc.
    I have tried, amongst others unsuccesfully:
    text_content.gotoAndStop("news", 10);
    _level10.gotoAndStop("news");
    Can anyone tell me how to fix this?
    Many thanks

    Hi, thanks for your help. To describe the scenario a bit better...
    I have an empty mc on the stage called "text_content_mc".
    On the first frame of the main timeline, I load a library mc 'text_content' (identifier name: text_content) into "text_content_mc" using:
    text_content_mc.attachMovie("text_content", "text_content", 10);
    From the main timeline, I have attempted to navigate to marker "news" within the library mc, now inside "text_content_mc" using:
    text_content_mc.text_content.gotoAndStop("news");
    It is not working. What I am doing wrong?
    Hope this makes sense. Thanks.

  • 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.
    mcassessJohn.addEventListener(MouseEvent.CLICK, onJohnClick);
    function onJohnClick(evt:MouseEvent):void {
       mcassessJohn.gotoAndPlay("johnFeedback");
    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

  • How do I play a symbol timeline from the main timeline

    Ive created a box, turned it into a symbol called box,
    Inside box i have a left to right animation with auto play turned off.
    I then went back to the main stage, clicked the box, added action, on click to play, yet it does nothing.
    How do i Play the symbols timeline?

    On click handler for the symbol use
    sym.getComposition().getStage().getSymbol("nameofsymbol").play();
    or
    sym.getSymbol("nameofsymbol").play();
    replace the italics with the literal name of the symbol as it appears in the Elements panel.
    Some API details found here (http://www.adobe.com/devnet-docs/edgeanimate/api/current/index.html) in the Work With Symbols section.
    Darrell

  • Manage the mc timeline from the main

    Hi guys,
    I need to use gotoAndPlay with a timeline situated within a MC. So, how can I identify this timeline from the main one?
    P.S. could anyone advise me a good As 3.0 manual?

    Assign an instance name to the mc via the properties panel.  Let's say you name it "mc"... then to command that timeline from the main timeline you would use: mc.gotoAndPlay(?);

  • How to call a function in a class from the main timeline?

    Hey Guys
    I have a project in Flash with four external AS files, which are linked to items in the library using AS linkage.
    What I want to do is call a function in one of these files from the main timeline, how would I go about doing this? I'm not currently using a document class, most of the code is in Frame 1 of the main timeline.
    Thanks

    // change type to the class name from the instance
    ClassNameHere(this.getChildByName('instance_name')).SomeFunction();

  • Access a nested symbol timeline from the main stage

    Hi all,
    Would love some help on accessing a nested symbol from the main stage please.
    To set the scene.....
    "Its an autumn day..
    no sorry...just joking...
    So i have a symbol called "NormalAnatomy" - its not on the main stage, but when a button is clicked it appears in the 'content' box which is just a rectangle on the main stage.
    Inside "NormalAnatomy" symbol is another symbol called "Scrub_all" which is an animation
    For users to view the animation they use a scrub bar like this lovely lady has invented:
    Create Click and Touch Draggable Scrubbers with Edge Animate CC | sarahjustine.com
    So for Sarah Justines scrubber to work - the main stage has a lot of actions added to it. Also the "timelinePlay" symbol is on the main stage
    Its starts:
    var symDur = sym.getSymbol("timelinePlay").getDuration();
    var mySymbol = sym.getSymbol("timelinePlay");
    var scrubber = sym.$("scrubber");
    var bar = sym.$("bar");
    sym.$("mobileHit").hide();
    var dragme = false;
    So I put my "NormalAnatomy" symbol on my main stage to see if the code would work and changed all the relevant details.. and indeed it worked!
    var symDur = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all").getDuration();
    var mySymbol = sym.getSymbol("NormalAnatomy").getSymbol("Scrub_all");
    var scrubber = sym.getSymbol("NormalAnatomy").$("scrubber");
    var bar = sym.getSymbol("NormalAnatomy").$("bar");
    sym.getSymbol("NormalAnatomy").$("mobileHit").hide();
    var dragme = false;
    But i don't want the "NormalAnatomy" symbol to be on the main stage as I want it to appear in the 'content' box only when i hit a btn
    So as soon as I took this symbol off the main stage, the scrubber doesn't work. So I click a btn, and the symbol appears in the content box but the scrubber doesn't work.
    so I tried in front of the "NormalAnatomy"
    getStage().
    getStage("content").
    getComposition().getStage().
    getSymbol("content").
    but nothing works
    The main problem must be the fact that the NormalAnatomy symbol appears inside a content box so the MainStage actions doesn't know how to find it??
    So my question is... what should I put in the main stage actions to make it access the "NormalAnatomy" symbol?
    Thanks for your help in advance!

    On click handler for the symbol use
    sym.getComposition().getStage().getSymbol("nameofsymbol").play();
    or
    sym.getSymbol("nameofsymbol").play();
    replace the italics with the literal name of the symbol as it appears in the Elements panel.
    Some API details found here (http://www.adobe.com/devnet-docs/edgeanimate/api/current/index.html) in the Work With Symbols section.
    Darrell

  • Use timeline of a nested mc to affect the main timeline

    Hi I have a magic cloud effect. On frame 30 of the nested effect I would like an mc on the main timeline to become visible.
    Not too sure how to code with frame numbers,
    a) Do I put AS on the timeline of the nested clip OR
    b) Write code on the main timeline to listen for when the nested mc gets to frame 30
    Cheers

    Hi
    I got to the bottom of it.
    As you say really bad practise to bury code - had enough of that in AS2 and template monster.
    Realised that you could do all this from the main time line and therefore have everything visible.
    import flash.events.*;
    hero.visible = false;
    cloud.addEventListener(Event.ENTER_FRAME, handler);
    function handler (e:Event) {
    if (cloud.currentFrame == 21) {
    hero.visible = true;
    THANKS

  • Attach a movieclip from the main timeline inside another movieclip.

    I need help with the game I am working currently. On the main timeline Actions frame I have a loader class called myLoader. I attached that to a movieclip called currentSWF. I have a movieclip called SpinningCard in the library which I dynamically attached to the stage. Inside the SpinningCard movieclip there is another movieclip Card. In the Card movieclip I have 10 frames and on each frame I want to attach a different instance of the movieclip currentSWF. How can I do achieve that?
    here's what I have till now...
    On the main timeline Actions frame...
    var loader:Loader=new Loader();
    loader.load(new URLRequest("CardGraphics.swf"))
    var currentSWF:MovieClip;
    loader.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded);
       function swfLoaded(e:Event):void {
       currentSWF = MovieClip(loader.contentLoaderInfo.content);
       addChild(currentSWF);
    Inside the Card movieclip on the first frame I have this code...
    var a1:MovieClip = MovieClip(parent.parent.getChildByName('currentSWF'));
    CardFrame1.addChild(a1);
    //CardFrame1 is an empty movieclip which is there on the frame 1 of Card Moveiclip.
    I am getting error : Parameter must be non-null. How can I solve. Can anyone please help me.

    Hi Nabren
    I'm also looking to load a library based movie-clip into a stage based movie-clip, so that I can inturn swap it with other movie clips to act as different pages (page2_mc etc) which will be used in different sections of the application to give chapters as such.
    I've had a go at the above but can't get a result, though it did not throw an error. I also had a trace() on each side and both of those triggered.
    The stage based mc I called pageMC and the content mc I called content the same as your example
    trace('loader - cx');
    var loader:Loader=new Loader();
    var pageMC:MovieClip;
    loader.contentLoaderInfo.addEventListener(Event.COMPLETE, swfLoaded);
    function swfLoaded(e:Event):void {
    pageMC = MovieClip(loader.contentLoaderInfo.content);
    pageMC.name = "pageMC";
    addChild(pageMC);
    trace("Menu 4");
    I'd appreciate some assistance. I would like to use internal MC's as I want to put the application to iOS and Android and believe by using movieclips I should be able to have some code with them whereas importing swf's I can't.
    Thanks

  • Control a symbol timeline from another symbol timeline on specific condition

    Hi! I have 8 animated symbol that plays on clicking over them on the main stage and i want, for example, that if symbol 1 animation is complete and i click on symbol 3, symbol 3 plays forward and symbol 1 plays on reverse and vice versa just like this: http://www.framefarm.net/eugenio/edge/example/example.html
    please help!

    I put together a Composition that I think does what you're asking. it's not elegant, but it works.
    in the timeline of Symbol_1
    place stop() triggers at the start and end
    in the same triggers, set a Symbol variable that states whether the animation has finished i.e. sym.setVariable("isDone", "false");
    place a trigger on the rectangle to play() or playReverse() depending on an if() statement about the variable
    in the timeline of Symbol_3
    place stop() triggers at the start and end
    in the same triggers, set a Symbol variable that states whether the animation has finished i.e. sym.setVariable("isDone2", "false");
    place a trigger on the rectangle to:
    declare 2 new variables, which use sym.getVariable() to get isDone and isDone2 as above,
    play() or playReverse() depending on an if() else if() else if() statement about both variables
    I used the relative string to get the local variable and absolute string to get the variable from the other Symbol, i.e.
    var myVariable = sym.getComposition().getStage().getSymbol("Symbol_1").getVariable("isDone");
    var myVariable2 = sym.getVariable("isDone2");
    I can send you the entire code if that helps.

  • How do I return playback to the main stage timeline from a symbol?

    In trying to learn Edge, is there a way to return playback (play from) once an animation is complete within a symbol?
    For instance, I have the main timeline that shows a symbol animation on creationcomplete, but when the animation is finished in the symbol and I hide the symbol, the main timeline is no longer playing. What would I need to do to return playback control to resume playback of the main timeline? I have a label I would like to play from on the main timeline, but I have not found a way to call the main timeline from within the symbol.
    This was something common in Flash.
    Thanks for your help!

    Hi escargo,
    Say we use two symbols object1 and object2.
    The main timeline has an interpolation on object2 from label “mainAnim“. Its autoplay property is set to false : the playhead stops at 0 ms.
    A third symbol nested contains the interpolation on object1. Its autoplay property is set to true, so it plays directly.
    At the end of this transition, there is a trigger (pseudo-track just below the timeline)
    sym = the current symbol nested
    sym.getComposition().getStage() = the main timeline (in Edge the stage is a symbol)
    sym.getComposition().getStage().play(‘mainAnim’); = play the main timeline from the given label.
    You can download the example here : https://app.box.com/s/6svvskydh952dfxbr3xb
    Gil
    PS : threads with examples for neigboring problems
    http://forums.adobe.com/message/5410456#5410456
    http://forums.adobe.com/message/5192205#5192205

  • 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);
    function loadHandler (event:Event) {
    var myClip:MovieClip = event.target.content;
    addChild(myClip);
    function myClipOver(event:MouseEvent):void {
    myClip.myBlueBalls.stop();
    function myClipOut(event:MouseEvent):void {
    myClip.myBlueBalls.play();
    // set listeners
    myClip.addEventListener(MouseEvent.ROLL_OVER, myClipOver);
    myClip.addEventListener(MouseEvent.ROLL_OUT, myClipOut);
    // listener
    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;
    addChild(loader);
    // Btns Universal function
    function btnClick(event:MouseEvent):void {
    removeChild(loader);
    var newSWFRequest:URLRequest = new URLRequest("swfs/" + event.target.name + ".swf");
    loader.load(newSWFRequest);
    loader.x = Xpos;
        loader.y = Ypos;
    addChild(loader);
    // Btn listeners
    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

  • 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 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

  • Loaded SWF communicating with Main Timeline

    Let's say I load an external SWF to my main timeline. In that
    loaded SWF, I'd like to have a button that when clicked, removes a
    Movie Clip from the main timeline.
    How do I do that? Should be simple, right?

    Sorry I misunderstood your question, but here is the code.
    The second part is original swf altering a movie clip in the
    external (mov2.swf), just making an mc 50% transparent....
    circle_btn.addEventListener(MouseEvent.CLICK, printButton);
    function printButton(myevent:MouseEvent){
    var portLoader:Loader=new Loader();
    var printThumbRequest:URLRequest=new URLRequest("mov2.swf");
    portLoader.load(printThumbRequest);
    stage.addChild(portLoader);
    portLoader.contentLoaderInfo.addEventListener(Event.COMPLETE,
    loaded);
    function loaded(event:Event) {
    circle2_btn.addEventListener(MouseEvent.CLICK,
    talkToExternal);
    function talkToExternal(myevent:MouseEvent){
    event.target.content.green_mc.alpha=.5;
    }

Maybe you are looking for