Targeting main timeline from a button symbol
I have been using Edge since it's inception. However I have not been using it over the last year as I have not had any contract work for HTML5 animation but I just got a contract to re create animations originally done in Flash. My Edge basics are pretty fresh but I have a hard time doing the following.
I have a 2 state button up down which was converted into a symbol with a mouseover to change the state. Now I need to have an onclick event play the main timeline which I cannot seem to grasp.
Any help coding this?
Thx
RD
Hi, RD-
Try using sym.getParentSymbol() (if you're only one level down) or sym.getComposition().getStage() to get the main timeline, then call play().
Hope that helps,
-Elaine
Similar Messages
-
How do I set a variable on the main timeline from within a symbol?
Just getting started with Animate and coming to it from Flash, as may be apparent from my question. How do you set a variable to the main timeline from within a symbol?
I have 24 pairs of clickable elements, each in their own symbols, and all 24 of those symbols sit inside another symbol. I want all 24 to be able to set the same global variable when clicked. I can't find that this question is addressed anywhere, which makes me think I may be stuck in a Flash mindset and approaching the task in the wrong way. (There are however MANY discussions of how to address objects at different levels in the hierarchy. That's well covered.)
Relatedly, how do you access a function on the main timeline from within a symbol?
Adobe should consider putting together a support page (or pages) just for folks migrating form Flash. In the materials I've encountered so far there seems to be a studied effort to refrain from mentioning Flash in any way. I imagine there are a lot of people out there like me who have a deep background in Flash coding, but are just getting started with Animate. We don't need help with most of the basic concepts, but we may still have some pretty basic questions about how to accomplish some things in Animate because our Flash knowledge is getting in the way.Hi Bill,
There are plenty of threads on here about scope, but here's one way to create a global variable:
// code on Stage.compositionReady
sym.myGlobalVar = 1;
Then, anywhere in your project, you can check/set that var like so:
sym.getComposition().getStage().myGlobalVar = 2;
And here's one way to create a global function:
// code on Stage.compositionReady
sym.myGlobalFunction = function(){
console.log('myGlobalFunction');
Then, anywhere in your project, you can call that function like so:
sym.getComposition().getStage().myGlobalFunction(); -
How to control the main timeline from within a symbol?
I have a small world map as a symbol called "verden" and I want the user to click Europe, Asia, or Africa and jump to named labels in the main timeline.
http://www.dagbladet.no/grafikk/neshorn/neshorn.html
On the main timeline a have the label "intro" with a Stop action and the label "europa". At label "europa" I have a symbol also called "europa" which has a display of None at label "intro" and On at the label "europa".
The animation never goes to label "europa"
I have this code on europa in the symbol "verden" :
// insert code for mouse click here
sym.getComposition().getStage().getSymbol("europa").play("europa");
The files are on Dropbox here
Update, now it works:
sym.getComposition().getStage().play("europa");Hi Bill,
There are plenty of threads on here about scope, but here's one way to create a global variable:
// code on Stage.compositionReady
sym.myGlobalVar = 1;
Then, anywhere in your project, you can check/set that var like so:
sym.getComposition().getStage().myGlobalVar = 2;
And here's one way to create a global function:
// code on Stage.compositionReady
sym.myGlobalFunction = function(){
console.log('myGlobalFunction');
Then, anywhere in your project, you can call that function like so:
sym.getComposition().getStage().myGlobalFunction(); -
How to target main timeline from within 3 mcs in a slidemenu?
Hello there,
I am trying to modify a slidemenu script but don't really
know how to accomplish it. I have a series of buttons within three
mcs. (this is necessary for the sliding script to work). In the
original script, the button name is targeted to a label with the
same name in a new scene.
The code on the button is:
on (release) {
gotoAndStop("/:" add eval("..:text"));
// THIS goes to the FRAME with the name of the button you
just clicked on.
The MC code is:
// tmi=total menu items
// dup=new movie duplicates
// butn=original movie button
// FIX original Button:
butn:text = /:Menu0;
while (Number(n)<Number((/:tmi*2)-1)) {
n = Number(n)+1;
dup = "butn" add n;
duplicateMovieClip("butn", dup, n);
setProperty(dup, _x, Number(getProperty(dup,
_x))+Number(n*getProperty(dup, _width)));
setProperty(dup add "/b", _x, getProperty (dup add "/b", _x)
+ (1));
set(dup add ":n", n);
// assign button name from variables
if (Number(n)<Number(..:tmi)) {
set(dup add ":text", eval("/:Menu" add n));
} else {
set(dup add ":text", eval("/:Menu" add (n-/:tmi)));
The problem I am having is that I don't want to go to a new
scene ( because I am only loading photos) but would like to target
a label on the main menu. I have tried many ways including (my
label is named "one"):
on (release) {
_root.gotoAndStop("Main" "one");
on (release) {
_root.gotoAndStop("one");
on (release) {
gotoAndStop("Main" "one");
on (release) {
_level0.gotoAndStop("one");
But none of these work. There must be a way to do this no?
Please someone enlighten me! I need all the help I can get.
Thanks very much for your support,
NikiHi,
i don't where you got this code but it looks like Ascript
used in flash 4...
and it's full of syntax errors...
don't know if this is what you want want but why not try
something like:
nrOfBtns = 4;
//position for each button
// make button on the root like : myBtn. (mClip or Btn clip )
buttonStep = myBtn._width+10 // or_height
// for each button make click tag i.e. in an array is allways
nice
clickTag = new Array();
clickTag[0] = "labelName 0";
clickTag[1] = "labelName 1";
clickTag[2] = "labelName 2";
// create loop
for (i=0; i<nrOfBtns; i++) {
// gives you myBtn_0 _1 ,etc.
duplicateMovieClip("myBtn", "myBtn_"+i, i);
// places each button 0X150 = 0, 1X150 = 150 position etc.
_root["myBtn_"+i]._x = i*_root.buttonStep;
// add other things like click commands:
// like wich label in the root to goto coming from the array
_root["myBtn_"+i].clickTag = _root.clickTag
_root["myBtn_"+i].onRelease = function() {
_root.gotoAndPlay(this.clickTag);
trace(this.clickTag);
hope i could help
ML -
Moving the play head in the main timeline from a button in a movie clip
I have a movie clip that loads and when it is done playing it has a close button that unloads the movie clip... I want to add code to this button that moves the play head to frame 20 of my main timline using actionScript 3.0
Tried that but dose not work think its because I am loading the movie this way...
Play button "playFinal"
function lastQuestion(event:MouseEvent):void{
var Info:final1 = new(final1);
this.stage.addChild(Info);
Info.x=511
Info.y=340; }
So I tried using the Name "Info"
//example...... MovieClip(Info.root).gotoAndStop(20);
And I tried the name of the clip in the library "final1"
//example...... MovieClip(final1.root).gotoAndStop(20);
Is it because im loading it with actions script instead of having it on the timeline? -
Controlling a Movie Clip on the Main Timeline from a loaded SWF?
Is it possible to control a MovieClip on the main timelne from another loaded clip?
I see posts that control loaded clips, but most are all from the loader in the main timeline. I have a moviclip on the main timeline that I want to make visible or invisible depending on what keyframe is playing in another loaded swf.
If I try to call the movieClip from the loaded SWF I get "error #1119. Access of possibly undefined property...." because it doesn't exist in the loaded SWF, just the main timeline.
The old AS2 way just used "_root". Since "_root" doesn't exist any more, how do you control items on the main TimeLine from a loaded SWF?I am not clear what you mean because you are saying you are trying to target a movieclip that does not exist where you are trying to target it.
Try using a trace to see what you are targeting when you you target the MovieClip(parent.parent)....
trace(MovieClip(parent.parent));
The other approach I mentioned earlier is the more OOP-correct approach if you would rather try that way. Here's a rough outline of it...
AS3 - Dispatch Event
http://forums.adobe.com/thread/470135?tstart=120
Example:
Add something to trigger the event in the child (your loaded swf):
dispatchEvent(new Event("eventTriggered")); (
if dispatchEvent problem, see: http://www.kirupa.com/forum/showthread.php?p=1899603#post1899603)
In your loading/parent swf, listen for the complete event on the Loader.contentLoaderInfo. In the complete event handler, add a listener for the event on the loaded swf.
// event handler triggered when external swf is loaded
function loaderCompleteHandler(event:Event) {
MovieClip(event.currentTarget.content).addEventListener("eventTriggered", eventHandler);
function eventHandler(event:Event):void {
trace("event dispatched in loaded swf");
// this is where your main file can set the visible property of your movieclip -
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. -
How to control main timeline from buttons in a movieclip - job in jeopardy!
I am trying to do a simple thing in theory. In my main timeline I have a series of images with frame labels for each. In a movieclip (with its own labels & script) below the images, I have two panels of butttons that flop back and forth (to save space). The idea is to simply have the main timeline play the frame specified by the corresponding button in the movieclip. I tried the parent.child thing but either im doing it wrong or that isnt the solution. If anyone can help me I will be saved from certain death. If you think any other part of my project may be to blame, Ill be happy to provide anything that can help. Thanks in advance.
Here is my script:
ActionScript Code:
function on1click(evt:MouseEvent):void {
gotoAndPlay("pic1");
thumbPanel.pic1_btn.addEventListener(MouseEvent.CLICK, on1click);
this is the error:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at gallery_fla::MainTimeline/frame1()The 1009 error indicates that one of the objects being targeted by your code is out of scope. This could mean that the object....
- is not in the display list
- doesn't have an instance name (or the instance name is mispelled)
- does not exist in the frame where that code is trying to talk to it
- is animated into place but is not assigned instance names in every keyframe for it
- is one of two or more consecutive keyframes of the same objects with no name assigned in the preceding frame(s).
If you go into your Publish Settings Flash section and select the option to Permit debugging, your error message should have a line number following the frame number which will help you isolate which object is involved. -
Help with button that goes back to main timeline from movieclip
I have a movie created that is broken down into sections on the timeline (home about contact etc)
Each section has a movieclip
I want to be able to be in the about movieclip and click a button that will bring you back to the main timeline contact section
Heres is the actionscript I am using to navigate the main timeline for each section
stop();
//handle events for buttons...
index.addEventListener(MouseEvent.CLICK, clickSection);
about.addEventListener(MouseEvent.CLICK, clickSection);
wind.addEventListener(MouseEvent.CLICK, clickSection);
turbines.addEventListener(MouseEvent.CLICK, clickSection);
services.addEventListener(MouseEvent.CLICK, clickSection);
invest.addEventListener(MouseEvent.CLICK, clickSection);
contact.addEventListener(MouseEvent.CLICK, clickSection);
function clickSection(evtObj:MouseEvent){
//go to the section clicked on...
gotoAndStop(evtObj.target.name);if that code is on the timeline of a movieclip whose parent is the main timeline, use:
MovieClip(parent).gotoAndStop("frame label in main timeline"); -
How to access symbol on main timeline from nested symbol
I did read the the edge JSAPI but still no way to make it work.
Very simple use: you click on a button, a window appears. the button that makes the window appear is supposed to hide some elements which it does. HOWEVER when I want to use a close button within the symbol (window) to make these symbols appear again, it doesnt work.
From inside the symbol I tried:
sym.getComposition().getStage().getSymbol("openTabButtBlack").show();
Doesnt work.sym.getComposition().getStage().$("openTabButtBlack").show();
-
How do I recerence Movie Clips on the Main Timeline from inside a class?
Hey everyone, this might be a stupid question but I thought
I'd ask cause it's making me nuts. I'm all of 2 days into AS3
(coming from not using Flash at all in YEARS) so feel free to
consider me ignorant. I do have plenty of application development
experience in other areas though.
I can't seem to create a class that can reference an instance
of a movie clip on my main timeline. I'd post code of what I've
tried but I've gone through so many desperate edits & wild
guesses that it was just garbled junk before I deleted it all.
Basically here's how I figured Flash could work, though maybe
it doesn't work this way at all.
I'm assuming that with AS 3 being so big on being a true
object oriented environment, I wouldn't need to mix my code and
interface together. Preferably I'd be using the Flash authoring
tools just to design my interface. Create a button... place it
somewhere... give it an instance name. Roughly the equivilant of
Apple's InterfaceBuilder for those of you that might be familiar
with Cocoa development. I can see maybe having to put a few lines
of ActionScript onto frame 1 (though really I'm hoping Flash would
have a better method of kicking off the application at this point
that using code tied to frames) to load my classes & such, but
after that I'd like all of my code to be held in external class
files.
So maybe I've got:
Interface.fla - My interface
Button_1
Button_2
TextField_1
Main.as - My main controller class using to handle all of my
applications behavior
SomeClass.as - Some helper Class
SomeOtherClass.as - Some helper Class
Main.as would have instructions in its initialization method
to go ahead & attach events to buttons & initialize
anything else that needs to happen when the application starts.
From there on it would all be objects communicating back &
forth. Button_1 would get clicked with would fire
Main.someMethod(). Main.someMethod() would then do it's thing and
set the value of TextField_1. All very clean & code is very
separated from interface.
Unfortunately I can't for the life of me figure out how AS3
classes reference each other like that. There doesn't seem to be
any kind of a global 'root' or '_root' I can use to locate any
movie clips on the stage. I've searched the help & the web for
any kind of simple tutorial but to no avail. My job has tasked me
with building a flash app for a project but I'd really rather not
have a tone of ActionScript just shoved into frame 1. That just
seems... ugh! (::shudder::)
Can someone maybe point me in the right direction here? I'm
really willing to do my homework but I can't seem to locate the
info I need to get started. Also, is there an ActionScript IRC
channel or something maybe?
Thanks,
CliffI worked with the problem last night and the solution I
started coming to involved creating my own custom document class
based off which extends MovieClip. My thought is that way I have
access to the initialization routine of the timeline itself and
that all of the elements on the main timeline should be
"properties" of my custom class.
Is this correct? Is there a down side to doing this & if
so what is it & why?
Also, just for my reference, the last time I did anything
with ActionScript I think I was using '_root' to target the main
timeline. WHat are the global variable names in AS 3? Is it just
'root' & 'stage' or 'Root' & 'Stage' or what? -
How to access frame lable on main stage from a nested symbol
All-
I have two buttons
btnA on the main stage
btnB is nested inside btnA
How do I access a frame lable on the main stage from btnBok i figured this one out.
i created a button symbol 'BTN-NAV-INTRO' and placed it on the main stage.
i created a mouse over/out effect on it's timeline with an object on top called 'MC-HIT-AREA'
i placed the mouse over graphics inside the button and animated them on their own timelines
coded the MC-HIT-AREA to play those timelines 'MC-HIT-AREA' is nested inside the button
then on the main stage (this is what threw me) i set the button ('BTN-NAV-INTRO') to cursor and coded it to call the other button form the main stage. Nesting it wasn't necessary. I didn't realize you could have multiple mouse over/out effect below a mouse over effect from the main stage
Edge rocks when i get it to do my bidding! -
Play a Movie Clip on a frame In Main SWF from a button, within 2 MovieClips
I’m using AS2, Flash 8
I have a frame on my main Timeline Called “Gallery” within this frame I have 2 movie clips, which I need to work together:
One is called:
Gall_Lge_1
Which contains 37 frames.
Each frame has a different movie – basically 37 different photos which pop up on each frame.
(MC’s named Lge_1, Lge_2, Lge_3 etc)
The second Movie Clip I have on here is called:
gall_strip_mc
Which contains a movie clip called strip1 , (which is set to scroll its contents controlled by buttons on ”Gallery”- which works) inside that is a movie clip called strip_all , and contains one frame with 37 buttons/photo thumbnails, (Buttons named btn1, btn2, btn3 etc which I require to link each individual button to the corresponding photo/frame in Gall_Lge_1 …
So,
btn1 will go to and play Lge_1(Frame 1 of Gall_Lge_1)
btn2 will go to and play Lge_2(Frame 2 of Gall_Lge_1)
I’m stuck and can’t get it to work..
Here is the site – under ‘Gallery’ so you can see what I’m trying to achieve
http://www.blueshelldesign.com.au/draft/
(I’ve placed in Back and Next buttons next to ‘Gall_Lge_1’ so you can see how its suppose to look when the thumbnails from ‘gall_strip_mc’ are clicked)First, you do not use quotes when you are specifying a frame number, so try changing that first. The only time you use quotes for that argument is for frame label strings.
If it still won't play, are you sure that the button is coded properly and executes the function when clicked? You should put a trace in the function to make sure. Also, you could try using _root instead of _level0... I forget the difference, if any, but _root will definitely get you to the main timeline.
btn2.onRelease = function() {
trace("btn2 clicked");
_root.Gall_Lge_1.gotoAndPlay(2); -
Play animation on main timeline from within a mc
this is probably the most basic question of the day, but how
do you get the main timeline to play from within a mc?
say I have a mc called jolly_mc and within it is an action on
it's timeline at keyframe 10. That action needs to jump to a
certain frame on the main timeline and play.
I've tried
_level0.gotoAndPlay(492);
_root.gotoAndPlay(492);
_level0.gotoAndPlay("animation");
_root.gotoAndPlay("animation");
and non of these work, can anyone clear the haze in my day :)
thanks in advance._root.mainText = "Obtain 0.2 grams of Ascorbic Acid using the
Spattula.";
This line is fine. It's fine to have full-stops inside a
string. It doesn't effect the code.
this._root.bkg.gotoAndStop(3);
Your pathing is a little strange in this line. As you can't
go any further up the hierarchical tree than _root, if you're
referencing objects via the root, it should be the first object in
the target. So if you want to refer to your target using an
absolute reference(ie by using root) then your line should read:
_root.bkg.gotoAndStop(3);
alternatively, since your AS is in a movieclip inside bkg,
you can refer to your target using a relative reference like so:
this._parent.gotoAndStop(3);
this._level0.bkg.power.powerOne.gotoAndStop(2);
similar story here. _level0 is the highest up you can go, so
putting this before it is a little strange. Fixing this using
absolute referencing:
_level0.bkg.power.powerOne.gotoAndStop(2);
or:
_root.bkg.power.powerOne.gotoAndStop(2);
or relative referencing(assuming the movieclip where the AS
is is not power):
this._parent.power.powerOne.gotoAndStop(2);
if it is power then you could have simply written:
powerOne.gotoAndStop(2);
yes, the syntax you suggested for trace is correct.
but anyway, i don't think that any of this advice is helping
you with your problem. sorry i can't see the solution with the
information you've provided. maybe upload?
how'd you go with sourcing a flash book? -
Referencing the main timeline from elsewhere
From inside a movie clip (button) which is inside a display
object (buttonSet), I want to gotoAndPlay a specific frame on the
main timeline. I've tried stage.gotoAndPlay(thisFrame). I got
closer with gotoAndPlay(stage.thisFrame). I still have something
wrong.
I have about 15 frames on the main timeline. Each frame
contains a myriad of objects all doing different things. Most
importantly they transition from frame to frame based on the
current frame (last button clicked) and the next frame (the newly
clicked button).
Example: the last button that was clicked was button #4, the
button I have just clicked is button #2. Based on this knowledge, I
want the main timeline to gotoAndPlay frame #6.
Thanks for the aid. :)the flash compiler (in strict mode) often has trouble
"remembering" the class-type of objects/variables. "typing" those
objects explicitly helps the compiler to overcome erroneous error
messages.
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Airport express 6.3 speakers will not connect in itunes sometimes
I set up 2 airport express for a friend and they are conf to connect to his wireless net. Both work fine with printing and Airtunes speakers will play from several tested iPhones. However iTunes gives me a connection error when trying to play to the
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How to recover IDSM-2 password (without know any password)
Hi, We have a IDSM-2 system card in 6500 system. Unfortunately, we lost tracking the login/password. I have read Cisco doc# 13837. It req to know either admin username/password or service username/password to do password recovery. I do not have those
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Regional Settings - User Profile Time Zone
The user profile property time zone will only apply to the users My Site. How can you apply that time zone to the web application or site collection? So that a user from San Francisco will see calendar events on the main intranet in PST, rather than