UIloader problem

Hello I have a problem with translation of a page. I have a website that has a UIloader that loads main page and I have a button that loads same website but translated(it's just a small website). I added another UIloader to my main swf but is there a way i can unload the whole site and load translated one. The only thing I've done so far is I disabled autoLoad option of that second Uiloader and enable it when the button is pressed. I would like to find a way i could access my main page UIloader and try to unload the thing. Some tutorial do show how to unload but they are unloading just a portion of the mc but not the whole page. Please help
Thank You.

again, you can unload anything that's loaded.  so, if everything (other than your background) is loaded yes, you can unload everything.
objects that are not loaded can be removed from the display using removeChild().

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    Thank you very much it's been really helpfull.
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    1st issue is, it print the both movies (main movie & external both) but i only want to print that one which inside the uiloader only.
    2nd issue is, actually this application which I'm making is for users to apply various paints on roofs and walls to check how they looks.
    The issue is it only print the actual movie colors not those colors which have been currently applied. Or what i'm trying to say is that, " how can I print uiloader source movie with it's current colors settings?"
    thank you.

  • Cs3 - UILoader Component

    Hello,
    After many different forum searches, I still can't find the
    answer to my newbie problem when using Flash CS3.
    I'm trying to use the UILoader component that creates an
    empty container into which I want to load an external swf file.
    Without using AS, in the parameter box for the "container" placed
    on the stage of my main movie, I specify the name of the file I
    want to load (box.swf). Upon testing the movie, two problems occur.
    First, I can't figure out how to ensure that displayed
    position the loaded swf is centered on the stage. I've tried moving
    the container such that it's lower right corner sits on the stage's
    spot where I want the UL corner of the swf to play, but no joy.
    Secondly, instead of placing the external swf inside of the
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    mentioned previously) loads outside of the container's position,
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    Can someone please point out what I must be doing wrong? The
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    Thanks in advance for any assistance!
    Text

    Thanks for your fast response, dzedward.
    Here goes...I hope you'll bear with me. Since I don't know
    what type of background info you need, I'll explain in detail.
    Background:
    I'm creating a flash presentation that we can display on a
    large monitor at a tradeshow. The presentation will simply play
    from a connected laptop and loop, without the need for user
    navigation (no buttons). This is my first time creating such a long
    file (I anticipate that this will play for 3-4 minutes straight) so
    I thought it would be best if the main timeline were to call and
    load successive smaller, stand-alone swfs at selected times, based
    as the playhead moves through the timeline in a single pass. I'd be
    able to minimize the size of the main file in this way.
    Trouble Using AS3:
    As a newbie, I don't have much experience with AS3. Using an
    AS3 script found online I've been able to load a single swf into
    the timeline of my main movie successfully, but when I try to load
    another later on in the main timeline, neither swf plays....most of
    the scripts and forum answers I've come across over this past few
    days deal with AS2 or earlier versions, so I can't use or learn
    from them.
    Using the UILoader Widget:
    Thats when I saw reference to using Flash CS3's UILoader
    Component for this purpose (accessed via Window>Components
    menu). What it does is create an empty container into which you can
    load an external swf, jpg, or png file. You first simply drag and
    drop the widget onto the stage from the component window. Then,
    from the container's property window, you choose its dimensions and
    placement on the stage. Via the container's parameter window you
    tell it whether to autoload the content, maintain aspect ratio,
    and/or scale the content, as well as provide the name of the source
    file you want to load. It seems pretty simple - even I can do it
    and can get it to work when I load a jpg or selected swf file. Upon
    testing the movie, the jpg or swf plays back INSIDE the container,
    scaled down or up based on the container's size as it relates to
    that of the source file. So far so good.
    You'll see from this widget that you only need to specify
    "true" or "false" for the autoload, maintain aspect, and scale
    content questions. I've done this inside the widget as I'm not sure
    how to accomplish this with the scaleContent and scaleAspectRatio
    parameters you mention using actionscript.
    Problem When Using UILoader Widget:
    Here's the problem I'm having. As I mentioned, I've created a
    short 20-frame animation output to swf showing a white box that
    grows in size and changes shape against a black background, using
    the same frame rate (30fps)_and dimensions as my main movie. The
    animation is a simple shape tween, with no actionscript other than
    a stop ( ) ; placed on the last frame of an actionscript layer to
    prevent looping. It plays as desired on it's own. However, when I
    load it into the UILoader container that is centered on the stage
    of my main timeline and then test the movie, two problems occur.
    Firstly, the animation does not play inside the container;
    instead, the upper left corner of the loaded swf animation shows up
    where the lower right corner of the container showed up on the
    stage (hence I only see one corner of the animation). Secondly, the
    animation is cropped; the visible outer edges of the morphing white
    box are cut off meaning that I lose the visual effect of the shape
    tween.
    I saw reference online elsewhere to the possible need to
    position the container on the stage such that it's lower right
    corner is where you want the upper left corner of the animation to
    be placed, but this doesn't make sense to me (it's likely that I
    misunderstood what I read). I did try this however, and while doing
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    within the main movie, it's edges are still cropped. To me it
    should have been placed inside of the container and scaled.
    I'd love to be able to do this using actionscript 3.0, but
    I'm having even more trouble with this and haven't found any
    comparable tutorials or forums explaining how to load and unload
    multiple swfs into a main timeline without the need to control
    using buttons or a mouse. I'd like to be able to specify on the
    main timeline when a particular swf is played, then do so again
    later on in the same timeline with another swf file, and so on.....
    I don't know if this explanation will make anymore sense. I
    could send you the fla or even screenshots showing what I see
    during playback of the short animation inside of my main flash file
    you can provide me with your address and feel that it would help.
    It looks like I can only post code from this forum.
    Thanks for reading through this and for your possible help!

  • How to communicate a button to a movie_clip inside of UiLoader component using AS3?

    Hi, i'm making a flash application to test various paints, for a company.
    I have movie clip on stage having some buttons on left side and a uiloader on other side which loads an external swf file on button(thumb_01) click-target. In main movie clip there are two buttons. 1 trigger a function to select a wall and 2nd trigger a function to select roof. External swf(movie_01.swf) file has two movie clips 1 is a wall(mask_01) and 2nd is roof(mask_02). Now the problem is i want to click a button to select wall inside of external swf file to change it's color. I'm sure that the problem is in path through which i'm trying to select a wall movie which is inside of UiLoader. Can any one tell me What'll be the path to trigger a function to a movie clip inside of Uiloader?
    Here is my code for Button to select a wall or roof ==================================
    import flash.events.MouseEvent;
    import fl.motion.MotionEvent;
    var targetObj:Object;
    selectWall_btn.addEventListener(MouseE… selectWall);
    function selectWall(evt:MouseEvent):void {
    targetObj = uiloader.movie_01.mask_01; <--------- I think problem is in this path....
    trace ("Wall is selected!");
    Here is code for uiloader ========================================…
    import fl.containers.UILoader;
    Object(this).slider_mc.thumb_01.addEve… loadMovie_01);
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    var uiLoader:UILoader = new UILoader();
    uiLoader.source = "movies/movie_01.swf";
    uiLoader.scaleContent = false;
    uiLoader.x = 291;
    uiLoader.y = 19;
    addChild(uiLoader);
    uiLoader.addEventListener(Event.COMPLE… completeHandler);
    function completeHandler(event:Event) {
    trace("Number of bytes loaded: " + uiLoader.bytesLoaded);
    Error is this....
    Scene 1, Layer 'ActionsScript', Frame 1, Line 43
    1120: Access of undefined property uiLoader.
    Can any one Help me?

    PArt of the problem will be due to declaring the uiLoader inside of a function.  When you do that you limit its scope to within that function.  You should declare it outside of any function if you need to access it in more than one function.
    import flash.events.MouseEvent;
    import fl.motion.MotionEvent;
    var uiLoader:UILoader;
    var targetObj:Object;
    The other problems I see regard the line you point to.  It is not spelling the name the same, using a lowercase "l". Also, if you want to target what the UILoader contains, you should target its "content" property, as in...
    targetObj = uiLoader.content.mask_01

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