Using cue points to trigger events on the main timeline...

Hi--
I have successfully placed an flv (video) file (progressive
download) on the main timeline of my movie with controls to play
and pause (Flash 8 Professional). So far, so good!
NOW TWO PROBLEMS: Does anyone know how to set it up so that
when a specific cue point is reached in the video, it triggers an
action on the main timeline? In this case, once the video is over,
I want the main timeline to gotoAndPlay frame 3. Specific script to
do this would be great!
The other action I'd like to happen is that when the video
begins, it targets a scrolling text mc ("text") in the main
timeline and tells it to gotoAndPlay frame 2.
Any advice would be GREATLY appreciated!!! Many
thanks!!!

I usually start off solving problems with the livedocs, as I
recommend for anyone. The following link will take you to the
NetStream.onCuePoint handler. This is what you need.
http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context= LiveDocs_Parts&file=00002561.html
You can have this code on the main timeline. When the
cuepoint is hit, it will invoke this event handler and inside is
where your gotoAndPlay( ) should go.
Your other question about the text will get activated by the
same handler. Just have a conditional statement (if, switch, etc.)
to differentiate between the two events. The text itself can be
mask inside a movieclip.
Does this help?

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.

  • Controlling external information using cue points

    Hello,
    I am trying to change information on my site using cue points in my video.  My video is in a flash quiz and I am trying to change my objects such as an ad or photo with these cue points.  In otherwords, when a video begins, or when a cue point is reached the photo outside the video would change.  I am currently using cue points to go to the next frame after the video completes, but I don't know how to make it change things outside the video.  Thank you for your help.

    I'm sure there is more than one way to skin this cat, but here is what I use with NetStream video to load other .swfs (could be photos or other videos) at certain points in the main video:
    ns.onCuePoint = function(evt:Object){
        trace(evt.name);
        trace(evt.time);
        if(evt.name == "play_vid1") {
            trace("YO!Loading wide_holder!");
            wide_holder.loadMovie("rm/images/black_bear.swf");
        if(evt.name == "play_vid2") {
      trace("YO!Loading standard_holder!");
            standard_holder.loadMovie("rm/images/sqis.swf");
    in this case using an "event" cue point object embedding at certain times in the video.
    Lots of info on the Web, here is just one:
    http://www.communitymx.com/content/article.cfm?cid=124DB
    Best wishes,
    Adninjastrator

  • Use cue points to automatically pause flv

    I have a video that I would like to make play in steps. I
    already have a custom flv playbar, so I would like to use cue
    points to control it
    Thanks in advance

    i am looking for this same answer. i am not a pro at flash
    but good enough to make my way around. Here is what I have done so
    far....
    using components i dragged the FLVPlayBack onto stage, i set
    the source of the playback to my flv. as of right now, 'cuepoints'
    is set to none. i'd like to be able to set in about 5 cue points
    and have them auto pause each time they come up. any help would be
    appreciated!
    thanks,
    travis

  • Problems Using Cue points to Loop Video

    Ok, so I want to use cue points to navigate through video.  I want to start by simply looping the video from the end back to the beginning.  I keep getting an invalid seek error 1003.  Here is my code.  Any help would be much appreciated.  Thanks
    import fl.video.MetadataEvent;
    Movie.addEventListener(MetadataEvent.CUE_POINT, loopFunction);
    function loopFunction(e:MetadataEvent):void
        if (e.info.name == "end1")
            Movie.seekToNavCuePoint("beginning1");
            Movie.play();

    At least you are getting notified even if the seek doesn't work.
    A brief workaround could be to iterate over the cue points you detect in metadata, assigning each cue point name and time in an object. Once you hit the cue point you desire, see if the object has the time value and seek() to the time for that cue point rather than seeking for it by name.
    e.g. (written briefly, you get the idea):
    // object to hold time values
    var cuePointArr:Object = new Object();
    function onMetaData(infoObject:Object):void
        var cueIndex:String;
        for (cueIndex in infoObject.cuePoints)
            trace("Adding cue name[" + infoObject.cuePoints[cueIndex].name + "] at time[" + infoObject.cuePoints[cueIndex].time + "]");
                        // store as name = time
                        cuePointArr[infoObject.cuePoints[cueIndex].name] = infoObject.cuePoints[cueIndex].time;
    function loopFunction(e:MetadataEvent):void
              // correct cue point and has a value in cuePointArr?
        if ((e.info.name == "end1")&&(curPointArr[e.info.name] != null))
                        // seek to time value
            Movie.seek(Number(cuePointArr[e.info.name]));
            Movie.play();
    Moving 900mph here so forgive any typos but turning it into a normal seek based on the time value should work for now.

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

    Hello,
    In Flash MX2004, creating cue points for syncing locations on
    flv and mp3 files to locations on the main timeline included:
    1) Dragging a media component onto the stage
    2) Entering file path, frame label name, and time code
    information in the component inspector
    3) Creating the frame label names on the main timeline, and
    4) Enabling the Media Labeled Frame Cue Point Navigation
    Behavior
    Flash 8 documentation details a considerably different
    process of creating cue points. While it discusses how to create
    cue points in the flv, I have not been able to locate how to enable
    linking locations in flv and mp3 files with frame labels on the man
    timeline. It appears that there would need to be ActionScript
    necessary to accomplish this that is not available in the docs.
    Please advise what ActionScript/process would enable this
    function.
    Thank you!
    James
    [email protected]

    I usually start off solving problems with the livedocs, as I
    recommend for anyone. The following link will take you to the
    NetStream.onCuePoint handler. This is what you need.
    http://livedocs.macromedia.com/flash/8/main/wwhelp/wwhimpl/common/html/wwhelp.htm?context= LiveDocs_Parts&file=00002561.html
    You can have this code on the main timeline. When the
    cuepoint is hit, it will invoke this event handler and inside is
    where your gotoAndPlay( ) should go.
    Your other question about the text will get activated by the
    same handler. Just have a conditional statement (if, switch, etc.)
    to differentiate between the two events. The text itself can be
    mask inside a movieclip.
    Does this help?

  • Using Flach CS4 and action script 2.0 how do I advance to a specific frame of the main timeline when a movie clip instance come to the end of its timeline?

    Using Flach CS4 and action script 2.0 how do I advance to a specific frame of the main timeline when a movie clip instance come to the end of its timeline?

    code on the last frame of your movieclip instance:
    _root.gotoAndStop('whatever_frame');  // will work unless this swf is loaded into another swf.  in that situation, you should use a relative path to the main timeline (eg,  _parent or _parent._parent etc).

  • Using an mc to control the main timeline with multiple scenes

    OK, I have a main timeline that has 27 different scenes.  I have a movie clip that is an "on call" navigation menu for the main timeline.  I can call the menu once, and it will go to the first place I want it to go.  However, I cannot seem to figure out how to get it to go away to be able to call it again.  I get the "must be child of caller" error.  Any thoughts on how to get rid of it each time I use it?

    A button is clicked which calls the following AS3 code:
    MovieClip(this.root).addChild(myMenu);

  • 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

  • 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,
    Cliff

    I 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?

  • 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

  • Targeting the main timeline

    Trying to make the switch from AS2 to AS3 and like many
    before me, becoming confused.
    I've laid out three movieClips on my main timeline (named,
    "main") and spaced them five frames apart, nice and tidy, like I
    like to do. Each frame on the main timeline containing a movieClip
    has been given a unique frame label. My problem is, I want to have
    the movieClips jump to the next targeted movieClip on the main
    timeline after clicking a button, or upon entering the last frame
    of its predecessor, in some cases. In AS2 the was easy to do this
    was by using the gotoAndPlay function and targeting to the_root
    timeline. Now I can't figure out what to do. I can make any button
    inside a movieClip target a specific frame within that same mc, but
    cannot make a jump to the main timeline to play the next movieClip.
    What am I missing here? I'm a noobie at AS3 and fumbling my
    way forward. (should be obvious now) Is there a simple way to refer
    back to the main timeline, which is only one level up? What am I
    missing?
    Here's as far as I got with the AS3 code within the mcs:
    stop();
    cont5_mc.addEventListener(MouseEvent.CLICK, onClick2);
    function onClick2(event:MouseEvent):void
    trace("test");
    cont5_mc.buttonMode = true;
    The trace function runs true so it's a matter of telling the
    player how to get to the main timeline and frame label.
    TIA for your help, all you flashy genius . . . Speak to me
    like I am a three year old. -grin-
    thokitts

    kglad:
    Thank you for your instant reply. I see you sent it out last
    night. Really appreciated. Got my button in movieClip1 to refer
    back to movieClip2 on the main timeline with your help but now am
    presented with the issue of having the last frame of movieClip2
    automatically taking the viewer back to the main timeline to begin
    playing movieClip3, located on frame label "gsm".
    Again, I know this should be easy, but conceptually I am
    having a problem with how to do this. I don't have a button to
    attach the AS3 to and this new syntax is confusing to me. Nor do I
    want this to be a button based decision on the viewer's part. How
    do I attach this automatic jump back to the main timeline, frame
    label "gsm"? By an enterFrame event, which seems old school AS2? or
    stage.addEventListener? Is enterFrame even the way to do it
    anymore?
    Lynda.com tutorials are great but I'm struggling with this.
    TIA
    Thomas

  • How do you reference the main timeline of swf1 from swf2 when swf2 is loaded into swf1?

    on this link          http://kb2.adobe.com/community/publishing/918/cpsid_91887.html
    I found this script, but I can not use it can anyone help me
    // create a variable to reference swf1's main timeline
    var swf1Main_mc:MovieClip;  // this assumes that swf1 is a movieclip.
    // create your listener to ensure this loaded swf has been added to the display list and can therefore obtain a
    // reference to its main timeline (which is always the main timeline of the loading swf).
    this.addEventListener(Event.ADDED_TO_STAGE, initF);
    function initF(e:Event):void{
        swf1Main_mc = MovieClip(this.root);

    You don't make it clear what event finish is for. But let's assume that your MC is being loaded from the clip that you're referring to as root. In the main Document Class of that swf, you'd have
    protected var customSwf:CustomSwf;//customSwf is the Class that defines your functionInSwf1protected function someFunction():void {
         var loader:Loader = new loader();
         loader.contentLoaderInfo.addEventListener(Event.COMPLETE onLoaderLoaded);
         //rest of your loader loading code here
    protected function onLoaderLoaded(e:Event):void {
          //add to display list (you already know how to do, so I'm not writing the code)
         EventDispatcher(e.target).removeEventListener(Event.Complete, onLoaderLoaded);
         //if you had a legitimate need for path (which you don't) in mcExternal, you'd set it like this:
         this.mcExternal.path = LoaderInfo(e.target).content as MovieClip;
          //this is what you actually need to care about to do this correctly
          customSwf = LoaderInfo(e.target).content as CustomSwf;
    Now, the Class that you apply to the library symbol you're using for mcExternal should have code similar to this:
    protected function fEvent(e:Event):void {
         dispatchEvent(new Event('giveYourEventADescriptiveNameBasedOnWhatYoureReallyDoingHere', true));
    back in your main document Class:
    //should probably call from the constructor or somewhere early in the process
    protected function init():void {
         //use your real event name--your code isn't expressive enough I could guess a good name
         addEventListener('giveYourEventADescriptiveNameBasedOnWhatYoureReallyDoingHere', onEventHappened);
    protected function onEventHappened(e:Event):void {
         customSwf.customFunctioninSwf1();
         customSwf.changeVisualState();//let custom swf change alpha and change the frame #
    To the untrained I, this looks like about the same amount of code and slightly more trouble, but changing the design like this will make it much more tolerant of the changes that nearly all clients will want after you've built version 1. mcExternal's code doesn't have to change at all if swf1 changes, and your root Class already knows abotu swf1 anyway, since it's doing the loading, so having it work with it a little more doesn't hurt.
    Moving the change of visual state into your custom swf means that changes in that swf won't affect your main document Class, though you will probably have to recompile the main document unless you go to using an Interface (a topic for another day).

  • Use button on mc  to perfrom function on main timeline

    I Was wondering how (or if it is posiible) to use a button I
    have in a movie clip to perform a function on the main timeline.
    Specifically, I want the button in the movie clip to gotoAndStop on
    a frame in the main timeline. Any suggestions?

    Hi,
    Then you would target the movie clip.
    So you would give the mc an instance name (like myClip_mc )
    then just add this into your code ....
    button1.onRelease = function() {
    _root.myClip_mc.gotoAndStop(20);
    This would tell the myClip_mc to stop on frame 20. Providing
    the mc is located in the main timeline that is.
    You can see from the code that we are going to the _root and
    looking for the myClip_mc. If it is held within another mc (say
    Holder_mc) then the code would change to
    _root.Holder_mc.myClip_mc.gotoAndStop(20;
    for cs3 (actionscript 3) it would be this
    button1.addEventListener(MouseEvent.CLICK,clickHandler);
    function clickHandler(event:MouseEvent):void{
    _root.myClip_mc.gotoAndStop(20);
    Hope this helps
    Alan

  • Forcing a symbol within a symbol to play out when a button on the main timeline is clicked?

    I have a buttons that play to symbols on the timeline. Once another button is clicked on the timeline the symbol will playout then start playing the next symbol. This is the code used on the onClick event on the introduction button.
    var current = sym.getVariable("current");
       if (current != "") {
          sym.getSymbol(current).play("out");
          sym.getSymbol("intro").play("in");
       else {
          sym.getSymbol("intro").play("shortIn");
       sym.setVariable("current", "intro");
    The problem I'm having is with the technology symbol. I have buttons within this symbol that link to other symbols. I would like these symbols to playout like the other buttons, but the content of the symbol stays on the stage and does not play out when I select a button on the Stage. Here is the code I have on the click event on the button within the symbol.
    var current2 = sym.getVariable("current2");
       if (current2 != "") {
          sym.getSymbol(current2).play("out");
          sym.getSymbol("optical1").play("in");
       else {
          sym.getSymbol("optical1").play("shortIn");
       sym.setVariable("current2", "optical1");
    Any help would be greatly appreciated. Thank you very much!

    Thank you very much for responding so quickly! When I do this all of the nested timelines play from the out label on their timeline. I want the one that is currently being viewed to be the only one that plays out, not all of the symbols within the symbol. Here is the code I'm using on the buttons on the main timeline:
    var current = sym.getVariable("current");
       if (current != "") {
          sym.getSymbol(current).play("out");
          sym.getSymbol("spec").play("in");
       else {
          sym.getSymbol("spec").play("shortIn");
       sym.setVariable("current", "spec");
       var techSym1 = sym.getSymbol("tech").getSymbol("techSym1")
             if (current = "techSym1") {
                sym.getComposition().getStage().getSymbol("tech").getSymbol("techSym1").play("out");
       var techSym2 = sym.getSymbol("tech").getSymbol("techSym2")
             if (current = "techSym2") {
                sym.getComposition().getStage().getSymbol("tech").getSymbol("techSym2").play("out");
       var techSym3 = sym.getSymbol("tech").getSymbol("techSym3")
             if (current = "techSym3") {
                sym.getComposition().getStage().getSymbol("tech").getSymbol("techSym3").play("out");
       var techSym4 = sym.getSymbol("tech").getSymbol("techSym4")
             if (current = "techSym4") {
                sym.getComposition().getStage().getSymbol("tech").getSymbol("techSym4").play("out");
       var techSym5 = sym.getSymbol("tech").getSymbol("techSym5")
             if (current = "techSym5") {
                sym.getComposition().getStage().getSymbol("tech").getSymbol("techSym5").play("out");
       var techSym6 = sym.getSymbol("tech").getSymbol("techSym6")
             if (current = "techSym6") {
                sym.getComposition().getStage().getSymbol("tech").getSymbol("techSym6").play("out");
    If just techSym1 is being shown on the screen I don't want techSym2 and all the others to be shown going out at all, just techSym1.
    Thank you,
    Kristin

Maybe you are looking for