Using if(_currentframe=="frameLablel")

_currentframe returns a number
so that I can use it like this in a conditional statement
if(_currentframe==2)
However
if(_currentframe=="frameLablel")
does not work.
Is is possible to use frame label for this purpose?

But my FLASH-8 publishing setting allows only AS1 and AS2
Doed this matter?
"kglad" <[email protected]> wrote in message
news:f5c3he$sel$[email protected]..
> as3 = actionscript 3.0 which is supported by flash
player 9. among other
programs, you can use flash cs3 and flex 2 to write as3 code.

Similar Messages

  • Frame names and how to invoke them

    What would you have to do to have something happen once a
    movieclip reaches a particular frame?
    I already got the answer to that question in a
    previous
    topic in case that something has to happen when the movieclip
    ends, but say you want to have something happen when the playhead
    reaches frame called, say, _now?
    I can think of a way (involving the clculation of the ratio
    between _currentframe and _totalframes) but, isn't there a simpler
    -and more precise- way, namely, invoking the frame by its name? How
    would that be done (if possible)?
    NOTE: I am assuming that adding code to the movieclip's
    timeline (instead of adding it to the main timeline) is a bad
    practice and should be avoided. Am I right at that?

    You can only target frame labels using the gotoAndPlay or
    gotoAndStop commands. If you want to detect whether a movieclip is
    on a certain frame, you could use the _currentframe to detect the
    frame number (no strings), or you could set a variable on the
    movieclip timeline, i.e. frameName = "_now", and then check for
    movieclip.frameName.
    Cheers,
    FlashTastic

  • External SWF currentframe : Problem

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    you can determine the current frame of any timeline in the external swf.  for example, if you want to know the current frame of the main timeline and you're using as2, use:
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  • Dynamic Progress Bar

    I'm creating a page-turning module. Throughout the module
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    well, you could get the percentage by dividing current pages
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    Hi guys,
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    d.onRelease=function(){
    gotoAndPlay(165);
    e.onRelease=function(){
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    next_btn.onRelease = function () {
    (not sure what to put here) ;
    previous_btn.onRelease = function () {
    (not sure what to put here) ;
    Thanks in advance for all the input
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    use the _currentframe+55 for your next button and
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    is 1 or 55 when you were inconsistant used 54 frames between slide
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  • Using PHP with Flash (contact form)

    I am trying to get a contact form on a flash site to work and
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    Flash Code For the Submit Button:
    onClipEvent (enterFrame) {
    if (this.hitTest(_root._xmouse, _root._ymouse, true)) {
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    } else {
    if (this._currentframe>1) {
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    this._parent.name = "Your Name:";
    this._parent.email = "Your Email:";
    this._parent.phone = "Your Phone Number:";
    this._parent.text4 = "e-mail:";
    this._parent.message = "Your Message:";
    Here is what I have for Contact.php:
    <?php
    $your_name = $_GET['name'];
    $your_email = $_GET['email'];
    $your_phone = $_GET['phone'];
    $your_message = $_GET['message'];
    $recipient_email = "[email protected]";
    $subject = "from " . $your_email;
    $headers = "From: " . $your_name . "<" . $your_email .
    ">\n";
    $headers .= 'Content-type: text/html; charset=iso-8859-1';
    $content = "<html><head><title>Contact
    letter</title></head><body><br>";
    $content .= "Name: <b>" . $your_name .
    "</b><br>";
    $content .= "E-mail: <b>" . $your_email .
    "</b><br><hr><br>";
    $content .= "Phone: <b>" . $your_phone .
    "</b><br>";
    $content .= $your_message;
    $content .= "<br></body></html>";
    mail($recipient,$subject,$content,$headers);
    ?>
    <html>
    <body bgcolor="#282E2C">
    <div align="center"
    style="margin-top:60px;color:#FFFFFF;font-size:11px;font-family:Tahoma;font-weight:bold">
    Your message was sent. Thank you.
    </div>
    </body>
    </html>
    <script>resizeTo(300, 300)</script>

    well...that's true..I wanted "name" to be cleared when
    clicked...this version I found doesn't clear "name" when clicked,
    but it needs selected and erased manually...anyway..it's better
    then nothing...
    Reason I want this is because I'm using a design that is not
    giving me much space and I have to trick the low space with this
    option.
    If you want I can send you the fla to get a better
    picture...I believe you deserve it :)

  • Motion tween using actionscript

    I'm pretty sure there has to be a way to do this. I want an
    object to move to certain coordinates when certain objects are
    moused over. Any help?

    Bryan,
    > Thank you so muck...honestly. I hate to ask for more
    help,
    > but i need to ask ONE more thing.
    's okay. :)
    > I got the movement working but the thing i need now is
    for
    > the puck to stay under the button when i mouse off.
    Well ... okay, I looked at your code. Honestly, bro, it's a
    complete
    hodge-podge of new and old style coding. I know it's because
    you're on
    unfamiliar territory, and I'm not slammin' ya ... but really
    -- really,
    really, really -- your life will be soooo much easier if you
    step back and
    look at the big picture. Sooner or later, this will all gel
    for you, and it
    suddenly becomes very easy.
    Forget that tellTarget() business. That's old; like, Flash 3
    old. In
    fact, it was deprecated in Flash 5. If you want to path to an
    object, you
    use its instance name. Of course, first, that means you need
    to give your
    relevant assets instance names. You've already done with with
    the revolving
    "police" lights -- but make sure you're consistent. Name them
    light1,
    light2, light3, and so on (yours were a bit dissheveled).
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    given object. That light exists as a single movie clip symbol
    in your
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    own instance name.
    Do the same thing with your "net" instance (the tab/button
    movie clips).
    Rather than this ...
    tellTarget(this._parent.light4) {
    gotoandplay(this._currentframe+70);
    ... just refer to objects by instance name.
    light1.gotoAndPlay();
    Much cleaner code. Now, this isn't relevant in your case,
    but if that
    "light" symbol had another movie clip inside it, you could
    give *that*
    symbol an instance name, too. For example, you might name the
    bulb "bulb".
    If you needed to instruct that bulb movie clip, you could
    react it inside
    each instance of light like this ...
    light1.bulb.gotoAndPlay();
    light2.bulb.gotoAndPlay();
    // etc.
    It's just like folders and subfolders on your hard drive.
    Next, you've GOT to make sure you use the correct case.
    gotoandplay
    doesn't exist in ActionScript, but gotoAndPlay does.
    Thankfully, the
    ActionScript 2.0 Language Reference is only a click away, and
    besides,
    script code changes color to indicate when you've spelled
    something
    correctly.
    Next, while it's perfectly legal to use the on() event
    handler, it's
    also pretty old. It was deprecated as of Flash MX (aka Flash
    6), so use the
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    instance name
    and assign a function to its event.
    You want those instances of "net" to respond to mouse
    events. I gave
    each movie clip an instance name ... mcHome, mcCalendar,
    mcRecord, and so
    on.
    This allows you to neatly put all your code into frame 1 of
    the main
    timeline. No more hunting and pecking, having to click on
    each movie clip
    separately, etc.
    mcHome.onRollOver = function() {
    // instructions here
    That also means you don't have to keep repeating the import
    statements
    for each button. It's just much cleaner and more efficient.
    Give yourself
    a Scripts layer dedicated to scripts only, and put all your
    code there.
    Just remove all the on() stuff.
    Now here's the part that should make a halogen bulb go BOOM
    in your
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    > I got the movement working but the thing i need now is
    for
    > the puck to stay under the button when i mouse off.
    Okay. That means you want the puck not to start from its
    original
    position every time. (In your Tween instantiation, you were
    always starting
    from 66.3 -- which of course means that's where the puck will
    start from
    every time.) So, how are you going to know where the puck is?
    Well, the puck is a movie clip -- so look up the MovieClip
    class. The
    MovieClip class lists a bunch of properties, which refer to
    characteristics
    of the object at hand. In other words, the MovieClip class
    TELLS YOU what
    properties are available to any movie clip out there --
    because classes
    define objects, and this is a movie clip object.
    So if you need to know where the puck is horizontally, look
    up its
    MovieClip._x property. Badda bing.
    mcHome.onRollOver = function() {
    new Tween(puck, "_x", Elastic.easeOut, puck._x, 58, .5,
    true);
    light1.gotoAndPlay(2);
    That puts the current _x value of the puck instance as the
    fourth
    parameter of that Tween constructor. Make sense? Here's
    working code for
    your Flash banner ...
    import mx.transitions.Tween;
    import mx.transitions.easing.*;
    mcHome.onRollOver = function() {
    new Tween(puck, "_x", Elastic.easeOut, puck._x, 58, .5,
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    light1.gotoAndPlay(2);
    mcHome.onRollOut = function() {
    light1.gotoAndPlay(this._currentframe + 70);
    mcHome.onRelease = function() {
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    mcCalendar.onRollOver = function() {
    new Tween(puck, "_x", Elastic.easeOut, puck._x, 215, .5,
    true);
    light2.gotoAndPlay(2);
    mcCalendar.onRollOut = function() {
    light2.gotoAndPlay(this._currentframe + 70);
    mcCalendar.onRelease = function() {
    getURL("site.php?page=press&links=home");
    mcRecord.onRollOver = function() {
    new Tween(puck, "_x", Elastic.easeOut, puck._x, 373, .5,
    true);
    light3.gotoAndPlay(2);
    mcRecord.onRollOut = function() {
    light3.gotoAndPlay(this._currentframe + 70);
    mcRecord.onRelease = function() {
    getURL("site.php?page=press&links=home");
    mcTitans.onRollOver = function() {
    new Tween(puck, "_x", Elastic.easeOut, puck._x, 533, .5,
    true);
    light4.gotoAndPlay(2);
    mcTitans.onRollOut = function() {
    light4.gotoAndPlay(this._currentframe + 70);
    mcTitans.onRelease = function() {
    getURL("site.php?page=press&links=home");
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    new Tween(puck, "_x", Elastic.easeOut, puck._x, 688, .5,
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    light5.gotoAndPlay(2);
    mcPressBox.onRollOut = function() {
    light5.gotoAndPlay(this._currentframe + 70);
    mcPressBox.onRelease = function() {
    getURL("site.php?page=press&links=home");
    ... keeping in mind, of course, that each instance of the
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    Elastic.easeOut, rather
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    make sure to
    correc the getURL() parameter as needed.
    > I owe you big time!
    If you really feel that way, I do have an Amazon Wish List.
    ;) Write
    me off line, if you're so inclined. I'll reply with your FLA.
    You're under
    NO obligation to buy me anything. I mean that. If the spirit
    moves you, I
    won't complain -- but write me so I know where to send you
    your FLA. I
    think seeing it will help you out.
    David Stiller
    Adobe Community Expert
    Dev blog,
    http://www.quip.net/blog/
    "Luck is the residue of good design."

  • Increasing the speed for a certian frames in Flash Cs5 using Action Script 3

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    Thank you and regards

    I have found a script online
    Q: How can I speed the frame rate or slow it down when the movie is playing? For example, I would like to slow the frame rate from the default of 20 fps to 15 fps from frame #80 to frame #150. Then frame rate should speed back up to 20 fps after frame #151, (fps = frames per second).
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    "Timothy Hall" <[email protected]> wrote in
    message
    news:ej05ms$p49$[email protected]..
    > Here's an example of how I am using this..
    > I am calling a function "nearestOctet()" that begins
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    > two
    > lines:
    >
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    >
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