AS3 :: Flash - Wait For A Movieclip To Stop The Animation In Order To Do Other Actions?
Dec 31, 2010
the think is; in the main timeline im on the frame 1 (animation stoped here), i want to pass to frame 2 but first i play a MC, who is an animation of a black square who covers all the movie that goes from transparent on his own frame 1 going to full opacity in frame 5 and then transparent again in frame 9. Well i want to pass from main frame 1 to frame 2 when the MC animation is exactly on his own frame 5
i cannot stop my animaiton in order for me to put a start button to make the animaitoin start when the start button is clicked on. I put the code stop(); into one of the begining frames but it still played . I am using action script 3 on CS4 This is the frames i have and the code i tried to put in I also uploaded half of my animation in .fla format but its ziped
when i have the code like: lala.gotoandPlay("down");
it execute this line and immediately jump to the next line. it is possible to wait for the movieclip to run finish before excuting the next line?
one method is having the code i want to execute at the frame the movie clip stop. But is there other method such that i can have all the codes in the same frame?
basically on the stage I have my Menu movieclip which is linked to an actionscript class called Menu. Within this I have another movieclip, not linked to actionscript, just a plain old movieclip.
This movie in question is a dialog box, and contains an animation for it popping up, and then going away again. I'm trying to put actions on specific frames to make it stop when it reaches the middle of the animation, then when "ok" is pressed the animation will resume and it disappears again. However the actions on the frames don't seem to be getting executed. I tried putting "this.stop();" on the middle frame, and have since put "trace("hello?");" on all kinds of frames but it doesnt seem that the actionscript is getting called at all.
This is something for work so I don't really want to start sending the .fla file around, but instead is there anything I should know about things which could cause the frame actions to not be executed?
I wrote the following code to have flash stop on frame 1 and wait for the click on the start button. I will use the animation in Connect Pro and without a Start button, the audio starts before the video. Here is the code and following is the error I get in the Compiler when I play the animation. The button does have the instance name play_btn :
play_btn.addEventListener(MouseEvent.CLICK, buttonClicked); function buttonClicked(event:MouseEvent):void { gotoAndPlay(2); } stop();
The error I get is: Location: Scene=Scene1, layer=actions, frame=1, line 3 Description: The class or interface 'MouseEvent' could not be loaded. Source: Function buttonClicked(event:MouseEvent);void
I'm trying to animate the lights of a christmas tree randomly from the bottom up. I'd like it to start from the bottom of the tree and move upward, but each section of lights as it moves upward, needs to animate randomly.Give each light (movie clip) in the tree an instance name of light1_mc, light2_mc, etc with light1_mc being the bottom most light and highest instance number being the top most light (i.e., if there are 50 lights, light50_mc would be the top most light). Then I would create a for loop that would loop through the array of lights and tell each light to turn on/fade in randomly, but from an ascending order (from light1_mc to light50_mc, but randomly).
I have a main swf into which has a number of clip instances which serve as buttons to load separate swf files dynamically. The swf I'm testing has stop(); actions on various frames, but when loaded it simply plays through to the end and loops continuously.I was able to use onLoadInit to stop the loaded swf in the first frame, but have failed at various efforts to direct the clip to play again in the manner that I desire- i.e. stopping at the various pause points until a click starts it playing again.
Am I right in thinking this is happening because it's still trying to execute actions that were happening in frame 1 (fading in of movie clips using transitions) when it goes to frame 2? If so, how do I stop these actions so this error doesn't occur?
My flash movie has the following actionscript which makes several leaves fly across the screen....I would like to be able to stop this action completely once I get to a certain frame within my movie....
I am trying to get my animation to play in reverse order and this is a pain in my leg.I have most of it figured out, this script below. I need to know if and how do I get this forward function to stop at a labled frame or key frame and not just use a number of px.
In this example I have x: "100".I need this to just play till it reaches a stop actions / lable frame or key frame. I have been trying to get this animation to play in reverse order for about a week now and I came across the TweenMax and it has a lot of good subclasses, but not much information online about the reverse subclass.
stop() // importing the classes TweenMax and easing import gs.TweenMax; import fl.motion.easing.*;
Is there a way to tell a movie clip to way a number of frames from a specific action being executed (say a button being pushed) before it starts playing?
I am new to Flash and cannot get an FLA animation to stop on the last frame. I have inserted a blank keyframe with a "stop()" command, but this command stops the animation on a blank white frame (presumably the first frame of the animation).I am working with a rebuilt FLA file (i.e., decompiled SWF file) on the latest version of Flash. In addition to Actionscript, I have tried adjusting the Publish Settings (e.g., unchecking "Loop" and setting the Flash version to 7 or 8) and editing the embed parameters (as suggested in another answer on Stack), however neither of these efforts seems to make a difference.
I have an event listener for a mouse click in one frame, then I go to another frame.There are no action so mouse clicking should not do anything, yet for some reason clicking the mouse does the same actions that the previous frame had.How can I stop the actions from being carried over to the new frame?
I am using Flash CS3. I'm new at actionscripting and I do not understand it completely. I have a movie that has a few (2-4) scenes in it. Each scene is like its own "commercial" I created a holiday movie that has snowflakes falling using an online tutorial. The movie works fine by itself, but when I load it as a scene in the movie that has my"commercials", the snowflakes continue to fall throughout the rest of the scenes. The holiday movie has a movie clip that has a snowflake falling straight down. The actionscripting duplicates the movie clip randomly as well as its opacity, postition, etc. I understand what I did during the tutorial, but I'm not sure how to get the snowflakes to stop falling throughout the rest of the scenes. I've tried entering a stop after the script but it just seems to stop the scene there without continuing to rotate through the rest of them. I don't quite understand where to tell it to stop. Somewhere else on the actions timeline? In the movie clip itself? Here is the actionscript code I'm using:
this.createEmptyMovieClip("canvas_mc",10); var i = 0; myInterval = setInterval(addFlake,500);
I am creating an order form for my flash site. I have never done this before in flash but I have in visual basic. I have a few questions:
1. Is assigning variable names to checkboxes and radio buttons the same as in visual basic? I mean i know that you probably assign them in the properties. ex..say i name a radio button 'radio1', to run a check in my actionscript whether radio1 was checked or not would it be something like if(radio1){}
2. After the person fills out the form I would like to have the results of the order sent to a pre-specified email adress in a certain format. What would be a good way to do this?
essentially, I'm loading some clips dynamically via xml offstage...they then pan to the center of the screen. Pretty easy, except the files (about 100k+) aren't loading fast enough, and they're showing up halfway through the tweenYes, I know, I need to wait until the clip has loaded...but how? I've tried onLoad(success), getBytesLoaded() ==getBytesTotal() etc...but I can't so much as get the file size of the file at the end of the xml branch. Before I go any farther, here's the code:
I've been making a Flash animation in AS3 for quite some time now and I'm just about finished, except whenever I go to test it, it will always stop at a certain point. First of all, I definitely do NOT have a stop script there. It's 27 scenes long. It will always stop roughly 11 minutes and 10 seconds in. Why does it do this?
I am working on an animated web banner. The specifications say that the animation must stop after 30 seconds but can resume on a mouse rollover. My animation is just a looping rotating circle created on the timeline. How can I get this looping animation to stop after 30 seconds? Also, is there a simple way to have the animation resume on a mouse rollover
I have created an opening animation for the webpage. It works well, a main movie loading in all the component parts, to keep the overall filesize down.Except this seems to cause me a problem: the animation sits in a normal html page, which has links to other pages. As the animation loads in, the little percentage checker ticking away in the corner, it is either impossible or at best slow whenever you click on any of the html links. It wants to keep loading the bits in rather than stop and do what the browser wants.IS there anyway of forcing the flash animation to stop loading?I notice on macromedia's site that most of there navigation is controlled by other flash movies, rather than html links, altho the html links do seem to interrupt the main animatin loading and then navigating on.
I want to apply actions to a movieClip nested inside a dynamicly attached movieClip, with the attachMovie method; it doesn't works when the movieClip is attached by a button:
1.when the swf movie loads with an attachMovie method the remove_btn clears the window_mc
I have created a short animation in Flash CS4 which has one button with a URL link. the button shows up on frame 217, and on that frame I added the following action script:
[Code]...
however, the 'hit zone' for the button shows up from frame 1 of the animation. is there a way of getting the hit zone to start when the button shows up?
Anyway, I am just trying to figure out movie clips as buttons, and have been following along on however, I seem to be doing these things right, but when i test my movie, the button just loops regardless of rollovers or stop actions.You can check this addressto see the failed anim, and you should be able to import it as well. Here is my coding:
function rollover (e:EVENT){ myBtn.gotoAndPlay ("in");} myBtn.addEventListener (MouseEvent.MOUSE_OVER, rollover); function rollout (e:EVENT){ myBtn.gotoAndPlay ("out");}