ActionScript 1/2 :: Removing Flvplayback From Scene - Not Working
May 31, 2009
I am tring to remove the flvplayback compiled clip from the stage with the following code but it only stop the movie, it does not remove the actuall player.
on (release) {
_root.instance1.instance2.my_FLVPlybk.stop(); _root.instance1.instance2.my_FLVPlybk.removeMovieClip();
}
When I place a FLVPlayback Object on scene 3 I get the following errorTypeError: Error #1009: Cannot access a property or method of a null object reference.atUntitled_fla::MainTimeline/__setProp_flv_promo1_Scene3_Layer1_0()atUntitled_fla::MainTimeline/frame1()
When I place a FLVPlayback Object on scene 3 I get the following errorTypeError: Error #1009: Cannot access a property or method of a null object reference. atUntitled_fla::MainTimeline/__setProp_flv_promo1_Scene3_Layer1_0() at ntitled_fla::MainTimeline/frame1()
I am trying to remove a FLVPlayback. When I do this it visually removes it but the video is still playing because I can still hear it. I've removed the container child that holds it & I even tried removing the FLVPlayback itself, still keeps on playing.
I am trying to remove an FLVPlayback from stage at its completion and gotoAndPlay a mc from my library. Nothing seems to work. I am using CS4 and as 2.0.Here is the code im trying to use now to load and remove FLVPlayback
I have a problem in ActionScript 3 with a project where I am to output a bunch of data in a diagram and as pure text. This is not the problem, though. The problem is that when the user changes the type of data he wants shown. I would then remove the currently shown columns in the diagram, and add new ones. But my code removes ALL columns, so that there is no diagram at all!
I've done it all in Flash CS5, and the columns are instances of an object I made (a rectangle) which I just add to the stage. All the instances are added to the container "container." When I want to remove them, and add new ones I use:
var container = new Sprite(); // The container for my diagram function emptyContainer() { if (container.numChildren > 0) {
[Code]...
I wonder where to place my function for removing all children, to remove just those children that were added earlier. To matter where I place the function (at the start of fChange, at the beginning of each case) there is NO diagram shown, either new or old.
I have an Actionscript coded flash file which run perfectly without any error. I am not getting why it shows an error after i do insert a scene before or a frame before the current frames;
In Flash CS4, if I create a new AS3 file and use File > Import > Import Video to bring in an mp4 video it works great. However, if I create a new scene and import the video into that, I instantly get this error at runtime:
TypeError: Error #1009: Cannot access a property or method of a null object reference. at Untitled_fla::MainTimeline/__setProp___id0__Scene2_Layer1_0() at Untitled_fla::MainTimeline/frame1()
Is this normal behaviour? I don't get this error using AS2. How can I add the FLVPlayback object to a different scene in AS3 without explosions?
I dragged the FLVPlayback component onto my stage and attached a source to it using the component inspector. When I view my .swf, I can't get the full screen option to work. I have uploaded my file here:[url]....
I have an instance of FLVPlayback on my stage called amplayer. I also have buttons next to it that stop the player and change the source. Some of the buttons not only change the source, but seek to a cue point as well. I'm trying to create the function that seeks to the desired cue point once the new video source is loaded and the player is ready, but it is giving a cryptic error at compile time.Here is my code:
import fl.video.*; //Button click handling code goes here function readyhandler(event:VideoEvent):void {
I dragged the FLVPlayback component onto my stage and attached a source to it using the component inspector. When I view my .swf, I can't get the full screen option to work. I have uploaded my file here:URL...
my flvplayback component is not working when i tried to pass the url of the video to be played from js to the actionscript.(using actionscript 2)
I properly embedded the swf and added the object ids as well. i just assigned the url to a string and then passed it to the function in the as but it's not working...
I have an SWF file with a full-screen button working perfectly. I have added an FLVPlayback component, working correctly.
However, if the whole stage is in "Full Screen" mode, and I click on the button which loads the FLVPlayback component, the screen becomes black and the FLV doesn't even load.
I have tried addind the action movieHolder.fullScreenTakeOver = false; but it did not help.
How do I correctly remove/stop a timer in actionscript? do it like in this piece of code but timer has been set to fire frame1SoundTimerHandler in 200 seconds later :
ive made a button in the scene 1 which i have managed to navigate to scene 2 but when i click the button it goes to scene 2 but displays everthing that is in scene 1 in scene 2, how can sort this out so upon the button click in scene 1 it goes to scene 2 and only display content in scene2.
I have created a simple game which is started by a start button in a Movieclip that opens at the beginning using the code : var splashscreen:MovieClip = new Splash(); splashscreen.x = 0;splashscreen.y = 0; addChild(splashscreen);
The splashscreen movieClip has its own code : Play_btn.addEventListener(MouseEvent.CLICK,playgame); function playgame(e:Event):void{parent.removeChild(this); Play_btn.removeEventListener(MouseEvent.CLICK,playgame) }
When I run the game the splashscreen does load and then disappears when the Play button is pressed but none of the eventlisteners seem to work. The background moves, the enemy ships fire but I can't move the ship or fire using the keyboard. The game works perfectly well when I don't use the splashscreen at the start.
I am a high school teacher who is teaching Actionscript 3.0 for the first time. I am teaching my students how to create multiple scenes to understand actionscipt interactivity. The first scene has a button. The second scene has something happen when a key is pressed. The problem is that the second scene doesn't work. Flash doesn't even show the trace command that a key has been pressed. Keypresses work fine when done in the first scene, but when put in the second scene after a button has been pressed, it doesn't recognize the keypress event.
In Scene 1, I have some buttons which I want to lead to Scene 2, Scene 3, and Scene 4. However, I can't make the buttons work! I have tried this code: btn_1.onRelease = function (){ gotoAndStop("Scene 2", 1); };
It gives me these errors: 1120: Access of undefined property btn_1. 1067: Implicit coercion of a value of type int to an unrelated type String. And I wind up with a looping flash movie of scene 1 and scene 2, even though I put a stop() on the timeline of Scene 1.
everything here is fine. It opens finely. But... i want to pass parameters where if i click a button in html page My.swf should open a particular scene called 'Scene 2' rather than scene 1. i tried
I am working on someones as2 file and I noticed that they had an onEnterFrame running non stop in the movie. I don't use onEnterFrame personally. So I tried to create a conditional to stop it. While the conditional worked its stopped the fluid animation they had used. So I need to figure out some other way to get rid of the onEnterFrame. Anyone have any ideas here? The AS basically resizes a box on stage when certain movies are loaded.[code]
I have a play button on one layer and an actions button on another layer. Im using Actionscript 3.0. im trying to make it so when you click the button it takes you to the next scene but when i test it it just flashes the button and goes straight to the next scene. :/Here is the code i last tried but i have tried about 20 different things so far:
I want to upload the .fla but i dont know how to get the file size small enough. I read the post were it said to just delete the images from the library but it didn't replace anything with red shapes
Check out what happens after percentage loaded. It just goes to Frame 1 of next scene but doesn't play it.... although if you right click and click PLAY it will indeed play it.. How to get it to start upon 100% loaded?? I SHOULD NOTE that the scene that won't play has an embedded FLV in timeline
The problem is the first button jan_btn works and it goes to Scene 2 when it is clicked. But the second nested one i.e., button inside the scroll_mc movieClip is not working.
I have kept jan to dec buttons inside scroll_mc movieclip (it will scroll) and kept on stage.
Why nested button i.e., button inside movie clip is not going to Scene 2 when it is clicked?
I have a project where I'm removing code for bandwidth detection, but after I remove it, my code in the }else{ won't execute anymore like it did before. Not sure what I'm missing? Maybe a pair of curly braces somewhere? Here is before, and after bandwidth code removal:
stop(); images_xml = new XML(); images_xml.onLoad = startImageViewer;[code].....
Ok... I have 2 scenes.... 1st scene is an intro menu with several movie clip symbols (let's call them buttons for all intents and purposes) that gotoAndPlay various sections of the 2nd scene when clicked ... The various buttons on this intro screen point to different frame numbers in the 2nd scene... button1 goes to frame 1 of scene 2... button 2 goes to frame 10 of scene 2.... button 3 goes to frame 20 of scene 2 and so on....
when I click the 1st button, it takes me to the 2nd scene at frame 1 and correctly shows me that page ... (all 2nd scene pages have a navigation bar at the top to access the other 2nd scene pages) ... when I click on a navigation button it takes me to the next page within the 2nd scene that I am looking for and each progresive page works correctly.
I'm been working on a script for a while, and am just about finished. It plays a movie onscreen based on where the cursor is, then when the left mouse is clicked, it plays a new movie and then writes a file.
It works when I test the scene withing Flash (the app). However, when I save it off as a .swf, and then open it in Flash player it does not. The mouse cursor is still playing a movie onscreen based on where the cursor is, but the left mouse button won't do anything, nor will it write a file.
Am I supposed to open an Actionscript 3/Air app somewhere else, not the Flash Player? I want to make this standalone, not have to be launched as a test scene inside Flash to work.
The problem is I get Error: Error #2094: Event dispatch recursion overflow. Why does removechild keep getting called if this.parent does not exist? Why doesn't removing event listeners work?
I have attached a video on a frame of my website in Flash. When I preview the movie the film plays as it should.But when I export the Fla. as a Swf. file it then doesn't have the movie there anymore?It does show this error:
**Warning** The linkage identifier 'FLVPlayback' was already assigned to the symbol 'Video/FLVPlayback', and cannot be assigned to the symbol 'FLVPlayback', since linkage identifiers must be unique.
so I have some buttons that, as of right now, simply trigger the scene to move on while at the same time killing some particle effect animations I have spawning when the animation is idle. What I now need to do is make these events move on to a specific scene AFTER the rest of the scene's animation has played out (about 400 more frames) I'm figuring that the gotoAndPlay command has to be tied to some sort of timer variable that I would have to figure out based on my fps. Or maybe there is a way to set up a timer directly tied to a certain amount of frames allowed to go by. I'm pretty noob at actionscript, so keep that in mind. Here is the script at the point where the animation pauses to await user input on the buttons: