ActionScript 1/2 :: Get Flvplybk To Trigger On Button?
Sep 5, 2011
Existing Flash site with AC2 Trying to add a button to popup and play an FLV file Code below works fine in main timeline without any attempt to wrap it in the onrelease, it opens and plays the file immediately (allbeit of course not what I want to happen) Button instance is of course play_vid
I've looked at a hundred examples over 3 days and noda. Does something need to be added in to support onrelease?
I have a button (instance is called resbutton) and I would like it to play a specific frame (frame 13) when clicked on. Flash says I cannot add actions to the buttin itself so I made an Actionscript layer and so far just have:
I'm trying to trigger this page turn event without having to click the page. I want it to go based on a timer event, where lets say after 30 seconds it turns the page. Unfortunately this is all in AS2, so I'm having trouble figuring out the correct way to go about doing this. function is called startFlip, and I need it to be enabled at 30 seconds instead of an on press function from the page button I originally had.
I have music for my site that I want to load from an external file. The external file has a play and stop button in it (which work perfect). I can get the music to load if I make a button that triggers the loadMovie to happen, but can't figure out how to get it to loadMovie using a frame. Basically I just want the main site to load and I want the external music file to load automatically w/o pushing a button or anything. Here's the code I was trying, but the music controller and music never load into the main movie:
I need several buttons to be within the one mc, having an action (zoom + scale) apply to all of them together.But each button should trigger a second mc that is not within the first mc. (because the second mc should be scaled and zoomed along with the first mc.)So: button placed within mc. What action script to assign to the button to trigger an event not within the mc. ?
I am attempting to create an interactive piano. Right now, I have my keys layed out and each key is a button. On the down frame of that button is where the sound plays. What I want to do now is to allow the user to press a button and when they do so, the down frame of that button will trigger, thus playing the sound.
Is it possible to trigger for example flash uploading button via javascript?For example I have made empty image wrappers and by clicking on them, they trigger flash button to open as select window.
I looked at the tutorial on gotoandlearn about it, and understood the concept, but it's in as3, and I'm trying to do this in as2.I have it so that the url changes, and the title changes. And when you click on the various buttons on my site..it registers in the browser..but the main purpose I can't get, namely, if someone clicks my about button, i want to trigger the about function.That is easy enough to do in flash, but how can I get it to trigger from the back or forward button. Or if someone goes to URL...I am not getting the key ingredient to make this happen. If I paste in URL...how is it to know to launch the about function?
I have button which works fine, but I want it to trigger another button on(rollover). So, when you rollover button 1, a second button will go into the "over" state.
i very often create buttons using movieclips ( basically i cannot remember when was the last time i used an actual "button")usually this stems from complex behaviours i have to script. in this scenario i normally draw a transparent sprite into the clip which acts as a trigger. these transparent triggers can under certain situations cause performance lags. now i wonder if there is any special function in as3 which i maybe overlooked that can act as a trigger without causing performance issues?
I was working 2 fake flash 2 see a createdTextfield as a button. Since i think it can be done with attachmovie with a dynfield inside too. but anyway..
how i can organize this much better? -script is doing his work-
I have a button on the right side of my screen. When I click it I want a full screen menu system to come in from the right hand side and stay in place until another button is clicked.I have all the parts built, but I don't know how to use buttons properly. The only tutorials I've found are the ones that tell you how to show or hide something, or how to change the appearance of the button.
I am trying to figure out how to trigger a button's over state (i.e. play the over state movie clip for about 4 seconds and then return to the up state) without the mouse event.
The playing of the movie clip would occur when an Action Script cue point in an flv was reached. I think I have the right code for the cue point handling, but have no idea how to specify the over state of a button, or how to tell it to play for a specified time and then return to it's up state.[code]...
Consider the following mx:Button:<mx:Button click="doSomething()" id="myButton"/>Is there some way to programmatically emulate the user clicking the button?One obvious way to do it would simply be to call doSomething() which would give the same end result as clicking the button. But I'm specifically looking for ways to emulate the click -- that is something along the lines of myButton.click() (if that should have existed).
I have a weird thing going on with my skins. I'm hoping to fix it by doing a workaround that involves triggering the click of a sparks buttonbar button, but I'm not exactly sure how to do that.
I am trying to trigger flash to go full page with a button in which I have added this code: on(release){ fscommand("fullscreen", true), } But it isn't working. The idea is if I press the button I go full page and if I press another I'll go out of full page mode.
I have a bunch of buttons each one with a roll over on it that trigger an animation. So far no problem. The problem is that as I would like to add to the buttons a behaviour like this: if you roll over the button more than 200ms the animation happens else nothing happen.
Here is my code: tab01_mc.buttonMode = true; tab01_mc.addEventListener(MouseEvent.ROLL_OVER, rollOverTab, false, 0, true); //this is one of the buttons function rollOverTab (event:MouseEvent):void{ getTimer(); var delayTime:int = getTimer(); trace(delayTime); if (delayTime >= 200){ event.target.gotoAndPlay("Over"); // over is the animation of the button }}
But this isn't working because what getTimer actually does is return the time since the whole movie started not since the function star running. So my question is: is the a way to tell AS to start counting from 0 so that I can use the elapsed time as my condition to trigger the animation?
A friend of mine asked me to build a web site. Since I am a graphic illustrator and that I know a lot of After Effects, he tought that that would be easy for me building his site.Well, here I am, stuck with this flash problem (I am a nuke in actionScript). The guy wants an interactive map of the best country in the world, that is, Canada.When the users mouse hovers a province, a little rollover/rollout animation plays. Actually, it took me about three weeks to make it work, but it works.Now, this is wheretrying to figure out how to trigger a movieclip with a rollover/rollout button. When the users mouse hovers an important city (in this example, Ottawa, Ontario), on rollover, it should play the movieclip box_mc up to frame 40 and on rollout, play the rest of the movieclip
where if you click the button, a label saying "Button clicked" will display. This was accomplished using the following actionscript attached to the button...
on(release) { display._visible =true; }
Now I want to make it so that when the enter key is pressed in the edit field, the same thing happens.
On the button actionscript, I have used ...
on (keyPress "<Enter>") { display._visible = true; }
Trying to target a button inside a mc in order to trigger a swf. The swf has the same name as the listener in order to repeat the function with multiple swfs. my problem is, i'm getting an error of an Access of undefined property with my mc I geting an error:"
I have a movie clip button with a dynamic text field inside. I am loading the mc dynamically to the stage. In Full_Screen mode static buttons including the full screen button work without a problem, but the dynamic button event does not trigger when clicked. In this simplified code belwo the dynamic button when clicked should change its message to "You have clicked button 1". This works in normal mode, but not in Full screen.I tried btn_cuePt_1.enabled= true; but without success.
Does it have something to do with not using the fullscreen events? exp. stage.addEventListener(FullScreenEvent.FULL_SCREEN, s_function)
Structure of my button is: Think of it as three layers inside a movie_clip. I used an empty button on the top layer so I would get a pointer cursor, I used a dynamic textfield the one that should change after the event to "You have clicked button 1", and last but not least the button graphic.
as3 Code
PHP Code:
//global variables var btn_cuePt_1; //file definitions
I want to be able to trigger a click on the "Upload" button in Uploadify - the reason being I'd like to be able to choose to upload a file from a dropdown menu and hence need to call "Upload" somehow using javascript - unless anyone has another clever idea?
when the menu items are clicked it calls the SWFAddress.setValue( ); which changes the address bar and triggers the event listener: SWFAddress.addEventListener( SWFAddressEvent.CHANGE, swfAddressChange );
this is visible by the textbox in the upper left hand corner, it changes to reflect the value. But when you click the back button, the event SWFAddressEvent.CHANGE is not set off and the result is the textbox staying with the previous value.
as you can see from the html code, the flash Object has an ID, the swfaddress javascript is imported after swfobject. ( using swfobject2.1, swfaddress 2.3 )