I have a main Movieclip called player. In that I build a second MC called 'play_pause' with own time-line: two frames. Frame one have MC 'play', frame two have MC 'pause'How do I access 'pause' MC when 'Player' runs, for example to set a glow effect based on loaded config. On MouseOver set for play_pause I do gotoAndStop('f2') to show the highlighted effect, but I want that highlight changed at runtime.
below is a function (belonging to file1.fla) that plays, starting at a specific frame when a button is clicked. function goToFuncMLR(eventMLR:MouseEvent):void {gotoAndPlay(11);} Instead, what I want to do is play, starting at a specific frame in a different .fla file. If the external .fla file is named file2.fla, what do I need to do to access the timeline of file2.fla from file1.fla ? I have a feeling the solution involves a loader method inside file2.fla.
I created a classic tween on the timeline (not with actionscript), which moves a movieclip. If I change any property of that movieclip from actionscript, that layer stops updating, even if I change the value to its initial value. Can I access that tween on the timeline from actionscript?
On the main timeline I've got a movieclip, inside this movieclip I have some elements. Can I manipulate those elements from the main timeline through AS3? How?
I have a container SWF that loads other SWF's onto the stage using the load() method. I also am trying to access the MainTimeline of these SWF's using Event.INIT and a function and then telling that function that if the MovieClip, "clip", which is the loaded SWF is at currentFrame>=2 then do something.I can't get any response (not even trace responses)unless I specify "if(clip.currentFrame==1)". How can I get the container SWF to see past the first frame of the loaded Movie Clip? I suspect that I should be using ENTER_FRAME instead of INIT, but if I do that the Movie Clip appears and suddenly disappears without staying on the stage.
How do I access Timeline sounds from Actionscript? The sounds have to be in the timeline for my current animation, as the animation is timed to the sound. But other parts of the animation need to react to the sound's amplitude via actionscript 3.
I have a cloud named cloud2_mc and in its timeline i have a cloud layer, and an actions layer. I took the cloud and made it into a a Movie clip clip with an instance name of embeddedcloud_mc in this Movie clips timeline i have a 50 frame animation of the cloud breaking appart and disapating with a tween and i have a stop(); function on frame 1 of this layer.
What I want to happen is, when the cloud2_mc movie clip is clicked to play the animation of the cloud breaking appart. the cloud2_mc has a trajectory moving slowly accross the sceen continuously when the cloud2_mc reaches the side of the sceen it loops again. When the animation is clicked i would like it to continue across its path but, when the cloud2_mc reaches to left hand side of the screen i want the embeddedcloud_mc to reset its timeline and go back to its original state where the cloud has not broken appart.
My question is, how do I access an embedded movie clips timeline to tell it to play an animation on its timeline as well as, how do i make the same object restet its timeline to frame 1?
I have a game which consists of 5 frames.frame 1 asks if you wnat to play and that clicks thru to frame 2. I have a meter which is a movieClip, and if the meter goes to the last frame, there is an onEnterFrame listener that I want to tell the main timeline to gotoAndStop at frame 5, here is the eventlistener code:
this.addEventListener(event.ENTER_FRAME, youLoseGame); function youLoseGame(event:Event):void { stage.root.gotoAndStop(5); //stage.gotoAndStop(5); }
I am having some trouble using Action script to access Instances on a timeline. Lets say that I have a MovieClip in my library that has three frames (frame number 1, 2 and 3) and each frame has sprite with the instance name IMAGE (each sprite is an instance of a different library object.) The MovieClip has the linkage name ThreeFrameClip. I can create an instance of this MovieClip like this:
Var MyClip:MovieClip = new ThreeFrameClip();
I now want to make all of the sprites invisible. How do I do this? Is there a way to access each frame using an array like this:
I am trying to set up a situation where a user types a date into a textbox on the main swf file and then clicks submit. At that point the movie loads an external swf with a dynamic textbox in it that displays the text stored from the variable in the main timeline. How do I made it so that loaded movie can access that that info?
This movie clip is only one frame long and has a couple variables and functions in an actions layer on that first frame.
When I duplicate the movie clip I can't access either the variables on the timeline or the functions.
MovieClipA var blee var blah var tempClip:MovieClip = MovieClipA.duplicateMovieClip('createdClip', 100); trace(tempClip.blee) // This comes back undefined.
Is it not possible to retain the variables and functions inside a movie clip when it gets duplicated?
I know you can define the variables and functions after the duplication but I'd like to be able to have them almost like class attributes / methods for when a new clip is duplicated.
For some reason I can't access the timeline of the movie i'm loading.currently, I have a swf (we'll call it "loadME") to be loaded. it sets a _global variable for the timeline like so:[code]the actual content loads, but I just can't seem to access its timeline. I should mention that the _global.mainTimeline is a movieclip on the stage of the clip to be loaded.
I have a class called Butterfly that extends MovieClip and exists as an asset in my Flash CS4 library.
The timeline of Butterfly consists of different wing flaps for different segments of its behavior. One of the animations is the wings opening up. Once the wings are open, dynamic text is shown on the wings of the butterfly.
Code: //Butterfly.as ... private var _textForWings:String = "Text For Wings";
I don't seem to have access to that variable from frame 159 inside of the clip.
What is the right process for accessing variables defined in the class by the frames inside?
Currently I'm using a getter for the _textForWings variable and using
Code: //getter inside Butterfly.as public function get textForWings():String
[Code]....
In this instance this works, but this things that i specify in the class are not avaiable to me within the timeline where i need them issue is really causing some headaches.
Below is a common block of code to load an external swf (simplified for this example). My problem lies in the function at the end where I'd like it gotoAndPlay('playthis') within the swf that just loaded. I get errors like cant reference static type loader etc.
Code: var graphicLocal:Sprite = new Sprite(); addChild(graphicLocal); graphicLocal.x = 0; graphicLocal.y = 60; var graphicLoader:Loader = new Loader(); [Code] .....
At this point the external swf has successfully loaded and now I want to tell it to go to and play a specific frame. I've tried variations of graphicLocal.gotoAndPlay('playthisframe') but cant get it right. Keep getting a "cant reference static type loader" error.
What I'm trying to do is very very basic however its flat out not working. I'm trying to add a event listener to a button located within a movieclip thats on the root time line.Here's the code:
I have a movielclip, nav_mc, inside which contains my navigation buttons. Lets say I want to effect the time timeline. Before in AS 2.0 I could simply go
function doIt(evt:MouseEvent):void { _root.january.gotoAndStop(2); }
That doesn't work. Returns this in errors:
Warning: 1058: Migration issue: The property _root is no longer supported. This property has been removed. The closest equivalent is the Stage, which serves as the root of the ActionScript 3.0 display list..
Neither does
root.january.gotoAndStop(2)
or
stage.january.gotoAndStop(2) (1119: Access of possibly undefined property ball_mc through a reference with static type flash.display:Stage.)
or
_stage.january.gotoAndStop(2)
or anything!
How do we do this very simple thing now in AS 3.0
TLDR;
How do I reference the _root timeline in AS 3.0 since _root. no longer works in 3.0
I have a multidimensional array on the main timeline. Its name is myInst. I need to access this array from this class to build a scrolling list of swfs which the path to the swfs is in the myInst array. I have not included the entire code/class because the issue is somewhere in this part. The error is 1009, cannot access a property or method of a null object reference. This fla is not going to be the root fla, it is going to be external, so the use of root probably will not work, but I tried it anyway, to no avail.. for any help.
I'm designing an interface which lets the user control the timeline of a movie clip, by dragging a slider up or down with the mouse. And I can now drag the slider around, an archivement for which I am way proud. But I have some problems:
1) When the user drag the curser away from the slider movie clip and let go of the mouse buttom, the MOUSE_UP is not detected. I need a way to detect a MOUSE_UP in general.
2) The current frame of mcTheAnimation should always be locked to the vertical position of the slider. How do I access the timeline of that movie clip?[URL]..
I am loading one swf file in my application and after loading the child swf ,just i want to play one particular key frame in the child swf and the label names is called "start".
Is there a way to access variables on the main timeline in Flash other than MovieClip(root).myVar ? The problem I am having is that I have a movie clip that uses several main timeline variables, but when I instantiate it, it throws a 1009 type error (cannot access property of null object reference). My understanding of whats going on (and please correct me if I am wrong) is that when instantiated it runs the code on the first frame of the movieclip. However, it is not added to display list yet, so it does not have a root. Thus, all the MovieClip(root).myVar lines do not have a root to look at. Does anyone know of a way around this?
what do i put on the normal timeline of the MouseControlled.fla file to target the character that moves around? Like if I wanted to start coding some objects it might hit that I have on the root native timeline how do I reference it?
when my main app is a MovieClip (extends MovieClip) is working.but my main app is a sprite i take this message cannot convert ROOT@16b26df1 to flash.display.MovieClip.can i change this line
MovieClip(this.parent.parent).traceMe();
to something like this Sprite(this.parent.parent).traceMe();
as always, this seemed simple in AS2, but i am stumped with this simple command in AS3.
i have a main timeline [one scene] that has multiple movies, one after each other, in different frames. i need the buttons that are placed in a layer below the movies to access various movies in the scene. was really simple in AS2.
it appears that i can get my button to go to the frame, but the movie contained in the frame will not load and or play. [i have 2 frames dedicated to each movie, the second frame, in the actions layer has a stop command]. the following is the actionscript and the errors i am getting.
AS3: food_btn.addEventListener(MouseEvent.CLICK, playfood); function playfood(event:MouseEvent):void { gotoAndPlay("food"); }
I have an external as file.I was wondering what I put in it to update a textField I have manually drawn on the stage? so what I'd normally put in the timeline is:
myField.text = 'tester';
what would you put in an exteranl as file, and do I need to include:
I have a class, and I'm trying access an object outside of that class. For example, in my class I have function: onNodeLoad(node:Object)with that function I can access the properties of node just fine, but outside the class I cannot.In the function that is inside the class, I can trace (node. title)I want to be able to do that trace on the main timeline.[code]So right now, in my main timeline, trace(con.node) comes up null.I've tried to declaring _node public, private, public static.