I have a lot of traces because I can't figure out what is going on. When you roll over the menu_hello, it stops the "up" perfectly, and on rollout resumes. but if it is going down, and you rollover, and the trace confirms the down, and the rolling over.... but IT DOESNT STOP.
I'm making a "master movie" for an assignment and I'm stuck right now. What I've got is an Intro page that will serve at the Parent.swf to load 4 other child swf's upon a mouse click. The problem is I have a theater stage where I tweened an animation to make it appear the curtain on the stage is going up but once it reaches it maximum height....the tween abruptly stops. I want it to HOLD there until a user clicks a button.
How would I make this happen? Here is the page in question: [URL]...
i make my first flash homepage this time, and i got a problem with my intro.It takes a lot of time to make this work because its my first projekt.So iïve made a flv file as the movie clip and an mp3 for the sound.And i lode it by Actio Script.Here is my code.
//Intro-Video laden var IntroConnection:NetConnection = new NetConnection(); var IntroStream:NetStream;
I have a menu and every time a user clicks a button it takes him to a jey frame where there is a external movie playing. but if he clicks on the menu again it takes him to the other movie but the first movie audio dosen't stop.So here are my two doubts:Is there anyway that I can control my external movie via AS so I can Pause and Play it?
Im doing a projector presentation that has music and I want in the moment the client goes into my site (included in the cd) the music of the projector to stop alone, any idea how to make it?
I have been writing a Flash Web App that basically reads a master XML file, which is just a list of XML files that are scenarios for a client. Its like an image Gallery, except instead of Images its a series of Scenarios that show all the great abilities of the Product.
My problem is that I have created an interval based animation with the Tween Class, and it works fine except when the User Clicks the next Scenario Button, there is always an Object or two that stays behind and animates.[url]...
I created a motion tween. I stried to put an action script, stop();, at the end of the tween but it says "Current selection cannot have actions applied to it.". How do I stop the tween then?
I've started using Motion Tweening in CS4 and I am puzzled by something with how the durations are set. The best way I can describe this is by comparing it to what are now called Classic Tweens. In a Classic Tween, I set the beginning and end keyframes of a particular animation, and when the playhead reaches the ending keyframe, the animation stops. In a CS4+ Motion Tween, I set the first keyframe and then make changes using the motion editor, but when I add frames to the timeline, the tween keeps on growing, and the animation doesn't stop correctly. Is there some trick to telling the Motion Tween that it should only be X amount of frames?
I have 4 buttons that are part of the main tween (they are scrolling across the screen).When you hover over one they do a small animation.When you click it you get sent to a web page in a new window.Up to here everything is working fine.I'm trying / need to get the whole scrolling animation to stop when hovering over one of the buttons, i tried adding "onrollover" to each button with referance to the main movie - nothing.Tried adding a code in my action frame that applies to every button..
If I put several tweens in a loop - rewind and start them again - they suddenly stop(!!) after a while (about 10 sec). [URL] But when I put the code in an extended Sprite Class with the DisplayObject everything works as expected. [URL] Ok, "problem solved", but why is this? I don't understand. Is it a bug, or am I doing it wrong? It works in AS2 (Test 3). [URL]
have a movie clip that I am moving with tweens. When the user clicks a button it creates a new tween and the movie clip moves. However, I have another button that sets the position of the same movie clip. The problem comes when this button is clicked if the tween is in progress. The tween continues and my content moves out of view. Is there a way to stop or delete the tween when the second button is clicked?Here is a simplified example of the relevant AS:
Is there a bug in the as3 tween class that causes tweens to stop before completing. I read that there is and that a 3rd party tween class should be used. I'm just starting out learning as3 and experimenting but this would be good to know when I move onto more complex projects. Also the solution for this was to make your function global. Does this simply mean place your function in the top level of your movie.
I have code that growsUp and growsDown an object using a rollOver and rollOut.
I want to remove the ability to click on this object whilst it is either growing up or growing down.
Here is my code:
Code: var rewind:Boolean = false; guitarButton.addEventListener(MouseEvent.ROLL_OVER,growUP); guitarButton.addEventListener(MouseEvent.ROLL_OUT,growDown); //on rollOver, makes the Guitar either grow up or down, respectively
I use alpha tween when Im about to show a new content and then if they change content the first content will alpha down to 0 right away.
example:
lets say i have two tabs, "contact us" and "about us" and a person click the "about us" tab they will then trigger this [code]...
and if they then click on the "contact us" tab within 1 second they will alpha down the "about us" content but because the tween time isnt up it will come back again. So I need a way to remove the other tween.
I'm having trouble using a scrollRect on an object instance on the timeline that has a motion tween. As soon as I apply the scrollRect to it, the object just stops! I've attached a simple fla that shows what I'm talking about.
Simply comment out this line in the first frame's actions to see the oval move across:
Code: oval1.scrollRect = window;
The actual application I'm making is using a scrollRect on a custom list control, where each item in the list is a symbol in the library. It works great, except if I try to move my list around using a motion tween (the list still works, but the list doesn't move in the motion tween). As soon as I remove the code to apply the scrollRect, it works but the list fills the screen!
I'm a young girl who recently discovered flash cs3 (I started yesterday) I found this tutorial about how to make a flying bird. I did as the tutorial said, I just made a butterfly instead of a bird. Now I made a flower and I want the butterfly to land on the flower. The tutorial only showed me how to make the bird/butterfly fly through the scene and not how to stop it while I still see it in the scene. I figured out how to stop the motion tween but then the butterfly dissappeared from the flash file after it stopped and I also figured out how to make it land on the flower but it keeps moving its wings Now I need help to make it stop moving the wings while it's still visible. I hope my explanation is understandable. As I said I just started with this program so I don't know how to explain all the different things.
I tried to upload the file on imageshack but it seems like it doesn't support this kind of file, or I'm saving it wrong. I could need some help with that too so I can show others what I'm making without that they have to download the file so it's easier to get help when I'm stuck A link to the .swf file [URL]
This is for Actionscript 3.0 on CS5.I've been having some issues with fl.transitions.easing.None.easeNone. I tried to animate my MovieClip character without easing and stopping on a dime. I used the following code to stop the easing:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void {
This is for Actionscript 3.0 on CS5.I've been having some issues with fl.transitions.easing.None.easeNone. I tried to animate my MovieClip character without easing and stopping on a dime. I used the following code to stop the easing:
stage.addEventListener(KeyboardEvent.KEY_DOWN, keyPressed); function keyPressed(evt:KeyboardEvent):void {
I currently got a movieclip. On the timeline of the movieclip i've put a keyframe on frame 100, so that my movieclip is 100 frames long.On the stage I got a 100px wide red square as BG and on top of that a copy of the 100px square just in blue (my shape tween).What im basically trying to do is having the 100px blue square act as a percentagebar. So when I do something like:
ActionScript Code: percentagebar.gotoAndStop(50);
The shape tweener should tween from frame 1 to frame 50 (with 50 representing 50%).
I want to move a movie clip from startx and starty to endx and endy using AS but have it calculate the smallest distance and move the MC at a set speed accordingly so both X and Y stop in the right place at the same time. In other words I want a small script to act like i have just tweened a MC.
Tween: MC _X=0 MC _Y=0 Create Motion tween on frame 0 move on 50 frames Create Motion tween on frame 50 set the _X from 50 to 100 set the _Y from 50 to 200 play()
The movie clip moves to frame 50 but the _X moves at a slower speed than the Y because it has less distance to travel. How this is done in AS with a startX of 0 and a startY of 0 end X of 100 and an end Y of 200.
I'm scrolling a masked MC, which is basically a grid of thumbnails with a few rows. Right now, it works beautifully by scrolling row-to-row if the up/down buttons are pressed only after the tween has finished. However, if I press the up or down buttons in succession before it finishes scrolling, the positions get all messed up because it will start the motion tween from the current y position, which is halfway through a scroll.
Code: new Tween(holder,"_y",mx.transitions.easing.Strong.easeOut,holder._y, holder._y+scrollAmt,1.5,true);
That is basically the only code in my onRelease function.
I've thought about 2 ways of tackling this problem:
1: to disable the up/down buttons while the tween is taking place.
2: to NOT have the tween start from the current y position since that is the root of the problem. But I think this is impossible due to the nature of the purpose of the function.
I would like to know how to stop a running tween when rollingOver a sprite. I used to stop the tween on as2, but I don't know how to acces the running tween on as3 because of the var statement before the tween name.I guess the score is modifying the 2 lines:
over_handler1.stop(); over_handler2.stop();
My code is this one:
Code: function fc_hitOver(e:MouseEvent):void { var lastActive:String=e.target.name;[code]......
I'm trying to create a simple game. Right now I have one button that when clicked moves the character across the screen. My issue is trying to make the player stop looping after I click the button. If I just insert stop for the last frame it will only loop once and stop, but it will not play again after the button is clicked. I've tried using players_turn boolean but couldn't get that to work.