ActionScript 2.0 :: Detecting When Movie Into Target Fully Loaded
Jun 2, 2003
I am trying to load an external swf into a target. When the swf is completely loaded, I want to execute the next set of actions. I am trying to develop my flash websites so that no coding is done within the child swfs. So I would assume some code like this would work:
_root.holder.loadMovie ("child.swf");
if(_root.holder.getBytesLoaded ==_root.holder.getBytesTotal){
_execute some other command;
}
However it doesn't work! So is there a way to detect when a specific child swf has fully loaded into a target (not _framesLoaded please!) and then set a variable to allow some other actionscript to kick in?
I built a pretty simple Flash movie for a client and put a preloader on frame 1. The preloader works fine then the movie plays. What is happening is if you go to another page on the site and then go back to the home page all you see is the preloader bar fully loaded but the movie doesn't play. You have to refresh the page for the swf to play again. It is doing it to me in Firefox but not IE 8 and it is doing it in IE8 on my clients computer...
Here is the code. stop(); this.loaderInfo.addEventListener(ProgressEvent.PROGRESS, onProgress);this.loaderInfo.addEventListener(Event.COMPLETE, onComplete); function onProgress(e:ProgressEvent):void{ var loaded:Number = e.target.bytesLoaded; var total:Number = e.target.bytesTotal; var pct:Number = loaded/total; loader_mc.scaleX = pct; loaded_txt.text="Loading..." + (Math.round(pct * 100)) + "%";}function onComplete(e:Event):void { gotoAndPlay(2);}
Here is a screen cap of what is happening. After you go back to the homepage all you see is the rpeloader bar fully loaded without the load text.
is it possiable to target/query a specific frame in a movie that i am loading into an empty MC...?
eg:
on (release){ if (loadedMoviePath._currentframe == 10); loadedMoviePath.MC1.play(); } loadedMoviePath - what would the path to the MC in the movie that has been loaded be? whatGoesHere.MC1
When I load a .swf into a target movie that I have on my main page, it is all wrong, the slider menu that I have loading into the target movie, does not stay inside target and it seems to reposition the slider menu to the x psotion of my main movie How can I fix this, so the slider menu in the swf stays inside the target movie when loaded?
FLA file is too large to attach, if needed I can attach it in pieces.
My header swf on load took longer than the hobbies swf. It is surpose to appear only after the header swf is fully loaded. See link below.
[Url]
Is that any properities/condition I can use to check that the 1st SWF to be fully loaded (return true value) b4 proceeding to load 2nd SWF using do while statement.
I'm using a preload function with the Movie Clip Loader. Everything works like it should except the external swf's will play before they are fully loaded. At first I only had one frame in each swf, and they wouldn't show up until 100%. Then i added some animations, and now they play out at around 60% loaded.
I know I can fix it with stop() on the first frame and tell it to play after 100%, but I'm wondering if anyone else has had this problem, or is it something common with MCL and i just wasn't aware of it.
I have one main array of 10 elements, inside each element there's another array of 3 elements. So, I must click on any of those 3 elements and compare its index with another array.Problem comes when I try to get its index since it gets it wrong.. I've try with this:trace(_choicesArray[_counter].indexOf(e.target));I even created a temporarly array that gets that specific array elements, but I always get -1. After many tries, I realized it's not a problem of the array or the index, but the event target somehow doesn't know what it index is.. or something like that.. still not so sure.his is the code:
ActionScript Code: private function addChoices():void { for (var i:uint=0; i<_choicesArray.length; i++) {
i making flash website and i tried to put a preloader but it dosen't work ... if u wana see the example of what am talking about plz visit thisi spent alot of time and i visited all the threads posted here but i failed
I've been searching for this for a while, and either my google-fu is weak or there is no easy to find answer yet...
I am using a NetStream to stream a video file from anywhere. The NetStream is NOT connected to any server. Here is the code:
// Create new connection and stream _netCon = new NetConnection(); _netCon.connect(null);
[Code]....
This basically works, of course, but the video always starts playing only when it is fully loaded. It also passes the metadata only then. But the main reason to use a NetStream is so that you can play a video BEFORE it is fully loaded.
I tried playing around with the bufferTime property, but to no avail. Also made sure that there is no caching involved when loading the video. I always load a "new one" by adding some "?bla=date" value behind the url.
Is it possible that the "real" streaming only works when really connected to a server? Or am I missing something else?
I have Movie that has a preloader on the 1st Frame and then on the 2nd Frame a swf is loaded using this script.[code]This loads my test_1.swf into the test_1 mc inside the cc mc.This all works fine.... However what I want to know is how to only gotoAndPlay ("3") after the test_1.swf has been fully loaded?The idea I'm working with is that... an initial swf (simply an image with a preloader - test_1) would load into the background when the swf is started and then a menu would appear in frame 3 that would allow the user to replace the background swf with button clicks..... But at the moment the menu on frame 3 is loading before the background swf is loaded.
I'm having a strange problem while preloading external swfs. I have about 6 external swfs that load whenever their respective button is clicked. Each swf will have a short animation that builds the page. Initially, i was testing the swfs with the full page assembled on frame 1.
Everything worked as it should until i started building the animations. Now, instead of the animation starting when the swf is fully loaded, it starts when the preloader is around 60%. This happens everytime at 60%. If I take the animation off and go back to 1 frame, it shows up when it's supposed too, at 100% loaded. I thought i could get around it by putting a stop on the first frame and telling the swf to play with onLodInit(), but it still shows up early with the stop() on frame 1. Just wondering if anyone else has ever experienced this weird problem?
Im trying to draw a bitmap of an dynamically loaded image via xml, and ofcourse i'd like to apply smoothing to my images, as my page resizes with the browser and creates a mess.
The images are loaded with a timer event, which fires every 200ms, and each time this occurs, I'd like to quickly draw the bitmapdata of the image so i can apply the smoothing.
My problem that im having is that the images aren't completely loaded when I run the draw method and so im left with a white box instead.
Currently im using:
Code: function itemHandler(event:Event):void { loadThumbs(event); thumbLoader.unload();
I have a question that is a bit tricky. Why I want to do this is becouse I need such a dynamic solution as posible with fast downloadtime.
- I have a host file that schould preload child files (this is to display what I can load visual).
- In the child files library i have a clip ready to be exportet (it's exported in first frame)
- when my host noticed that the childs second frame is loaded I want to grab the clip from the childs library and attach it in the host. (after this it will load nextone e.g.)
Is it not posible to get childrens exportet library clips? (have tried to load whole child clip before trying to grab the clip).
One being ... at the moment when a FLVPlayback is imported onto the stage and a user clicks on the exit button before the video it has fully loaded onto the stage, the video keeps loading in the background. I want it to be completely removed and stop loading when the exit button is click... because at the moment it slows the users internet down and the sound also plays in the background when its been fully loaded... The video interface seem to be removed but not the whole thing.
It is also happening to me when I use addChild to load a external JPEG... if the user exits before it is fully loaded to the stage... it keeps loading in the background.[code]...
[CS3 AS2]. I'm having trouble preloading a site I'm working on. I think I'm doing it correctly but the preloader page dosen't show up until its done loading. Then jumps straight to the 2nd frame because its loaded. I'm just doing a simple animation on frame 1 (as the preloader anim.) then when its finished loading, goToAndPlay frame 2.
Code: total = _root.getBytesTotal(); loaded = _root.getBytesLoaded(); if (loaded == total) { _root.gotoAndPlay(2); }
In my project I have five video files that I need to all play simultaneously. I'd like the user to be unable to play them until they are fully loaded, because of course streaming would mean they wouldn't necessarily be playing at synchronized times any more.
So I need to load them all entirely, and have a single button that the user clicks to get them all to play simultaneously.
I have a pre-loader with dynamic loading text displaying the % of movie loaded. I also have an animated loading bar which goes from left to right.Is there a way of making the loading bar only be fully loaded at 100% an only half full at 50% etc. At the moment the loading bar movie clip plays until loaded and then starts all over again if the movie hasn?t loaded yet.
A website I've recently encoded has HTML5 video that falls back to a Flash video for IE browsers. The MP4 video is played through a SWF file with an FLVPlayBack component, and works perfectly on my company's staging environment. However, once we moved the files to the client's live site, the video's buffering does not work properly. Instead of showing the video controllers and progress bar as the video loads, nothing is shown until the video file is completely downloaded (about 50MB)Here are the settings used for the SWF file and FLVPlayBack Component:
I'm in need of a preloader, (or easy tutorial on how to create one), that will run a progress bar and also play a short welcome animation all the way through... regardless of connection speed. One that checks total frames of mc against total bytes loaded or something.
I have a flash file that is 1.5mb in size. As it takes about 6 minutes for someone on dialup to load this file, I have created a smaller swf file and loaded the larger one from it but I don't want the larger one to begin to play until it's fully downloaded. How do I set this up? I have set up the action script 2 as follows: loadMovieNum("top2.swf", 0);
I have a main swf file that needs to stop, load & play an external swf file the main timeline, & then resume the main timeline when the external swf has finished playing.
So I have the follwing code in a frame in the main timeline:
stop(); var swf:MovieClip; var loader:Loader=new Loader(); var defaultSWF:URLRequest = new URLRequest("url/.swf");
[Code].....
This loads and plays OK but it's the unload and play that I'm struggling with.
What code can I use to detect the end of the external swf and either call swfComplete of goto a main timeline label?
I'm working on an image pre-loader where i get the images i want from their respective url's, and once finished, proceeding to the next page. I have gotten it to load the images as i want/need, through lines of code similar to this:
Code: var loader:MovieClipLoader = new MovieClipLoader(); this.createEmptyMovieClip("imgcont",1); loader.loadClip("*url to img goes here*",imgcont);
All i'm looking to find is how many of my images have loaded completely. At first, i thought that getBytesLoaded() and getBytesTotal() would have been able to help me, but it seems that the images brought in through loadClip has no weight on how much has been loaded.
Is there any way of determining how much of those images has been loaded?
I am able to load images into my file by designating their locations in an XML file using AS3. I'd like to be able to determine the width and height of the individual images without having to manually enter each one into the XML file.I think once I reach this point, I'll be able to figure it out on my own:I want to be able to load an image to the stage and trace its width.