I have a script; what it does is is read a numeric variable (projects) from "text.txt" and dynamically attaches a relevant number of movie clips in a row. Each one of these movie clips serves as a simple two frame "button"; frame one is the unselected state, and frame two is the selected state...
// load external data
loadData = new LoadVars(); loadData.onLoad = function() {[code]....
anyway, this script works just fine, as is. the variable reads in perfectly, the movie clips attach etc. my problem is this: I want the button that I click to go to its active state. this is no problem as all I have to do is add an onRelease/gotoAndStop() command which is attributed to each button as it is created, as above. my problem is that, say I had a bunch of dynamically generated buttons, when I click one of these buttons I don't know how to tell the other buttons to revert to their inactive states i.e: return to their first frames.
I am making animation button by movie clip, which has up, over, out and down state animations.
Using addEventlister and adding mouseEvent.ROLL_OVER, ROLL_OUT and Click.
It works almost OK but when I put and stop mouse at around corner of the hit area of this button, animation starts loops playing between over and out state.
I am very new to all this and want to learn but am struggling to get the thing explained so that I understandDo you know of a good simple tutorial that explains how I can use loops to load jpgs and text sometimes from a single button and sometimes from multiple buttons.To press one button and load one jpg and text is ok but to get one button that each time it is pressed loads the next picture with its text fromexternal files is something else and when I then need several buttons that each load a different jpg with its text wow.
I have a website that I'm creating an events page for. The intent is to have the text updated dynamically and the ability to create links in the .txt file that start a gallery in flash in a UILoader. The way I have it right now is that the links open a new page, I need to be able to link to the UILoader and specify a certain gallery to show up.I looked everywhere but I can't seem to understand how to do it. I saw that there was asfucntion but as I saw it's no longer in AC3.Here is the link to the page: go to the events page and you'll see what I currently have. The text on the left is dynamic from a txt file this is the content of the file:[code]I need to change the href to something that will trigger flash to load a specific gallery. I have the UILoader in there now and it gets the file that I need. But it's missing the point all together of being dynamic.I could create a function that gets triggered by the href but I've tried it and don't seem to make it work. I'm no programmer I'm a designer, so this is a little over my head. I've just cracked the door on AC3 when I started this website last week & I feel that I've came a long way, but there is a whole lot more learning to do .
I am using Flash5 to build a site. I have a main page with navigation bar to get around. The word "menu" is sitting on the right of the stage which contains the actions:
on(press) { gotoandplay("expand") }
which opens the nav bar on the bottom of screen. This works fine. However, the text was blurry on my site, so I switched the text from static to dynamic text, which solved the blurriness problem.
BUT, after switching the text, I discovered my "menu' button is not behaving as before.
Can one assign actions to dynamic text? If not, what do I do to still have legible text? Again, the menu bar and other links were working fine, but when switched to dynamic text, none of the navigation works.
I have 4 objects in the library. I use a switch case statement to randomly generate them to the stage;[code]When the user clicks "taskMC", I want to assign behaviors according to which object. If I trace "taskMC" I get the name (object A_Graphic, object B_Graphic etc.)but I can't assign actions to them that way. How do I get object A_Graphic to do one thing, object B_Graphic another thing...?
I have a button that is a movie clip that is set up with animations triggered with MOUSE_OVER and MOUSE_OUT event listeners. The glitch is that once the mouse is over the button ... each ensuing pixel that the mouse is moved, loops the animation again. That probably didn't make a whole lot of sense, so I posted the file on my test site [URL]. You have to drag your mouse slowly across the button to see this. The bottom part of the button works as I'd expect. When you roll over the text at the bottom of the button, everything functions as it should. The looping problem starts when you roll over the image portion of the button. For some reason it considers each consecutive pixel rolled over to be a new event and consequently triggers the "over" animation again.
The code I have is below. I've commented out the MOUSE_OUT function for now. There is also a screenshot at the above link of my Layers palette for the button clip in question. I put a "stop" label at each frame that has an action so you see the actions used. oneBedButton_mc.buttonMode = true; oneBedButton_mc.addEventListener(MouseEvent.MOUSE_OVER, overEffect); //oneBedButton_mc.addEventListener(MouseEvent.MOUSE_OUT, outEffect); function overEffect (e:MouseEvent) { oneBedButton_mc.gotoAndPlay("over");} function outEffect (e:MouseEvent) { oneBedButton_mc.gotoAndPlay("out");}
I got this early version of a sliding menu. See file "scrolling.fla". Its got four images that slides into place when you click on the small colored buttons. The thing is I want the movie to quit/shut down when I press the red button, AFTER the red image has moved back in place.The code for the red button is:
on (press) { _root.xnew = _root.mask2._x+(-2-1)*458.5/2; }
I added the following:
on (rollOut) { _root.unloadMovie(); }
It works in a sense but I dont want to use "on (rollOut)", because you might shut down the slideshow involuntary moving the cursor on your way to the other buttons. So the question is, yet again, how to quit the movie after the red image is back in place?
is it possible to add multiple actions to the same button.e.g.on stage theres only one button, on first click it should make mc1 visible , on second click it should make mc2 visible and so on.
I need add another code to hide textarea-load.swf from my movie and this action should occur when I press same button once again . Note : I don`t have any movie with "555" instance name but it helps me to run my movie
I got four buttons that pull up images in a slide show. I want the fourth button to first pull the image in place and THEN shut down the movie clip. I thought this would be easy, but no. Unfortunately I canīt attach the fla-file on this forum. You could take a look at this:
on (press) { _root.xnew = _root.mask2._x+(-2-1)*458.5/2; }
Thatīs the code for the last/fourth button, it pulls the fourth image in place. So thatīs in order.I added this below in the same script:
on (rollOut) { _root.unloadMovie(); }
It works in a sense. The movie falls into place when I click the button and the movie quits when I move the cursor. But it also means you might shut down the slide show involuntary when you move the cursor going for any of the other buttons.
I have made a simple menu with a 'slider' using this tutorial. What I am wondering is if it's possible to have different actions for one button. Here is my first menu button:
Code: on (rollOver) { // slider - Movie Clip's Instance Name. button_1 - Button's Instance Name.
How can I make a mc witch I us as a button fuctional for two actions.I mean when I press the button that a clib fades out and when I press again it fades in again I tried it with an if but the it only works one time.This is the script
Code: but.onRelease = function(){ if (mc._alpha <= 1){
I'm stucked here. I want the font type "BauhausMedium" to apply when ft_01 is clicked, font type "Haettenschweiler" to apply when ft_02 is clicked, etc... at the same time I want all" ft_01a", "ft_02a", "ft_03a" movieclips to hide except for the movieclip similar to the clicked button. E.g. if "ft_02" was clicked ft_02a to be visible =true and rest to be visible = false (ft_01a, ft_03a).
I used a tutorial to attempt to set up my code so that after a button is released and an external .swf is loaded the same button can't be activated again (on release or on rollover) until a different button is released.
Here is an example of my actionscript. What I'm trying to do here is just have the button not replay the mc in the over state if it's movie clip is already loaded in[code]...
I have a symbol that is movieclip (symbol name switch) which has got a switch on/off image inside it, if u click it, the 'switch on' image comes (frame 5) and when u click again the 'switch off' image comes (frame 1) Nw i want the symbol such that when i press it not only does the 'switch on' image come, but also change the image of another movieclip (symbol name 0bit) which is in the root timeline and not inside "switch" symbol
This is killing me, real simple. I have an mc that has 12 buttons on 12 layersall btns have alpha tweens for 10 frames so the appear like thisbtn 1 alpha fr 1 to 10btn2 alpha fr10 to 20btn3 alpha fr20 to 30 and so on.
I have a project where I have 80 or so invisible buttons, that when clicked, need to load a movie clip from the library into a mc on the stage, as well as cause a rollover and rollout state on a "movie clip button" that's sitting underneath the invisible button. This is in ActionScript 2.0.Here's a example of one of my button actions:
ActionScript Code:[code]....
The way it works is "invis_1_1" is the first invisible button in a group, the 1_1 refers to the button being in the first column and the first row in a grid. The "movie button" it's controlling is "col1row1" which has a "on" and "off" state. When the invisible button is clicked it loads "1_1", which is a movie clip in the library, into a holder movie clip.The dilema I'm running into is I'll need to write this code over 80 times with a slight change each time to the instance names etc. I'm sure there's a way to do this with an array but I'm still new to using arrays.
So I am trying to make a button in flash which when pressed, goes to frame 253, plays until it reaches 264, and then gotoAndPlay frame 527. The code that I used worked, until I added another button which does the same thing but with different frames. Both buttons are on the same page. The buttons seem to work once, then forget what it is they are supposed to do.Here is the code I used:
ActionScript Code: on (release) { gotoAndPlay(253);