using scenes I had the problem of the published movie skipping scenes, and I was hoping that it would fix itself once I compiled all my scenes onto one time line. The problem still persists, and at one "scene" (now a movie clip on the time line), it just goes into an endless loop.Right now the movie is broken into two scenes to get around the 16000 frame limit. When I test the two scenes individually, they run fine. Only when I test the entire movie does it screw up.So my question is: Is there a way I can use action script to force the movie to play a range of frames so it doesn't skip over them? Having two .fla files and a call function isn't an option since I need to upload it online to various websites, and I can't host separate .fla's elsewhere to be called upon.
Basically the problem is that the flash player skips my frames for some reason!Problem: calling gotoAndPlay("label"), and once flash gets to that label, it does play, but it does not reach the trace action at the end of the timeline, although it reaches the end of the timeline and loops to the beginning as far as the visible artwork is concerned. There is no stop actions involved in between the gotoAndPlay and the trace action.If I reproduce this in a simpler environment I do not get the error. In the file I am using a few of my own simple external classes, and the as2 EventDispatcher, and caurina Tweener.
I'm making a flash company profile in the style of a website, except it won't be uploaded online.and i made each button skip to a frame that i already named
some of the buttons are skipping to the wrong frames for some reason,the ones that are not working properly have some pretty big picture files on them,could this be the reason or is it just an action script mistake?
Unfortunately, it is giving me some problems. At first, it seems to work fine, it will go forward a frame if UP key is pressed. However, if I press the down key, then the up key again, it will skip a frame. For example:
I am on frame 1- I press UP key, flash goes to frame 2 On frame 2, I press DOWN key, flash goes to frame 1 On frame 1 again, if I press UP key, flash will jump to frame 3 It will continue to do this until I am left with just my first and last frame and can't go thorugh the other ones.
I have a problem when making flash applications with more than one frame that has symbols placed on it in that I can't declare all of the event listeners for the objects at the same time and I have found that even if I put them all on the first frame, add the event listeners, then click through to the next frame then the buttons won't work on that frame.
Does anyone have any idea how I could solve this? I did consider myself a fairly competent AS3 programmer until I realised I had no idea how to handle this sort of thing. Solved: I initialised the clips from my external class and then addChild'd and removeChild'd them as I needed to and placed their x and y on addChilding.
there seems to be no accepted method of playing multiple flv using buttons. My latest attempt has me putting multiple instances of the flvPlayback component in different frames and using buttons to navigate to those frames. It works but nothing anyone has posted anywhere will result in removing the flv when you go to a different frame and instance. This was simple in AS2. Load movie to a traget and each time you load a new movie the other one goes away. REALLY goes away.
(Flash Professional, AS3) I'm working on a custom avatar system where you can select various festures and colors. For example, I have a "hair" movieclip that has 10 hairstyles. Each frame has a movieclip of a different hairstyle (HairStyle1, HairStyle2, etc.). I also have a colorPicker to change the color. Here's my code:
This correctly changes the initial color. I have a "nextHair" button to advance mc_myAvatar.hair to the next frame. When I click the button, I get an error message saying that I have a null object reference. I added a trace, and mc_myAvatar.hair.colorLayer is null on frame 2. I've clearly named HairStyle2 as "colorLayer" in frame 2. I think the problem is related to me using the same name for different classes/movieclips, but I don't know how to fix the problem...
I added a square movieclip below my hairStyle movieclips, named the square "colorLevel", and deleted the name from my hairStyle clips. When I click the next button, the square correctly maintains the color from frame to frame. However, having a square doesn't do me much good. I tried converting the hairStyle layer to a mask. Doing this, however, results in yet another "null object" error - mc_myAvatar.hair.colorLayer is null after frame 1. I even tried "spanning" my colorLevel across all frames (no keyframes), thinking that this would give me just one movieclip to work with. What's going on, here? Why am I getting these null objects, when they are clearly defined in my movieclip? I'm also open to suggestions on a better way to do multiple frames and colors.
I have a tab button in a movieclip with 3 different states keyframed - popup, hover and up. I use the textfield on each state to show tab title - the problem is I cannot use the same position for the textfield on each keyframe, so I keyframed the textfield's position. And in both keyframes for the textfield it has an instance name tabText. And when I assign text to it - it changes on one keyframe only. How should I resolve this situation without adding the textfield programmatically?
if you have an active state and a passive state for something, you can jump between the two with gotoAndStop(2), gotoAndStop(1); or you can manipulate whatever property is changing directly (e.g. if it's alpha, then symb.alpha=0.5, symb.alpha = 1.0). I've found myself jumping between the two, and I don't like it (I like to have a standard, or at least a usual). What's considered a good practice
I have 260 images that I need to place on different frame. Instead of dragging them one by one the image on the stage, is there a way to drop all of them in one shot but each images is on a different frame?
I am deploying a jwplayer (url...) to a website and I am not 100% satisfied with the way the player behaves when you skip to a new position, you press the timeline at one spot, but it skips to a different location. (the elapsed time indicator)
It seems this is a problem with flash video in general? Or can this be solved by using for instance streaming video instead of progressive HTTP playback?
I have a Flash CS5/AS3 project, a large Flash game, that uses a LOT of animations. I've divided these up into a MovieClip on a Scene, with corresponding actionscripts and events, for the "exploring screens", and another MovieClip on a Scene for one of the challenges, and another such set for another challenge. This method allows me to put only the animations that section needs into the corresponding MovieClip, and link the events of the scene to its MovieClip.
However, I obviously have to link these. I use the following to do it: stop(); thismovieclip.stop(); gotoAndPlay(1, "THAT_SCENE");
The next movieclip starts automatically when the next scene shows up. This works well in theory. But, though the correct Scene shows up, that scene's movieclip is skipping erratically (as opposed to playing smoothly), and its audiocues are playing, along with the audiocues from another movieclip that I neither called nor have on this Scene. (Mind you, that movieclip hadn't even RUN yet.)
I have a 15 frame composition, a new image on every frame. Each image is the same H x W size as the stage. I can click "Edit multiple frames", and I get the selector/slider thing above my timeline which sets which frames are to be included in the editing operation. I widen it to encompass all frames and then select all frames. But, when I attempt to center up all frames on my stage (Modify-->Align to stage) or set the x y to "0", "0", only one frame cooperates- the one on which the timeline marker is on. The other ones don't comply, even though they are all selected.
I'm using CS4, and I'm attempting to align animations in flash. To make it easy, lets say I have two animations which start in a standing position, facing east. One of these animations (in a movie clip) is on fame 2 and the other is frame 11. The only way I can find to do it - without flicking between frame 2 and 11 constantly - is onion skin. The problem is that when i turn it on, it shows every frame - I can change the start to frame two, but the end will not go back past whichever frame I have selected - 11 in this case, and so it it too messy by far to see what I'm doing. Is there a way to allow me to see only frame 2 in that ghost style, while I edit frame 11? Even if its not onion skin, it doesn't matter.
Second to this - I cannot seem to work out how to edit multiple frames. By that, I mean that frame 11 through to 19 need to be aligned by the same amount, and yet even when I select all those frames, only one is affected.
I'm new to Flash and just started working on an animated short. In one of the sequences, I realized too late that an object was too far left in the frame and needed to be moved back. Is there a way to do that in all of the keyframes at once rather than doing it one at a time? The thing that needs to be moved is a .png file, not a symbol.
I must be missing something, but how on earth do I make it sothat I can set TextFormats for the whole movie and not just theframe the actionscript is on.My movie is basically a video with cuepoints that triggerdifferent keyframes that display text appropriate to what theperson featured in the video is talking about. In other words it'slike a powerpoint presentation that's run by an FLV file. Almostall of the blocks of text I'll be displaying are bulleted lists andsince, for some odd reason, bulleted lists aren't available usingthe standard Flash GUI text formating tools I need to apply themvia ActionScript. All the ActionScript is in its own keyframe atthe beginning of the movie timeline. I've setup my text formatingcode like this:
var bulletlist:TextFormat = new TextFormat(); bulletlist.bullet = true; bulletlist_field.setTextFormat(bulletlist);
While I have successfully applied this to a box of text onthe first frame of the movie, I haven't be able to apply it to texton any other keyframe. So from what I can tell, I have to referencethe above TextFormat actionscript for every frame I need to use iton, and since I can't have duplicate TextFormat values, that meansI'd have to create a new instance with a new name for each frame.This seems rather inefficient and frankly ridiculous consider thatthe other ActionScript that I wrote seems to apply to the wholemovie. And what's the point of using ActionScript to format text ifyou have to redo it for every *******' keyframe? Is there somefunction that I'm missing somewhere to allow me to use one set ofTextFormat code on multiple frames or is this simply a dysfunctionof Flash and/or ActionScript 3.
I found this sentence while googling out for Flash help: "Add 3 frames to your timeline. Drop a TextField on your Stage & make sure it extends over all the 3 frames." I was not able to accompolish the second task of this. I added the frames, dropped a TextField on the first frame, but could not find a way to extend it over all the 3 frames.
AS3 I'm trying to load content from an XML Document into a Flash Presentation. My AS is in the top layer. This layer spand the entire document. Layer two is set up with keyframes every 10 frames. Each keyframe has a text box on it. I am trying to load the xml into each of these frames. Here is what I have in the AS Layer.
The content shows in the first text box on the first frame, When the playhead hits the second keyframe at frame 10 the xml isn't loaded in that text box. The text box instance names reflect what is in the code. When I put both text boxes on frame 1, the content shows..! What do I need to do to get the content to load in each text box?
embarrassed to ask becasue i know its gonna be something simple i over looked. This is what im trying to do i have a movie clip that i want to use as a home button and i want this clip to be on every frame of the movie. well i created a function that whenever this clip is clicked it returns you to the second frame of the movie. now i declared the function on frame 2 when i try and call it from frame three it gives me a 1084 error. Is it even possible to call a function like that from a different frame? This is the actionscript i have in frame 2
Adding frames across multiple layers...that's what I want to do. I do not want to add frames one layer at a time if I can help it as I have a good 20 layers going and I'm bound to miss one or something. Now if I am in a tween layer adding frames I know what that does...but it will add more frames of what ever is going on at that point in that layer...right? (Ex. empty space...you will be adding more empty space...next layer has a tween...you are adding more tween...right?)
I have a symbol that contains all the weapons. I placed 6 of them on the stage. I have 6 variables P1Weapon1... P1Weapon2..etc. I need each one to stop on whatever variable matches them. The scripts needs to be on a external as file linked to the symbol. The variables are declared on a external as file linked to the main timeline.
I have a button that I want to work on multiple frames. Currently, I have a scene that automatically starts to play when the playhead enters the first frame (no stop command). I have an event listener in the first frame that listens for a click. After the click the user is supposed to go to another scene.
The problem is that the button is not working. I am assuming that the code in the first frame only applies to the first frame and I need to add additional code that applies as the playhead is playing across the multiple frames.
I've created a movie, and have decided that I want to change the timing of one element in the middle of it. I have searched and searched but can't find any way to change not only the length of time this element stays on screen, but also all subsequent action, all of which is on different layers.
Surely I don't have to manually move each element on each layer individually? I've been trying to select multiple layers and move the frame I want, hoping that the frames on other layers would also move by the same amount - but no luck.
I'm creating an interactive flash application that uses hundreds of individual renders from a 3d modelling app. The image file size is 800 x 600. Each sequence that i import to the stage is around 120 images and each gets put into a separate key frame. The problem is, often when I import batches of files into flash the program crashes and stops responding.The problem gets worse after each succesful import ie. after importing the first lot of files, its unlikely that the second lot of files will importInterestingly, I dont have this problem on my pc.
I have an main.swf that loads home.swf on the stage. In home there are mc's that when clicked take you to different frames inside home.swf I need to have a gotoAndPlay eventlistener off a button which would take the user back to frame one of home.the home .swf has 6 frames with different clips in each frame on one layer, text for the back to first frame on another layer, an invisible btn and an actions on two separate layers
first question :
the individual frames are 7-8-9 the gotoAndPlay action is on frame 7 ONLY the button only works when in frame 7 if 8-9 are not individual blanks why doesn't the button work when in frames 8 and 9?In other words can't I use an action that triggers a function assigned to a button that spans across more than one frame?if the button spans across 7 - 8 - 9 and the action frame is on 7 how can I get this to work?