ActionScript 2.0 :: Flash8 - Put The Script On The Button (not The Frame)
Sep 4, 2009
im creatung a sort of virtual tv in flash 8, and ive come across a problem-0 I'll try to put this as simply as possible- picture a black square on frames 1-5, and a white square on frames 6-10. I need to be able to push a button, and if its on frame 1, to go to from 6, and if its on frame 6-10, to go to frame 1 (and stop) If possible id like to put the script on the button (not the frame)
A movie clip called "Symbol_4" contains all of the navigation and frames of my movie.inside of Symbol_4 is a MC called "bottom scroller" which contains "imgbar" which contains "bar" which has a bunch of buttons in it.I want those buttons to link to different frames in the main "Symbol_4" MC.
I've tried putting code on a button like this
Quote:
on (release) { tellTarget (this._parent._parent._parent) { }
[code]....
There are no errors in any of this code, but nothing seems to work?!
I have two frames in a movieclip with a stop in the first. I want a script that makes is so that when you hold down the UP or DOWN arrowkey it jumps to frame 2 but if you drop the UP or DOWN key you go back to frame 1.
I really just want to know how to trigger a function when my movie hits a certain frame.
I made a very simple flash show to try to illustrate my problem a little more clearly. I have a green and a gray button. Using the 'switch_buttons' command I turned the gray button invisible at the beginning. What I then want to happen is that on the 10th frame the green button will become invisible and the gray button will appear. But I haven't had any luck. It seems like I need to call a function to switch the buttons somehow.
Im using a onInterval at a very high speed or you could say, with a very short delay. In IE the onInterval is not going by the time frame i set and is running extremely slowly. In all the other browsers the onInterval is working fine and runs the code as fast as i require. I found a post on another forum but that person had no luck with this issue as well.[URL] Is there a alternative way to call functions at a fraction of a second?
I have little and easy flash Only problem is - after the last frame of flashmovie should open new file/location (this time index2.html) but before that it dows the first frame is shown for a moment again. [URL]
Flash is built easily: 1st frame with action "stop();" 2nd - 34th with action "play();" 35th - with action getURL("index2.html", "_self");
I am using an AS to create a 3D Carousel gallery. I have button on the same page as the carousel gallery. My problem is that when I click on the button and the frame is changed, the carousel gallery stays on top of my other pages. Hos do I remove this? I have attached the AS code for your reference.
Is there a way to make it so that when you press the right key your animation/game goes forward a frame and when you press the left key it goes back a frame? I have a pretty minimal knowledge of actionscript so I'm not exactly sure how it would be done.
I have frames with bits of audio. I'd like to click on a button (movie clip) and have audio from 2 separate frames play. Trouble is, they play on top of each other. What I need is a pause between playing the first frame and then the other.
Basically it looks like this:
Code: gotoAndPlay(3); // NEED TO PAUSE HERE ABOUT 750ms gotoAndPlay(4);
I have to make a banner ad for my company's website that is 4 frames. It needs to play each frame about 3-4 seconds and then loop after 4th frame and continuously do so. It needs to begin this process when the web page is brought up without the user doing anything to it (so no clicking)And I have to keep it under 40k.I've found alot of tutorials for using external swf files and images but everything seems to use a button and I can't seem to get the coding down at all.
Say that i have a variable called explosion when this variable is set to yes i'd like it so that whenever you press the screen with the left mouseclick it "creates" a movieclip where you clicked that in the library is named bomb (or duplicate the movieclip from off screen if that is easier)
Is there a way to make it so that when you press the right key your animation/game goes forward a frame and when you press the left key it goes back a frame? I have a pretty minimal knowledge of actionscript so I'm not exactly sure how it would be done.
I have an as2 slideshow project that has 3 images that are accessed form the library. The movie consists of 3 frames 1) preloader 2) blank 3) slideshow script and some stage elements. All these images have been exported for AS and exported for frame 3.
Even so the preloader in frame 1 still only flashes up on the screen briefly before the slideshow starts. I have also set the flash publishing to "export frame for classes: 3" as I have read that this may help. This still does not help.
The SWF file is around 1.3MB in size and virtually all of this is being loaded prior to the preloader as the bandwidth profiler reports.
I have attached a link to the CS3 fla file in zipped format so you may test this for yourselves and possibly help me figure out what I am doing wrong.
Is there a way to recall a variable from a previous frame? I have a variable that was mathematically calculated in frame 3, that variable was then used in a dynamic text field. The problem I am facing is that the text field then disappears in frame 4. The only solution I can think of is reposting the text field in frame 4 but I am having trouble recalling the variable from the previous frame.
Basically, I wanted to 'save' the time thats been recorded in each of the 5 'games', so at the end there is a 'scores' page, with your times for each of the games.
I have managed to get the timer working for the games itself, but cannot find / work a method which saves them to the last frame?
I thought possibly converting the 'elapsed_time' into a different var (t1,t2 etc..) for each of the games? - doesn't seem to work timer_not_saving.fla
How can I use a linked object without exporting it in the first frame? I'm asking that because I don't want to put an aditional load on the beggining of the loading progress...
Note: I rarely join forums or post threads, however, given the living hell i went through to figure this problem out I thought i would go ahead and post this for all others having my problem (in hope that you find this link and it solves your problem). Aim: using frames, I want to create a flash menu in the left frame, the buttons in the left frame should open up the target page into the (main) right frame. [in other words a normal frame based website that has a flash menu as the navigation for the site] Problem: When using getURL to open the page in the frame i.e. on (release) {
I have a stand alone projector file that I am working with. I am trying to figure out how to position certain elements at the top, bottom and sides of the frame so that when the projector is viewed on different machines those elements will remain in the same position.
The file I am working with will be full screen and I have figured that part out. But I need to create a navbar for the top and another bar at the bottom of the screen. If you look at the drawingart site and you resize the browser all the elements stay the same size too. I need to achieve this effect as I am creating this file to work on all size screens.
I'm developing a card game where I have a button (dealButton) which deals the cards. The action can be triggered by a clicking the button or pressing the spacebar on the keyboard.
Problem is, if I press the spacebar repeatedly the action is triggered multiple times. Is there a way to disable the button when I press the spacebar so that it triggeres the action once only, then gets enabled again later, to deal a new hand?
Using the Radio button component and I have 10 groups of buttons. Each group has a group name of g1, g2, etc for each yes/no button. I want to determine which button was clicked. When I run the code below I only get the first one and then each other button clicked I don't get a trace statement back.
var rbListener:Object = new Object(); rbListener.click = function(evt_obj:Object) { trace("The selected radio button group name is "+evt_obj.target.groupName); }; for (rb=1; rb<=10; rb++) { _root["g"+rb].addEventListener("click",rbListener); }
I am writing an application for my students which plays music when buttons are pressed.I made the buttons myself and they have 4 states in 4 colors.The rollover and mousedown states work okay but I would like the button to hold its 'hit' or "mousedown" color while the sound plays, and then return to its normal state. This way, while the sound plays, the student will see its connection to the button label (rather than a screen full of buttons in the same state/color)
How would i make a button to start an animation, and only do it once?(Also, make the button change when finished? like a cellar closed, then opened :/) (AS2)
I have a button on which an effect will play (_root.loc.gotoAndPlay part) but i only want this to happen once (the first time you roll or dragover the button)So i thought i'd do this by making a variable on the root (the lettlook variable, which by default is "no") and then on the rollover, dragover first play the loc movieclip and then set the variable to "yes" (so it'll never trigger again after the first time)so this is the script i made
Code:
on (rollOver, dragOver) { if (_root.lettlook == "no") { _root.loc.gotoAndPlay(2);
[code]....
Problem is, of course, that it doesn't work. It doesn't play the loc movieclip and it doesn't change the lettlook variable to yes.
I am creating a set of buttons at runtime and I want each of them to have a different function.Roughly speaking I am doing something along the following lines
for(var i=0; i<howManyButtons; i++){ var sname = ["myButton"+i]; this.createEmptyMovieClip(sname, this.getNextHighestDepth());
and then I go ahead and draw the buttons using lineTo etc etc.My problem comes when I want to assign a different function to each of the buttons, still within the "for" loop, for example
this[sname].onRelease = function (){ gotoAndStop(i+2); varText = theText[i];} }
This doesn't work as the button function is still looking to see what "i" is when it is released, rather than having an absolute value for either of the parameters. How do I make each function unique and yet fixed?
I have this textfield in wich i load some vars when a button is clicked. How can i make a sort of button of the loaded vars? So if i click on the first title; i go to the right txt-file!?
Here's the code so far:
code: //vars instellen //titels var title1:String = "Maan Fotografie"; var title2:String = "Vertigo-/zoomeffect-fotografie";
i have a movieclip called allBUTTONS which contains 18 buttons. This movieclip will be called numerous time on the CDROM I am creating, and each time the number of buttons visible will change. So instead of writing the following code numerous times for however many buttons i want visible: